Campaign:Never Let Down/Mitch
Contents
Basics[edit]
- Name: Mitch Maddigan (Michelle Waters)
- Age: 24
- Height: 6'3"
- Virtue: Justice
- Vice: Pride
- Threshold: Silent
- Archetype: Advocate
- Experience Points: 239/240 spent, 116/125 Krewe XP spent
Background[edit]
Michelle Waters (Mitch) broke away from her parents at the tender age of 17 to pursue her dream of college and to finally get out from under their thumb, as she put it. She was determined to make it on her own and to show her parents she was not the failure they thought her to be. She took everything she could scrape, steal, beg, borrow or exchange and sold it to pay her way through college. She took any job she could find to help pay for this grand adventure and set off into the unknown without a care in the world!
Three and a half years into a parapsychology degree and the money finally runs out. Mitch has alienated her bosses and gotten herself fired. She's burnt her bridges between herself and her family, cutting off any source of funding from there. Not that she'd take it if offered. her savings dried up. She tried petty theft, but found herself unable to steal from anyone. Attacks of conscience plagued her every step when she tried. her pride got in the way any time she tried to salvage food from the trash.
And so she resigned herself to the end. She holed herself up in her apartment (which she hadn't paid rent on in months) with the last of her food and set herself to her work. If she couldn't live she could at least not burden the world with her needs and maybe leave behind something worthwhile. She scribbled endlessly, feverishly. She wrote on any surface she could find when she ran out of paper, covering her walls in scribbles. Finally, as weakness and fatigue crept over her, she curled up in a corner with the last of her strength and attempted to pen a goodbye to the world. She died halfway through.
And then something stopped her. A thing, a beautiful, mad thing calling itself The Starving Artist put her hand on her shoulder and pulled her back from the veil. Mitchell's tragedy resonated with the old, bohemian ghost, and so she offered the young man a deal. Life, in return for the occasional service to the ghost. Mitch accepted, and shuddered to life in her rotting apartment.
She has since graduated and moved on in the world, attempting to reconcile her own views with that of the frivolous being who has attached itself to her soul.
Appearance[edit]
The Starving Artist appears as... take a picture of Lord Byron, or Oscar Wilde, or some other famous fop. Burn the edges a bit and singe the rest, just enough to get a thin layer of soot. Poke a hole in it somewhere like the eyes, spill a drink on it, grab it with rouge-dusted fingers once or twice, and then do a rubbing of a skeleton woodcut in blush. The Artist looks like the man in the picture come to life.
ATTRIBUTES[edit]
MENTAL PHYSICAL SOCIAL ------ -------- ------ Intelligence: 4 Strength: 2 Presence: 1 Wits: 3 Dexterity: 4 Manipulation: 3 Resolve: 2 Stamina: 2 Composure: 3
SKILLS[edit]
MENTAL (-3 Unskilled) PHYSICAL (-1 Unskilled) SOCIAL (-1 Unskilled) ------ -------- ------ Academics: 3 Athletics: 0 Animal Ken: 0 Computer: 2 Brawl: 0 Empathy: 2 Crafts: 1 Drive: 0 Expression: 0 Investigation: 3 Firearms: 4 Intimidation: 1 Medicine: 1 Larceny: 1 Persuasion: 3 Occult: 5 Stealth: 2 Socialize: 1 Politics: 0 Survival: 2 Streetwise: 2 Science: 2 Weaponry: 0 Subterfuge: 3
SPECIALTIES[edit]
- Occult: Ectobiology
- Investigation: Psychology
- Firearms: Pistols
- Empathy: What Drives The Dead
- Persuasion: Quid Pro Quo
ADVANTAGES[edit]
MERITS[edit]
- Ceremonies: Speaker For the Dead (2), Pass On (2), Distant Vision (4)
- Keystone 2: Mitch's Stupid Magazine gives her a +2 to Occult and Subterfuge rolls at the cost of 1 Plasm a scene. (6)
- Resources 2: Poverty is a powerful motivator to earn. (6)
- Encyclopedic Knowledge: Mitch may roll Int+Wits to remember something she has heard or read about something she is not immediately familiar with. (8)
- Contacts 2: Mitch has made a friend or two in college, and knows one or two people in the biz who she still communicates with. (6)
- Shadow Contacts 3: Mitch has not only made contacts among the kooks and fringe parapsychologists, she's also come in contact with other... stranger things. Things she's not entirely sure are human or even real, but have proven helpful. So far.
DERIVED TRAITS[edit]
- Health: 7
- Willpower: 5
- Initiative: 7
- Size: 5
- Speed: 9
- Defense: 3
GHOST MAGIC[edit]
- Psyche: 3
- Plasm: 22 max, spend 2 per turn
- Keys: Phantasmal, Atrophic
- Borrowed Keys: Stillness 3, Stigmata 3
Manifestations[edit]
Oracle 5[edit]
- Cost: 1 plasm
- Dice Pool: Intelligence + (Key Skill) + Oracle Rating
- Action: Instant
- Atrophic Oracle: (Investigation) - While this Manifestation is active the Sin-Eater adds Activation Successes to all Clinical Precision rolls or rolls relating to determining the age of Death Stains.
- (LEVEL 2): The player spends 1 plasm and rolls Activation Successes + Composure while in physical contact with the target. If successful the Sin-Eater discerns a general impression of how close to death the individual is and any conditions that would bring them closer to Death's door.
- (LEVEL 3): The Sin-Eater no longer requires to touch her target to make use of the Atrophic Oracle, she now only needs to be able to see them.
- (LEVEL 4): By spending 1 willpower the player may roll for Clinical Precision with only photograph or other such image. The image needs to be clear and well taken, so penalties for images of poor quality or only snippets of the subject may apply.
- (LEVEL 5): The Sin-Eater gains visions of ruin that foretell the finality of death. Not only does the Sin-Eater have a good idea how much time an individual has left, but they gain an impression of what will eventually do them in. The player spends 2 plasm and 1 willpower and rolls Activation Successes + Resolve. For each success the player may ask one yes or no question that pertains to the demise of the individual that is the subject of this power.
- This power does not have the ability to take into account supernatural phenomenon or any twists of fate that could befall the subject and should be interpreted as what has the highest probability of happening instead. As such the ST may want to levy a penalty based on just how fickle the individual's fate is.
- Phantasmal Oracle: (Subterfuge) - After unlocking the Phantasmal Oracle, the player adds her Oracle rating to all rolls to detect lies or misdirection.
- (LEVEL 2): The player gains the 9 again quality on all rolls to detect lies or misdirection.
- (LEVEL 3): The Sin-Eater's gaze can cut through supernatural deceptions. While the Phantasmal Oracle is unlocked the Sin-Eater may add her Oracle rating to resisting or seeing through supernatural illusions, including effects that confer invisibility.
- (LEVEL 4): At this level of the Phantasmal Oracle the Sin-Eater scrutinize others to sense if they are afflicted by magic that perverts or warps one's sense of reality. The player spends 2 plasm and rolls Activation Successes + Composure – the rating of the manifestation, numina, or power that created the illusion.
- (LEVEL 5): Most illusions conceal the truth. To the Sin-Eater, some illusions reveal it. The Sin-Eater can trigger a powerful hallucination that can grant prophetic warnings.
- The player spends 3 plasm and asks the Storyteller to roll in secret for the prophetic visions. Before the actual roll however the player must first decide what information they seek and within what time frame they wish to view. The player is allowed to ask a single question that extends up to a day in advance; each additional question or day inflicts a -1 penalty on the roll.
- Stigmata Oracle: (Occult) - The basic power allows the Sin-Eater to add her Oracle rating to all perception rolls pertaining to ghostly activity in the area.
- (LEVEL 2): The player spends 1 willpower and rolls Activation Successes + Wits contested by the ghost's resistance. For each success the Sin-Eater may ask the storyteller a single question that pertains to the ghost, such as name, anchors, numina possessed, and how the ghost died. Of course this doesn't yield terribly complex or details information but it is most certainly a start.
- Stillness Oracle: (Investigation) - At it's basic power, this manifestation allows the Sin-Eater to see in total darkness, however such vision lacks color perception..
- (LEVEL 2): The player gains the 9 again quality on all mundane perception and Investigation rolls.
Caul 2[edit]
- Cost: 1 plasm
- Dice Pool: Stamina + (Key Skill) + Caul Rating
- Action: Instant
- Atrophic Caul: (Subterfuge) - Unlocking this manifestation grants the Sin-Eater a bonus equal to her Caul rating on all Larceny and Subterfuge rolls.
- (LEVEL 2): When unlocking this level of the Atrophic Caul, the Sin-Eater's passage is invisible; she leaves no foot steps nor any evidence forensic evidence behind and even items she drops bear little sign of her ever touching them. By spending a point of plasm, the Sin-Eater may mystically erase her passage to the point where supernatural means have difficulty, any would be investigators suffer a penalty equal to her Caul rating.
- Phantasmal Caul: (Persuasion) - Her body becomes soft and pliable as ectoplasm under her hands allowing to her mold her appearance. The player may roll Activation Successes + Dexterity as an extended action to mold her shape into that of someone else, each roll is 1 minute of work. The number of successes required for a convincing disguise is up to the Storyteller, though if the Sin-Eater is not attempt to imitate someone she only requires a single successes and the time to make the changes is reduced to a turn. At this level the Sin-Eater can not change her size and is limited to only cosmetic changes. The Sin-Eater can only imitate people of roughly similar body shapes.
- (LEVEL 2): The Sin-Eater can now make functional modifications to her form by molding plasm into her form. The player spends 1 point of plasm to gain a +1 bonus to a specific physical roll or action (essentially the same idea as a specialty). The Sin-Eater may have 1 modification per success on the activation roll for the Phantasmal Caul. Should the Sin-Eater wish to further bolster a modification, the cost per modification is equal to the new bonus; so 3 plasm must be expended in total to grant a +2 bonus; 1 for making +1, and 2 for the increase, 3 plasm for upping the bonus to 3, and so on.
- Stigmata Caul: (Medicine) - The sin-Eater gains extra health levels equal to her Caul rating.
- (LEVEL 2): While her body is infused with her Geist, the Sin-Eater can more easily heal herself with plasm. For the purpose of expending plasm to heal wounds, the Sin-Eater may spend 1 additional point of plasm for each dot of Caul she has. Additionally the Sin-Eater no longer has anything to fear from bleeding out as her blood will simply meld back into her body.
- Stillness Caul: (Stealth) - Simply manifesting this Caul adds her Caul rating to all mundane Stealth rolls and may ignore up to her Caul rating in penalties from poor lightning on perception rolls.
- (LEVEL 2): The Sin-Eater’s shadowy body slips around attacks. For 1 plasm she may add her Caul rating to her Defense for a turn. The Sin-Eater may do this reflexively if she spends an additional point of plasm. Additionally her defense does not lessen when facing multiple attackers.
Boneyard 4[edit]
- Atrophic Boneyard: (Larceny) - Anyone in the Boneyard suffers a penalty equal to the Sin-Eater's Boneyard rating to all rolls to heal wounds; this does not require the Sin-Eater to be present in the Boneyard. The Sin-Eater is also able to discern if any intruder is capable of supernaturally empowered healing, though she does not receive any details beyond a simple yes or no.
- (LEVEL 2): The Sin-Eater can create traps made of plasm within her Boneyard that leech away their victim's strength. To make such a trap the Sin-Eater must coat an object with her plasm, spending 1 point of plasm per Size of the object. Any time someone comes into contact with the item the Sin-Eater rolls Activation Successes + Resolve versus the Victim's Stamina + Psyche (or other power stat); the victim takes a penalty to all physical rolls equal to the difference of successes scored that will last until the victim rests for a number of minutes equal to the Sin-Eater's Psyche. The Sin-Eater can only maintain one trap per dot of Psyche.
- (LEVEL 3): Unlocking this level of the Atrophic Boneyard allows the Sin-Eater to accelerate the grasp of entropy so that objects age to brittleness in the span of minutes. The player spends one point of plasm and willpower and rolls Activation Successes + Composure – 2 for every 100 cubic feet past the first. If successful, the rating of all armor is reduced by the Sin-Eater's Boneyard rating and all attempts to break objects gain a bonus equal to the Sin-Eater's Boneyard rating.
- (LEVEL 4): The Sin-Eater can focus the draining grip of the Atrophic Boneyard against a single individual within it to crush their will. The player spend 2 plasm and rolls Activation Successes + Resolve versus the victim's Resolve + Composure; if successful the victim will be unable to spend willpower as long as they are within the Boneyard.
- Phantasmal Boneyard: (Subterfuge) - At first this power is rather limited, the Sin-Eater may write or draw messages upon surfaces in the Boneyard that persist for the scene or until she chooses to erase them.
- (LEVEL 2): This power may alter the appearance and texture of things already within the Boneyard but not create phantom images that aren't there. A single point of plasm is enough to cover a small house with the illusion (or a few thousand square feet). When creating the illusion the player rolls Activation Successes + Presence; any attempting to see through the illusion must score at least as many successes on their own roll before the illusion becomes apparent.
- (LEVEL 3): The Phantasmal Boneyard can now better fool the eyes with its illusions; the Sin-Eater may create independent if static mirages. The player spends 1 plasm for every 3 points of Size the mirage she wishes to create and then rolls Activation Successes + Intelligence. The mirage is completely fool proof to the eyes but has a number of shortcomings that could give away. The first most obvious flaw is that they are completely immaterial. Secondly, they are static and do not react to changes in the environment aside from lighting; e.g. an illusionary tree will not blow in the wind.
- (LEVEL 4): The Sin-Eater may now animate the mirages created with the Phantasmal Boneyard 3 by spending an extra point of plasm when making them so that they may react naturally to the surrounding environment or follow a short scripted sequence dictated by the Sin-Eater. More importantly though, the Sin-Eater can now make people and living things the subject of her illusionary powers. The player spends a point of willpower and plasm and rolls Activation Successes + Presence – the target's Psyche (or other power stat). If successful, the Sin-Eater may change the subject's appearance, though making them appear larger or smaller requires an extra point of plasm per point of apparent Size changed.
- Stigmata Boneyard: (Occult) - Anytime a character suffers a point of lethal damage they must roll Stamina + Resolve – the total amount of damage taken to avoid bleeding. A character that starts bleeding will suffer a point of bashing damage per minute until they are able to get first aid (at a penalty equal to the Sin-Eater's Boneyard rating) for it.
- (LEVEL 2): Any entity attempting to cross from the Umbra suffers a penalty equal to the Sin-Eater's Boneyard rating and the Sin-Eater can reflexively tell when someone or something is attempting to cross. This power costs 2 plasm to activate and once started does not require the Sin-Eater to be present to function.
- (LEVEL 3): The Stigmata Boneyard requires all intruders to sacrifice a part of themselves to it or pay for their transgressions with their blood. This power requires a point of willpower to activate and forces anyone the Sin-Eater deems unwelcome to pay a point of plasm to enter; mortals pay with willpower and other supernaturals pay with whatever energies fuel their powers. Anyone who refuses to pay the price must, once every 10 minute, roll Stamina + Resolve – the Sin-Eater's Activation Successes. If successful the victim is spared for another 10 minutes, though should they fail they will suffer 1 point of bashing damage every minute as their blood trickles out from anywhere convenient such as the eyes and nose. All plasm, willpower, or other energies sacrificed to Stigmata Boneyard are absorbed by the Sin-Eater as plasm. The Sin-Eater may only gain up to her Boneyard rating in plasm each day with this method and must actually be present within the Boneyard to absorb it.
- Stillness Boneyard: (Subterfuge) - All perception rolls to notice something going on in the Boneyard suffer a penalty equal to half the Sin-Eater's Boneyard rating rounded up.
- (LEVEL 2): A single point of plasm will black out most sources from flashlight to light bulb, though to extinguish fires or flood lights, the Sin-Eater must spend an amount of plasm equal to its size. Supernatural sources of light require the Sin-Eater to roll to snuff it out, usually Activation Successes + Psyche – the power stat of the creator of the source.
- (LEVEL 3): The Stillness Boneyard loathes change, any intruders attempting to alter that which is in its influence can feel its ire. Anyone who disturbs the Boneyard in a lasting manner suffers a -2 penalty to all rolls until the change has been undone or leave the Boneyard. To activate this power a point of willpower and two points of plasm must be spent.
Ceremonies[edit]
- Pass On:
- Speaker for the Dead:
- Plasmic Manifestation:
- Listening to the Spectral Howl:
- Distant Vision:
CURRENT STATUS[edit]
- Health: [ ][ ][ ][ ][ ][ ][ ]
- Willpower: 5/5
- Synergy: 7
COMBAT VALUES[edit]
- Initiative: 7
- Defense: 3
- Armor: 0/0
- Speed: 9
- Size: 5
ATTACK STATISTICS[edit]
- DEATH RAY - (Dexterity+Firearms+Accuracy) = 11 dice
- Accuracy: 2(1/0/-2)
- Damage: 3(4/4n9/5)
- Lethality: 1(1/2/3)
- Capacity: 12+1
- Recoil: 3
RESISTANCE DICEPOOLS[edit]
- Stamina: 3 Dice
- Resolve: 3 Dice
- Composure: 4 Dice
OTHER DICEPOOLS[edit]
- Perception: 6
INVENTORY[edit]
GENERAL[edit]
- Backpack
- Rearview mirror from a Volkswagen van
- Assorted knick-knacks
- Three extra magazines.
MAGICAL[edit]
- This Stupid Magazine: This rumpled, yellowed playbill is from the Grand Opera Librettos, and is speckled with bits of mold that won't go away and smells faintly of opium. On the inside are notes from or about lovers past, written in what Mitch thinks is the Starving Artist's hand. Sometimes, though, with a little coaxing, Mitch can find bits of useful information about ghosts (in general or in specific) and the nature of death scribbled in the margins or lurking underneath some actor's name. It's haphazard and silly and Mitch hates how it works, but she has to admit how useful it is.
WEAPONS[edit]
- DEATH RAY: Exactly what it says.
ARMOR[edit]
- None.
XP EXPENDITURE[edit]
- Resolve 2 - 10 XP (10 from Attributes)
- Strength 2 - 10 XP (10 from Attributes)
- Firearms 3 - 9 XP
- Science 1 - 3 XP
- Firearms 4 - 12 XP
- MARTIAN DEATH RAY - 9 XP
--
- Medicine 1 - 3 XP
- Computer 2 - 6 XP
- Streetwise 2 - 9 XP
- Psyche 2 - 16 KXP
- Specialty - 3 XP
--
- Oracle 3 - 18 XP
- Dexterity 4 - 20 XP
- Caul 1 - 6 XP
- Borrowed Stigmata Key 2 - 18 XP
- Borrowed Stillness Key 2 - 18 KXP
--
- Oracle 4 - 24 XP
- Oracle 5 - 30 XP
- Caul 2 - 12 XP
- Boneyard 2 - 18 XP
- Socialize 1 - 3 XP
--
- Borrowed Stigmata Key 3 - 18 XP
- Borrowed Stillness Key 3 - 18 KXP
- Occult 5 - 15 XP
- Boneyard 4 - 40 KXP
- Athletics 1 - 3 XP
- Psyche 3 - 24 KXP
