Editing Character:Mara Warren

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===Background===
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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.<br><br>
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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.<br><br>
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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.<br><br>
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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.<br><br>
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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.<br><br>
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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. <br><br>
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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.<br>
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Yeah, that's not pleasant.
<br>
 
'''Serious Trust Issues'''<br>
 
<br>
 
  
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Serious Trust Issues
  
Other Crossovers:
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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.
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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.
  
Seaton:
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Ghost Whisperer, and Shouter
Another day another crazy case.
 
Also, freaking magic.
 
Mara finds herself dragged into a bizarre mystery involving... faeries... yeah, faeries. What happened to the sane world?
 
Specifically, she's brought in by one Mara Seaton (well, apparently, it once again has more to do with the mother than with Seaton herself, as she kept pushing the case and offering the coin) to talk to a dead sorcerer (yeah, another one).
 
Mara's vague on the rest of the details, as the scumbag dead sorcerer kind of possessed her for the rest of the case.
 
  
Spial
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First Story:
TBD
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Lucky Spook
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A grown up Mara opens up a proper business. Well, 'proper'. She puts an ad out in the Miami Herald:
  
Oscela
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Out of Options? Out of Clues? Try...
You know, tracking through a swamp looking for a stash of drug money was not part of the plan.
 
It really, really wasn't.
 
Mara was actually surveying the swamps to find the dead body of a cute little ghost girl who needed some closure. Well, that's the polite way of putting it. In reality, the ghost was a terribly annoying little spook, and Mara was willing to do anything for it.
 
Somewhere in the swamps she got lost though, and turned to Justin for help. That help turned out to mainly be dragging her around another adventure entirely.
 
  
Austin
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DEADBEAT DETECTIVE AGENCY
If there's anything worse than ghosts looking for their corpses, it's ghosts looking for their living bodies. See, since ghosts aren't actually the spirits of the dead, but are psychic manifestations created by the circumstances surrounding death, they can technically, though rarely, happen when one suffers tremendous trauma but does not entirely die. Most often, this means when someone enters a brain dead state but is later revived. Ghosts made this way tend to hate their living counterparts and haunt them mercilessly.
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Call: 786-555-2187, ask for Mara Warren
And, when it becomes clear that a recent surge in these sort of ghosts has to do with the perfect breeding ground for them being made out of an underground and underregulated medical operation being run illegally in the city (organ trading a specialty), she starts poking around.
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Reasonable prices. Cold cases a specialty.
She's more than a little surprised to run into a "patient" who doesn't even know what happened to her, and whose ghost causes more than a little mayhem.
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'Seances' upon request.
  
===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.<br><br>
 
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.<br><br>
 
  
'''Ghost Whisperer, and Shouter'''
 
  
===First Story===
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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?
Lucky Spook
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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.
A grown up Mara opens up a proper business. Well, 'proper'. She puts an ad out in the Miami Herald: <br>
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The case had her running all over the city, and into the afterlife.
<br>
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Only, apparently, it wasn't the afterlife, but some weird other realm that other people call the Nevernever.
Out of Options? Out of Clues? Try... <br>
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And, weirdly, she has a house there. Apparently it's a ghost thing.
<br>
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And its in this strange spectral second home that she makes her last stand against Dr. Ivret's ectomantic ambitions.
DEADBEAT DETECTIVE AGENCY<br>
 
Call: 786-555-2187, ask for Mara Warren<br>
 
Reasonable prices. Cold cases a specialty.<br>
 
'Seances' upon request.<br>
 
<br>
 
  
 
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Second Home, Second Life
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?<br><br>
 
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.<br><br>
 
The case had her running all over the city, and into the afterlife.<br><br>
 
Only, apparently, it wasn't the afterlife, but some weird other realm that other people call the Nevernever.<br><br>
 
And, weirdly, she has a house there. Apparently it's a ghost thing.<br><br>
 
And its in this strange spectral second home that she makes her last stand against Dr. Ivret's ectomantic ambitions.<br><br>
 
 
 
'''Second Home, Second Life'''
 
  
  
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'''Stats''':
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Stats:
<br>
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Overworked Ectoplasm-Infused Detective<br>
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Overworked Ectoplasm-Infused Detective
Sole Employee of Deadbeat Detective Agency<br>
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Sole Employee of Deadbeat Detective Agency
Serious Trust Issues<br>
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Serious Trust Issues
Ghost Whisperer, and Shouter<br>
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Ghost Whisperer, and Shouter
Second Home, Second Life<br>
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Second Home, Second Life
<br>
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'''Skills''':
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Skills:
<br>
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Good: Investigation * Conviction * Athletics * Alertness * Empathy
'''Good''': Investigation * Conviction * Athletics * Alertness * Empathy <br>
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Fair: Contacts * Driving * Burglary * Discipline * Rapport * Deceit
'''Fair''': Contacts * Driving * Burglary * Discipline * Rapport * Deceit <br>
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Average: Lore * Scholarship * Craftsmanship * Presence * Stealth * Endurance * Fists * Performance
'''Average''': Lore * Scholarship * Craftsmanship * Presence * Stealth * Endurance * Fists * Performance <br>
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<br>
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Powers:
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Ghost Speaker -1
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Demesne -1
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Soulgaze -1
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Human Form (involuntary: Whenever she bleeds): +2, Affecting:
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Spirit Form -3
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Physical Immunity -8
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The Catch is Salt, Inherited Objects and Holy Objects +4 (+2 for easy to obtain, +2 for
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Stunts:
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I Know Just the Ghost (as I know Just the Guy)
  
'''Powers''':
 
<br>
 
Ghost Speaker -1<br>
 
Demesne -1<br>
 
Soulgaze -1<br>
 
Human Form (involuntary: Whenever she bleeds): +2, Affecting:<br>
 
Spirit Form -3<br>
 
Physical Immunity -8<br>
 
The Catch is Salt, Inherited Objects and Holy Objects +4 (+2 for easy to obtain, +2 for <br>
 
<br>
 
'''Stunts''':
 
<br>
 
I Know Just the Ghost (as I know Just the Guy)<br>
 
<br>
 
 
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