Sebastian Overgaard

Basics:

  • Player: Scantron
  • Nature: Desperate
  • Demeanor: Mad
  • Concept: Soul-bottler
  • Faction: Fifth Church
  • Age: 41
  • Sex: M
  • Willpower: 5
  • Physical Health: 7
  • Mental Health: 7

Attributes:

Physical Tertiary Mental Secondary Social Primary
Strength 1 Perception 1 Charisma 4
Dexterity 2 Intelligence 5 Manipulation 2
Stamina 3 Wits 2 Appearance 4

Abilities:

Talents Secondary Skills Tertiary Knowledges Primary
Alertness Animal Ken Computer
Athletics Crafts 4 Enigma
Brawl Technology Investigation
Dodge Etiquette 3 Law
Empathy 4 Firearms Linguistics
Expression 3 Melee Medicine 5
Intimidation Performance Occult 4
Leadership 2 Repair Politics
Streetwise Stealth SCPs
Subterfuge Survival Science 4

Perks:

Hooks:

Deformity: 3 Points. Sebastian's work is not without its hazards — lots of the chemicals he works with are poisonous to some extent, and they've impaired his motor ability significantly. You are at +1 difficulty to all Physical rolls.

Deaf: 4 Points. You absolutely positively cannot hear a damned thing. You are at +3 difficulty to all perception and alertness rolls.

Powers:

Alchemy 4: 7 points per level
Prerequisites: Intelligence 4
Restrictions: None
Willpower Cost: 1, ahead of time.
Description: You are an expert in making potions of all sorts. Each level allows you to learn two new potions or poisons. Please talk to Bright about exactly what kind of potions you can make. Generally, you can only affect something up to your level in Alchemy, such as a potion of Strength granting +3 to strength for a limited period, if you have Alchemy 3.

In his efforts to revive his wife, Sebastian has developed a method for collecting and distilling the talents and the dead. Upon entering the House, he found that he had retained eight of his potions, each from a different body.

  • Spirit of the doctor: +4 Physical Health. Cannot revive the dead.
  • Spirit of the acrobat: +4 Dodge. Cannot revive the dead.
  • Spirit of the philosopher: +4 Enigma. Cannot revive the dead.
  • Spirit of the thief: +4 Stealth. Cannot revive the dead.
  • Spirit of the jester: +4 Performance. Cannot revive the dead.
  • Spirit of the beggar: +4 Streetwise. Cannot revive the dead.
  • Spirit of the witch: +4 Occult. Cannot revive the dead.
  • Spirit of the diplomat: +4 Linguistics. Cannot revive the dead.

Each appears and tastes like an oily, chemical-y water, with murmurs coming from it. It's not alchemy in the traditional sense (i.e. making potions, philosopher's stones, all that jazz), but it's the closest analogue in terms of powers.

Description:

6'3", pale, somewhat skinny, brown hair, blue eyes, friendly smile. Shakes and twitches when he tries to move.

Background:

Born in 1289 in Haarland, in what is now The Netherlands, Sebastian has been deaf since birth. Sebastian was brilliant and far ahead of his time, and was likely to go down as a creative genius… but his two children died in an accident. He became obsessed with trying to revive them, eventually turning to the occult — in particular, a branch of the fledgling Fifth Church. There he engaged in a dialogue with numerous figures, not all of whom were human, in an attempt to bring them back to life — any way he could. The forces behind the Church decided that promoting and assisting his research was a worthy endeavor.

He was on his way to perfecting his method of extracting the souls of the dead (which would have been an important step towards bringing them back), but the townspeople learned of his obsession (and his graverobbing) and decided to burn him at the stake for practicing dark magic. As the flames began to wick away at his boots, Sebastian fainted… and awoke in the House.

Total Freebie Points: 21 + 7 Hooks = 28

How I Spent My Freebie Points:

-28: Alchemy 4

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