Father Jacob

"When the perishable has been clothed with the imperishable, and the mortal with immortality, then the saying that is written will come true: 'Death has been swallowed up in victory.' Corinthians 15:54"

Description:

Jacob is 6’1" with black hair and green eyes. He has hard angular features and seems malnourished when wearing street clothing. Jacob is a devout catholic priest who takes his job seriously. With so much of his memory of his past destroyed he does everything he can to make-up for possible sins in his past.

Bio:
Concept: Pious Priest
Virtue: CharityProfession: Religious Leader
Vice: Hateful (Pride)Conspiracy: Malleus Maleficarum
Attributes
Mental
Physical
Social
Intelligence ● ● ● ○ ○ Strength ● ● ○ ○ ○ Presence ● ● ● ○ ○
Wits ● ● ○ ○ ○ Dexterity ● ● ○ ○ ○ Manipulation ● ● ● ○ ○
Resolve ● ● ○ ○ ○ Stamina ● ● ○ ○ ○ Composure ● ● ● ○ ○
Skills
Mental
Physical
Social
Academics ● ● ● ○ ○ Athletics ● ○ ○ ○ ○ Animal Ken ● ● ● ○ ○
Computer ○ ○ ○ ○ ○ Brawl ○ ○ ○ ○ ○ Empathy ● ● ○ ○ ○
Crafts ○ ○ ○ ○ ○ Drive ○ ○ ○ ○ ○ Expression ● ○ ○ ○ ○
Investigation ● ○ ○ ○ ○ Firearms ● ○ ○ ○ ○ Intimidation ○ ○ ○ ○ ○
Medicine ● ○ ○ ○ ○ Larceny ○ ○ ○ ○ ○ Persuasion ● ○ ○ ○ ○
Occult ● ● ○ ○ ○ Stealth ● ● ○ ○ ○ Socialize ● ● ○ ○ ○
Politics ● ○ ○ ○ ○ Survival ● ○ ○ ○ ○ Streetwise ○ ○ ○ ○ ○
Science ○ ○ ○ ○ ○ Weaponry ● ○ ○ ○ ○ Subterfuge ● ● ○ ○ ○
Specialties
Academics: Religion (+2; good for any skill that has at least 1 dot where applicable)
Animal Ken: Rodents
Socialize: First Impressions
Occult: Sharan’akar Lore (Very Limited usage)
Merits
Name
Dots
Description
Status: Aegis Kai Doru You own at least one relic, and you have experienced the First Initiation into the Secrets of the Aegis Kai Doru. You have the option of spending Merit dots to gain the custody and use of the Guardians’ Relics.
Relic: Holy Nail ● ● Features:
Healing +2 (x7) – Heals 7 lethal damage
Healing -2 (x7) – activates after 7 lethal damage to be activated
Healing +4 – in addition all aggravated damage at the time of activation downgrades to lethal
Stir Madness -2 – when activated the user gains the Amnesia condition for the past 24 hours of their life
Retainer: Lazarus the Mouse If a Retainer needs to make a roll, if it’s within her field, double the dot rating and use it as a dice pool. For anything else, use the dot rating as a dice pool.

Athletics: 8
Brawl: 2
Survival: 6

Lazarus is a particularly intelligent mouse and uses the stats for a bat on page 202 of the World of Darkness handbook. Lazarus lacks flight and instead has an Intelligence of 1. Jacob has taught Lazarus to fetch food when it is thrown unless danger is near.
Unseen Sense: Werewolves ● ● Your character has a “sixth sense” for a type of supernatural creature, chosen when you buy the Merit. For example, you may choose Unseen Sense: Vampires, or Unseen Sense: Fairies. The sense manifests differently for everyone. A character’s hair stands on end, she becomes physically ill, or perhaps she has a cold chill. Regardless, she knows that something isn’t right when she is in the immediate proximity of the appropriate supernatural being. Once per chapter, the player can accept the Spooked Condition (p. 183) in exchange for which the character can pinpoint where the feeling is coming from. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual).
Language: Latin Your character is skilled with an additional language beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.
Status: Malleus Maleficarum You’ve been initiated into the Shadow Congregation. You have access to the Library of Benedictions, and have the option of spending Merit dots on Benediction rites.
Benediction ●●●●● Each of Jacob’s Benedictions have a +2 bonus on activation due to the fact that he is an ordained priest and that he possesses an Integrity of 8 or higher.
Interdisciplinary Specialty: Academics (Religion) Choose a Specialty that your character possesses when you purchase this Merit. You can apply the +1 from that Specialty on any Skill with at least one dot, provided it’s justifiable within the scope of the fiction. For example, a doctor with a Medicine Specialty in Anatomy may be able to use it when targeting a specific body part with Weaponry, but could not with a general strike.
Area of Expertise: Academics (Religion) Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty in exchange for a +2.
Resources ● ● Jacob draws a decent stipend from the Catholic church.
Benedictions
Name
Cost
Roll
Description
The Boon of Lazarus 1 Willpower Dot None No roll is required to activate this Benediction; the hunter merely touches the body of a fallen ally and commands him in the name of Christ to rise again. The hunter may only revive a character who has been dead a number of minutes equal to his Benediction rating. This Benediction has no effect on supernatural beings, and it cannot restore the undead to life. This resurrection restores all lost Health, returning the character to full Health, but the ritual cannot reattach missing body parts, and thus cannot be used on a body that has been decapitated or chopped in half; there must be enough of the target intact to maintain life.
The sheer spiritual effort of invoking this miracle costs a dot of Willpower; even then, the resurrection is imperfect. Those who are brought back return just a little bit…off. Any character who is resurrected by this Benediction automatically gains a major derangement. The Malleus Maleficarum attributes this to the shock of witnessing the Kingdom of God, but dark rumors spread of characters characters who have been subject to this Benediction repeatedly going completely mad. Some don’t see the Kingdom of God; they see the fiery Pit. Some kill themselves for good. Others become slashers — or, if the stories are to be believed, something even worse.
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The Hands of St. Luke 1 Willpower Intelligence + Benediction Action: Extended; each roll represents one minute of prayer and laying-on of hands.

Dramatic Failure: The injured character’s wounds are visited upon the healer in the form of stigmata. The healer suffers one point of lethal damage as blood erupts from his palms, feet, side and brow.

Failure: No progress is made toward healing the injured character.

Success: The injured character’s wounds begin to close through the power of God.

Exceptional Success: In addition to tremendous progress being made, the Benediction downgrades one aggravated wound to lethal.

Successes rolled on the extended action go toward healing the characters. One success is required to heal a point of bashing damage, while two successes are required to heal a lethal wound. The healer need not declare a target number in advance, but the character may only make a number of rolls equal to his Morality.

In order to use this Benediction, the healer must lay at least one hand on the injured party. Skin-to-skin contact is necessary. If physical contact is broken, all accumulated successes are lost and the character must begin again. A character may not use this ritual upon himself.
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The Shepherd’s Blessing 1 Willpower Wits + Benediction Action: Reflexive

Dramatic Failure: Not only does the hunter fail to conceal himself, but he actively draws attention to his presence. People automatically notice him and try to engage him in conversation even when he tries to be unobtrusive, and even if he tries to hide, those looking for him get a +1 bonus on their rolls.

Failure: The hunter is unable to mask his presence from those looking for him.

Success: The eyes of ordinary mortals slide right off the hunter; people unconsciously acknowledge his presence but refuse to actually notice him, even if he’s armed to the teeth and engaged in an act of burglary. Any overtly hostile act, such as firing a gun or shouting a threat, breaks the illusion instantly, as does speaking anything other than prayer.

Exceptional Success: As a success, but if the hunter attacks an enemy while still under the effects of this Benediction, the effect does not end until after the attack (meaning the target loses his Defense).

The effects of this Benediction are automatic. As long as the hunter continuously murmurs prayers under his breath (meaning he cannot otherwise speak) and takes no hostile actions, ordinary mortals simply do not see him. Even suspicious but non-threatening acts, like hot-wiring a car or picking a lock on a door, do not break the effect. Supernatural creatures and mortals actively looking for trouble (such as a patrolling cop or a private guard) may make a Wits + Composure roll contested by the hunter’s Wits + Stealth + Benediction. This roll is reflexive for both parties. If the hunter rolls more successes, he remains undetected. If the observer rolls more successes, he pierces the veil and the effect is ended for all characters in the vicinity.

The hunter may spend a second point of Willpower at any time to expand the effect to include a number of willing allies up to his Benediction rating. These allies must be mortal.
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Song of Daniel 1 Willpower (animals)
2 Willpower (creatures)
Presence + Benediction – Mental Defense Action: Instant

Dramatic Failure: The target is enraged instead. Area animals view the invoker as a threat and respond with an immediate fight response. Smaller creatures, like rodents, are likely to break off and flee in short order, but larger creatures and predators will need to be repelled. Vampires or other similarly enraged creatures targeted with this Benediction are not calmed and the hunter becomes the sole focus of their supernatural rage.

Failure: The Benediction has no effect and animals will behave and respond normally to the hunter’s presence. Monsters remain in frenzy and will need to be turned away through other methods.

Success: The hymn takes hold of the heart of the beasts. Animals in the area are calmed and will let the hunter pass without thought of fight or flight. Vampires or other out-of-control creatures will find themselves subdued by a supernatural peace overcoming them (see “Frenzy,” p. 163). In addition, the hunter gains bonus dice (equal to successes) on any Animal Ken rolls (for animals) or Social rolls (involving cowed monsters). This Benediction’s area of effect is equal to twice the hunter’s Benediction score in yards. It lasts for one full scene.

Exceptional Success: For the remainder of the scene, any animals or creatures must expend one point of Willpower per turn of attack unless they are defending themselves.

Modifiers
+1 Vampire in frenzy of fear
-1 The animal is a predator/target is a werewolf
-3 Vampire in fight frenzy
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True Sight of St. Abel 1 Willpower Intelligence + Benediction Action: Extended; each roll represents one turn of prayer and supplication.

Dramatic Failure: The hunter fails to entreat the saint with humility and righteousness in his heart; every character who would have received the benefi ts of the ritual is instead struck blind for the remainder of the scene (The World of Darkness Rulebook, p. 166).

Failure: No progress is made toward calling down the Benediction.

Success: The hunter makes progress toward invoking the saint’s power.

Exceptional Success: Extraordinary progress is made.

Successes on the extended action must be allocated amongst all the recipients of the ritual’s blessing. The number of blessed must be determined at the outset of the action, but the hunter need not specify the exact target number of successes. He may make a total number of rolls equal to his Morality, and must assign one success minimum to each intended target.
For the remainder of the scene, the players of all those blessed may roll Resolve + (successes allocated). Success indicates that the hunters can see monsters for what they are: if he sees a vampire, he knows it is one of the spiteful dead. If he sees a werewolf, even in its human state, he senses the feral and protean nature of the thing.
In addition, any normal monstrous masking effects fail (a vampire’s reflection or image appears crystal clear, the sight of a werewolf inspires no terror or amnesia, and the vulgar magic of a warlock is plain to his eyes). The effects do function even on recorded media; a hunter benefiting from the True Sight of St. Abel will see a vampire’s image clearly, even if that image is on a three-week-old video recording.
Finally, any creatures (ghosts, demons, spirits) existing in the non-corporeal state of Twilight become visible as gauzy shadows.
That said, this ritual provides no benefit against active powers of deception or stealth (such as the Lurker in Darkness Dread Power), only those innate traits that protect the monsters from discovery.
Traits
Size: 5
Defense: 2/2
Initiative: 5
Speed: 9
Memory: 6
Perception: 5
Sway: 10
Willpower
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Health
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Anticipation
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Integrity
10 …….. ○
9 ………. ○
8 ………. ●
7 ………. ○
6 ………. ○
5 ………. ○
4 ………. ○
3 ………. ○
2 ………. ○
1 ……… ○
Breaking Points
Worst Thing Done: Jacob had used the benediction of The Boon of Lazarus to deny his enemy death.
Worst Thing Imagined Doing: Denying the forgiveness of sins from a repentant monster.
Wort Thing Imagined Someone Else Doing: Father Jacob fears that someone would try to bring about the world he’s seen in visions.
Most Supernatural Event: Being witness to certain truths of a reality that exists parallel to the one he lives in.
Most Traumatic Event Experienced: While a prisoner Jacob was tortured to death time and time again (no)thanks to the Nail embedded in his chest.
Aspirations
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Weapons
TypeDamageRangesCapacityStrengthSizeNotes
Pistol, lt120/40/8017+121-
Silver Knife0--11-
Other Equipment
Mental: Communications Headset, Duct Tape, First Aid Kit, Flashlight, Smartphone,
Physical: Handcuffs, Lockpicking Kit, Mace, Nightvision Goggles, Rope
Social: Housing (3-dot),
Supernatural: Holy Symbol, Incense, Salt

Father Jacob

Sins of the Father MorganWilliams