James Pike

From Gothpoodle

Jump to: navigation, search

Fairest Draconic of the Summer Court

Pike is an detective with the SFPD's juvenile section, generally working missing persons cases.

Description

Mask

A large, remarkably attractive man with short black hair, clean-shaved face, and amber eyes.

Fae Mein

A huge man with a bull's head covered in black fur with ivory horns and amber eyes. He is squeezed into a suit, wears worn leather dress shoes, and carries a gun in a shoulder holster. The air close to him is hot and dry and he smells like a bull, though he tries to mitigate it with cologne and constant showers.

Storytelling Hints

Pike is intense, dedicated to his work, and ever-vigilant regarding his duties to the Summer Queen. He is masterful at balancing the two sides of his work and rarely has to compromise one for the other. While humorless, he is also compassionate and open-minded, despite his adherence to the law.

Stats

  • Mental Attributes: Intelligence 3, Wits 4, Resolve 3.
  • Physical Attributes: Strength 4, Dexterity 2, Stamina 3.
  • Social Attributes: Presence 5, Manipulation 3, Composure 3.
  • Mental Skills: Academics 1, Computer 2, Crafts 1, Investigation (Missing Persons) 4, Medicine 2, Occult 1, Politics 1, Science 1.
  • Physical Skills: Athletics (Tireless) 2, Brawl (Grapple) 5*, Drive 1, Firearms 1, Larceny 1, Weaponry 1.
  • Social Skills: Animal Ken 1, Empathy 1, Expression 1, Intimidation (Confessions) 4, Persuasion 3, Socialize 1, Streetwise 4, Subterfuge 2.
  • Merits: Fighting Style (Police Tactics) 3, Iron Stamina 3, Languages (Cantonese, Spanish) 2, Mantle 4, Status (City Police) 2, Striking Looks 2.
  • Willpower: 6
  • Clarity: 10 (+2 sensory Perception)
  • Virtue: Justice
  • Vice: Lust
  • Health: 8
  • Initiative: 5
  • Defense: 2 (3 with nightstick)
  • Armor: 1/1
  • Speed: 11
  • Wyrd: 4
  • Glamour: 13/4
  • Contracts: Eternal Summer 4, Fleeting Summer 4, Stone 2, Vainglory 5.
  • Pledges: Knight's Oath (decade)

Abilities

  • Dragon's Talons: +1 Brawl rolls. Once per scene, spend one Glamour to retake a failed Brawl roll.
  • Fairest Blessing: Spend Glamour to boost Presence, Manipulation, and Persuasion pools. Suffers no penalty for untrained Social skills.
  • Fairest Curse: -1 to rolls to avoid losing Clarity.
  • Kenning: Roll Clarity (10 dice) to sense supernatural creatures. On an exceptional success, get a hint of their nature.
  • Mask of Superiority: Spend two Glamour and roll Wyrd + Intimidation (9 dice) - Resolve to convince someone they are a high-ranking co-worker or celebrity. No cost if trying to impersonate someone whose fame is entirely from high standing or looks.
  • Mantle of Terrible Beauty: Spend two Glamour and one Willpower and roll Intimidation + Wyrd (9 dice) vs Composure + Power to fill affected targets with terror and awe, causing them to flee or be at -2 to all actions and unable to spend Willpower. Those who resist are still at -2 to attack or harm him. He gets +2 to Intimidate. It affects all within 3xWyrd yards. No cost if fighting a duel.
  • Might of the Terrible Brute: Spend one Glamour and roll Strength + Wyrd (8 dice) reflexively to add successes to a Strength roll. No cost if fighting multiple opponents with bare hands.
  • Ogre's Rending Grasp: Spend two Glamour and roll Strength + Wyrd (8 dice) to subtract successes from Durability of an object for the scene. No cost if trying to remove a barrier.
  • Songs of Distant Arcadia: Spend two Glamour and roll Presence + Expression (7 dice) to add Wyrd to Expression and Persuasion rolls for the scene. No cost if giving a performance in front of a wealthy and powerful audience.
  • Splendor of the Envoy's Protection: Spend three Glamour and roll Presence + Wyrd (10 dice) to awe people with his true form, increasing Striking Looks bonus to +3 and ordinary humans cannot harm him so long as he doesn't brandish a weapon or harm anyone. Supernatural creatures roll Resolve + Composure for each attack. No cost if invoked at a formal party with at least a dozen people present. It lasts a scene and no recording device shows the true form.
  • Summer Mantle: +4 to Strength rolls when spending Willpower. 1/1 Armor.
  • Words of Memories Never Lived: Spend three Glamour and one Willpower and roll Wyrd + Expression (6 dice) vs Composure + Power in an extended action, five successes needed and each roll representing a minute. The audience is told a story that they will remember as memory and will react with strong emotion to until the next sunrise. No cost if attempting to convince them of something he believes is factually true.

Merits

  • Compliance Hold: +2 to immobilize or disarm a grappled opponent.
  • Speed Cuff: Cuff as an overpowering maneuver.

Combat

Type Damage Pool Clip Notes
Glock 22 2 (L) 5 15+1 9 again
Grapple 0 (B) 10
Nightstick 2 (B) 7 +1 Defense

Background

Pike was taken as a boy

Personal tools