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Jeremy

Page history last edited by Hal! 2 years, 5 months ago Saved with comment

Hyacinthe Jeremy Reuter

Orphan Mage, Human Kinfolk, Fianna

 

Retired as a PC after Story 9, chapter 2.


Concept: Photojournalist who was embedded with the 7th Cavalry during the Second Battle of Fallujah in 2004. While there, he saw things that he doesn't want to talk about (leaving this intentionally vague so that it could either be regular "horrors of war" or something mor WoD-ish for later development). He returned home soon after the battle where he tried to resume his life as best he could, but to escape the images flitting through his mind became an alcoholic and fell from a respected position in the Associated Press (including nearly winning a Pulitzer for his work in Iraq) to a picture-hound and paparazzo for a third-rate tabloid in Los Angeles. He still has the fire in his belly and, even though often drowned by alcohol, his journalistic skills are still sharp. He just needs a purpose in life again, after having see the ultimate in senselessness.

Age: 38-9

Breed: Homid Kinfolk (Fianna)

Faction: Orphan Mage

Nature: Architect

Demeanor: Celebrant

Essence: Questing

Affinity Sphere: Matter

 

Attributes
Str 2 Dex 3 Sta 3
Cha 4 Man 2 App 2
Perc 3 Int 3 Wits 5 (Ambushes)

Abilities
Talents: Alertness 1, Athletics 2, Awareness 1, Brawl 2, Empathy 3, Expression 2, Intimidation 0, Leadership 0, Streetwise 2, Subterfuge 2
Skills: Crafts 1 (auto repair), Drive 3, Etiquette 1, Firearms 2, Larceny 2, Meditation 0, Melee 1, Performance 0, Stealth 2, Survival 1, Technology 2, Photography 5 (low light)
Knowledges: Academics 1, Computer 2, Cosmology 0, Enigmas 1, Investigation 4 (Info Mining), Law 1, Medicine 0, Occult 2, Science 0.

 

Spheres

Correspondence 2 , Entropy 2, Forces 0, Life 0, Matter 3, Mind 2, Prime 0, Spirit 1, Time 0

 

Advantages

 Arete: 3
Willpower: 10
Backgrounds: Contacts 3, Allies 2, Certification 1 (Photojournalist), Avatar 2

Renown: Glory 0/7, Honor 0/5, Wisdom 0/4
Movement:
Merits: Supernatural Kinfolk/Skinchanger Kinship (4)
Flaws: Addiction - Alcohol (1), short fuse (2), New Kid (1), PTSD (3)
Freebie Points: (21 to start + 7 for Flaws). -7 for WP, +2 for Short Fuse flaw, -1 for Certification +1 for Addiction, -2 for Etiquette, -2 for Alertness, -2 for Survival, -5 for Wits 4, +1 New Kid, +3 PTSD, -4 Skinchanger Kinship
XP: 39/166
XP Expenditures: Dexterity 3 (8xp), Stamina 3 (8XP), Investigation 4 (6xp), Drive 3 (4XP), Athletics 1 & 2 (5XP), Brawl 1 & 2 (5XP), Empathy 2 & 3 (6xp), Streetwise 1 & 2 (5 XP), Expression 2 (2 XP), Photography 5 (secondary Ability, 2+1+2+3+4=12XP), Arete 3 (8+16=24 XP), Spirit 1 (10), Matter 3 (14), Entropy 1 & 2 (18) = 127 total

Mage Conversion stuff: 1 Arete (free), 4 Charisma (free), 5 Wits (free), Avatar 2 (free), Crafts 1 (free), research 1 (free) , Occult 2 (free), Enigmas 1 (free), Skinchanger Kinship (4 pt merit, paid for with 4 Flaw dots), New Kid (1 point), and PTSD (3 point). 

 

Skinchanger Kinship/Supernatural Kinfolk (4-pt Merit)

(found in Mage Revised, P. 296 [which calls it Skinchanger Kinship], and W20 Kinfolk: A Breed Apart p.64 as Supernatural Kinfolk), which means that you’re acknowledged as Kin by Garou even though you’re a Mage, but it also importantly keys to some interesting stuff regarding Paradox: if you can perform a spell that would otherwise be Vulgar but you tie your method in with the mythic threads of actual Garou rites or Gifts or the like (example: using reflective surfaces as a guide when Stepping Sideways into the Umbra), then thanks to your Garou blood, they count as Coincidental for you even though they wouldn’t for a regular Mage.

 

New Kid (1-pt Flaw)

“You’ve just recently Awakened, and you still have something to prove. Your peers don’t think much of you just yet, and although you’ve got allies who consider you worth their time, their investment in your goodwill is minimal. Add +2 to the difficulty of your social rolls with more experienced mages until you’ve earned the right (and the experience) to buy off this Flaw. On the good side, however, you’re likely to be popular with certain companions, although – as “new meat” in a social scene often discovers – that’s not always the kind of attention you’ll want.”

 

PTSD (3-pt Flaw)

You’ve been playing as if he has it anyway, so we might as well officially put it on his Sheet and pay for Supernatural Kinfolk that way. Facing relatively common situations can trigger his PTSD, triggering temporary phobic or similarly strong reactions. 

 

Short Fuse (2-pt. Flaw)
Your character is quick to anger. Whenever anybody ticks off your character, you must make a Willpower roll (difficulty 6) to not go on the offensive. This Flaw is especially dangerous with the Berserker Merit, as it increases the difficulty of the roll to resist going berserk by two. (With his very high willpower, he may not be going off on people a lot, but he certainly will be simmering just under the surface...)

Addiction (1-pt. Flaw)
Your mage suffers an addiction to some substance, such as nicotine, alcohol or some hard drug. If the substance is relatively trivial and easily obtained, this Flaw is worth one point, and it probably won't cause any game-related difficulties. If the substance is illegal, dangerous or liable to cause health or psychological problems, the Flaw is worth three points. Some mages or constructs may be addicted to extremely unusual or magical substances. Although such substances generally don't assess any penalty, they may count as a severe addiction due to their unusual nature.  A character who can't get his fix will go through withdrawal, with penalties assessed by the Storyteller.

 

Equipment: Professional grade SLR with assortment of lenses, filters and accessories, Lime green '75 VW Beetle, press credentials. 

Glock 19 9mm pistol w/ back holster (Damage 4, Range 20, Rate 4, Clip 15+1, Conceal P), 2 magazines of ammo. Tiny apartment in Inglewood. Class 1 armor (spider-silk, 3 soak, no penalty, reduces damage type by 1 level. Per Daniel, his armor looks like this)

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