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[table=2,2][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=384652][B][SIZE=3]Emmett Braun[/SIZE][/B][/url] [I]Submerged; Champion of God[/I][r=2,1][B]Base Refresh:[/B] 10 [B]Adjusted Refresh:[/B] 1 [r=1,2][B][SIZE=3]High Concept[/SIZE][/B] [ooc=Knight of the Shining Blade]Emmett is the current wielder of Solomon's Guard, also known as the Shining Blade. While not a true Knight of the Cross, he is usually accorded the same respect and often has similar duties. Emmett has a God given quest to protect the innocent from the darkest creatures of the supernatural. This job can often conflict with his duties as a police officer.[/ooc] [B][SIZE=3]Trouble[/SIZE][/B] [ooc=To Protect and Serve]Emmett is a police officer for all the right reasons. His first response to any situation is to help those in need. Yet his day job can often interfere with the rest of his life, as an officer can't call in sick every time a rogue vampire is on the loose. His job and urge to protect often gets him into a lot of trouble. Even beyond his legal and professional obligations, Emmett is also bound to the service of the White God. While the two often agree, sometimes his duties as a Champion of God interfere with his duties as a police officer.[/ooc] [B][SIZE=3]Other Aspects[/SIZE][/B] [ooc=Braun Family Legacy]The Braun family has a long and storied legacy of public service. Emmett doesn't have to look very hard to find some sort of relative in the police force, fire department, or other emergency services. Beyond this legacy of public service, the Braun family also has a history of monster hunting. There are rumors that his family is distantly related to the Grimm family, a well known clan of famous monster hunters and monster profilers.[/ooc] [ooc=Venatori Agent]Emmett is a full fledged member of the Venatori Umbrorum. In return for providing the Venatori with the occasional bit of legal assistance, the Venatori provides Emmett with tips and information about monstrous activity in the city. While this is a mutually beneficial arrangement, the aims of the Venatori and the NYPD are often at odds.[/ooc] [ooc=Black Cat Sergeant]Emmett is a Sergeant with the 6th Precinct of the New York Police Department. This grants him all of the powers and duties of a law enforcement officer, including the power to carry a concealed weapon and obtain search warrants. He's also one of the better known Black Cats of the NYPD. The Black Cats are a loose coalition of officers who have dealt with the supernatural and lived to tell the tale. While the NYPD doesn't have a Special Investigations department like Chicago, there are at least a few Black Cat officers in every precinct. Whenever a strange crime occurs, it's always the Black Cat officers that get assigned. It's a thankless job that can bring derision from other officers, but some of NYPD's finest know the real score.[/ooc] [ooc=Just Another Mortal]Though Emmett's faith is a potent tool, he is at heart just another mortal. He has mortal concerns, mortal frailties, and mortal strengths. This often allows him to pass unnoticed by many creatures that have more supernatural senses. It also means that he's much more concerned with mortal affairs than he is with supernatural concerns.[/ooc] [ooc=Uncanny Instincts]Whether it's Divine Power or simply years of training, Emmett's instincts for the supernatural are unusually keen. While he will never be able to see the true form of any supernatural being (unless the being reveals itself), he has learned to take note of the dozens of small tells that highlight supernatural power. Of course this isn't a real power, and he's been wrong or dangerously mistaken before.[/ooc] [B][SIZE=3]Stress[/SIZE][/B] [B]Physical:[/B] OOOO [B]Mental:[/B] OOOO; +1 mild consequence [B]Social:[/B] OOOO [B][SIZE=3]Consequences[/SIZE][/B] - [r=2,2][B][SIZE=3]Skills[/SIZE][/B] [B]Superb (+5):[/B] Conviction [B]Great (+4):[/B] Investigation, Weapons [B]Good (+3):[/B] Empathy, Endurance, Presence, Rapport [B]Fair (+2):[/B] Alertness, Athletics, Contacts, Lore [B]Average (+1):[/B] Discipline, Guns, Resources, [ooc=Scholarship]English, German[/ooc] [B][SIZE=3]Stunts[/SIZE][/B] [ooc=Footwork (Weapons)]You're fast on your feet and have been in enough fights to know how to make yourself a hard target. You may use Weapons to dodge attacks instead of Athletics, in all the circumstances where Athletics might apply (page 121).[/ooc] [ooc=Leadership (Presence)]When you talk, people listen. When using Presence to command a group (page 137), gain +1 on the effort. Further, your efforts to coordinate a group are efficient, moving one time increment (page 315) faster than normal.[/ooc] [ooc=Scene of the Crime (Investigation)]You have a practiced eye when combing over a crime scene. In such a circumstance, you gain +1 to your Investigation roll and arrive at your findings one step faster than usual on the time table (page 315).[/ooc] [B][SIZE=3]Powers[/SIZE][/B] [-0] [ooc=Bless This House][b]Bless This House.[/b] By your very presence in a place, you may increase the strength of its threshold (page 230) - assuming you have anything to work with (a place without a threshold can't get one). If your Conviction is higher than the threshold rating of a particular place, the threshold gets a +2 bonus while you are there. Multiple individuals who have this power can stack the effects, making a den of the faithful potentially very safe from supernatural incursion - unless someone's so foolish as to invite a powerful supernatural creature in. [b]Application of Righteousness [+1].[/b] If you have Righteousness, you may take Bless This House for free if you so choose. It’s not mandatory.[/ooc] [-1] [ooc=Guide My Hand][b]Faith Manages.[/b] Given the time to pray for guidance and provided that your goals are pure and your actions are selfless, you may spend a fate point to use your Conviction skill instead of any other skill for one roll. This effect cannot be used for any attacks or maneuvers, but it can be used to bypass other kinds of obstacles. [b]Spiritual Guidance.[/b] You have a semi-conscious awareness of where you are needed most. Usually, this simply means you are guided to the right place at the right time. If the GM agrees that such a circumstance is in effect, you need not spend a fate point to stage a fortuitous arrival (page 20). Sometimes this might work in reverse, allowing an ally to show up where you already are.[/ooc] [-1] [ooc=Holy Touch][b]Holy Touch.[/b] If you act in keeping with your calling, keeping a pure heart and selfless purpose, your touch can be imbued with a holy power. This could qualify your touch as satisfying a Catch (page 185) for the Toughness powers of some creatures. Even if not, creatures that would be an offense to your faith take a 1-stress hit from being touched by you. You could use this with a Fists attack, to have your hands act effectively as Weapon:1 against such creatures. In lieu of this benefit, you may have your touch justify a compel on the high concept of any creature that would be offensive to your faith. This way, you might be able to hold them at bay temporarily or otherwise keep them from attacking you.[/ooc] [-2] [ooc=Righteousness][b]Potent Prayer.[/b] When pursuing your calling, you may make a prayer (page 324) to guide your actions righteously - spend a fate point to invoke your high concept and define a Divinely-inspired purpose you're aiming at. While in effect, use your Conviction to complement (page 214) any action that directly addresses your purpose. If you either achieve your purpose, take any compels that would threaten to derail you from your pursuits, or refuse any compels that are meant to keep you true to your purpose, the effect immediately ends. [b]Desperate Hour.[/b] In times of most desperate need, you may call out a prayer for aid from the Divine. Any time you are hit by an attack that requires you to take a severe or extreme consequence to avoid being taken out, you may make such a prayer. You may also call upon this prayer in any scene where a friend, ally, or innocent victim is taken out, forced to concede, or otherwise suffer a lasting, terrible fate (like being crippled, kidnapped, etc.). Roll your Conviction as an attack against every non-allied, supernatural creature in the same zone as you, which can be resisted by their Discipline. This attack does holy, physical damage that cannot be offset by any supernatural abilities (it automatically satisfies the Catch on any Toughness powers). You can only make one such prayer per scene.[/ooc] [-2] [ooc=Solomon's Guard][B]Angelic Origin.[/B] This blade was wielder by an angel and shared in the angel's nature, making this weapon a powerful holy symbol in its own right. Its very touch is like holy water or that of a cross or other symbol of faith backed by the belief of the possessor. [B]Divine Light.[/B] Solomon's Guard is lit from within by a soft white light. It provides a diffused glow that is sufficient in strength to illuminate one zone of mundane darkness. [B]Divine Purpose.[/B] Solomon's Guard may only be swung with true selfless purpose in mind and heart; if this is not the case, the bond between the Knight and the Sword is broken and may only be restored by undergoing some sort of trial of faith. When swung without such purpose in mind and heart, the blow does not land (any attack roll automatically fails), the bond is immediately broken, and the sword falls from the wielder's hand. [B]Duty.[/B] While wielding this weapon, you cannot be turned from your duty. When swung in keeping with its purpose, Solomon's Guard grants a +2 to the wielder's Weapons skill when used for Melee Defense. [B]Honor[/B]. The honor of this blade illuminates the wielder's path. In the presence of acts this blade finds to be dishonorable, it glows fiercely, alerting the wielder to danger. It provides you with a +1 bonus to Empathy when detecting lies, +1 to Alertness while Avoiding Surprise, and +1 to the Mystic Perception trapping of the Lore skill. [B]Sacrifice.[/B] While wielding Solomon's Guard in defense of others, the wielder may dig deep within his mental reserves to aid his combat prowess. The wielder may gain a boost to his attack or defense roll by inflicting a mental stress hit upon himself, gaining a +1 for each point of stress in the hit. The bonus cannot be greater than the maximum length of the wielder's mental stress track. Alternatively, on a single attack the wielder may take a 2-stress hit to temporarily satisfy the "Catch" on the toughness abilities of a malevolent creature. [B]It's a Sword.[/B] Solomon's Guard always takes the form of a sword, though the precise type of sword may change through the ages. As a sword, it possesses the damage and other attributes of any sword (page 202). [B]Unbreakable.[/B] As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.[/ooc] [B][SIZE=3]Equipment[/SIZE][/B] [ooc=Duty Belt]The duty belt contains a magazine carrier with two spare magazines for the officer's service sidearm, a personal radio, a handcuff carrier, carrying loops for the officer's baton (Weapon:1) and flashlight, a pepper spray holster and a case for two sets of surgical gloves.[/ooc] [ooc=S&W 5946]A stainless steel, double-action only service pistol. It has a fifteen round magazine and functions as a Weapon:2 firearm.[/ooc][/table]
Background & Other Notes