Jamo

From Gurth
Revision as of 16:20, 28 February 2011 by Jslife (talk | contribs) (Created page with "Category:Characters Marijuana smoking voodoo warrior played by jacob Original notes from Jamo character creation... [Things to remember for GM'ing] Jamo....")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Marijuana smoking voodoo warrior played by jacob


Original notes from Jamo character creation...


[Things to remember for GM'ing]

Jamo.. has a +2 charisma (just very likable) which give +2 reaction from all intelligent creature. inspires instinctive feelings (pos and neg) +3/-3 depending on the disposition of the person. can see, hear, talk with spirits within 14 yds. can sense supernatural manifestations within 70 yds and pinpoint the location on an IQ roll. (if the spirit is trying to hide it is a contest of will) has Intuition which helps him choose the right way when there are many possibilities. has Empathy which gives him 'feelings' about people. determining loyalties or lying, etc. Roll against IQ is a Spirit Warrior for Chango and gets tough if he can get the god to come down and help. can command spirits within range (contest between their Will and my Will-3) is poor, addicted to Marijuana, lazy, and impulsive


[Background] Jamo was born to dirt-poor, normal parents in Haiti. It was soon very clear to them that their child was different so they took him to the local Houngon priest. The priest correctly identified Jamo's latent initiate powers and took him away from the parents.

Jamo grew up as one of the enforcers for a local Voodoo clan. He mostly protected his neighboorhood from rivals and had to deal with a few devourers and in-betweeners as well.

Jamo never has chosen a clear side in the Shadow War though he's caught the attention of Chango the lord of volcanoes/fire/lightning and recently become a spirit warrior for him. He tries to do as little as possible in the shadow war as he's seen many friends caught up and killed in it. For this reason, Jamo has never practiced many of the rituals that he knows and prefers to lay back until the very last minute.

Jamo was approached by an agent of OPIATE that was investigating strange occurences in his neighborhood. Jamo took him around as a guide. When Jamo found out the OPIATE agent was investigating the death of a local girl, Jamo found her spirit and spoke to her. He told the OPIATE agent everything that had ocurred to her. The agent was angered and thought Jamo was playing a joke until he discovered everything he said was true. Since then, the agent has tried to recruit Jamo to come back to the States for paranormal investigation.

Recently, the shadow war in Haiti has been heating up and Jamo figures he could use a vacation so he accepted the offer.


[Character in Electronic form]

Attributes: [115] ST: 12 [20] DX: 13 [30] IQ: 14 [45] HT: 12 [20]

Fourth level initiate: [70] See and hear spirits within IQ yds Sense supernatural manifestations within IQx5 yds (both automatic unless trying to hide -- contest of will) Pinpoint within range with IQ roll Empathy and Intuition Spirit Warrior May dispense with one element of mystic ritual at no penalty +3/-3 Reaction modifier Communicate with spirits directly -- hear words. Command spirits withing range (contest between their Will and your Will-3)

Powers: [124] Autotrance [5] Visualization [10] Extra Fatigue +3 [9] Spirit Warrior (Chango) [94] ST +10 DX +3 HT +2 DR +4 (additional +10 vs lightning or fire) Bad Temper, Lecherousness Pyrokineses level 6 8 pts in Pyrokinesis skill


303

Disadvantages: -50 Poor [-15] Addiction (Marijuana) [-10] Code of Honor (Pirate) [-5] Laziness [-10] Impulsiveness [-10]


47

Advantages: Charisma +2 [10]

Skills: Vever Drawing (M/H) [4] 15 Ritual Magic (Voodoo) (M/VH) [20] 17 Theology (Voodoo) (M/H) [4] 14 Dancing(Voodoo/Tribal) (P/A) [.5] Sculpting (P/A) [.5] Brawling (P/E) [1] Shortsword (Machete) (P/A) [1] Knife (P/E) [.5] Cooking (M/E) [.5] First Aid (M/E) [.5] Area Knowledge (Haiti) (M/E) [.5] Survival (Jungle) (M/A) [.5] History (Voodoo) (M/H) [.5] Occultism (M/A) [.5] Fast-Talk (M/A) [.5] Shadowing (M/A) [.5] Stealth (P/A) [.5] Streetwise (M/A) [.5] Fishing (M/E) [.5]

Rituals: (Path of Dreams) 11 Dreamwalk -0 Dream Shackles -8 Dream Visitor -2 Dream Sanctum -3 Night Terrors -5

(Path of Health) 11 Succor -4 Evil Eye -7 Malaise -5 Vitality -3 (path of protection -4) Dose -0

(Path of Protection) 11 Curse Sanctum -0 Soul Cleansing -4 Reversal of Fortune -3 Sanctuary -4 Ghost Shirt -7

Example Ritual: --- Jamo and three close friends do a three-hour ritual together at their clan's traditional worship site to create a Ghost Shirt charm for Jamo as a going-away present.

4 + 8 + 8 + 8 (four initiates base skill in ghost shirt) Bonuses: +2 (Autotrance for Jamo) +1 for every 2 roll is made by (Vever drawing for Jamo atleast) +2 (3x time) +2 (Traditional worship site) +4 (Target present at ceremony) +2 (Intricate sculptures of spirits) Minuses: -16 (3 months)

Each gets +10 to skill (extra +2 for Jamo) 16 - 18 - 18 - 18

Each gets -4 for time period 12+(vever), 14, 14, 14

If everyone makes their role, a Ghost Shirt charm is created for Jamo that lasts 3 months ---