Evelyn Kelsey

Name: Evelyn Kelsey
Concept: Underground City Urchin
Faction: House Native
Physical Health: 7
Mental Health: 7
XP:

Skills

Where We're Going, We Won't Need Eyes: 4 (Perception for touch, taste, smell, and sound)
Tooth and Nail: 4 (Fighting dirty)
Cling to the Shadows: 3 (Being quiet, avoiding detection)

Inventory

Weapons:

  • Concealed Knife — +1 to Tooth and Nail

Equipment:

  • Mud-stained Rags — +1 to Cling to the Shadows

Perks

Hooks

  • Cold-Blooded: Evelyn's body is accustomed to low temperatures, as heat is hard to come by in the city.

Any temperature above roughly 30 degrees Celsius will make her uncomfortable. (-2 to all rolls with high enough ambient temperature)

History The Tamlin House serves as a connecting point for many different universes, many of which don't give a great deal of thought to human rights' issues. Evelyn Kelsey grew up in an underground city completely devoid of light, established as both a social experiment and a test to see how quickly humans can adapt to conditions they weren't made for. Initially, the result was just a great deal of stumbling around and tripping over things. However, as generations went by, children in the settlement were born completely blind and their other senses were slightly sharper as a result. Despite the fact that the conditions in the city would deteriorate a bit every year, the humans continued to thrive and develop. They created their own economy based on accessible resources, and their culture slowly evolved away from that of the surface dwellers. At just twelve years of age, Evelyn was given a job by the biggest and only news agency of
the city; follow high-profile individuals of the community, listen in on their conversations, and report back. The morality of the task was questionable at best, but it paid well, and she was skilled enough to avoid detection. Most of the time.

It's not known how she came to be trapped in the Tamlin House. She stayed in the common rooms for some time, until one day an exploration led to her assaulting a house entity. The entity cursed her by shoving her consciousness into the body of an ordinary rattlesnake and leaving her in an empty room.

Eve is fourteen, stands at about five feet tall, and has long black hair.

What does your character fear?

Police and other such authority figures. House Entities.

What are your character's goals?

Survival.

If your character could be an animal, which one would it be?

Mole.

What is your character's dearest wish?

To hear everyone and be seen by no one.

Why is your character here?

Coincidence.

If your character had a tattoo, or another one, what would it be?

A sewer rat on the right shoulder.

If your character could have any superpower, what would it be?

Invisibility.

What is your character's greatest weakness?

Blindness, and an aversion to doing things the right way instead of the easy way.

What is your character's greatest strength?

Her ability to keep going even when all seems lost.


Basics:

  • Player: Pemander
  • Nature: Secret-seeker
  • Demeanor: Friendly, but a little crass
  • Concept: Urchin on the Roof
  • Faction: House Natives
  • Age: 14
  • Sex: No thank you
  • Willpower: 7
  • Physical Health: 7
  • Mental Health: 7

Attributes:

Physical: Primary

  • Strength: 4
  • Dexterity: 5
  • Stamina: 2

Social: Tertiary

  • Charisma: 3
  • Manipulation: 1
  • Appearance: 2

Mental: Secondary

  • Perception: 4
  • Intelligence: 1
  • Wits: 3

Talents: Primary

  • Alertness: 5
  • Athletics: 2
  • Brawl:
  • Dodge: 5
  • Empathy:
  • Expression:
  • Intimidation:
  • Leadership:
  • Streetwise: 4
  • Subterfuge: 2

Skills: Secondary

  • Animal Ken:
  • Crafts:
  • Technology:
  • Etiquette:
  • Firearms:
  • Melee: 3
  • Performance:
  • Repair:
  • Stealth: 5
  • Survival: 1

Knowledges: Tertiary

  • Computer:
  • Enigma: 2
  • Investigation: 5
  • Law:
  • Linguistics:
  • Medicine:
  • Occult:
  • Politics:
  • SCPs:
  • Science:

Perks: None

Hooks: None

Powers: None

Freebie Points: 35

  • 5 points for Dodge 5
  • 9 points for Alertness 4 and 5
  • 8 points for 2 additional Willpower
  • 4 points for Streetwise 4
  • 2 points for Subterfuge 2
  • 7 points for 1 additional Dexterity

Description: See top of sheet

Background: See top of sheet

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