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Name: Lurker (not his True Name)
Age: Unknown
Gender: usually Male
Race: Free Spirit of Man. Lurker is the manifestation of the essence of a city. He is commonly mistaken for a ghost, but he is not undead, nor was he ever flesh and blood.
Height: 1m 80cm
Weight: none
Build: Medium
Hair/Skin colour: Lurker has no physical body.
Eye Colour: Two grey smudges of smoke float where eyes should be.
Affiliation: Gaming Guardians
Clothing: A black Fedora and trenchcoat. They appear as if being worn by an adult male, but apart from the eyes, they are all that is left of Lurker's physical form.
Accessories: None visible. He does have pockets, however, from which he can pull an astounding variety of things - many of which could not possibly have fit into said pockets. The pockets always appear to be empty.
Home system: Shadowrun
Powers and abilities: Up until recently Lurker was a powerful manifestation of a thriving metropolis. Things have changed.
Lurker's Force and abilities vary considerably based on the local level of magical energies and how urbanised the area is. He is a free city spirit, and thus has a range of abilities common to such, including :
The ability to magically locate what he is looking for, or to conceal something/someone from other's perceptions.
The ability to protect someone from accidental harm, or to cause such to happen.
He can cause people to become lost - even in areas familiar to them.
He can strike fear into people by his mere presence should he so choose. He rarely does.
Before his home city was destroyed, he was able to manifest as almost any humanoid he chose.
Now he is locked into a single form, the floating hat and trenchcoat described above. He also has hinted that he used to be a Great Form spirit (A much more powerful class of spririt) -such is no longer the case.
He has considerable sorcerous power and can cast spells without effort - although he is limited as to the magnitude of the effects that he can invoke. He can also use his sorcery to provide strong spell defence for himself and others in his line of sight. This spell defence is called Shielding.
Shielding has two effects. The first is to make the recipients far harder to target with spells. Even area effect spells will tend to flow around them rather than affecting them. Spells that do penetrate the Shielding will be drastically reduced in effect.
The second effect is to greatly increase the recipients' resistance to magic, so that spells that do penetrate the shielding are likely to be resisted, and any damage they inflict will be further reduced, often to the point where no damage is done at all.
Other recently diplayed powers are:
Lurker exists primarily on the spiritual level. Even when materialised, he still primarily perceives people by examining their souls. This lets him gauge health, power, emotional state and the presence of enchantments or cyberware. He uses this to good effect with his basic training in applied psychology when talking to people.
The ability to draw people onto the astral plane. (in some dimensions this manifests as Lurker literally becoming a portal to the astral plane)
The ability to mask his aura, and to penetrate such masking in others.
Possession. By merging with a host body, he significantly increases the host's physical abilities, and greatly reduces his own pain. This is not, however, without risk for Lurker - he must defeat the host in astral combat. When Lurker possesses a sentient humanoid, his trenchcoat and Fedora materialise on their bodies, tailored to fit. Lurker is in control unless he specifically wishes otherwise, and gains access to all the host's memories, skills and abilities while he possess them.
Being a Spirit, Lurker cannot truly be slain, but if his astral form is destroyed it will take him weeks to regain enough strength to return to the physical world.
If he stops manifesting a physical form, Lurker can travel at several thousand miles per hour, and only magical barriers will impede him.
A miscast Telekinesis spell has added to his form, giving him gloves that can move independantly of the rest of him. Their range and limits are as yet untested.
Skills: Lurker's primary role was as a partner for a shamanic P.I. He has strong experience in investigation, surveillance, stealth and information gathering. He is trained in applied psychology, and this coupled with his ability to look into peoples souls gives him a strong advantage in reading people's motives. While he cannot easily affect technology with his magic, he is capable of using it. He can use computers and computerised databases, but would be hard pressed to hack into one and writing software is beyond him. He has reasonable hand to hand skills in physical form (he could take down a street thug, but not a black belt), but is a formidable opponent in astral combat. He is trained with firearms and a handful of melee weapons, most notably polearms. His skill with his own halberd is extraordinary.
Unusual Equipment: Excluding the multitude of mundane items Lurker can drawn from his pockets, the following items are of note.
A Halberd - apparently a construct of pure magical energies - which he can use with phenomenal skill.
A collection of foci that can amplify his power, but he risks burning his powers out if he overuses them, and rarely risks this.
A "Conversion Matrix" - rarely used, at least not openly.
Quirks and faults: Lurker has recently survived an experience which could flippantly be described as "traumatic". Anything that reminds him of that event can trigger some rather extreme mood swings.
Background story:
A thriving city, destroyed. 5 million lives snuffed out like birthday candles. From the ashes, a lone survivor. The ghost of something that was never alive to begin with. The distilled essence of 5 million souls filtered through one near-comatose spirit. It should have gone mad - turned toxic. Instead, it has changed. It is perhaps, more human now.
It eventually found its way to a complex where people from many different dimensions worked together to prevent such catastrophes. He made new friends there, and eventually recovered from his injuries.
His peace was short-lived. On a mission to investigate a mysterious portal, Lurker was struck down and slain by duplicates of himself and a team-mate. The energies of that place interfered with his normal process of reformation, and he became lost in the spirit world. Three guesses where he ended up ( & the first two don't count).
Ambitions: To help establish communities. To keep what is within me imprisoned. To remain free.
[Last Updated 17 Sep 2003]
Psychadelic Incantation by Val:
Five million lives snuffed in a flash
Something remains beyond the ash
A force, a spirit that no one's seeing
The city's soul as a single being
Eyes of smoke and fedora float
Upon an empty dark trench coat
That's how this remnant will appear
The flow of magic--his to steer
While asleep, I battle in a strange domain
Like my soul's in combat on the astral plane
I dismiss the dream as passing fear
But in the mirror there's something queer
I'm wearing a detective's coat and hat
These aren't my clothes--What's up with that?
When I can't remove them, I feel alarm
Lurker37 now controls my form!

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