50 Xp
Castiel_in_fire_by_wuyemantou-2-1.jpg

"Peter Fairgrave"; Shaman (Thyrsus), Caretaker of the Katsinam Suukya, Guardian of the Veil (Project Nightfall)

"I'm special agent Jim Olsen; FBI… What do we have here?"

Virtue: Fortitude / Vice: Wrath

Description:

Age: 25
XP total: 60, XP unspent: 29


Attributes

Mental Attributes
Intelligence (3), Wits (2), Resolve (2)

Physical Attributes
Strength (2), Dexterity (2), Stamina (2)

Social Attributes:
Presence (3), Manipulation (3), Composure (3)


Skills

Mental Skills
Investigation: (3)*^, Occult: (2)*, Academics (1), Science (1),

Physical Skills
Firearms (2), Brawl (1), Athletics (1),

Social Skills
Persuasion (3)*, Socialise (3), Intimidate (2), Subterfuge (2)^, Streetwise (1),

Specialities
Occult: [Spirits +2]
Persuasion: [Information], [Spirits +2]
Firearms: [Pistol]

(*) = Asset Skills
(^) = Rote specialities


Merits

Masque ~ Stone Sentential (1) Once in character, assuming a "Man in Black" style guise, and clinging to his "uniform" as a token of this role, he gains a +2 plus to intimidate rolls but a -2 penalty to socialise rolls. While in this role, the character gives off an air of authority Bought
Interdisciplinary speciality (1) Your speciality in Occult: [Spirits] now also applies to your Persuasion Bought
High Speech (1) By invoking eldritch words of power, the character may add +2 to any spell casting roll. Using these powers is a stressful and slow process. Invoking them costs and instant action and the character loses their defence in that round Granted: Template
Area of Expertise ~ Occult: [Spirits] (2) Your speciality in Occult increases to +2 Bought
New Identity ~Agent Greg Olsen, FBI (2) Peter operates under a Guardian-given FBI alias which he uses to around in his investigations. While still only a junior Guardian, they treat such deception as a simple manner Starting
Professional Training ~ Detective (2) The professional training merit grants a number of sub-benefits which are detailed below, some work off the total number of dots in the rank. Starting
(1) - Networking: Gain the Contacts merit equal to your dots in professional training dots, these dots pertain to 1 primary field of contacts plus 1 sub-field per additional dot. At this level, Rex has contacts with: Cops and The underworld Aggregate
(2) - Continued education: Gain a 3rd asset skill related to your profession, what's more, you may gain a free speciality in that skill Aggregate

Mage traits

Arcanum:

Gnosis: (3)
Spirit (3) Matter (2) Life (1)

Rotes:

Helping Hand (1) "Coaxing the Spirit" Add successes to single use of an item in which the items spirit may be able to help. Lasts a scene or until used. One use to per casting Manipulation + Socialise + Spirit Core
Unassailable Regency (1) "Gremlins" (With spirit 2) This spell may effect any object within sensory range, each success causes an effected object to impose a -1 penalty on all uses of that object for the scene Presence + Intimidate + Spirit Totm.72
Command the inanimate (2) "Control Object" By commanding the Spirit of an object, the mage can coax to perform actions and functions which are within an objects abilities. A gun can be switched to safety, or to misfire. A computer can be forced into shut down, etc Wits + Persuasion + Matter SL.198
Gather the unseen host (2) "Summon lesser spirit" May make a call or command out to spirit of Rank 2 or lower. This power cannot summon a spirit further than it can travel from any sort of anchor it may have, otherwise the rage is unlimited. Presence + Persuasion + Spirit Vs. Resistance Core

Attainments:

Understanding the Katsina The mage is able to see, hear, and speak with spirits as per the spell, “Spirit Tongue” (see Mage: The Awakening, p. 246). Additionally, the mage may look into Shadow if in the material realm, or vice versa, as per the spell, “Peer Across the Gauntlet” (see Mage: The Awakening, p. 247). These abilities are continually active. Most Caretakers tend to converse casually with the Shadow Realm spirits around them and the spirits, in turn, are often curious about or amused by their company. Occasionally, a spirit may offer its insight into a problem presently confronting the willworker, simply because it enjoys having someone to talk to

Vitals:

Morality: (5) Mana: (5/10)
Health: (7/7) Willpower: (5/5)
Initiative: +5 Defence: 2 / Amour: 1/0 Speed: 9

Special:

Soul Stone:
Though an act of hubris, Peter has forged a piece of his own soul into an artefact from which he draws power. While dangerous, Peter protects his stone well, and its existence is a well kept secret. This stone however is not intended for a demesne, as Peter knows full well the potential which can be harvested from active use of ones own soul. "A simple silver band worn on his wedding finger": While in his grasp (or at least within 20ft of him), this soul fragment enables Peter to make better use of its potential. It confers the following powers and abilities:

  • Any persistent magical effect the caster wishes to place upon his soul stone have their duration increased by two-steps in their duration scale. Making the average "scene" last around 12hours and any basic "prolonged" last 2 days.
  • Any spells from the ruling arcana (Spirit&Life) of the soul in question, add +1 to any dice pools
  • All paradox the mage would induce has the roll reduced by 1 die.
  • Once per day, at the cost of 1 willpower, the mage may make any vulgar spell he wishes to cast covert

Familiar:
Through the power of the Spirit Arcana ("Familiar Pact", Core), Peter has managed to seek out and bind a Rank 1 spirit to his service - both as an ally and a friend.

Wuya3.jpg
Spooky-Face Rank: 1 Telecommunication Spirit
Power: (3) Finesse: (3) Resistance: (2)
Essence: 10/10 Willpower: 5/5 Defence: (3)
Speed: 8 Initiative: 5 Size: 2
Corpus: 4 Influence: Telecommunications (2) Ban: Lead (or anything that blocks a signal)
Numina: "Wilds Sense" ~ By rolling Fin + Res, Spooky may know, track or located all spirits, Loci and spiritual objects. The number of successes (1-5) determines both the distance (in miles) and the degree of precision

A familiar’s bonded mage is considered to be its anchor to the material world, although there is no limit to how far a familiar can travel from its mage. It does not lose Essence for every hour it spends in the physical world or Twilight. It must follow all the other rules concerning Essence, however, including spending one Essence per day. If it is reduced to zero Essence, it falls into slumber (see “Essence,” p. 319), but it is not transferred back into the Shadow Realm as long as the mage-familiar bond still exists.

Like other spirits, it can gain Essence by being in proximity to something that it reflects, or its mage can spend Mana points to give it Essence. The master and familiar have an empathic connection; each can automatically feel the emotions of the other. (Magical effects that damage or manipulate the familiar through an emotional attack don’t damage or manipulate the master.) All familiars have a Sensory sympathetic connection to their bonded mage, meaning that a mage’s scrying spells can use the familiar’s senses in place of a scrying window, with no sympathetic penalty. This makes familiars superlative spies. Even more useful, however, the mage can spend his familiar’s Essence points as Mana points, no matter how distant the familiar is from the mage. He can also spend his own Mana points to give his familiar Essence.


Equipment

Dedicated Path Tool:

Weapons:

Amour:

Equipment:

Possessions:


Background:

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License