Edmund Went

"When the blood begins to flow, when it shoots up the dropper's neck, when I'm closing in on death... and there's no help now."

Description:
Age: 21 Concept: Elite Sniper Turned Heroin Junkie
Virtue: Faith Vice: Gluttony
Profession: Hit Man
Intelligence: 2 Strength: 3 Presence: 4
Wits: 2 Dexterity: 5 Manipulation: 1
Resolve: 3 Stamina: 2 Composure: 1
Crafts: 1 X Firearms: 5 (Sniping) Expression: 1
Investigation: 1 X Larceny: 3 (Security Systems, Lockpicking) Socialize: 1
Medicine: 4 (Pharmaceuticals) X Stealth: 3 (Crowds) Streetwise: 4 (Black Market)
Weaponry: 1 Subterfuge: 2
Survival: 1

Merits: Natural Immunity, Fame 2, Professional Training 5, Barfly 1, Resources 1, Safehouse: Cache 1, Status: Exalt Bio Medical 1, Status: Les Mystères 3

Rites du Cheval: Skin of the Loa 1, Ephemeral Disguise 1, The Hands of Raphael 3

Flaws: Addiction (Heroin)

Health: 7 Willpower: 4 Defense: 2
Initiative: 6+3 Speed: 11 Morality: 5

Barrett M107

  • Damage: 5 (8 Again)
  • Range: 300/600/1200
  • Capacity: 10+1
  • Strength: 3
  • Size: 4
  • Armor Piercing: 6

H&K PSG-1

  • Damage: 4 (8 Again)
  • Range: 250/500/1000
  • Capacity: 20+1
  • Strength: 2
  • Size: 3

H&K Mk. 23

  • Damage: 3
  • Ranger: 30/60/120
  • Capacity: 12+1
  • Strength: 2
  • Size: 1/S

Cyberware: Neuralware Processor (Speedware +3 Init, Interface Plugs, Chipware Socket), Cyber-Eye (Targetting Scope, Thermographic Sensor, Micro-Video Recorder), Cyber-Ear (Radio Link, Tight-Beam Transmitter)

XP: 0

Natural Immunity

  • Effect: Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease.

Barfly

  • Effect: No matter what town or city your character is in, he can find his way into the best nightspots with a few quick words and a timely bribe. There isn’t a velvet rope made that can keep him out of a restaurant or club.

Fame ••

  • Effect: Each dot adds a +1 modifier to your character’s Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status. Drawback: The more famous your character is, the more easily he is recognized by the public. The Storyteller should apply the same +1 modifier per dot to a general Wits + Composure roll to see if he is recognized by anyone on the street.

Professional Training •••••

  • Networking (•): The character is considered to have the Contacts Merit (see p. 114 of the World of Darkness Rulebook) equal to her rating in Professional Training, in addition to the other benefits that later levels provide. Every time a hunter character gains a dot of Professional Training, the player must choose a sub-field of the Profession for this portion of the Merit.
    • •: Contacts (Information Brokers)
    • ••: Contacts (Arms Dealers)
    • •••: Contacts (Fences)
    • ••••: Contacts (Cleaners)
    • •••••: Contacts (Hitmen)
  • Continuing Education (••): When the player purchases this dot of Professional Training, the player chooses a third Asset Skill.
  • Breadth of Knowledge (•••): Upon purchase of this dot of Professional Training, the cost for Specialties in Asset Skills drops to 2 experience points per Specialty.
  • On-the-Job Training (••••): characters at this level of Professional Training pay only (new dots x 2) for Asset Skills, rather than (new dots x 3). Drawback: Buying the first dot of a new non-Asset Skill costs one extra point of experience (four points, rather than three). This increase does not affect raising the Skill further.
  • A Day on the Job (•••••): When the player spends a Willpower point on a roll involving an Asset Skill, and that use of the Skill is something that would fall into the daily purview of the character, the roll can instead become a rote action (rather than the usual +3 dice for spending a Willpower point). Drawback: While a character can use this Merit to make a combat roll into a rote action, the character receives no Defense during that turn.

Fighting Style: Sniping •••••

  • Effect: All of the following maneuvers work only with rifles (including assault rifles).
  • On Scope (•): The maximum bonus she may receive from aiming (see the World of Darkness Rulebook, p. 162) is increased to her Composure +1 for semi automatic and automatic rifles and her Composure +2 for break-action, bolt-action and lever-action rifles. In addition, when using a scope or other long-range optic device (e.g., binoculars), she receives a +2 bonus to all perception rolls (see the World of Darkness Rulebook, p. 45).
  • Battlesight Zero (••): Whenever your character sights in a rifle (see “Sighting Tools,” p. 164), she doubles the number of attacks that receive the bonus from this process. In addition, whenever she makes an attack with a rifle that receives this bonus, the weapon’s short range is increased by five yards times her Wits, medium range by twice this amount and long range by three times this amount.
  • Focused Shot (•••): When making an aimed shot, she may ignore an amount of penalties forwounds, drugs, disease, pain, fatigue, environmental conditions and similar factors equal to her Resolve.
  • Tactical Intervention (••••): When making an aimed shot, all penalties for shooting into close combat and for concealment are halved, rounding down.
  • One Shot, One Kill (•••••): When making an aimed shot, Spend one Willpower per attack (this Willpower expenditure does not add three dice to the attack) and do not add the rifle’s Damage rating to the attack dice pool (though “9 again” or “8 again” still applies if it would normally). Instead, if the attack succeeds, add the rifle’s Damage rating as extra successes.

Rites du Cheval

  • The dice pool to perform a rite is always Presence + Expression.
  • A Les Mystères hunter can only learn rites with a dot rating equal or less than his Status in the conspiracy.
  • Members of Les Mystères may purchase rites within their range of access at the cost of two experience points per rite.
  • * Only spirits with a Rank higher than the Status rating of a member can attempt an unwilling possession, and even then the spirit suffers a -3 penalty to do so.
  • A ridden hunter suffers no wound penalties.
  • While a hunter is ridden all Perception rolls not obviously related to the nature of the possessing spirit suffer a -1 penalty.
  • Hunters may only play host to one spirit at a time.

General Situation Modifier

  • +3: The rite is performed using especially valuable or rare appeasements
  • +2: The hunter knows the true name of the spirit
  • +2: The rite is performed in a place sympathetic to the nature of the spirit
  • -2: The hunter demands cooperation rather than asking for it or treats the spirit with disdain or arrogance
  • -2: The rite is performed with inappropriate appeasements
  • -3: The rite is performed lacking any appeasement

Skin of the Loa (•)

Possible Appeasements: A snatch of song that compliments the spirit, the hunter slaps or pinches her own skin, drumming.

Cost: None

Action: Instant

Roll Results

Dramatic Failure: The hunter has her Defense reduced by two for the remainder of the scene.

Failure: The spirits fail to respond.

Success: The hunter gains an Armor rating of 2 that protects her from close combat attacks only for the remainder of the scene.

Exceptional Success: The spiritual Armor protects against both melee and ranged attacks for the remainder of the scene.

Ephemeral Disguise (•)

Possible Appeasements: A bite of food that is particularly pungent or sour, dousing a flame in water, an offering of a faceless doll.

Cost: None

Action: Instant

Roll Results

Dramatic Failure: The spirit causes the hunter to emit a soft red glow. The glow imposes a -5 penalty to all Stealth rolls for the remainder of the scene.

Failure: The spirits fail to respond.

Success: The ridden gains a +3 bonus to all Stealth rolls for the remainder of the scene.

Exceptional Success: In addition to the above effects, security systems refuse to register the presence of the hunter and cameras record their image as a blur.

The Hands of Raphael (•••)

Possible Appeasements: Continual recitation of the Lord’s Prayer throughout the healing, consuming the gallbladder of a fish, facing east and tossing an offering of gold or an emerald into a natural body of water.

Cost: 1 Willpower

Action: Extended

Roll Results

Dramatic Failure: The rite works, but any wounds healed or diseases cured are transmitted to the healer.

Failure: The spirits fail to respond. No progress is made towards the target number.

Success: The hunter makes progress towards his goal. The target number of the extended roll is 10, with each roll equal to five minutes. In addition to the required appeasement, the hunter must remain sequestered and in prayer during the time spent calling to Raphael. Once the spirit of Raphael takes up residence in the body of the hunter, it remains for seven hours. While the hunter is ridden by Raphael, she can perform the following miracles:

• Cure the Sick: The hunter can cure his patient of any sickness. Curing the sick is an extended Wits + Medicine roll with each roll equal to 15 minutes. Minor maladies such as colds or flu’s have a target number of 5, while more serious and life threatening illnesses such as cancer or Ebola have a target number of 15. Regardless of symptoms, any disease that is supernatural in origin has a target number of 20 to cure.

• Heal the Wounded: The hunter can mend the wounds of his patient. Mending wounds is an extended Wits + Medicine roll with each roll equal to 10 minutes. Bashing damage is healed at a 1:1 ratio of wounds to successes, lethal damage is healed at a 1:2 ratio, and aggravated damage is healed at a 1:4 ratio.

Exceptional Success: No additional benefit is gained beyond the number of successes accumulated towards the target number.

Drawback: Wounds spontaneously appear on the body of the hunter when healing the sick. Each roll of the extended action inflicts a point of damage to the hunter, the type of which is based on the severity of the illness being cured. Minor maladies cause bashing damage (colds, flu’s), more serious and life-threatening illnesses (cancer, HIV) inflict lethal damage and illnesses with a supernatural origin inflict aggravated damage. Wounds taken from curing the sick are immune to extraordinary forms of healing and may only be healed by the normal passing of time.

Note that it is quite possible for a hunter to die from accumulated wounds while trying to cure the sickness of another. A hunter can voluntarily end the extended action of curing the sick at any time rather than kill himself. If the extended action is voluntarily ended before the target number of success is reached, all successes accumulated towards curing the illness are lost and the spirit of Raphael departs from the hunter.

Bio:

Heroin by The Velvet Underground

I don’t know just where I’m going
But I’m gonna try for the kingdom, if I can
‘cause it makes me feel like I’m a man
When I put a spike into my vein
And I’ll tell ya, things aren’t quite the same
When I’m rushing on my run
And I feel just like Jesus’ son
And I guess that I just don’t know
And I guess that I just don’t know

I have made the big decision
I’m gonna try to nullify my life
‘cause when the blood begins to flow
When it shoots up the dropper’s neck
When I’m closing in on death
And you can’t help me now, you guys
And all you sweet girls with all your sweet talk
You can all go take a walk
And I guess that I just don’t know
And I guess that I just don’t know

I wish that I was born a thousand years ago
I wish that I’d sail the darkened seas
On a great big clipper ship
Going from this land here to that
In a sailor’s suit and cap
Away from the big city
Where a man can not be free
Of all of the evils of this town
And of himself, and those around
Oh, and I guess that I just don’t know
Oh, and I guess that I just don’t know

Heroin, be the death of me
Heroin, it’s my wife and it’s my life
Because a mainer to my vein
Leads to a center in my head
And then I’m better off and dead
Because when the smack begins to flow
I really don’t care anymore
About all the Jim-Jim’s in this town
And all the politicians makin’ crazy sounds
And everybody puttin’ everybody else down
And all the dead bodies piled up in mounds

‘cause when the smack begins to flow
Then I really don’t care anymore
Ah, when the heroin is in my blood
And that blood is in my head
Then thank God that I’m as good as dead
Then thank your God that I’m not aware
And thank God that I just don’t care
And I guess I just don’t know
And I guess I just don’t know

Edmund Went

More Human Than Human RobJustice