Inglorious Monsters: Douglas Jackson

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Douglas Jackson[edit]

[[]]

Douglas is a normal looking young man just out of high-school. He has a Southern U.S. accent with short, military style blonde hair and haunted blue eyes. He almost always has a cigarette hanging from his lower lip. He tends to dress in boring plain white shirts and blue jeans, often stained with oil and grass.

Doug was a good soldier, driven. He helped his allies and was assigned duties as a driver for his skills behind the wheel. Unfortunately, his time in the military was brought to swift and violent end at the bottom of a falling missile. With his body split into a few dozen pieces, Doug's spirit clung desperately to life. He had a girl back home, he had parents whom loved him, he had a duty to the U.S. of A to win this damn war and save Freedom.

That perseverance attracted the attention of a dark ghost. Clinking chains and cold winds, tornados of gnashing teeth, these were the only things Doug heard in the darkness as he slipped steadily towards Death. It offered him life, a chance to do what he wished but at a cost...he must take the spirit back with him. Douglas looked into the spinning vortex of barbed chains, muttered prayer to his God and took the thing's hand...claw...whatever.

Back in the land of the living, he made his way back to the U.S. planning to reveal his lively state to his family. That's where the government intercepted him and asked for his help. He, of course, accepted.


Geist: The Stormbound

Archetype: Reaper

Threshold: The Torn

Concept: Young infantryman “Virtue:” Justice “Vice” Pride

Beats: 0

Experiences: 0


Aspirations[edit]

Retain some semblance of humanity

Figure out What he is now

Kill some Nazi Scum


Status[edit]

Health: 7

Willpower: 5

Synergy: 7

Psyche: 1

Plasm: 5

Size: 5

Defense: 6

Initiative Modifier: 6

Speed: 11

Keys: Passion, Cold Wind


Attributes[edit]

Intelligence 1

Wits 3

Resolve 2


Strength 3

Dexterity 3

Stamina 2


Presence 3

Manipulation 1

Composure 3


Skills[edit]

Medicine 1

Occult (Geist Specialization) 2


Athletics 3

Brawl 3

Firearms 3 (Rifles)

Stealth 2

Survival 2

Weaponry 1


Empathy 3

Intimidation 3

Persuasion 1


Merits[edit]

Firefight 3

-1: Shoot First: Drawing a gun adds Firearms as an Initiative bonus -2: Suppressive Fire: Lay down Covering Fire with a semi-automatic weapon. When you do this, apply Defense to Firearms attacks, and deny Aim bonuses. -3: Secondary Target: You can attack a target with objects bounced by a shot, dealing bashing damage with no weapon rating applied, but ignoring cover.

Crack Driver - When not taking any Non-Drive actions, add your Composure as a bonus to Drive rolls, and penalize attempts to disable your vehicle by your Composure.

Marksmanship 1 -1: Through the Crosshairs: Raise your Maximum Aim bonus to Composure + Firearms

Language (German) 1


Mementos[edit]

'Keystone: Black Medal

[i]A rusted, bent Order of the Black Eagle medal.[/i] [b]Threshold:[/b] The Torn

  • Enacting a Manifestation that shares a Key with the keystone gains a +3 bonus to the roll
  • Ephemeral Objects: Keystones are kept in the Twilight and can be summoned as an instant action. Keystones are recognizable by Sin-Eaters, geists, and ghosts for what they are. It can be seen and heard by others but it acts as smoke when interacted with, unable to be touched. Only Douglas can interact with it as a physical object. Impossible to steal or misplace. Returns to Twilight and to hand when called.
  • Any ceremony that contains elements related to the keystone's Threshold gains a +3 bonus.

[b]Skill:[/b] Persuasion – By spending plasm, a Sin Eater can increase his skill in the chosen skill (Persuasion) by 1 dot per plasm spent for a number of rolls equal to Psyche (1). [b]Keys:[/b] Passion, Cold Wind

“The Cat's Eye Marble” An opaque black marble with a hint of red at it's center. When placed on the floor, always rolls to the nearest exit from a building. [b]Threshold:[/b] Forgotten [b]Key:[/b] Passion

  • Gain a +1 bonus to Manifestation rolls with a Key that coincides with that of the Charm

“The Lament” [b]Threshold:[/b] The Torn

  • Once per session, ruminate on nature of Threshold with vanitas. Roll Wits + Resolve and gain 1 willpower per success. Must spend a full scene on this meditation.
  • May not have more than one Vanitas

Ceremonies[edit]

“Dedicate Charm”

Page 160. This ceremony allows Doug to dedicate a Charm memento with a key. 
  • Dice Pool: Psyche + Manipulation
  • Action: Extended (Target number of 5)
  • Time Increment: Every 10 minutes
  • Normal: Successes are gained, Charm is dedicated to desire Key.

Manifestations[edit]

To unlock a Manifestation with a Key, roll [b]Manifestation Attribute[/b] + Key Skill + Character rating with Manifestation.

  • The Boneyard 3

Page 114. While unlocked, Sin-eater is in a trance like state and must be in affected area. Lose Defense against attackers. While Boneyard is unlocked, Sin Eater can sense any person or thing within the affected area that he wishes to locate without a roll, provided the object is not actively hiding. He can project his senses to any spot within the Boneyard and examine the area as if standing there. [b]Attribute:[/b] Wits [b]Activation:[/b] 1 plasm, Wits + Key Skill + Boneyard Rating

  • Normal: Create a Boneyard lasting for 1 scene. With Boneyard 1 the radius is equal to Activation success x10 yards. Once established, area does not change and cannot be dispelled prematurely. May not create a second Boneyard while one persists.
  • Cold Wind Boneward: Occult Skill

While outdoors and in cold weather or in rain, add Occult to activation successes for determining maximum area of Boneyard. 2 Dot Power: [b]Roll[/b] Wits + Occult + Activation Success [b]Cost:[/b] 1 Plasm Target any person in the Boneyard with a powerful, bone-chilling cold. Roll Wits + Occult + activation successes. Resisted by Stamina. If successful, target suffers dice penalty to all actions equal to Sin Eater's activation successes as long as Sin Eater concentrates on him as the air is bitterly cold. Exception success allows penalty to persist without concentration.

3 Dot power: Target multiple effects with even stronger weather effects such as cold winds or freezing rain. This functions as 2 dots except can target multiple individuals. Costs 1 plasm per target. Each target rolls Stamina.

  • Passion Boneyard

Add activation successes to all Empathy rolls to judge emotional nature of anyone observed within., 2 Dot power: [b]Roll[/b]: Manipulation + Empathy + Activation Successes. For each plasm point spent, Sin Eater taints an area with a 10 yard radius with an emotion. Anyone who enters the tainted area whose Composure + Psyche is less than the activation will be compelled to feel the emotion. Whenever they attempt to act contrary to that emotion, they suffer a dice penalty on the action equal to the activation successes. 3 Dot power: Taint any part of the Boneyard or all of the Boneyard in the same way with a flat 5 plasm cost.



Haunt Traits[edit]

A burned down chapel with a blackened altar. The alter itself is the haunt. Residue: 1

  • One point of plasm can be gained here per week

Equipment and Gear[edit]