Carest Minitay

Basics:

  • Player: Scantron
  • Nature: Broken recluse
  • Demeanor: Mental patient
  • Concept: Haunted cowgirl
  • Faction: House Native
  • Age: 34
  • Sex: F
  • Willpower: 5
  • Physical Health: 7
  • Mental Health: 7

Attributes:

Physical 2nd Mental 1st Social 3rd
Strength 3 Perception 3 Charisma 1
Dexterity 3 Intelligence 3 Manipulation 3
Stamina 2 Wits 4 Appearance 2

Abilities:

Talents Skills Knowledges
Alertness 4 Animal Ken Computer
Athletics 3 Crafts 3 Enigma 3
Brawl 3 Technology Investigation 4
Dodge 3 Etiquette Law
Empathy Firearms 4 Linguistics
Expression Melee Medicine 2
Intimidation Performance Occult
Leadership Repair Politics
Streetwise Stealth SCPs
Subterfuge Survival 4 Science

Perks:

Good night Vision: 2 Points. You were always at home in low light areas. You ignore any penalties due to darkness.

Hooks:

Marked: 3 Points. You have been touched by something horrible, and it still affects you. You have some form of impairment brought on by your encounters with an SCP, and it might still linger about you, watching the world from behind your eyes. Carest is haunted by two spirits. One shows her unnerving visions of the past and potential future, and attempts to undermine her confidence. The other will often give her cryptic or unusual orders, and try to undermine her will.

Superstitious: 1 Point. You have a set of superstitions that you have to follow. Carest must give libations before and after eating — she fears that things may get worse if she does not. You are at +1 difficulty to any roll immediately after violating a superstition.

Powers:

Reincarnation: 6
Prerequisites: None
Restrictions: None
Willpower Cost: N/A
Description: Carest is a member of a seven-entity cycle that has become entangled with one another metaphysically due to their simultaneous entry to the House, taking each others' places in a cycle.

If Carest suffers a physical death (that is, her Physical Health drops below 0), her body will vanish, and in her place will appear Mago. Carest does not recover Mental Health over time, as it is a fundamentally unstable arrangement. If a character with Reincarnation suffers a mental death, they are removed from the cycle and cease to exist.

The House Always Wins: 9
Prerequisites: None
Restrictions: None
Willpower Cost: Variable
Description: The House sometimes changes people in weird and unusual ways. If you take this power, you can put as many points as you want into it. Then, after the rest of your character creation is done, Bright will use those points to add a new and original power or powers to your character. They may relate to your character, or be completely unusual, but that's the risk you take.

Description:

5'6", relatively strong and athletic, frizzy black hair, brown eyes, very dark black skin. Dresses in clothes suitable for horseback riding and spending lots of time outdoors.

Background:

Quick facts on Carest's world:

  • Ghosts and shit are real. Not common, and not exactly analogous to our ghosts and shit, but real.
  • Technology is ~1890's.
  • Little correspondence to sociopolitical structures that we're familiar with.1
  • The American west is used primarily for raising cattle, with mining and forestry popular in the appropriate areas. More or less what you expect, really.

Carest was born in a medium-sized mining town to lower-class farmers. She later bought cattle and became a rancher. She found a Native American burial ground on her site and did something wrong, and now there are spirits in her. It happens. Later she came back to the graveyard to try and get them out, and when she pleaded for a way to show her forgiveness, she was greeted with a bronze door. As she entered, however, her existence merged with six others who came into the House. She absorbed some energy from the process.

Total Freebie Points: 21 + 4 Hooks = 25

How I Spent My Freebie Points:

-5: +2 Crafts
-3: +2 Medicine
-6: Reincarnation
-2: Good Night Vision
-9: THAW

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