Neil Penn

AAAH! IT'S A GHOST!!!

Description:

Neil is a ghost. If he were around, he’d have brown hair and be averagely-attractive.

Basics

Neil is a ghost. If he were around, he’d have brown hair and be averagely-attractive.

h2. Basics

Neil Penn

Neil Penn
Player: NPC
Calling: Ghost Writer
Nature: Caregiver

Attributes

Phyical Social Mental
Strength: 3 Charisma: 5 Perception: 6
Epic: Epic: 2 Epic: 4
Dexterity: 3 Manipulation: 4 Intelligence: 5
Epic: 1 Epic: 4 Epic: 5
Stamina: 4 Appearance: 3 Wits: 4
Epic: 4 Epic: 2 Epic:

Abilities

Academics: 3 Crafts: Melee: 3
Animal Ken: 1 Crafts: Occult: 5
Art: 5 (2-D) Crafts: Politics: 1
Art: Empathy: 5 Presence: 3
Athletics: 1 Fortitude: 2 Science:
Awareness: 3 Integrity: 5 Science:
Brawl: 1 Investigation: 3 Science:
Command: 2 Larceny: Stealth: 2
Control: 1 (Land) Marksmanship: Survival:
Control: Medicine: 1 Thrown:

Knacks

Associated Attribute Knack Name Description
Appearance Doin’ Fine Always look perfectly fine no matter the injuries sustained.
Appearance Dreadful Mein 1L Target flees until sunrise. Does not work on hideous Scions with more Epic Appearance.
Charisma BFF Treat a Scion like a friend to replenish their Willpower. If mortal, they also gain a dot of temp Willpower for the scene. When the dot goes away, their Willpower replenishes again.
Charisma Blessing of Importance Once per scene replenish Mortal Willpower, or (Epic Charisma) Willpower for supernaturals.
Dexterity Photographic Penmanship Perfectly draw 1 sq. yd. of something previously seen, +1 sq. yd. / Legend beyond the first.
Intelligence Cipher Break any non-Epic encryption without a roll. Can also write codes for a spcific individual that cannot be broken without Epic Intelligence.
Intelligence Instant Translation Read Anything
Intelligence Language Mastery Understand any language after a few sentences
Intelligence Remote Control Operate any machinery with a thought
Intelligence Speed Reader Read open pages in the time it takes to blink
Intelligence Wireless Interface Can access a computer you can see, albeit at a -2 distraction penalty. Multitasking negates the -2.
Manipulation Rumor Mill Roll (Man + Pres) to seed a rumor. See Demigod pg. 61 for timing and distance.
Manipulation Secondhand Persuasion use Epic Manip through written word
Manipulation Tearjerker Portray a story so well the listeners feel the emotions ascribed to the characters.
Manipulation Trendsetter Roll (Man + Pres) to start a new trend. See God, pg. 70 for details.
Perception Clairvoyance See, hear, and smell a location you’ve spent a scene at in the past. Taste and touch become line of sight. Sensing something on another plane of existence triples the cost.
Perception Empath She may count her dots in Empathy as automatic successes instead of dice in any roll; if she wishes to pay a cost of one point of Legend, she may also count her dots in Arete: Empathy or any bonuses she might have to Empathy from Geasa.
Perception Subvocalization Talk without moving lips and set the epic perception needed to hear you.
Perception Telescopic Senses Sense things from the limit of their range.
Stamina Holy Fortitude Go without food, sleep, or water for twice as long, and double time for strenuous activity
Stamina Divine Fortitude Double times from holy fortitude again. Doesn’t need sleep.
Stamina Divine Fortitude Double times from holy fortitude again. Doesn’t need water.
Stamina Divine Fortitude Double times from holy fortitude again. Doesn’t need food.

Boon

Purview Rank Name Effect
Cheval 1 Rada’s Eyes Can see through someone’s eyes if you have a genetic token of the victim, something they created, or a picture. They are unaware of the intrusion, but you remain partially aware of your surroundings (requiring Per + Awareness rolls to notice things which would normally be obvious). See pg. 150 for duration.
Cheval 2 Petro’s Hand While using Rada’s Eyes, can force the victim to take a single action. Scions of greater Legend resist with (W + I + L). Use your physical dice pools without Epic attributes.
Cheval 3 Horse As Rada’s Hands, but lasts the scene. Dealing enough damage to incapacitate the victim forces the possessor out.
Cheval 4 Mind Riding May listen in on the victim’s thoughts while using Rada’s Eyes (Cheval •).
Cheval 5 Waking Zombie Take the spirit out of an incapacitated or otherwise helpless victim and boss the body around. Resisted with (W + I + L). See pg. 91 for limitations and abilities.
Death 1 Death Senses Can see, touch, smell, and hear ghosts, although the sense of touch is illusory and no physical contact is actually made. Can also look at a dead body and get a general cause of death.
Death 1 Delay Rot Target will not decay for (successes) days.
Death 2 Corpse Oracle For every three successes she receives on the activation roll, she may ask any ghost, corpse, or undead creature one question, which it will answer truthfully to the best of its ability. Undead creatures may roll to resist, but will believe themselves to be giving up the information willingly if they fail.
Death 3 Unquiet Corpse Raise a corpse as a zombie. Zombies raised remain until destroyed or the animating Scion dies.
Death 4 Poltergeist’s Beacon By placing a drop of her own blood somewhere on her target, the Scion makes the unlucky person into an irresistibly attractive beacon for poltergeists, angry ghosts and mischievous spirits, who will plague him or her incessantly with pranks, noises, and possibly even mildly harmful attacks, all of which may inflict a -4 distraction penalty on the target without warning. The beacon remains in effect for a number of weeks equal to the Scion’s threshold successes, after which point it fades and the ghosts are free to move on as they wish.
Death 5 Mother’s Touch Grapple ghosts or deal Lethal damage with attacks. If attacking someone possessed, roll the damage seperately against both the ghost and the victim.
Death 4 Summon Ghost Summons a ghost by holding an item of the ghost’s or a relative’s hand. Resisted by (W + I + L), and no compulsion is created beyond the summons itself.

Other Powers

  • Inspire Hallucination: Create illusions to frighten or manipulate the weak willed. Spend one Legend point per target to be affected, and then roll (Manipulation + Empathy + Legend) vs (Willpower + Integrity + Legend). Any witness whose roll generates fewer successes absolutely believes in the illusion created.
  • Poltergeist’s Rage: By spending only one Legend point, the spectre can affect the World with his full Strength for an entire scene.
  • Possess the Inanimate: This power allows a spectre to possess an inanimate object and control it totally. Roll the spectre’s (Manipulation + Craft + Legend). The difficulty of the roll is determined by the Storyteller based on the size and complexity of the object or area to be controlled. A gun might require only a single success, while possessing a car might require three successes. Possessing a decrepit mansion might require six. While in possession of an inanimate object, the spectre can cause the object to perform any action that is normally possible for it, such as causing doors to open, putting a car into gear and driving it around, operating any kind of machinery unaided, et cetera. Activities beyond the normal scope of the item’s function, such as causing walls to bleed or repairing damage to the item, require an expenditure of one Legend point per “spooky” activity. Activating Possess the Inanimate costs a number of Legend points equal to half the difficulty of the roll, rounded up. This power lasts until the spectre voluntarily abandons its host or is driven out by some means, whether supernatural power or cunning trickery.
  • Possess the Living: With this power, a spectre can possess the body of an animal or a mortal. The spectre must roll her (Manipulation + Presence + Legend), contested against the target’s (Willpower + Integrity). If the spectre gets more successes than the victim, her spirit enters the body of the possessed creature and takes control of it. This power automatically fails against any creature with a Legend rating. Activating Possess the Living costs a number of Legend points equal to the Integrity of the target. This power lasts until the spectre voluntarily abandons its hosts or is driven out by some means, whether supernatural power or cunning trickery. Finally, a spectre in possession of a host can spend Legend points to create “spooky” effects at a cost of one Legend per effect. Examples include causing the host’s head to twist around 180 degrees (with no harm to the host), levitation, glowing eyes, et cetera. These effects do not directly harm the host unless the spectre so wishes. Any harm inflicted is automatically healed if the spectre is expelled before killing the host. These effects can never be used offensively against another character.

Willpower

  • Endurance: 3
  • Expression: 3
  • Loyalty: 3
  • Intellect: 3

Derived Stats

  • Health: 14
  • Soak: 11B/9L/4A
  • Armor: none
  • DDV: 6
  • PDV:
  • Join Battle: 7
  • Movement: 4
  • Dash: 11
  • Climb: 3
  • Swim: 3
  • Vertical Jump: 4 yards
  • Horizontal Jump: 8 yards

Birthrights

  • Relics
    • Coco Macaque 4: Death, Earth, useable by immaterial beings
  • Creatures
  • Guides
  • Followers
    • Chevals 1: 5 of ’em.

Health and Trackable Things

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _I|14

  • Legend: 6
  • Willpower: 6/6
  • Legend Point: 36/36

XP

  • Total:
  • Remaining:
  • Spends:
    Player:
    NPC


    Calling:
    Ghost Writer


    Nature:
    Caregiver

Attributes

Phyical Social Mental
Strength: 2 Charisma: 3 Perception: 3
Dexterity: 2 Manipulation: 2 Intelligence: 3
Stamina: 2 Appearance:2 Wits: 2

Abilities

Academics: 3 Crafts: Melee:
Animal Ken: Crafts: Occult: 2
Art: 4 (drawing) Crafts: Politics: 1
Art: Empathy: 4 Presence: 3
Athletics: Fortitude: 1 Science:
Awareness: 2 Integrity: 4 Science:
Brawl: Investigation: 2 Science:
Command: 2 Larceny: Stealth: 2
Control: Marksmanship: Survival:
Control: Medicine: Thrown:

Powers

  • Inspire Hallucination: Create illusions to frighten or manipulate the weak willed. Spend one Legend point per target to be affected, and then roll (Manipulation + Empathy + Legend) vs (Willpower + Integrity + Legend). Any witness whose roll generates fewer successes absolutely believes in the illusion created.
  • Poltergeist’s Rage: By spending only one Legend point, the spectre can affect the World with his full Strength for an entire scene.
  • Possess the Inanimate: This power allows a spectre to possess an inanimate object and control it totally. Roll the spectre’s (Manipulation + Craft + Legend). The difficulty of the roll is determined by the Storyteller based on the size and complexity of the object or area to be controlled. A gun might require only a single success, while possessing a car might require three successes. Possessing a decrepit mansion might require six. While in possession of an inanimate object, the spectre can cause the object to perform any action that is normally possible for it, such as causing doors to open, putting a car into gear and driving it around, operating any kind of machinery unaided, et cetera. Activities beyond the normal scope of the item’s function, such as causing walls to bleed or repairing damage to the item, require an expenditure of one Legend point per “spooky” activity. Activating Possess the Inanimate costs a number of Legend points equal to half the difficulty of the roll, rounded up. This power lasts until the spectre voluntarily abandons its host or is driven out by some means, whether supernatural power or cunning trickery.
  • Possess the Living: With this power, a spectre can possess the body of an animal or a mortal. The spectre must roll her (Manipulation + Presence + Legend), contested against the target’s (Willpower + Integrity). If the spectre gets more successes than the victim, her spirit enters the body of the possessed creature and takes control of it. This power automatically fails against any creature with a Legend rating. Activating Possess the Living costs a number of Legend points equal to the Integrity of the target. This power lasts until the spectre voluntarily abandons its hosts or is driven out by some means, whether supernatural power or cunning trickery. Finally, a spectre in possession of a host can spend Legend points to create “spooky” effects at a cost of one Legend per effect. Examples include causing the host’s head to twist around 180 degrees (with no harm to the host), levitation, glowing eyes, et cetera. These effects do not directly harm the host unless the spectre so wishes. Any harm inflicted is automatically healed if the spectre is expelled before killing the host. These effects can never be used offensively against another character.
Bio:

Blah blah blah he died due to angels.

The Ghost Writer Comic Series

Ghost Writer – Neil
Demon Queen – Kira
Fairy Knight – Teague
Silent Archer – Hannah
Myrmidon – Jack
Snake – Patrick
Smoking Woman – Simone
Puppet Princess – Cordelia
Mad Scientist – Sasha

Neil Penn

Dark Night of the Gods maquila