World of Darkness: FLOOR 13

Hecatoncheires

un jour je serai de retour près de toi
Original poster
DONATING MEMBER
FOLKLORE MEMBER
attachment.php


Home is a sanctuary, a place where it is said a person feels at their most comfortable. Home's where your heart is, where you go to unwind, to relax. It's the place you feel safest.

What if that safety was violated?

What if terror and fear came into your very home? What if darkness invaded the place you come to rest at night and twisted it into a hideous mockery of what it once was? Would you fight to defend your home? Or would you try to escape the darkness, and leave your sanctuary behind?

The inhabitants of the 13th floor of the Baynes Building are about to find out...


* * *

Welcome to the OOC of an introductory chronicle for World of Darkness.

Though WoD can often focus on players taking the role of supernatural entities such as Vampires and Werewolves, this game isn't about that. This is a Mortals game, focusing on a group of ordinary people trapped in an extraordinary, horrifying situation.

This is a game for people who'd like to try playing the WoD system and see if they like it. It's as much an introductory game for me as it is for anyone joining; I've not run much of this system, as much as I love it, and I've never really run it on a forum before, either.

So this'll be an interesting experience for all of us, I guess.

* * *

[size=+2]CHARACTERS[/size]

Whoever they are and whatever they do, all the characters in 'WoD: Floor 13' have one thing in common; they all live on the same corridor on the 13th floor of the Baynes Building, a large and imposing block of flats in the middle of the city. As such, you may be friends with each other, or you might just be acquaintances that you say hello to as you walk past. I leave this up to you guys.

You'll need to stat up your characters using the World of Darkness character-creation system, but you'll also need to fill in a character sheet to give your characters a bit more detail and to flesh them out a bit (ie. So Grumpy can cannibalise your back stories to create nasty things to chase you). Should you need the books, I suggest hitting up the Table-Top Tyrants group here on Iwaku; they'll sort you out.

HTML:
[b][u]GENERAL CHARACTER STATISTICS[/b][/u]
[b]Name:[/b] 
[b]Gender:[/b]
[b]Ethnicity:[/b]
[b]Age:[/b]
[b]Occupation:[/b]

[b][u]PHYSICAL CHARACTERISTICS[/u][/b]
[b]General Appearance:[/b] (please include an image of your character, and please don't use manga/anime images)
[b]Strengths:[/b]
[b]Weaknesses:[/b]

[b][u]MENTAL CHARACTERISTICS[/u][/b]
[b]Talents:[/b]
[b]Virtue:[/b] (your chosen Virtue from the WoD Rulebook)
[b]Vice:[/b] (your chosen Vice from the WoD Rulebook)
[b]General Personality:[/b] 
[b]Inner Personality:[/b] 

[u][b]HISTORIC BACKGROUND[/b][/u]
[b]History:[/b]
[b]Biggest Regret:[/b]
[b]Greatest Fear:[/b]
[b]Darkest Secret:[/b]

[u][b]YOUR ROOM[/b][/u]
[b]Description:[/b] (what does your character's room look like? How do they keep it? Is it clean, or constantly messy? Do they have any hidden spots where they store things? Each apartment contains a living room with a small kitchen connected to it, and a large bedroom with an en-suite bathroom)
[b]Image:[/b] (a picture can say a thousand words)

HTML:
[b][u]ATTRIBUTES[/u][/b]

[b]MENTAL[/b]
Intelligence (X)(-)(-)(-)(-)
Wits (X)(-)(-)(-)(-)
Resolve (X)(-)(-)(-)(-)
[b]PHYSICAL[/b]
Strength (X)(-)(-)(-)(-)
Dexterity (X)(-)(-)(-)(-)
Stamina (X)(-)(-)(-)(-)
[b]SOCIAL[/b]
Presence (X)(-)(-)(-)(-)
Manipulation (X)(-)(-)(-)(-)
Composure (X)(-)(-)(-)(-)

Mental - 
Social - 
Physical - 

[b][u]SKILLS[/u][/b]

[b]Mental[/b]
Academics (-)(-)(-)(-)(-)
Computer (-)(-)(-)(-)(-)
Crafts (-)(-)(-)(-)(-)
Investigation (-)(-)(-)(-)(-)
Medicine (-)(-)(-)(-)(-)
Occult (-)(-)(-)(-)(-)
Politics (-)(-)(-)(-)(-)
Science (-)(-)(-)(-)(-)
[b]Physical[/b]
Athletics (-)(-)(-)(-)(-)
Brawl (-)(-)(-)(-)(-)
Drive (-)(-)(-)(-)(-)
Firearms (-)(-)(-)(-)(-)
Larceny (-)(-)(-)(-)(-)
Stealth (-)(-)(-)(-)(-)
Survival (-)(-)(-)(-)(-)
Weaponry (-)(-)(-)(-)(-)
[b]Social[/b]
Animal Ken (-)(-)(-)(-)(-)
Empathy (-)(-)(-)(-)(-)
Expression (-)(-)(-)(-)(-)
Intimidation (-)(-)(-)(-)(-)
Persuasion (-)(-)(-)(-)(-)
Socialize (-)(-)(-)(-)(-)
Streetwise (-)(-)(-)(-)(-)
Subterfuge (-)(-)(-)(-)(-)

Mental - 
Physical - 
Social - 

[u][b]Specialties[/b][/u]

[u][b]Other Traits[/b][/u]

[u][b]Health[/b][/u]
(-)(-)(-)(-)(-)(-)(-)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-][-][-]

[u][b]Willpower[/b][/u]
(-)(-)(-)(-)(-)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-]

[u][b]Merits[/b][/u]

[u][b]Morality[/b][/u]
10 (-)
9 (-)
8 (-)
7 (X)
6 (X)
5 (X)
4 (X)
3 (X)
2 (X)
1 (X)

[u][b]Flaws[/b][/u]

[u][b]Other[/b][/u]
Size: 
Speed: 
Defense: 
Armor: 
Initiative Mod: 
Experience:

[b][u]Weapon/Attack[/u][/b]

[b][u]Equipment[/u][/b]
 
GENERAL CHARACTER STATISTICS
Name: Michael Brandon
Gender: Male
Ethnicity: Caucasian
Age:
31
Occupation:
Police Officer

PHYSICAL CHARACTERISTICS
General Appearance:

Strengths: Feats of endurance
Weaknesses: Feats of athleticism

MENTAL CHARACTERISTICS

Talents:
His mental talents mainly lie in his ability to focus on the task at hand. He's not particularly smart or a quick thinker, but he's hard to distract once he has latched on to something.
Virtue: Justice
Vice: Pride
General Personality: Michael's job was not chosen for no reason. Michael has a strong sense of justice and will do anything he can to see that it's done. He's not a natural leader, but he isn't one of the sheep either. Michael makes his own way in life, by hard work, or by force if he has to. He isn't one to back down from an argument first as his convictions are generally strong, though he will tend to go with the majority of votes unless it goes against his sense of justice.
Inner Personality: Secretly though, he's afraid to let himself go. Afraid to become one of those cops that give in to corruption and fear. It's because of this that he clings to his values a bit more than he should, and not because of true conviction. Inside, he's still a scared little child that saw his mother raped in front of his eyes. Despite his strong loner attitude, he will do anything to protect the people near him. Even if he wouldn't normally admit that he cares.

HISTORIC BACKGROUND

History:
Biggest Regret: Not being able to help his mother.
Greatest Fear:
Becoming what he loathes the most, an immoral man.
Darkest Secret:
He once planted evidence on a guy everyone knew to be guilty, just so he could arrest him and he could be tried. He hasn't told this to anyone, and is secretly ashamed of it, though he feels justice was done.

YOUR ROOM


Description:
Michaels room is a mix of different styles and pieces of furniture. He has one leather couch standing straight before the rather small TV. There is a small dinner table in the middle of the living room, with two creaky wooden chairs next to it and two standing lamps, one near the couch the other near the table. His bedroom has a single, rather small bed, a small nightstand and a large closet containing two suits, a lot of shirts, several pair of jeans, and his uniform. His apartment is generally tidy, except for the bed, which is rarely made. It's obvious from the arrangement of furniture that he lives alone.

STATS.

ATTRIBUTES


POWER

Intelligence (X)(X)(-)(-)(-)
Strength (X)(X)(X)(-)(-)
Presence (X)(X)(-)(-)(-)

FINESSE

Wits (X)(X)(-)(-)(-)
Dexterity (X)(X)(-)(-)(-)
Manipulation (X)(-)(-)(-)(-)

RESISTANCE

Resolve (X)(X)(X)(-)(-)
Stamina (X)(X)(X)(-)(-)
Composure (X)(X)(X)(-)(-)

Mental - 4
Social - 3
Physical -5

SKILLS


Mental
7
Academics (X)(X)(-)(-)(-)
Computer (X)(-)(-)(-)(-)
Crafts (-)(-)(-)(-)(-)
Investigation (X)(X)(X)(-)(-) specialty: crime scenes
Medicine (-)(-)(-)(-)(-)
Occult (-)(-)(-)(-)(-)
Politics (X)(-)(-)(-)(-)
Science (-)(-)(-)(-)(-)

Physical
11
Athletics (X)(-)(-)(-)(-)
Brawl (X)(X)(-)(-)(-)
Drive (X)(X)(-)(-)(-)
Firearms (X)(X)(X)(-)(-) specialty: pistols
Larceny (X)(-)(-)(-)(-)
Stealth (X)(-)(-)(-)(-)
Survival (-)(-)(-)(-)(-)
Weaponry (X)(-)(-)(-)(-)

Social
4
Animal Ken (X)(-)(-)(-)(-) Specialty: Dogs
Empathy (-)(-)(-)(-)(-)
Expression (-)(-)(-)(-)(-)
Intimidation (X)(-)(-)(-)(-)
Persuasion (X)(-)(-)(-)(-)
Socialize (-)(-)(-)(-)(-)
Streetwise (X)(-)(-)(-)(-)
Subterfuge (-)(-)(-)(-)(-)
Mental - 7
Physical - 11
Social - 4

Specialties

Animal Ken: Dogs
Firearms: Pistols
Investigation: Crime Scenes

Other Traits


Health

(X)(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-][-][-]

Willpower

(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-]

Merits

Danger Sense XX
Stunt Driver XXX
Allies: Police XX

Morality

10 (-) 9 (-) 8 (-) 7 (X) 6 (X) 5 (X) 4 (X) 3 (X) 2 (X) 1 (X)

Flaws


Other
Size: 5
Speed: 10
Defense: 2
Armor: -
Initiative Mod: 5
Experience:

Weapon/Attack
Heavy pistol: Range: 30/60/120 Damage: 3 Clip: 7+1
Baton: Damage: 2 Size: 2

Equipment

Police badge.
Baton.
Heavy pistol.
A wallet with some change.
A holster.
Keys to the apartment and car.


Will fill out the rest later. Also wanted to let you know that it might be hard for new players to see what Attributes are Mental and what are Social this way.
 

Attachments

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GENERAL CHARACTER STATISTICS
Name: Jerek Irons Kruger
Gender: Male
Ethnicity: Caucasian
Age: 28
Occupation: Designs plastic models and kits for various companies.

PHYSICAL CHARACTERISTICS
General Appearance:
Hardwick3.jpg

Strengths: Very detail oriented. Skilled with his hands.
Weaknesses: His job keeps him busy and he seldom has time to work out, so he's only in 'average' shape.

MENTAL CHARACTERISTICS
Talents: Very skilled at mentally constructing things, down to the smallest detail
Virtue: Hope
Vice: Pride
General Personality: Jerek is for the most part a straight forward guy. If he says he doesn't like your face, he means it. Just your face. This kind of blunt personality has lead to his semi-antisocial lifestyle. Sure, he doesn't 'hang out' with people the way most do, but he does have a close circle of friends. It's not like he's a shut-in. He just not very good at dealing with people in a casual manner. When he does go out, he generally keeps to himself.
Inner Personality: The only thing Jerek hides is that he really doesn't like to upset people, which is one of the reasons he avoids social contact. Also, when he gets drunk, he's a time bomb on a short fuse, so he tries not to get drunk...Usually.

HISTORIC BACKGROUND
History: Jerek has always lead a relatively normal life. His family went to church on Sundays, he was in Boy Scouts, he got average grades and did average in baseball. He only began to stand out when he started playing wargames and other table-tops his Freshman year of High School, though he was mostly in it for the painting and building. In college, he majored in sculpting and went on to do free-lance work for numerous wargames and plastic kits companies. After a few years, he'd managed to save up enough to move out of his parent's house (who were kind enough to let him live there, but not nice enough to help pay for a place of his own) and into an apartment complex in a relatively safe part of town. He managed to talk the super into letting him rent a slightly larger room on the 13th floor. Nothing special, just a bit more room for his collections. Despite his lack of social skills, he does get out every once in a while. Every Friday he goes down to the local firing range for their Bucket o' Bullets special and spends 2-3 hours there. On more than one occasion, he has been taken on hunting/business trips by the companies that employ him. Tired of asking to borrow a gun, he eventually bought his own from the same firing range he frequents.
Biggest Regret: Never creating his own miniatures game
Greatest Fear: That his models will be set on fire.
Darkest Secret: Accidentally killed someone in college while drunk at a bar

YOUR ROOM
Description: Prepare for scores of pictures.
11391_md-Army, Display, Empire, Warhammer Fantasy.JPG

Room001.jpg

Christmas "Tree"
BlogXmasLondonBig.jpg

His PC Case, standing 4 feet tall
IMG_8936.jpg

And many more from many different games, mostly kept in glass display cases.

ATTRIBUTES

MENTAL
Intelligence (X)(X)(-)(-)(-)
Wits (X)(X)(-)(-)(-)
Resolve (X)(X)(X)(-)(-)
PHYSICAL
Strength (X)(X)(-)(-)(-)
Dexterity (X)(X)(X)(X)(-)
Stamina (X)(X)(-)(-)(-)
SOCIAL
Presence (X)(-)(-)(-)(-)
Manipulation (X)(X)(-)(-)(-)
Composure (X)(X)(X)(-)(-)

Mental - 4
Social - 3
Physical -5

SKILLS

Mental
Academics (X)(X)(-)(-)(-)
Computer (X)(X)(X)(-)(-)
Crafts (X)(X)(X)(-)(-)
Investigation (-)(-)(-)(-)(-)
Medicine (-)(-)(-)(-)(-)
Occult (X)(X)(-)(-)(-)
Politics (-)(-)(-)(-)(-)
Science (X)(-)(-)(-)(-)
Physical
Athletics (-)(-)(-)(-)(-)
Brawl (-)(-)(-)(-)(-)
Drive (X)(X)(-)(-)(-)
Firearms (X)(X)(-)(-)(-)
Larceny (-)(-)(-)(-)(-)
Stealth (-)(-)(-)(-)(-)
Survival (X)(X)(-)(-)(-)
Weaponry (X)(-)(-)(-)(-)
Social
Animal Ken (-)(-)(-)(-)(-)
Empathy (-)(-)(-)(-)(-)
Expression (-)(-)(-)(-)(-)
Intimidation (-)(-)(-)(-)(-)
Persuasion (X)(X)(X)(-)(-)
Socialize (X)(-)(-)(-)(-)
Streetwise (-)(-)(-)(-)(-)
Subterfuge (-)(-)(-)(-)(-)

Mental - 11
Physical - 7
Social - 4

Specialties
Computer - Graphics
Crafts - Sculpting
Firearms - Pistol

Other Traits

Health
(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-][-][-]

Willpower
(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-]

Merits
Natural Immunity
Ambidextrous
Resources (2)
Technophile (1) - Shotguns

Morality
10 (-)
9 (-)
8 (-)
7 (X)
6 (X)
5 (X)
4 (X)
3 (X)
2 (X)
1 (X)

Flaws

Other
Size: 5
Speed: 11
Defense: 2
Armor:
Initiative Mod: 7
Experience:

Weapon/Attack

Equipment
Flashlight
Sub-compact car
Winchester Model 1897
 
((Nearly Done!))

GENERAL CHARACTER STATISTICS

Name: Taras Novikov
Gender: Male
Ethnicity: Russian American
Age: 28
Occupation: Private Detective

PHYSICAL CHARACTERISTICS
General Appearance:: Shaggy black hair falls over his pale face. He has a black mole under his left eye. His face is rather round, but definitely Slavic in appearance, with a long nose and small mouth. His nose is a bit large for his face, but quite straight. His eyes are dark brown and often look anxious. He dresses in a horizontally striped sweater of black and white, and wears dark blue jeans and black boots. He also has a thick black wool coat to wear over that.
Strengths: Investigation and puzzle solving.
Weaknesses: Combat, and thinking without feeling.

MENTAL CHARACTERISTICS
Talents: Intelligent and charismatic, Taras puts a lot of himself into his investigative work and it shows. He's not particularly physically adept, however, and sometimes struggles with catching the person that he's been led to.
Virtue: Faith
Vice: Lust
General Personality: : Usually cautious and careful, he often gets absorbed by his cases and focuses intently on them until he solves them, devoting all of his time and
energy to it. He often dreams of his cases, and has epiphanies though such a medium. He is obsessed with learning everything he can about things that are new to him, and is holds a personal love for history and literature, and is sure that his love for such things lends to his case-solving abilities. Naieve in many ways, Taras rarely shows a good deal of courage - but a good deal of thought.
Inner Personality: On the inside, Taras is more inclined to darker thoughts. His inner self often comes across as a completely different person, brash, insensitive, and quite confident in its own superiority. His inner being is less deductive than he is, and is more interested in expressing its emotions, which tend to be those of arrogance and a nature that's somewhat demanding and lustful.
After a bad experience from his past, this side manifests itself with equal frequency to his general personality, as opposed to remaining hidden, as it often was in the past.
HISTORIC BACKGROUND
History: When Taras was very young, his mother immigrated to the city of New York from her native land of Russian, and worked as a maid in New York. Her son steadily began to grasp english and became her translator, as she would still speak Russian or broken German, refusing or unable to speak English at any length. His mother had been quite beautiful, and married several times to rich diplomats who were trying to send a message of peace and cooperation to the world with their silent very slavic bride. Taras grew up between shanty houses and penthouses as his mother remarried and remarried the men that she had been cleaning the house of.
Once they had enough money from marriages and divorces, they moved to the state of Nebraska, in which they had a small house. Taras was 15 at this point, and spoke English quite well, though his accent remained. He was occasionally teased for it, and had very few friends. He did meet somebody eventually, a blonde haired kid who refused to tell him his name, but had a fondness for poetry, punk rock music, and quoting things every once and awhile. The blonde kid and Taras grew close and eventually became inseparable. Taras developed a minor crush on the blonde boy - he was attractive, confident, and intelligent. He might have treated the Russian in a way that occasionally progressed to mocking, but Taras loved him all the same - probably because there wasn't anybody else really important in his life.
However, it was becoming increasingly obvious to Taras that something was wrong with his friend. He refused to tell him his name, and the Russian had no idea what his blonde's past consisted of. In some ways, he didn't car, overwhelmed by a sort of strange love for the man, since the blonde was one of the few people who listened to him and cared about him. He wanted him very much and when he finally got him on his 16th birthday...
...He asked for his name. Through some slip of tongue, the blonde man gave it to him, saying that it was "Taras Novikov". Taras, the original, was incredibly confused by this revelation. The other Taras elaborated, and said that he had been constructed by Taras' subconscious to be his friend and to project his desires on to. The blonde man disappeared then, and didn't return. This realization was shocking in many ways and also horrifying - because it meant that the one person that Taras thought he could believe in did not exist. Not only that, but Taras wasn't sure what he was or who he was. Was he the blonde man or was he actually who he thought he was? Who was Taras Novikov anyway?
In this haze, Taras attempted suicide. His mother found him in his bathtub congealing in his own blood, and in her incredibly broken english managed to communicate to the police that she had found her son in trouble. They came to the house and the boy was institutionalized. However, through his life in what he knew dryly refers to as the 'loony bin' he was rehabilitated into what he refers to as 'a functioning member of society.' During his time in the facility, however, he wanted to learn how to better defend himself against such things as his shadow self - whose existence he never lost faith in. Thus, he began to research methods of protection against evil, which led him to the occult... He practiced a little fortune telling and rituals, but not anything that reassured him, and not anything that he felt was useful. He continued to search for a way to defend himself.
Taras was eventually released from the institution at the age of eighteen. He immediately tried to apply for a job as a police officer, certain that his experience would help him be more adept at identifying criminals and being able to trick them to apprehend them. As he waited to hear back from the police, he wrote bits and pieces of detective stories, and found himself quite adept at setting up complicated cases and solving them quicky - this comforted him immensely when the police turned down his applicant for officer - due to his past mental instability. He sold several stories to some art and writing magazines, and that sustained him enough that he moved to the big city where all good detectives got their start.
He was only presented with one case, a baffling mystery that confused even the police. A young woman named Jenny Hendrick swore that somebody had attempted to murder her and her sister (who was found dead in the bath-tub), but investigation of the marks on her party showed that they were self inflicted. On her sister's body was a post-it that read: "Witches". Truth serum, threats, everything, but none of it made Jenny confess. A handwriting analysis revealed that the word was not written in the young woman's hand.Jenny screamed and wailed that she was innocent - and later showed up dead herself - floating down the chemical streaked coast. Another post-it, "Must Be". Taras offered his services and came to a horrifying conclusion - the woman was innocent, but there was something inside of her that was not. Just like he and his shadow self. An analysis of her brain was done, and it showed symptoms of schizophrenia that was never treated. The police conclusion was one of murder and then suicide and the case was wrapped up, and Taras was treated with honours. Unfortunately, another young woman showed up dead, charred and singed in her own fireplace with yet another post-it in the same hand that read, "Burned." Taras got a sinking feeling in his stomach that somehow, Jenny's dark side had managed to take on an existence all of its own - just like his other personality had. This was an unfavorable opinion with the police and Taras was dismissed from the case.
To this day, he regrets that case, and checks the paper every day to see if the "Witch Burner" has been caught. He/She never has been, and Taras still believes in his theory about her personality taking on a life of its own. Stranger things have happened.
Biggest Regret: Surrendering himself completely to the other Taras/Not solving the murder of Jenny Hendrick
Greatest Fear:That his other personality somehow was able to manifest into a person.
Darkest Secret: The fact that he was institutionalized for two years.

YOUR ROOM
Description: A rather typical studio apartment room, small, with a large bed with several shelves filled with pulp detective novels, some of which Taras' had written. He also has several large books on magic. Above his bed hangs a Turkish carm against the evil eye that he bought for a couple bucks off the street. His floor is light hard wood and has a dark blue rug on it. His walls are white. His bed and shelves are also made of pine, and are covered with numerous blankets ranging from blue to grey.

ATTRIBUTES

POWER
Intelligence (X)(X)(X)(X)(-)
Strength (X)(-)(-)(-)(-)
Presence (X)(-)(-)(-)(-)
FINESSE
Wits (X)(X)(X)(-)(-)
Dexterity (X)(X)(X)(-)(-)
Manipulation (X)(X)(X)(X)(-)
RESISTANCE
Resolve (X)(-)(-)(-)(-)
Stamina (X)(X)(-)(-)(-)
Composure (X)(X)(-)(-)(-)

Mental - 5
Social - 4
Physical - 3

SKILLS


Mental
Academics (X)(X)(X)(-)(-)
Computer (-)(-)(-)(-)(-)
Crafts (-)(-)(-)(-)(-)
Investigation (X)(X)(X)(X)(-)
Medicine (-)(-)(-)(-)(-)
Occult (X)(X)(X)(X)(-)
Politics (-)(-)(-)(-)(-)
Science (-)(-)(-)(-)(-)
Physical
Athletics (-)(-)(-)(-)(-)
Brawl (-)(-)(-)(-)(-)
Drive (-)(-)(-)(-)(-)
Firearms (X)(X)(X)(-)(-)
Larceny (-)(-)(-)(-)(-)
Stealth (X)(X)(-)(-)(-)
Survival (-)(-)(-)(-)(-)
Weaponry (-)(-)(-)(-)(-)
Social
Animal Ken (-)(-)(-)(-)(-)
Empathy (X)(X)(-)(-)(-)
Expression (-)(-)(-)(-)(-)
Intimidation (X)(X)(-)(-)(-)
Persuasion (X)(X)(X)(-)(-)
Socialize (-)(-)(-)(-)(-)
Streetwise (-)(-)(-)(-)(-)
Subterfuge (-)(-)(-)(-)(-)

Mental - 11
Physical - 5
Social - 7

Specialties

Other Traits

Health
(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-][-][-]

Willpower
(X)(X)(X)(-)(-)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-]

Merits(7)
Unseen Sense (Spirits): (X)(X)(X)
Allies (Police) (X)(X)()()()
Resources (X)(X)()()()
Morality
10 (-)
9 (-)
8 (-)
7 (X)
6 (X)
5 (X)
4 (X)
3 (X)
2 (X)
1 (X)

Flaws

Other
Size:
Speed: 9
Defense: 3
Armor: -
Initiative Mod: 5
Experience:

Weapon/Attack
Light Revolver (Dmg: 2)(Clip:6)
Equipment
Light Revolver (Dmg: 2)(Clip:6)
 
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Reactions: 1 person
Alrighty, just waiting on JackShade and Seiji now.
 
And I need to fill in non-stat stuff

Huh...This is going to be the second non-Mass RP I've been in with Jack. Weird.
 
Alright guys, gonna start having a good look through the characters now we have three of them just about finished.
 
>.> TnT...World of Darkness is not a Dungeon Crawler, y'know. You do not HAVE to min/max your character...
 
Well, when Grumpy took away my third point of Firearms, I didn't qualify for Gunslinger anymore.
 
((I'm so gonna die!!!!! almost finished))


GENERAL CHARACTER STATISTICS
Name: Michell Fell
Gender: Male
Ethnicity: Irish-Native american.
Age: 28
Occupation: Artist, or trying to be.

PHYSICAL CHARACTERISTICS
General Appearance:
2003-185-fine-art-student.jpg

Strengths: Observant with a good eye for detail.
Weaknesses: Not exactly fit, or lean.

MENTAL CHARACTERISTICS
Talents: Creative thinking comes naturally.
Virtue: Hope
Vice: Pride
General Personality: Generally friendly and a decent guy willing to sit down for a talk over a brew with perhaps a slight tendency to keep to himself.
Inner Personality: Michell is a in love with his art, driven to paint for the sheer pleasure of creating. Though he knows that unless something changes hes needs to find a 'real job' or another place to live.

HISTORIC BACKGROUND
History: Everyone always said he should have been a historian, but Mich always had his sights on being a painter. Despite low marks from his ant teacher and having to work part time though high school he filed for and won and art scholarship. Hes currently still in university but in a new town he hasn't been able to find a job yet, mostly from lack of looking as he spends all his free time in his studio living on what he managed to save before coming his parents too poor to help him and too proud to admit he needs the halp id they weren't.
Biggest Regret: He stole and burned his main rival's for the art scholarship's portfolio. The rival later committed suicide.
Greatest Fear: Never being recognized on the art scene.
Darkest Secret: In every one of his paintings is hidden a occult symbol or pictogram. He feels if this is known he'd draw a lot of criticism and attention of the wrong kind but its his way of signing his work.

YOUR ROOM
Description: All rooms are in a constant state of messiness. Everywhere from the kitchen to the living room is one big disorganized art studio and there always seems to be a brush or five soaking in the bathroom sink. The kitchen isn't much better with dishes piled high seemingly washed as they're needed.
Image:
BettyLofquist_STUDIO_STORE.jpg

414w_art_studio.preview.jpg

home_art_studio_1.jpg

MENTAL
Intelligence (X)(X)(X)(-)(-)
Wits (X)(X)(X)(-)(-)
Resolve (X)(X)(-)(-)(-)
PHYSICAL
Strength (X)(-)(-)(-)(-)
Dexterity (X)(X)(X)(-)(-)
Stamina (X)(X)(-)(-)(-)
SOCIAL
Presence (X)(X)(-)(-)(-)
Manipulation (X)(X)(-)(-)(-)
Composure (X)(X)(X)(-)(-)

Mental - 5
Social - 3
Physical - 4

SKILLS 11-7-4

Mental
Academics (X)(-)(-)(-)(-)
Computer (X)(X)(-)(-)(-)
Crafts (X)(X)(X)(-)(-)
Investigation (X)(-)(-)(-)(-)
Medicine (X)(-)(-)(-)(-)
Occult (X)(-)(-)(-)(-)
Politics (X)(-)(-)(-)(-)
Science (X)(-)(-)(-)(-)
Physical
Athletics (-)(-)(-)(-)(-)
Brawl (X)(X)(-)(-)(-)
Drive (X)(X)(-)(-)(-)
Firearms (-)(-)(-)(-)(-)
Larceny (-)(-)(-)(-)(-)
Stealth (-)(-)(-)(-)(-)
Survival (-)(-)(-)(-)(-)
Weaponry (-)(-)(-)(-)(-)
Social
Animal Ken (-)(-)(-)(-)(-)
Empathy (X)(-)(-)(-)(-)
Expression (x)(x)(-)(-)(-)
Intimidation (-)(-)(-)(-)(-)
Persuasion (X)(-)(-)(-)(-)
Socialize (X)(X)(-)(-)(-)
Streetwise (X)(-)(-)(-)(-)
Subterfuge (-)(-)(-)(-)(-)

Mental - 11
Physical - 4
Social - 7

Specialties

Crafts - Painting
Occult - Pictograms
Streetwise - Underground Art community.

Other Traits

Health
(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-][-][-]

Willpower
(X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-]

Merits

Common Sense
Eidetic Memory
Fleet of foot 1

Morality
10 (-)
9 (-)
8 (-)
7 (X)
6 (X)
5 (X)
4 (X)
3 (X)
2 (X)
1 (X)

Flaws

Other
Size: 5
Speed: 10
Defense: 3
Armor:
Initiative Mod: 6
Experience:

Weapon/Attack

Equipment
 
You have three dots of resources as a model maker?

Do you have a sizable inheritance as well? Model makers don't make three dots worth of resources.

Also, my character inbound late Monday or early Tuesday. Girlfriend in town and spending time with her.
 
Jack makes a fair point, actually.

Looks like we've just about got this show on the road. HELL YEAH.
 
This is a WIP, searching out pictures....also, Mabu, you have to define what your Unseen sense applies to...it can't be universal supernaturals.


GENERAL CHARACTER STATISTICS
Name: Devon Hurley
Gender: Male
Ethnicity: Irish American
Age: 27
Occupation: Custodian of the Building, Son of the Landlord

PHYSICAL CHARACTERISTICS
General Appearance: (please include an image of your character, and please don't use manga/anime images)
Strengths: Problem Solving, Thinking on his Feet, Observation, Painting
Weaknesses: Combat, High stakes, Stress, Social situations

MENTAL CHARACTERISTICS
Talents:
Virtue: Hope
Vice: Sloth
General Personality: Outwardly, Devon seems nonchalant, even dismissive about those around him. He's easy to smile or laugh when not pressed, but tends to avoid overly social situations, retreating to his room or returning to work if three or more people join a conversation he's having. His phobia keeps him inside the building, dependent on those around him to help him survive. Although he tends to show his more aggressive side against his father, as the two can usually be found arguing vehemently, to most others he is non confrontative and almost insultingly polite, rarely wanting to get on anyone's nerves.
Inner Personality: Inside, Devon is furious at his inability to live outside the apartment building. He paints to find solace, but his works are usually 'angry' and capture the deep rooted passion he has for simply living without being a constant disappointment to his father, or a janitor for the people of the building. Underneath everything, Devon is a calculating man, very intelligent and sharp. He excels at solving problems or thinking up solutions for troubles, though he abhors violence with a fear born of being beaten while younger. Desperately, he just wants to explode out of his own skin and leave his fears behind...but is forever trapped in their embrace.

HISTORIC BACKGROUND
History: Devon was the second son of a broken household. His mother left his father when he was six years old and his old man never recovered. Losing a mother was not nearly as crippling as also losing a father, as he became distant and bitter. His older brother, Daniel, made plans to leave their father and strike out to California. Initially he included his brother in his plans, but after the incident, taking Devon into crowds or away from the home became nearly impossible. When Devon was eight, he was lost in a crowd in the downtown area. Afraid to ask for help he wandered for hours amid strange people. He imagined their faces twisting like demons, that he would make a mistake and be eaten. Two days he was missing before being found huddled in an alley behind a dumpster. Since then he has been unable to leave the apartment building...when he does he tends to have panic attacks powerful enough to send him crawling for the familiarity of home. Daniel left when Devon was 16, and since then he has remained in the apartment working for his father. Only recently has he become aware of an expensive therapy to treat his fears. Desperate to be rid of his terror he has started stealing from the guests while they are out in order to get enough money to treat himself. Even though he steals, however, he maintains as friendly a relationship as he can to those around him...eager to have any link to the outside, away from his father.
Biggest Regret: Not leaving with his brother for California
Greatest Fear: Going outside or being killed in his own room
Darkest Secret: He has been quietly stealing money from everyone in the building, including his father, saving up for an expensive therapy he needs to 'conquer' his fears. He has made a copy of the master key his father keeps and uses it only when he knows a tenet is out

YOUR ROOM
Description: Devon's room is meticulously kept, everything organized and cleaned. He keeps pictures on his wall, a thousand pictures from travel magazines and the paintings he creates of the outside world. Some feature him in some landmark location, others are just of other people interacting and having fun. His living room sports an easel near the open window and his bedroom is relatively well kept and even expensively furnished compared to his neighbors. Surround sound, Panasonic hi def tv, and plenty of other gadgets to fill his nightly hours.
Image: (Still looking for a picture)


ATTRIBUTES

MENTAL
Intelligence (X)(X)(X)(X)(-)
Wits (X)(X)(X)(-)(-)
Resolve (X)(-)(-)(-)(-)
PHYSICAL
Strength (X)(X)(-)(-)(-)
Dexterity (X)(X)(-)(-)(-)
Stamina (X)(X)(X)(-)(-)
SOCIAL
Presence (X)(-)(-)(-)(-)
Manipulation (X)(X)(X)(-)(-)
Composure (X)(X)(-)(-)(-)

Mental - 5
Social - 3
Physical - 4

SKILLS

Mental
Academics (X)(X)(X)(X)(-)
Computer (-)(-)(-)(-)(-)
Crafts (x)(x)(x)(-)(-)
Investigation (X)(X)(X)(-)(-)
Medicine (-)(-)(-)(-)(-)
Occult (X)(-)(-)(-)(-)
Politics (-)(-)(-)(-)(-)
Science (-)(-)(-)(-)(-)
Physical
Athletics (-)(-)(-)(-)(-)
Brawl (-)(-)(-)(-)(-)
Drive (-)(-)(-)(-)(-)
Firearms (-)(-)(-)(-)(-)
Larceny (X)(X)(X)(X)(-)
Stealth (X)(X)(X)(-)(-)
Survival (-)(-)(-)(-)(-)
Weaponry (-)(-)(-)(-)(-)
Social
Animal Ken (-)(-)(-)(-)(-)
Empathy (X)(-)(-)(-)(-)
Expression (-)(-)(-)(-)(-)
Intimidation (-)(-)(-)(-)(-)
Persuasion (-)(-)(-)(-)(-)
Socialize (X)(-)(-)(-)(-)
Streetwise (-)(-)(-)(-)(-)
Subterfuge (X)(X)(-)(-)(-)

Mental - 11
Physical - 7
Social - 4

Specialties

-Crafts (Painting)
-Investigation (Details)
-Larceny (Hiding Evidence)

Other Traits

Health
(X)(x)(X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-][-][-]

Willpower
(X)(X)(X)(-)(-)(-)(-)(-)(-)(-)
[-][-][-][-][-][-][-][-][-][-]

Merits

Unseen Sense (Spirits) XXX
Trained Observer XXX
Fleet of Foot X

Morality
10 (-)
9 (-)
8 (-)
7 (-)
6 (X)
5 (X)
4 (X)
3 (X)
2 (X)
1 (X)

Flaws Agoraphobia

Other
Size: 5
Speed: 9
Defense: 2
Armor: 0
Initiative Mod:
Experience:

Weapon/Attack None

Equipment A master key, Cleaning supplies, Sudoku books
 
I have Unseen Sense. According to the book, 'regardless of the manner, his body reacts to the prescene of unseen forces." He can't see r hear them, but his skin crawls. In my case, it's a general sense that something isn't right. The book says I'm allowed to do that.
 
Unless this WoD is an old version, only mages have Unseen Sense in regards to all supernaturals. The wording may be a bit unclear (Whitewolf is like to do that) but one has to choose a specific supernatural to 'sense' An end all 'macabre-sense' ruins the possibility of any surprise as you'll always half expect it.

Edit: Sorry Mabu, but regardless, your Resources three still seems far fetched. End call is Grumpy on both cases though.

Edit edit: My understanding of a specific supernatural comes from what is written below your copied text. Namely "The Specific type of supernatural phenomenon to which your character is sensitive must be determined when this merit is purchased. It can be something as vague as a creepy feeling in the presence of GHOSTS, or something as specific as a sudden chill when a VAMPIRE is nearby.

But of course. It also says the Storyteller has the final say.