Levi Aislin Power

Physical Description

Specialized Equipment

Implant Vessel (Cybernetics)

Mark 4 (+4 Vigor)
This internal implantation provides a bonus to Vigor, and by extension, vessel, VR, and river values as well. It doesnot change your asset value. He doesn't know where these implants are precisely. He just knows that they put things inside him that made his natural talent with dark stronger.

Darktech Regenerator (Cybernetics)

Vessel Regeneration +2
Where normal nanotech is designed to patch wounds, the darktech remains within the brain, attempting to ensure synapses fire when they are supposed to.

Permatek (Cybernetics)

This small repository operates differently from a standard vessel in that it contains a spell that is continually refreshing itself. When he casts a spell requiring concentration, he can bond it to his permatek with a bonus action. The permatek then handles the concentration for him, allowing him to do other things, including cast other spells.

Cambion (main hand)

This weapon’s original fabricator is believed to have been a half-breed between two worlds, though which worlds are unknown. It’s easy by some to assume divinity and perdition, but others suspect it may be rival alternate dimensions that only resemble ideas of hell and heaven. Regardless, this semi-intelligent weapon will only serve a master once its previous one has given the weapon willingly or has died.
Awareness. He never rolls to attack with the cambion it always hits (but can never crit, even with abilities that turn normal hits into criticals).
Damage. 1d6 piercing (1d8 piercing in Ultramax)
Range. 50/200
Properties. Light, reload (12 shots)
Preference. The cambion bonds to its new owner and cannot fire or be used unless that owner dies or willingly gives the weapon to another.
Type. One-handed small arm. Traditional bullets.

Smart Pistol (off hand)

Cost. 15,000 credits
Damage. 1d6 piercing (1d8 piercing in Ultramax)
Range. 50/250
Weight. 3#
TL 3
Properties. Light, reload (10 shots), SPP

Light Weapon

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Reload a Weapon

A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

Self Propelled Projectile (SPP)

These are small rockets fired from pistols or rifles that continue to accelerate after an initial air compression push fires them from the shell. Although more expensive than traditional firearms, SPPs proved useful for engagements when range mattered. The ammunition for SPP weapons are sabot rounds, as the shell ejected breaks apart, and the contained self-propelled projectile ignites, breaking from its seal. All SPP weapons can fire underwater, though their range is halved. They are not common but have definitive advantages, such as explosive warheads and guidance systems. These are uncommon items.
Seeking (6th Level). The SPP weapon gains the guided property.

Guided

These weapons assist in aiming after being fired and can even make a secondary attack if the first one misses. 4 times a day, he can either have advantage on the attack roll or miss the the initial attack and make a second attack as a free action at the beginning of his next turn using that same round of ammunition (or rocket).

Armor: The Rack

This light armor was the first in its line to be crafted after it was discovered that technology could tap and focus dark. Its primary focus was to improve the capacities of someone gifted in spellcraft without impeding them in any way.
Armor Class. 12+Dex Modifier; Strength. —; Stealth. — (UltraMax Hardness 2)
Resistance. Provides resistance to lightning and slashing from nonmagical weapons. (If a creature or an object has resistance to a damage type, damage of that type is halved against it.)
Modules. can attach up to two modules to this armor.

Permatek (Module)

This small repository operates differently from a standard vessel in that it contains a spell that is continually refreshing itself. When he casts a spell requiring concentration, he can bond it to his permatek with a bonus action. The permatek then handles the concentration for him, allowing him to do other things, including cast other spells.

River Expansion (Module)

This headset allows him to store knowledge, so he doesn't have to. It is specialized to transmit needed information into his visual field.
Recall. river value increases by 1.

Mental characteristics

Personal history

The Covenant of the Mecha

He was born exhibiting unnatural abilities within a division of the Covenant. He was brought before the apostles and declared beatified. Taken away from his family, he underwent rigorous training and cybernetic experimentation without his consent to fully develop his abilities. He grew up resenting them for making these choices and changes without ever having a say for himself. He emerged damaged psychologically but powerful in the ways of the dark. They made him this way. He owes them a debt, but he also wishes to destroy them for treating him like he was nothing but a tool for them to use as they wished.

Skill Proficiencies.

Detection and Induce.

Languages.

French

Origin

He was born in Dark Syde. He was taken into The Covenant of the Mecha. Because of this, he doesn't know who his parents are or if he has any siblings. This part of his history was taken from him like so much else.

Life Events

1. Tragedy

He has scars all over his body, but they can be covered with clothing. He hates his scars as they are a constant reminder of what was done to him. If a critical hit is scored on him, he is stunned until the end of his next turn.

2. Enemy

He has made a good number of enemies since he has come to Camp Hope. While he has hidden his ability to use dark, he hasn't played along with their religious cult. Doing what generates power has led him to be largely disliked by the religious folk and even some of the scientific folks too. He doesn't care as long as he can continue to hold onto the power that allows him to choose for himself.

3. Windfall:Positive Side Effect

All of the experiments has left him forever changed. He gained a Genetic Benefit. Perhaps it is because of their experiments and perhaps it is something that he learned as a way to help him survive his childhood. Afterall, it was very important that he made them happy with their tool. Being useful and valued meant he got to continue living. He saw the way that they discarded those that were considered failures.
Empathy.
He has always been able to understand someone’s emotional state, allowing for sympathy or manipulation. He gains a +2 bonus to Wisdom (Insight).

4. Tragedy: Psychological Trauma

His childhood has left him damaged. He carried as many emotional scars as he has physical scars. He loves gambling, but this is not limited to games; he may place himself at risk to achieve the same stimulus if the situation is right. Somehow, putting everything on the line makes him feel alive when he mostly feels nothing.

5. Tragedy: Pursued by the Law

The Covenant of the Mecha spent a great deal of time. money and effort in making him. They want him back. They will do what they must in order to collect their tool and restore its usefulness. In the event that the tool cannot be restored, they will settle for reclaiming the implants that were given to him. It will be a same that removing those implants will likely result in his death.

6. Windfall: Wealth

He had a big gambling win and it is what started his strange addiction to risk taking. He has managed his money well and lives comfortably. His money is a large part of his power base, because of that he does everything he can to protect it.

Intellectual Characteristics

He methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about loyalty and order but not about dignity or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve if he must. He condemns others not only according to their actions but also according to race, religion, homeland and social rank. He is loath to break laws and promises. This reluctance comes partly from his nature and partly from those who oppose him on moral grounds.   He values his freedom highly and will do anything to protect it. He believes that freedom is granted to the strong and to the intelligent. Those who cannot command power cannot maintain their freedom. He believes that to be the nature of the universe. Since that's the way things work, he strives to be one of those that holds the power so that he will never become a slave again.   Hierarchy is important. It is how the strongest and smartest rise to the top to lead everyone else. It means that the weakest and dumbest people are at the bottom of the hierarchy which is where they deserve to be. If they want to rise up, they need to be stronger or smarter and prove themselves. That is the only fair way to decide. It makes no sense to have a society lead by those that have not proven themselves to be both strong and smart.   He is generally viewed to be
  • Strict: demanding that rules concerning behavior are obeyed and observed.
  • Ambitious: having or showing a strong desire and determination to succeed.

Useful Knowledge

He knows the laws od Camp Hope really well, that's how he has managed to stay out of legal trouble while running his faction. The best way to play cat and mouse is to make sure you know the cat really well.

Relationships

Merryn Iosif

Enemy (Important)

Towards Levi Aislin Power

-5
-5

Frank


Levi Aislin Power

Enemy (Trivial)

Towards Merryn Iosif

0
0

Dishonest


Current Location
Species
Year of Birth
83 SE 30 Years old
Circumstances of Birth
Birthplace
Dark Syde
Spouses
Siblings
Children
Current Residence
Housing District
Pronouns
They/Them/Theirs
Sex
Male
Gender
Agender
Presentation
Androgynous
Eyes
Left grey and Right blue
Hair
Black with blue fashion color
Skin Tone/Pigmentation
fair
Height
6'
Weight
198#
Belief/Deity
Aligned Organization
Known Languages
English, French
Ruled Locations

Mental Traits

  • He is incredibly slow to trust. Those who seem the fairest often have the most to hide.
  • He plans for every contingency. Leave nothing to chance!
  • He always has a plan for what to do when things go wrong.
  • Survival. You can’t win if you’re dead. Live to fight another day — when the odds might be more in your favor. (Any)
  • He expects danger around every corner.
  • He likes to know his enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
  • He assumes the worst in people.
  • He will not break promises to his allies and superiors.
  • He always promotes order in society. Order makes things predictable and that keeps him safe.
  • He will always stand up for his allies.
  • He will turn over family and allies that break the codes of his order if they are disloyal to him.
  • He will always tell the truth to those he respects.

Biases

Positive Biases

1. He favors people who are openly different and defying the religious culture of Camp Hope. This bias will be trigger if a character has voiced antireligious views in public or people who are not conforming to the gender ideals.
2. He generally trusts The Others and The Awakened.

Negative Biases

1. He does not like nor trust anyone who is part of the Church of Hope. This bias will be triggered if a character is carrying any religious items, people who have voiced pro religious views in public, are seen in active worship or are seen spending time at the church.
2. He generally distrusts Humans.
3. He generally doesn't trust people who are from Dark Syde as he assumes that they are going to attempt to recapture or kill him. This bias applied to anyone he knows to be from Dark Syde.

Taboos

  • Never betray an ally
  • Never disobey the rules of the system

Virtues & Personality perks

  • Commitment - the trait of sincere and steadfast fixity of purpose
  • Equity - conformity to rules or standards
  • Honesty - not disposed to cheat or defraud; dependable; to be frank
  • Loyalty - to bind oneself completely; allegiance

Vices & Personality flaws

  • Callousness - showing no concern that other people are or might be hurt or upset
  • Egoism - the practice of making personal welfare and interests a primary or sole concern, sometimes at the expense of others
  • Extremism - the holding of radical political or religious views or the taking of extreme actions on the basis of those views
  • Greed - an overwhelming desire to have more of something such as money than is actually needed

Articles under Levi Aislin Power


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