Jack Harrow

A bonny mad Bedlam boy.

Description:

Gender: Male
Age: 19
Calling: Psychic
Experience: Total (44) / Unspent (11)

Attributes
Vitality 3
Coordination 3
Wit 3
Intellect 2
Will 4
Charm 2
Prowess 6
Actions 2
Corruption
Physical
0
Desire
0
Drive
Killer Instinct 3
Skills
Concentration 5
Acrobatics 2
Escapology 3
Shadow 3
Lock Picking 1
Melee Combat 2
Stunts
Free Parry The character may make one parry each round without spending a combat action (see Parry, page 165). After making a free parry, the character cannot make another free parry until after his next turn.
Preferred Weapon (Knives) The character may choose a specific weapon covered by the Skill with which this Stunt is associated to be his preferred weapon. When attacking with a preferred weapon, the character gets +1 to attack rolls. When using a preferred weapon to parry, the character gets +1 to parry rolls.
Wealth
Wealth Rank 2 The character belongs to the bottom half of the working-class poor. Whether legal or otherwise, the character has some sort of income that pays for his food and lodging. Though he is one bad cough away from lean times, the character is much better off than those living on the streets. The character may even be able to support a small family on the pittance he pulls down. The character makes around 12s per week, most of which goes to paying for food and shelter.
Features
Psychic Abilities The Psychic begins the game with one Devotion at level 1.
Latent Insanity The Psychic begins the game with one Mental Disorder that represents his Latent Insanity. The character does not gain Custom Points for this Mental Disorder nor can the character select a Mental Disorder he already has to be his Latent Insanity. (Schizophrenia)
Mental Discipline A Psychic walks a fine line between sanity and the abyss. Often his willpower is the only tether that keeps him from plunging into utter insanity. Over time, this constant struggle for control reinforces the Psychic’s natural mental defenses, forging his mind into a formidable weapon. For each level of the Concentration Skill the Psychic possesses, he can take one of the following Stunts.
Sound Mind The character’s mental state is incredibly stable for a Psychic. When he suffers Temporary Insanity, it only lasts for one day. Additionally, the Psychic can remove 2 Instability Points after a night of sleep or after eight hours wakeful peace and quiet, provided the character does not use his psychical powers during that time.
Nexus Through the power of concentration, the Psychic is able to extend the Range of his powers. The character can add his Concentration to his Will when determining the range of his psychical powers.
Force of Will Through the power of his will, the character can reroll failed psychic control checks. A failed roll may be rerolled only once due to Force of Will.
Self Control Keeping himself constantly in check, the Psychic has learned to restrain his madness. The character can reroll failed Mental Disorder control checks. A failed roll may be rerolled only once due to Self Control.
Dead Eye The Psychic has a natural intuition for psychical combat. When the character misses with a psychokinetic ranged attack, he can reroll the failed roll. A failed roll may be rerolled only once due to Dead Eye.
Silence Need to find info for this stunt
Qualities
Incorruptible The character possesses a mysterious factor that keeps him from getting ill, rendering him immune to all known pathogens, including the Plague and vampirism. If the character is bitten by an animate, the worst he can expect is a bad bite followed by some potentially worse chewing. When an incorruptible character dies, he never spontaneously animates. Incorruptibles can never become half-lifers. Incorruptibles are much sought after by alchemists searching for the elixir vitae. Unscrupulous alchemists will go to great lengths to get body parts from incorruptibles. Samples of incorruptible flesh sell for extremely high prices at meat markets. A character with the Incorruptible Quality cannot begin with and never develops Physical Corruption.
Haunting Beauty The character possesses an incredible, undeniable beauty that mesmerizes those who look upon them. +2 to all non-Intimidation Charm rolls.
Impediments
Escaped Mental Patient The character is an escaped mental patient on the run. Having been held against his will for evaluation or treatment, the character broke out of a hospital or asylum and made his way back to the streets of the metropolis. If the character is a psychic, the authorities are certain to be aware of his known capabilities and status as a fugitive. If he is captured, the character will be returned to the institution from which he escaped.
Psychospasm The psychic lacks control over his telekinetic powers. When he uses Telekinesis, unintentional side effects accompany the effects of the power. Examples of these side effects include, but are not limited to, objects flying off shelves, glass shattering, and furniture moving. At the Narrator’s discretion, such phenomena may also occur when the character is injured or angered. Generally, Psychospasm effects are harmless, but they can be quite disturbing for bystanders.
Psychotrope The character’s lunacy is viral. When he reaches out to the mind of another, his Subject becomes infected with his Mental Disorders. A Subject who is affected by one of the character’s Empathy or Telepathy powers must make a Will roll (DR 11 + the psychic’s Will). If the Subject succeeds, nothing happens. If he fails, the Subject immediately begins to suffer from the chronic version of one of the character’s Mental Disorders for 2d10 hours. The Narrator chooses the Mental Disorder the Subject is affected by.
Agrypnia The character has lost the capacity for sleep. Insomnia does not begin to express the depth of the character’s affliction. What little rest he gains comes from the use of powerful sedatives. His eyes are deeply sunken into his face, and his flesh appears ashen and unwholesome. His reactions are slow, and his speech is broken. As a result of the character’s disorder, he has built up a considerable tolerance for exhaustion and can go days without sleep. Unless the character has slept at least five of the previous twenty four hours, he suffers −2 on Wit, Intellect, and Initiative rolls. Sleeping requires the character to either take a sedative or succeed in an Agrypnia control check (DR 16). Control checks may be made once per night. If the character manages to will himself to sleep, he sleeps lightly and is easily awakened. If awakened, the character must succeed on an additional control check to return to sleep.
Uncontrollable Temper The character is prone to extraordinary fits of anger. When the mood takes him, it overwhelms all reason, and he destroys and maims everything in his path until exhaustion overtakes him. These rages are generally marked with periods of blackouts in which the character forgets his actions entirely. Anytime the character suffers a setback or is provoked even slightly, he must make a Will roll (DR 14). If the roll fails, the character flies into an uncontrollable rage and assaults the object of his anger.
Defect Golden red, inhuman eyes. The character suffers −1 on Charm – Guile and Charm – Seduction rolls versus anyone who can see his defects and would find them displeasing. Some individuals may find the character’s defects more exotic than frightening or grotesque. Regardless of the extent of the character’s defects, this Impediment can be taken only once.
Illiterate The character never learned to read and write. Illiteracy is all too common among the lower classes, who have few opportunities to attend school. Except in the case of severe learning disabilities, illiteracy is virtually unheard of among the higher classes. Aristocrats, Doctors, and Mourners cannot take this Impediment. Characters that take this Impediment cannot begin with Academic Skills. If able, an illiterate character can learn to read during play. The character will require a tutor, and the character’s lessons should come up during play. After months of game time spent learning to read, the character can eventually negate the effects of this Impediment.
Armor
Leather Armor, Full Suit 1 Point of Armor
Weapon
Combat Knife Skill: Melee Weapon Damage Modifier: +2 Features: A character attempting to parry with a combat knife suffers −2 on his roll.
Telekinesis – Rank 3
Force Blow
Subject: Single target
Range: 90 ft. and line of sight
Trigger: Thought
Description: The psychic can inflict grievous bodily harm with his mind. His mental blows strike with the force of a sledgehammer and can shatter brick and stone as easily as the human body.
When the telekinetic uses this power, he makes a psychokinetic ranged attack (see pages 95 – 96) against his target. If the attack hits, the target suffers a damage roll with a modifier equal to double the psychic’s Will. Subtract the target’s Vitality and double the value of his armour from this damage roll. If the attack misses, nothing happens.
If a Force Hammer attack hits a target’s head and results in a Serious Wound or greater, the target has a chance of being knocked out (see Unhallowed Metropolis, page 177).
The psychic must make a control check after he uses this power.
Bone Snapper
Subject: Single target
Range: 90 ft. and line of sight
Trigger: Thought
Description: With a thought, the psychic can apply enough telekinetic force to strip flesh, pulverize bone, crush organs, or tear away portions of a Subject’s anatomy. Should the telekinetic focus his will on the destruction of another, the results are limited only by
his anatomical knowledge and attention span. When properly riled, the telekinetic can reduce his victim to a fine pulp over the span of several minutes.
When he uses this power, the psychic makes a contested Will roll versus double the Subject’s Vitality. If the Subject wins, he feels a tremendous pressure around the area of his anatomy the psychic is assaulting but is otherwise unharmed. The psychic, however, gains one Instability Point. If the psychic wins, the Subject immediately suffers one complication chosen by the psychic (see Unhallowed Metropolis, pages 171 – 178).
After successfully using this power on an undead Subject, the psychic can destroy the creature by crushing its skull or other major anatomical components, such as the heart of a vampire. At the Narrator’s discretion, the psychic can also inflict relevant complications on the undead.
Greater Manipulation
Subject: Single target
Range: 90 ft. and line of sight up to 220 lbs
Trigger: Maintained
Description: The psychic can use this power to manipulate objects of great weight with ever-improving speed and precision. Though the psychic’s telekinetic movements lack the subtle muscle control of the human hand, his manipulations can exhibit a surprising amount
of dexterity. Of course, surgery and fine detail work is out of the question, but the psychic could telekinetically drive a cart, unscrew a bolt, or operate a galvanic device.
The psychic can activate and maintain this power multiple times in order to manipulate multiple objects simultaneously, one object per instance of the power. The psychic can manipulate objects only while they are within the Range of this power though he can throw objects out of this Range. The psychic can also use this power on other characters as well as inanimate objects.
When the psychic uses this power, he must make a control check. Whether or not he succeeds, he can use this power normally.
If the psychic lifts another character off the ground, he can use this power to limit the character’s mobility or to transport him from one location to another. When the psychic uses this power on an unwilling Subject or an inanimate object, he must make a psychokinetic ranged attack (see pages 95 – 96) to psychically grab the Subject. If the psychic hits, he grabs his Subject and lifts him into the air. If he misses, nothing happens.
Once held, a character is at the psychic’s mercy. He cannot take any action as long as this power is maintained. If a character whom is held by this power is targeted by an attack, the DR for the attack is 11. In this situation, do not add the character’s Coordination to the DR of the attack. The psychic can move a held character at will.
In combat, each time the psychic wishes to manipulate an individual or object he is holding, he must use an action. If the psychic simply lifts a Subject into the air, it will be held in the air as long as the psychic maintains this power. If the psychic later wants to move the Subject or cause it to be thrown away from him, he will have to spend another action.
The psychic must take care while moving living and half-living Subjects unless he intentionally wishes to do them harm. Rapidly moving a solid object is one thing, but keeping living creatures safe during such manipulations is another. A psychic can safely move a living or fragile Subject up to triple his Will in feet each turn.
The psychic can also fling a Subject about violently, shaking it or slamming it into solid objects. If the psychic thrashes a character about, the Subject and anything it collides with are knocked down (see Unhallowed Metropolis, page 177) and suffer a damage roll with a
modifier equal to the psychic’s Will.
The psychic can throw a Subject up to 10 feet x the psychic’s Will. The Subject and anything it collides with are knocked down and suffer a damage roll with a modifier of double the psychic’s will.
In any case, subtract the injured party’s vitality and double the value of his armour from damage rolls resulting from Greater Manipulations.
Finally, the psychic can also lift a Subject into the air and drop him to his death. The Subject suffers a damage roll based on the height from which he was dropped (see Falling, Unhallowed Metropolis page 160).
The psychic can use this power to move small objects at terrific velocities. Propelled fragments of metal or broken glass can be devastating weapons that result in wounds not unlike a shotgun blast. Using this power in this fashion produces a spray of projectiles
5 feet in diameter with a range of 5 feet x the psychic’s Will. The psychic requires access to a large amount of suitable material, such as metal debris or glass shards, to make an attack of this sort. When the psychic uses this power, the Narrator determines how many potential
targets are within the area of the spray. The psychic then makes a psychokinetic ranged attack against each target potentially hit by the spray. Anything or anyone hit suffers a damage roll with a modifier equal to the psychic’s Will.
Strong Arm
Subject: Self
Range: Self
Trigger: Maintained
Description: The telekinetic can use this power to supplement his physical strength. When determining his weight allowance, making a strength-based Vitality roll, or rolling melee and unarmed combat damage while maintaining this power, use the psychic’s Will in place of his Vitality score if his Will is higher (see Vitality – Carrying and Vitality – Feats of Strength rolls, Unhallowed Metropolis, pages 158 – 159). If his Will is equal to or lower than his Vitality, the character is considered to have +1 Vitality as long as this power is maintained.
Additionally, the psychic does not suffer Coordination penalties for wearing armour while maintaining this power.
Levitation
Subject: Self
Range: Self
Trigger: Maintained
Description: The telekinetic can lift himself off the ground with the force of his mind. He can use this power to mimic flight or to hover stationary in the air. While levitating, the psychic can move up to his Will x 3 feet each turn. The psychic can lift himself to great heights, but risks exposure to the elements while doing so. The psychic is particularly in danger of being blown off course by powerful winds or suffering extreme cold or windburn. Should the telekinetic lose consciousness while flying, he will plummet helplessly to the earth.
Telekinetic Shield
Subject: Self
Range: Self
Trigger: Maintained
Description: The psychic can surround himself with a field of kinetic force. While maintaining this power, the psychic’s mind will subconsciously add to the protective qualities of this shield by diverting incoming objects.
When the psychic uses this power, he must make a control check. If he succeeds, this power activates normally. If he fails, he gains an Instability Point but does not summon sufficient force of will to use the power.
While this power is maintained, the psychic gains a number of armour points determined by his Will to all locations of his body (see Unhallowed Metropolis, pages 191 – 192). A telekinetic with Will 1 or 2 gains 1 point of armour. A telekinetic with Will 3 or 4 gains 2 points of armour. A telekinetic with Will 5 or more gains 3 points of armour. These armour points are in addition to any points the character gains from wearing conventional armour. Electrical shock damage (see Unhallowed Metropolis, page 178 – 179) ignores armour gained from this power.
Telepathy – Rank 2
Thought Transfer
Subject: Single target
Range: 90 ft. and line of sight
Trigger: Maintained
Description: The psychic can use this power to communicate telepathically with a Subject. While this power is maintained, the psychic and his Subject can send and receive thoughts to one another as if they were conversing verbally. They can also send mental images to each other. Each character will only “hear” the thoughts intentionally directed towards him by the other character; Thought Transfer does not enable the psychic or the Subject to read the surface thoughts or memories of the other. Once this link is established, the psychic and his Subject do not require a line of sight to one another to broadcast messages. However, if the Subject leaves the Range of this power, contact is broken and must be re-established with another use of this power once the Subject is back in Range and in the psychic’s line of sight.
This power can affect spirits. Note, however, that the psychic has to be able to see the spirit to use this power. If this power is used on a spirit, the psychic gains one Instability Point.
Thought Reader
Subject: Single target
Range: 45 ft. and line of sight
Trigger: Maintained
Description: The telepath can use this power to “hear” the surface thoughts of a Subject within his field of vision and in the Range of this power. The psychic can receive the impression of colours, letters, images, or anything else that enters the Subject’s mind. The psychic can use this power on a sleeping Subject, though he is unlikely to learn more than the details of his Subject’s dream. The psychic cannot use this power to access the Subject’s emotions or deeper memories. However, an experienced psychic interrogator will have a number of tricks to cause his Subject to call to mind topics of importance, thus making them accessible to the interrogator. When the character uses this power, he makes a contested Will roll against his Subject. If the Subject wins, he successfully resists the psychic’s telepathic manipulation and the psychic gains one Instability Point. If the telepath wins, he can read his Subject’s thoughts. The Subject’s controller describes what his character is thinking.
Once this power has affected the Subject, the psychic is not required to keep a line of sight to maintain it. The Subject continues to be affected by this power as long as it is maintained and he remains within the Range of this power.
While maintaining this power, the psychic gains +1 on contested Charm and Psychology rolls against his Subject. If his Subject attacks him, the psychic gains +2 on rolls to dodge and parry attacks made by the Subject.
This power can affect spirits if the psychic can see the spirit. However, if this power is used on a spirit, the psychic gains one Instability Point.
Mind Scan
Subject: Group
Range: 90 ft.
Trigger: Maintained
Description: The telepath can read the surface thoughts of all Subjects in the Range of this power. The psychic becomes aware of every mind affected by this power whether he can see the Subject or not.
When the telepath uses this power, he makes a single Will roll. Separate contested Will rolls are made for each character in the affected area. If a Subject rolls equal to or higher than the telepath’s roll, the scan does not affect that character. If the telepath rolls higher than a Subject, he can read that Subject’s surface thoughts. If a psychic without the Silence Mental Discipline Stunt (see page 45) uses this power, he gains one Instability Point each minute this power is maintained.
While the scan is maintained, the telepath can read the surface thoughts, but not the deeper memories or emotional state, of any affected Subject within its range. The telepath can only read the thoughts of one Subject at time, but he is able to move from one
affected mind to the next at will. A character’s controller describes what his character is thinking.
The psychic can read the minds of affected individuals even if he cannot see them, but if he can see a Subject, the psychic will know which thoughts belong to that Subject. If the telepath cannot see a Subject who is affected by this power, all he receives is a vague sense
of the Subject’s location and his thoughts, he will not know the Subject’s identity.
The telepath can maintain Mind Scan to monitor his Subjects’ surface thoughts over time.
The psychic will also know if an affected individual dies or leaves the Range of this power. The psychic gains +1 on all contested Charm and Psychology rolls against Subjects while they are affected by this power. If an affected Subject attacks the psychic, the psychic gains +2 on rolls to dodge and parry attacks made by the Subject.
This power affects spirits. However, if there are any spirits in the Range of this power while it is maintained, the character gains one Instability Point.
Distraction
Subject: Single target
Range: 45 ft. and line of sight
Trigger: Maintained
Description: This power enables the psychic to subtly manipulate the senses of a Subject by inducing the impression of sensory information to a minor degree. For example, he could create the perception of a figure standing just outside his Subject’s periphery of vision or cause his Subject to suffer vertigo, nausea, upset bowels, or hear phantom sounds. The psychic could also create the sensation of physical touch, such as a tap on the shoulder or the sensation of hundreds of bugs crawling over the skin. This power is generally limited to
distracting a Subject and cannot be used to create lifelike hallucinations or to cripple the senses, such as by causing the Subject to go blind or deaf.
When the character activates this power, he makes a contested Will roll against his Subject. If the Subject wins, he successfully resists the psychic’s telepathic manipulation and the psychic gains one Instability Point. If the telepath wins, the Subject is affected by this power. In addition to experiencing the sensory illusion described by the psychic’s controller, as long as this power is maintained, the Subject cannot add his Concentration Skill to his Will rolls and he suffers −1 on Wit – Perception rolls.
Once this power has affected the Subject, the psychic is not required to keep a line of sight to maintain it. The Subject continues to be affected by this power as long as it is maintained and he remains within the Range of this power.
Pain Induction
Subject: Single target
Range: 90 ft. and line of sight
Trigger: Maintained
Description: The psychic can induce the sensation of crippling pain in the mind of a Subject within his line of sight and in the Range of this power. While the effects of this power are excruciating, it does not actually inflict lasting physical harm, though the Subject may contort painfully.
When the telepath uses this power, he makes a contested Will roll against his Subject. If the Subject wins, he successfully resists the psychic’s telepathic manipulation and the psychic gains one Instability Point. If the telepath wins, the Subject is wracked with pain. As long as this power is maintained, the Subject suffers −2 to Attribute, initiative, and Skill rolls.
Once this power has affected the Subject, the psychic is not required to keep a line of sight to maintain it. The Subject continues to be affected by this power as long as it is maintained and he remains within the Range of this power.

Other Gear

Silk Handkerchief
Dress Pants (Black)
Dress Pants (Black)
Dress Shirt (Black)
Dress Shirt (Red)
Suspenders
Trench Coat
Fedora

Respirator
Straight Razor
Hip Flask

Money

8 P 2 S 6 d

Bio:

Description:

Jack is a tall, slender young man with a deeply intense stare. He is thin, enough so that his ribs can be seen faintly, and he is only lightly muscled. His motions are graceful and fluid, and his long fingers and lithe figure only seem to accentuate this.

His eyes are mesmerizing, golden red in color, and seem to see straight into your soul when he looks at you. The dark circles underneath them only seem to make them brighter.

Dark auburn hair falls over his face, dimmed by dirt and grim. It is utterly unkempt and routinely falls into his face despite his constant attempts to push it aside.

As one examines his extremely pale, ashen skin, the scars upon it quickly become apparent. There are numerous burns that look electrical, injection track marks and signs of suicide attempts. A particularly noticeable one runs around his entire head across his forehead, though it is mostly hidden by his hair. There are numerous other pale lacerations with no obvious cause or meaning. Perhaps he hurt himself often in his psychokinetic rages, or perhaps he was hurt by someone else… hard to say.

His expression is usually marked by a wild grin or smirk, and a wicked gleam in his eye.

On his back, he has a tattoo of:
ba880fe3b1e71b4c9b4ea1627f5d6e46.jpg

Above that there is a quote: “Even the devil weeps when he remembers he once had wings.”


Progression:
Telepathy > 3 (12)
Charm > 3 (10)
Telekinesis > 4 (18)
Wit > 4 (15)
Telepathy > 4 (18)
Intelligence > 3 (10)
Telekinesis > 5 (24)
Wit > 5 (20)
Telepathy > 5 (24)

Jack Harrow

Into the Smog Riley_Monster