Campaign:Underland/Will Smith

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Overview[edit]

  • Name: Will Smith/The Chesire Geist
  • Concept: ex-TF:V Agent
  • Virtue: Justice
  • Vice: Wrath
  • Age: 45
  • Archetype: Necromancer/Reaper
  • Threshold: Forgotten
  • Experience: 103/108
  • Krewe Experience: 0/7

Background[edit]

  • Reserved section for early years and relation to father of Caesar's character*
  • Reserved for Initial Recruitment to TF:V*

Upon being recruited into TF:V and assessed, Smith was promptly assigned to FORT due to his ability to sense ghostly presences (The sort of sense all prospective Sin-Eaters share). There he served for a year, enduring countless jokes about his name, before he and his squad were sent out on a mission to a little place called Arlonsville...

  • Events of Prologue occur here*

Appearance[edit]

Smith is getting old. His job as a member of TF:V wasn't exactly helping, with the stress the job induced. His brown hair has obtained numerous streaks of gray. Smith is clean shaven and well-kept, holding hygiene in high esteem. His eyes are brown and his gaze quite intense, one can almost feel the years behind that stare.

Despite his age, however, he is in good physical condition (again thanks to TF:V and their impressive training regiment), standing at about 6 feet tall with a moderate frame, neither particularly bulky or thin. Despite sharing a name with the actor, Smith is white and doesn't really look anything like him.

Smith wears clothes that are practical first and foremost. In his line of work, every edge counted and clothing potentially getting in your way could readily become a fatal hindrance.

Geist[edit]

The Chesire Geist doesn't speak much about its past, and to be honest there wouldn't be much to tell. In Life, the Geist was a Moros Mage, a very somber and serious Moros. He passed away peacefully from old age only to discover just how deeply he regretted the boring and serious way he had lived and just how strong the chains he had forged of this regret were.

Time passed, eventually what was once the ghost of a mage became a Geist, and thus did the Chesire Geist enter the stage. As a Geist, he is almost the opposite of what he was in life: relaxed, humorous, and with a vigor for taking risks and generally not-living its not-life to its fullest.

Smith suffers from a consistent stream of suggestions by The Chesire Geist. Although these suggestions are often impractical or risky, they are never so dangerous that they would put Smith in a situation where he was extremely likely to die (The Chesire Geist is pretty good at figuring odds). The Chesire Geist is not stupid, and while it may try to encourage Smith not to make the same mistake it did and take the exciting option some times, it has his best interests somewhere in the vicinity of where a heart may or may not exist.

Attributes[edit]

Power:       Strength  ••      Presence       •••   Intelligence •••
Finesse:     Dexterity •••     Manipulation   ••    Wits         •••
Resistance:  Stamina   ••      Composure      ••    Resolve      •••

Skills[edit]

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[edit]

  • Occult: Ghosts
  • Investigation: Supernatural
  • Firearms: Assault Rifles

Traits[edit]

  • Willpower: •••••
  • Temp.: □□□XX
  • Psyche: ••
  • Plasm: 9/18 (2/turn)

Manifestations[edit]

Curses: •••

  • Key attribute: Presence
  • Duration is equal to number of activation successes unless noted otherwise.
  • Subtract lower of target's Resolve or Composure from the activation dice pool

Phantasmal:

  • Key ability: Persuasion
  • Target suffers a penalty to all Dexterity and Perception-based rolls equal to the Activation Successes.
  • ••
  • Target hallucinates up to (Activation Successes) figures, Sin-Eater may determine their appearance but nothing else.
  • •••

Industrial:

  • Key ability: Crafts
  • Affected by age of technology targeted, for effects that influence more than a single piece of equipment, all equipment older than the targeted equipment are affected, but nothing newer.
  • Reduces the equipment modifier of the targeted piece of equipment to 0, this has no effect on a piece of equipment that already has a o or less modifier.
  • ••
  • Inverts the equipment modifier on every piece of equipment used by the target for equipment without negative modifiers. For equipment with a negative modifier, an additional -2 modifier is gained.
  • •••

Stillness:

  • Key ability: Stealth
  • Target suffers a penalty to all Presence and Manipulation equal to the activation successes.
  • ••
  • Target loses access to all social merits; No one remembers the target unless prompted.
  • •••

Shroud: •••

  • Key attribute: Resolve
  • Provides Armor equal to Shroud rating for the duration in addition to any other effects.

Phantasmal:

  • Key ability: Persuasion
  • Add Manipulation to Defense against all attacks made by thinking beings.
  • ••
  • Anyone attempting to remember anything about the Sin-Eater’s appearance suffers a dice penalty equal to the activation successes. This effect is automatic unless the Sin-Eater chooses not to occlude his features.
  • •••

Industrial:

  • Key ability: Crafts
  • May reflexively spend 1 plasm to double the armor bonus provided by Shroud vs one attack by using a man-made object.
  • ••
  • May open any nonmagical lock with the expenditure of 1 plasm. If the lock is electronic, must roll Intelligence + Larceny + (activation successes), applying any anachrotech penalties.
  • •••

Stillness:

  • Key ability: Stealth
  • Add Shroud rating to all Stealth-related rolls.
  • ••
  • May spend 1 plasm to become invisible to other people. Will not be noticed at all by passive observers unless touching them or otherwise causing a large commotion and actively drawing attention. Anyone actively searching must obtain more successes on a wits + composure roll than the activation successes of the Stillness Shroud. If someone somehow knows an invisible person is nearby and attacks, they suffer a penalty to any attacks equal to the activation successes. Does not work on animals or technology. Attacking immediately ends the effect, but otherwise lasts for the duration of the manifestation.
  • •••

Ceremonies[edit]

N/A

Keys[edit]

  • Phantasmal
  • Industrial
  • Stillness

Merits[edit]

  • Death Mask: ••••
  • Allies (Dead Man's Hand):
  • Fast Reflexes: ••

Synergy[edit]

  • 10:-----------
  • 9: -----------
  • 8: -----------
  • 7: -----------
  • 6: ___________
  • 5: ___________
  • 4: ___________
  • 3: ___________
  • 2: ___________
  • 1: ___________

Combat[edit]

  • Size: 5
  • Speed: 9
  • Init. Mod: 7
  • Defense: 3
  • Armor:
  • Health: •••••••
  • Cur. Health: □□□□□□□

Weapons and Equipment[edit]

Weapons[edit]

  • Steyr AUG* (Dam.: 4, Range: 150/300/600, Ammo Cap.: 42+1, Str. Req.: 2(2/3/4), Size: 2/L): ••••
  • *The AUG is also modular: with simple hand tools and a conversion kit (Cost •••), a user can break the gun down and re-assemble it into one of three variant configurations in about 15 minutes. These configurations include carbine, light machine gun (Range 175/350/700) and 9mm Luger submachine gun (Damage 2, Range 30/60/120, Capacity 30+1, Strength 2; requires different magazines).

Current Ammo[edit]

Armor[edit]

  • Bulletproof Vest* (Rating 2/3, Strength 1, Defense –1, Speed 0) : •••
  • *Downgrades firearms damage from lethal to bashing. Only covers chest area.


Momentos and Keystones[edit]

Keystone: The Leaden Coin

  • Threshold: The Silent
  • Keys: Phantasmal, Stillness
  • Skill: Crafts
  • The Chesire Geist's Keystone is a simple coin made of lead with a five-pointed pentagram formed from bone on one side and an image of a toothy grin on the other. The Chesire Geist passed peacefully of old age, but was deprived of any true joy or excitement in his life, thus suffering the threshold of The Silent. The associated keys reflect what The Chesire Geist has become: a penultimate trickster. The associated skill, on the other hand, reflect what the Geist once was: A Moros mage and an incredibly skilled craftsman.

Death Mask: The Seeker's Gloves

  • Threshold: The Torn
  • Key:Industrial
  • Skill:Investigation
  • Current Plasm Reserve: 1/5
  • John Carpenter fancied himself a real life Indiana Jones, and indeed managed to make a name for himself as a semi-famous ruin-seeker and explorer. However, John was just a mortal, and he soon met his match when he came upon the wrong kind of ruin to explore: an Atlantean ruin. Not recognizing the origin of the ruin, nor the danger it posed, John carefully began to make his way into their depths. To his credit, John made it roughly halfway through the ruin before he finally met his end at the hands of an animated statue which flung him into an assembly of turning gears some 10 feet below. Unluckily for John, the fall did not kill him. He was crushed to death by the turning gears. Thus did John's ghost come to inhabit the ruins. Perhaps it was the magical energies coursing through the ruins that caused it, but one day the ghost of John found itself a Geist.
  • Some time later, the Moros mage that would become The Chesire Geist entered the ruins with a band of fellow mages. They encountered the Geist of John, who long ago lost any grip on sanity, and were forced to destroy him in order to progress. The Moros kept the death mask for later study but never did discover its true significance until he himself became a Geist. The mask came into Smith's hands when The Chesire Geist gave it to him shortly after they had merged.
  • The Gloves are a pair of faded and worn looking climbing gloves; despite their appearance, they are still quite serviceable. Emblazoned on the back of each glove along the is an image of half of a smirking face placed in such a way so that when a person makes two fists while wearing the gloves and presses them together knuckle to knuckle, they form a complete image of the Geist known as The Seeker.

Advancement[edit]

  • 10 XP spent on Key (Stillness)
  • 12 XP spent on Shroud 1->2
  • 3 XP spent on Subterfuge 0->1
  • 18 XP spent on Shroud 2->3
  • 3 XP spent on Survival 0->1
  • 18 XP spent on Curses 2->3
  • 3 XP spent on Brawl 0->1
  • 15 XP spent on Wits 2->3
  • 15 XP spent on Dexterity 2->3
  • 6 XP spent on Fast reflexes 0->2