Campaign:Death Inc./Bernard
Overview
- Name: Bernard Marshall
- Concept: Enraged Bystander
- Virtue: Temperance
- Vice: Wrath
- Age: 30
- Archetype: Reaper
- Threshold: Stricken
- Experience: 1/13
Background
If Bernard had had his way, he would have lived a long and quiet life as a nine-to-five office worker. He never wanted much out of life, and didn't ask for much in return. Fate, however, had other plans in store for him.
On his way to work one day he was suddenly caught in the crossfire between two rival gangs and caught a bullet in the lung. He kept himself alive long enough for the ambulance to arrive, and quietly began to waste away in the hospital. He contracted an antibiotic-resistant infection in the hospital, brought on by the tender ministrations of a diseased and depraved ghost, and passed away after several weeks of ineffective treatments, enraged that he had done absolutely nothing to deserve this. His latent, molten fury awoken by his inability to do anything about his situation as he died attracted The Patient Demon, who brought him back from the land of the dead. His return manifested as a sudden incredible remission of the infection, his immune system miraculously fighting through the disease and the damage from the bullet, and he emerged from the hospital a week later as fit as an ox. His life finally had a purpose, now that he could see the world of the dead: to destroy those who would destroy the innocent, living or dead, and to avenge those who died like he had: by the callousness of cruel fate.
Appearance
Somewhat haggard, toned man with short brown hair and a five o' clock shadow. Dressed in tight fitting clothing and constantly observing the surroundings.
Geist
A horrible figure bound in a fleshy straitjacket floats through the air, full-body wrapping completely obscuring its entire body behind rotten meat just loose enough to allow it to squirm and strain. Basically a Straitjacket/Patient Demon/Lying Figure from Silent Hill with its legs bound as well. It has a rapidly switching personality from dormant and melancholic, hanging limply in the air, to raging and spastic, straining against its bindings.
Attributes
(Physical>Mental>Social)
Power: Strength •• Presence •• Intelligence •• Finesse: Dexterity ••• Manipulation •• Wits ••• Resistance: Stamina ••• Composure •• Resolve ••
Skills
(Social > Physical > Mental)
Mental Physical Social (-3 Unskilled) (-1 Unskilled) (-1 Unskilled) Academics: Athletics: •• Animal Ken: Computer: Brawl: ••••• Empathy: Crafts: Drive: •• Expression: • Investigation: Firearms: • Intimidation: ••• Medicine: •• Larceny: Persuasion: ••• Occult: •• Stealth: Socialize: Politics: Survival: Streetwise: Science: Weaponry: Subterfuge:
Specialties
- Occult: Underworld
- Intimidation: BEING HUGE
- Medicine: Emergency care
Traits
- Willpower: ••••
- Temp.: □□□□
- Psyche: ••
- Plasm: 18/18
Manifestations
Caul ••
1 Plasm
Roll dice, exceptional success means 9 agains on successive rolls
Phantasmal Caul •[Stamina+Persuasion+Caul+Keystone = 11 dice]: Can morph form to add activation successes to dice pool on physical actions
Phantasmal Caul ••: Spend 2 plasm and roll Stamina+Expression+Activation Successes-Highest Composure of witnesses, those who see sin-eater take -[successes] on all actions not related to running or cowering for [successes] turns.
Stigmata Caul •[Stamina+Occult+Caul+Keystone = 10 dice]: No need to breathe, sleep, eat, etc
Stigmata Caul ••: Spend 1 plasm and control a pool of own blood, can move up to Speed per turn and morph it, it has strength 1
Shroud •
1 Plasm
Roll dice to get armor equal to shroud, exceptional success is +1 armor
Phantasmal Shroud •[Resolve+Persuasion+Shroud+Keystone = 9 dice]: Add Manipulation to defense vs. thinking beings
Stigmata Caul •[Resolve+Occult+Shroud+Keystone = 8 dice]: Add Shroud to Resistance rolls vs. numinas and Sin-Eater powers
Ceremonies
Keys
- Phantasmal
- Stigmata
Merits
- Fighting Style: Krav Maga 5
- Brawling Dodge
Synergy
- 10:-----------
- 9: -----------
- 8: -----------
- 7: -----------
- 6: ___________
- 5: ___________
- 4: ___________
- 3: ___________
- 2: ___________
- 1: ___________
Combat
- Size: 5
- Speed: 10
- Init. Mod: 10
- Defense: 3
- Armor:
- Health: ••••• •••
- Cur. Health: □□□□□ □□□
Immediate Defense (•): Add Brawl to Initiative.
Disarming Defense (••): Acts as the Disarm merit using Brawl (Attack successes > Dexterity = may disarm instead of damage), and can snatch away the weapon and use it.
Impenetrable Defense (•••): Reflexively spend one willpower to add Brawl to defense or dodge score vs. one attack (Stacks with Brawling Dodge)
The First Moment (••••): Always win initiative ties.
Weapons and Equipment
The Dragon's Teeth [0L, counts as brawl]
Momentos and Keystones
- Keystone: The Dragon's Teeth [Phantasmal/Stigmata/Medicine]
A pair of perpetually bloodied brass knuckles covered in barbs and spikes to inflict grievous wounds on victims. Surprisingly, the knuckles impart a powerful knowledge of how to repair the same damage they inflict.
Advancement
10 EXP Krav Maga 5 2 EXP Brawling Dodge
Chargen
Attributes: 5/4/3 // Skills: 11/7/4 (+3 Specialties) // Merits 7 (5th dot = 2 dot cost) // Health = Stamina + Size // Willpower = Resolve + Composure // Size = 5 for adult humans // Defense = Lowest of Dex or Wits // Init. Mod = Dex + Composure // Speed = Str + Dex + 5 // Morality = 7