Editing Character:Mara Warren
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− | + | Background: | |
Mara's life began with death, and continued much the same. Her mother died during her birth. A rare enough event in this day and age, but not wholly unheard of. Mara came out just as lifeless as her cut open mother, umbilical cord strangling the infant neck. | Mara's life began with death, and continued much the same. Her mother died during her birth. A rare enough event in this day and age, but not wholly unheard of. Mara came out just as lifeless as her cut open mother, umbilical cord strangling the infant neck. | ||
− | But somehow, miraculously, six minutes after her removal, she breathed. | + | But somehow, miraculously, six minutes after her removal, she breathed. |
− | Exactly what happened is hard to say. There were six deaths in those six minutes when she didn't breathe, each happening perfectly within a minute of each other. Perhaps she, somehow, caused them. Perhaps they caused her. | + | Exactly what happened is hard to say. There were six deaths in those six minutes when she didn't breathe, each happening perfectly within a minute of each other. Perhaps she, somehow, caused them. Perhaps they caused her. |
− | Whatever the case, the newborn was somehow infused with the psychic energy of the dying, the energy that more normally produces ghosts. Her flesh became suffused with ectoplasm that those energies produced, making her not entirely normal in more ways than one. | + | Whatever the case, the newborn was somehow infused with the psychic energy of the dying, the energy that more normally produces ghosts. Her flesh became suffused with ectoplasm that those energies produced, making her not entirely normal in more ways than one. |
− | For a start, for her entire life, from the orphanage on up, she could see ghosts. Not only dead ghosts, but living ones, the ones inside people. You have to look them in the eyes to see them, and it lets them see yours... or, well, whatever exactly it is Mara has where hers should be. It freaks people out to see hers, so she doesn't do it often. People think she looks sketchy the way she's always avoiding eye contact. | + | For a start, for her entire life, from the orphanage on up, she could see ghosts. Not only dead ghosts, but living ones, the ones inside people. You have to look them in the eyes to see them, and it lets them see yours... or, well, whatever exactly it is Mara has where hers should be. It freaks people out to see hers, so she doesn't do it often. People think she looks sketchy the way she's always avoiding eye contact. |
− | Life in foster homes wasn't as bad as it is in the media, but it wasn't great either. Adoptions tended to not last long, since people get weird about the kid who talks to their dead parents. | + | Life in foster homes wasn't as bad as it is in the media, but it wasn't great either. Adoptions tended to not last long, since people get weird about the kid who talks to their dead parents. |
− | The weirder thing, though, is that whenever she bled, whether it was a skinned knee or a paper cut, the ectoplasm in her surged. She became intangible, like a ghost. | + | The weirder thing, though, is that whenever she bled, whether it was a skinned knee or a paper cut, the ectoplasm in her surged. She became intangible, like a ghost. |
− | Yeah, that's not pleasant. | + | Yeah, that's not pleasant. |
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+ | Serious Trust Issues | ||
− | + | Rising Conflict | |
+ | Yeah, it's probably not surprising that Mara ended up in a sanitarium. Or that she bit her own tongue to walk through the walls. | ||
+ | She spent some years on the run, headed out of state, started a new life for herself. It wasn't easy for a fifteen year old on her own, but she wasn't entirely on her own. She had dead people there to help her all along the way. Not that dead people were always friendly. Most of the time they were pretty nasty, really, or else self-obsessed to the point where talking to them was impossible. But, if you did what they wanted, they tended to be grateful, and if you learnt how to play them you could get things you would never have anyways. | ||
− | + | Ghost Whisperer, and Shouter | |
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− | + | First Story: | |
− | + | Lucky Spook | |
+ | A grown up Mara opens up a proper business. Well, 'proper'. She puts an ad out in the Miami Herald: | ||
− | + | Out of Options? Out of Clues? Try... | |
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− | + | DEADBEAT DETECTIVE AGENCY | |
− | + | Call: 786-555-2187, ask for Mara Warren | |
− | + | Reasonable prices. Cold cases a specialty. | |
− | + | 'Seances' upon request. | |
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− | + | And, shortly after, she's loosed on her first case. She's hired by a ghost who promises her his old safe full of valuables (heretofore unfound by anyone else), if he can find his actual killer. Problem is, he died in 1884. Who knew being a detective would involve so much history? | |
− | + | Of course, things turned south real quick when the killer's ghost came back for her, and Mara found the whole spectral community counting on her to deal with a crazed ectomancer creating a full blown army of ectoplasmic monsters. | |
− | + | The case had her running all over the city, and into the afterlife. | |
− | + | Only, apparently, it wasn't the afterlife, but some weird other realm that other people call the Nevernever. | |
− | + | And, weirdly, she has a house there. Apparently it's a ghost thing. | |
− | + | And its in this strange spectral second home that she makes her last stand against Dr. Ivret's ectomantic ambitions. | |
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− | + | Second Home, Second Life | |
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− | + | Stats: | |
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− | Overworked Ectoplasm-Infused Detective | + | Overworked Ectoplasm-Infused Detective |
− | Sole Employee of Deadbeat Detective Agency | + | Sole Employee of Deadbeat Detective Agency |
− | Serious Trust Issues | + | Serious Trust Issues |
− | Ghost Whisperer, and Shouter | + | Ghost Whisperer, and Shouter |
− | Second Home, Second Life | + | Second Home, Second Life |
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− | + | Skills: | |
− | + | Good: Investigation * Conviction * Athletics * Alertness * Empathy | |
− | + | Fair: Contacts * Driving * Burglary * Discipline * Rapport * Deceit | |
− | + | Average: Lore * Scholarship * Craftsmanship * Presence * Stealth * Endurance * Fists * Performance | |
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+ | Powers: | ||
+ | Ghost Speaker -1 | ||
+ | Demesne -1 | ||
+ | Soulgaze -1 | ||
+ | Human Form (involuntary: Whenever she bleeds): +2, Affecting: | ||
+ | Spirit Form -3 | ||
+ | Physical Immunity -8 | ||
+ | The Catch is Salt, Inherited Objects and Holy Objects +4 (+2 for easy to obtain, +2 for | ||
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+ | Stunts: | ||
+ | I Know Just the Ghost (as I know Just the Guy) | ||
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