Detective John Thurgood
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"Bill Thurgood"; Homicide detective, Enchanter (Acanthus), Orderless (Reformed Banisher), Bean Sidhe (Singer in Silence)

Shadow Name: John Thurgood

"Just put the holy water down and kick it to me…"

Virtue: Fortitude / Vice: Pride

Concept:
Description:

Age: 37
XP total: 50 (+10 Wisdom), XP unspent: 2


Attributes

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

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

Social Attributes:
Presence (2), Manipulation (3), Composure (3)


Skills

Mental Skills
Investigation* (3), Occult* (4)

Physical Skills
Athletics (2), Firearms* (4)

Social Skills
Empathy (2), Intimidation (2), Persuasion (4), Streetwise (2), Subterfuge (2)

Specialities
Investigation: [Research]
Occult: [Mages], [Vampires], [Werewolves], [Changelings]
Firearms: [Pistol]
Persuasion: [Fast Talk]


Merits

Barfly (1) - Starting
Sworn Officer ~ Boston (2) - Starting
Nimbus Sense (2) - Starting
Status ~ Boston Consilium (2) - Starting
Fame ~ Boston Supetnaturals (2) - Starting
Extemporaneous Affinity (3) - Starting
Professional training ~ Detective (5) - Starting
Networking: John has massed a large array of contacts over the years, each of whom is exceptionally useful and deep. At this rank of Detective, John has 5 sets of contacts, each the equivalent of 5 dots in the contacts merit. Those contacts are 1) Mages, 2) Cops, 3) Goblin Markets, 4) The Mortal Underworld, 5) ?? Aggregate
Continued education: Aggregate
Breath of Knowledge: Aggregate
On the Job training: Aggregate
A day on the job: Aggregate

Mage traits

Arcanum:

Gnosis: (3)
Fate (4) Time (2) Death (3)

Rotes

Dedications:

Oaths:

Attainments:

The Knowing Students of the Death Arcanum can tell at a glance how Death in general interacts with an individual. But unless he is terminally ill, they cannot see when Death will come for him. When Fate decrees that death is eminent for an individual, however, those who have achieved the first Attainment of this Legacy are blessed — or cursed — with this knowledge, whether they want it or not. While this can be very useful, the form this knowledge takes is both vivid and disturbing. The dead and death-touched resonate with a Singer’s soul, invoking lilting chords only she can hear. With respect to the dead, the mage can always hear and speak with ghosts as if she cast the Death 1 “Speak with the Dead” spell (see Mage: The Awakening, p. 135) with successes equal to her Death dots, but she cannot actually see ghosts or perceive other entities. Additionally, the mage hears the silent dirge of death’s touch, giving her the permanent auditory equivalent of the Death 1 “Grim Sight” spell (see Mage: The Awakening, p. 134). Through Fate, this awareness also reveals whether a living being is cursed or fated to die within the next day, though the mage cannot predict fatal accidents or deaths that have no particular significance to the pattern of destiny. This knowledge comes upon the Banshee unbidden. It cannot be wished away or easily ignored, and there is no time or place where the Banshee is immune to the potential interference of The Knowing, a fact that colors members of the Legacy in body, mind and spirit. Because of this Attainment’s distracting nature, Singers suffer a –2 penalty to actions requiring significant concentration (at the Storyteller’s discretion) while in the immediate presence of more ghosts and/or doomed individuals than their Composure + Gnosis rating

Vitals:

Wisdom: (5) Mana: (5/10)
Health: (/) Willpower: (/)
Initiative: +? Defence: ? / Amour: ?/0 Speed: ?

Special:

Soul Stone:
While in his grasp (or at least within 20ft of him), this soul fragment enables John 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 (Time&Fate) 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

Equipment

Dedicated Path Tool:

Weapons:

Armour:

Equipment:

Possessions:


Background:


Combat:

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