Wallace “Doc Croc” Gatorman DDiv
Character biography goes here
Glitch Doctor from the Gator Swamps
Doc Croc is (was) an ordained member of the Gator V00/D00 church, which taught a cyborg theology of spirituality merged with technology.
Invoke: When turning to religion or his back-swamp roots for answers, to lead others toward some ideological goal, or to call on divine aid.
Compel: Doc Croc cannot really view the technological or spiritual separately and thus can be expected to seek out some connection or resolution between the two (e.g., interpreting a divine message from a techno-phenomenon). Further, his role makes him (perceive himself to be) a leader and he cannot escape the responsibilities of that role (whether real or imagined).
Thanks to his unorthodox take on Gator V00/D00, Doc Croc has been cast from his church and swamplands. The other gators want to ignore his existence and his teachings entirely.
Invoke: When positioning his approach as revolutionary or innovative and anti-establishment.
Compel: Doc Croc's rejection from gator society has caused him to remain very much on the margins of other civilizations, and that social position can or should keep him from becoming too comfortable among others.
As a gatorman, Doc Croc is an intelligent bipedal being, but he is also a descendant of creatures who sat for millions of years at the top of their food chain.
Invoke: When using his natural features (or the threat thereof) in order to intimidate, threaten, or attack another.
Compel: When his natural instincts can or should overwhelm his more "civilized" or restrained behavior.
Major Gateway: Techno-wizard
As an ordained priest of the techno-loa, Doc Croc can call on the divine V00/D00 powers for aid with his spiritual magics.
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
Frightful witches casting maledictions against their foes or hapless passers by is an old magical tale. This field of study lets mages do exactly that. Curses are largely what they appear to be, spells that impair the victim in some fashion often somewhat indirectly. Some of them get a bit strange but all of them are fearful and at the high levels some of them can be deadly.
Summon and Control
Summon and Control (General): While the arts of summoning are often associated with the Shifter, much of the body of knowledge associated with it can be learned by others. Summoning is a very specific and nuanced art but as a rule it does no good to summon something – anything – if you cannot then make it do what you want. The most basic and general spells of the summoning art then deal with that very issue. Whether compelling someone (or something) to do a simple act, using magic to charm and influence them or simply dominating their mind outright, these spells give the caster the control he needs over what might otherwise be very independent would be servants. Such control is often fleeting and long term arrangements often require other tools like pacts, contracts or other agreements. Still, the ability to force the issue is handy, even when the control is temporary.
Curses - You have +2 Arcana when casting from this purview.
Shield of Faith
You can use Lore as a defense against Provoke attempts, provided you can justify your ability to overcome your fear through recall and recitation of your religious teachings.
You’re an expert in wetlands survival and gain +2 to overcome actions when in a wetlands environment.
You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie.
Unlike partial or full cybernetic conversions, minor cyborgs often have only a handful of small implants. They lack the strength and toughness of their less mortal cousins thanks to the lack of things like reinforced skeletal structures to bear the strain of high performance limbs, but they make up for it with sneaky tricks. There’s a lot of things that can be implanted after all. You never suffer penalties or increased difficulties to Notice or Will due to lack of tools or inclement conditions. However, you also suffer a -1 to their Arcana and/or Will (as appropriate) when casting on top of any other penalties you may incur.
While computer networks are less common than they used to be – especially outside places like the Coalition States – computers themselves are still important in nearly every example of modern technology still extant. Which means that the need to gain unauthorized access to them is still very much a thing. The hacking suite is the means do just that. Short range wifi capability and a hardline port link to an internal micro computer and ensure that a prospective hacker has all the tools he needs to ply his trade. This implant allows you to make Crafts rolls to hack any computer you can gain remote or physical access to without the need for additional equipment. It also confers a +2 bonus to any overcome actions aimed at defeating or evading security measures.