Sherman Green

Basics:

  • Player: Scantron
  • Nature: Antisocial
  • Demeanor: Asshole
  • Concept: Wilderness guide & Vietnam Vet
  • Faction: MC&D
  • Age:30
  • Sex: M
  • Willpower: 5
  • Physical Health: 7
  • Mental Health: 7

Attributes:

Physical 1st Mental 2nd Social 3rd
Strength 3 Perception 3 Charisma 41
Dexterity 3 Intelligence 2 Manipulation 32
Stamina 4 Wits 3 Appearance 1

Abilities:

Talents 1st Skills 2nd Knowledges 3rd
Alertness 3 Animal Ken Computer
Athletics 4 Crafts Enigma
Brawl Technology Investigation
Dodge 23 Etiquette Law
Empathy Firearms 3 Linguistics 1
Expression 24 Melee 25 Medicine 2
Intimidation 36 Performance Occult
Leadership 4 Repair Politics 2
Streetwise Stealth 2 SCPs 2
Subterfuge Survival 5 Science

Perks:

None

Hooks:

Crude: Blunt can be one thing, but you are downright vulgar. You are at +1 difficulty when dealing with any situation that requires tact or social grace.7

Lustful: You like sex, a lot, and generally make rather poor choices in doing so. Other people are at -2 difficulty to seduce you.8

PTSD (mental illness) Green gets flashbacks to particularly traumatic events that happened during the war. Can be made to experience one at GM discretion, causing him to essentially hallucinate that the surroundings are some roughly equivalent event that occurred during his "time in the war".9

Short: Green is four feet tall and not used to it.

Powers:

None

Description:

Age 32. Messy sand-brown hair, deep tan, blue eyes; skinny, but not physically weak. Scars on his arms and hands from carelessness with fire and knives. Noticeable Texas accent that I am not inclined to RP out. Discoloration and scales on limbs. Four feet tall, full beard. Looks like a dwarf.

Background:

Born in small-town Texas in 1980. After being acquitted of burning down his high school, Green left his town and, after bouncing around for a while, found employment as a wilderness guide for tourists in the Rocky Mountains. Several years later, he was approached by a representative of MC&D with an offer to lead wealthy thrill-seekers through dangerous and unusual environments, including SCP-1660. He accepted, and led several expeditions through places fantastic and terrifying.

On one mission, an encounter with an unusual beast transferred memories of an expedition member's experiences in the Vietnam war to Green giving him both experience in the war and traumatic memories that come with it. Managing to keep his condition secret from his employers, Green lead two more expeditions before one to a not-fully-understood pocket dimension ended up leading him into the Tamlin House, minus his charges…

XP

110

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