Hunters, Sorcerers and Supernatural Oddities

   
Henry Wescote

Type: Possessed
House: Slayer
Faction: Reconciler
Malpraxes: Wrath and Fire, Wrath and Vengeance, Gluttony and Flesh, Lust and Family
Possessed:: 1906
Apparent Age: 23

Virtue: Faith Our wills are our own, but everything else is in the hands of God.
Vice: Envy Henry tries to avoid it, but buried deep inside him is a kind of resentment for just how wretchedly his life has turned out.

Background: When Henry was growing up in the last days of the 19th century, the local farmers talked about the ‘Wescote Curse’, about how the Wescotes had sold the soul of one of their firstborn sons for continued power and wealth. Certainly there was something to this story, if judging by how the family seemed to spawn a black sheep every generation. Henry’s uncle had ended his days in a debtor’s prison, dragging the family name through the mud with his infamous debauchery. Henry’s grandfather had been discreet at home, but had served in suppression of the Sepoy Mutiny, and every so often stories of his brutality reached back to Wescote Manor. And of Henry’s great-grandfather, the least said the better, save that his fortunate death by arsenic saved the family from ruin. Yet none of these people had started bad. Henry’s uncle had been a respected barrister, his grandfather a war hero in the Crimean War… and Henry had been close to both of them.

Growing up, Henry had borne the brunt of suspicion and anxiety from his family. He was the firstborn son of Sir John Wescote, and more to the point, he was the only son, though the Wescotes had four older daughters, from Abigail, the eldest, on down to Emily, just a year older than Henry. Sir John angrily dismissed the Wescote Curse as silly superstition, but not all were so easily persuaded.

Other people, under the same weight of expectations, might have twisted or grown resentful, but this simply wasn’t Henry’s way. He was a sweet, good-natured young man, and if he was a little resentful, anything more was simply not in his character. Instead, he resolved to prove the curse wrong. At first he’d turned to religion for solace, a way to get some privacy in a house with four overprotective sisters everywhere. But then he began to realize that he actually simply liked his Church for what it was. It was a way to frame the larger questions of his life (who am I? what is my purpose?) at the same time as it allowed him to get out of the house, meet people, and do some good deeds. Perhaps he could even rehabilitate his family’s reputation.

Henry made plans to study at a local seminary after a period at the university, with an eye towards becoming a village vicar of some sort. Then, on his 23rd birthday, when Henry had returned home from his studies to help on the family estates, the Wescote Curse struck. And Henry learned that it was no silly superstition at all.

First he began to see things. Dark spots on the walls, with the faces of the dead emblazoned upon them. The marks of sulfur and ash upon the townsfolk, or a greasy patina upon the altar at church. Then he began to feel oddly, hungers and desires that were not his own, that he had never felt before, strange and unholy lusts. And then came the voice. Henry wished it merely screamed and ranted, though the Voice did this as well, hurling vile imprecations at all that Henry held dear. But this he could stand. Worse was when it spoke softly, suggesting to Henry the advantages it could offer, or ruminating upon the fatal flaws of those he loved. Look at his sister, Emily, did she not love him? Perhaps a little too much…? Did her eyes not linger on his body…?

Under the pressure, Henry began to crack. He never listened to the Voice, but he grew distant, quiet and dark. Hopelessness and despair grew in the young man’s life, and he withdrew into himself. He made the mistake of talking a little too freely about the Voice, however. And so about a year later, in 1907, his father had him committed to the local Moorgate Asylum, until his bout of ‘schizophrenia’ was over.

For years, Henry stayed there, neglected and abandoned in the darkness with only the Voice for company. It spoke to him constantly, and in a curious way it kept Henry sane. He knew he wasn’t so twisted as to suggest the things the Voice did, and therefore, he was not schizophrenic. That there were holes in this logic also occurred to him. But he learned more about the Voice, more about the strange spirit that had infested his family since the days of the Jacobite Rebellions, and he learned that what it wanted. Above all else, Henry, as the sole son, must propagate the line, and then conduct the strange, elaborate ritual that came to him in his dreams, the funeral mass for his own self, the sacrifice of blood, the devouring of the still-beating heart. Then, the Voice told him, he would be free.

This state of affairs continued until 1915, when Henry’s time in the asylum was over. It was Emily who rescued him, sweet, protective, older Emily, who grew older no more, but with sanguine strength wrenched the bars from his windows and drew Henry out. They fled to London, away from family and Curse alike, the three of them. Emily, Henry, and the Voice.

When Henry learned just what Emily had done to save him, how she had found the aged monster that had Embraced her into the night, Henry was engulfed with guilt. And yet, in some way, the guilt freed him from his depression. He gained determination, to defy this creature that had forced Emily’s sacrifice, and fell to it with a will.

Over the following decades, Henry has slowly, often painfully, learned the extent of the curse upon him. He learned, first, with a stolen razor blade and a moment of utmost despair, that he could not die. Until he gave in to the Voice’s will, until he sired a son and carried out that black ritual that it requested of him, it was powerful enough to deny even Death. He learned, in a frightening moment with a far too beautiful girl, that the Voice could control him if it so wished, though that with will and faith he could resist it. He learned, in a single moment of soul-screaming agony, that he couldn't set foot on consecrated ground. He learned, through a thousand nights of soft whispers, that the Wescote Curse offered him powers, the strength to rend and tear and kill, and that he could tap into a portion of that diabolic strength if he chose. And he learned that Henry had what his ancestors didn’t – a powerful enough will to deny the Voice what it wanted. Henry embraced religion yet more firmly, even as his orthodoxy drifted further from anything that could be considered ‘proper’.

As Emily was drawn more heavily into the bloody witchcraft that she practiced, Henry slowly entered into Kindred society as well. Though hardly a vampire, he was an immortal and he was most certainly one of the Damned. The Lancea et Sanctum was as suitable a place as any for him, and he serves there to this day, as a Confessor. The fact that Henry is apparently possessed by some demonic entity has caused trouble, but after the first three or four attempts to murder him proved unsuccessful, the Sanctified let him into their covenant. They could take a Divine hint as well anyone else.

Presently, Henry lives with his undead sister in a comfortable house out in Ealing. The curse has left him isolated and ascetic, which has slowed his adaptation to the modern world. He still holds a sense of wonder at all the sights and sounds of the city, but also holds a deep seated bashfulness, due to lack of dealing with people. Due to a minor speech impediment, a stammer he never quite got over, he always seems a little nervous. This and his youthful face tends to make him look vulnerable, which in turn tends to attract people trying to help him out. Henry does his best to be grateful, but he finds it a bit embarrassing. He is aware of this, and makes a definite effort to be a friendly and easygoing person, happy to talk or to listen. He can, however, become very withdrawn when dealing with others, often due to unfortunate whisperings in his mind.

He is very interested in learning new things; his grandfather and some of the returning missionaries he met gave him a taste for exploring the world, leaving him rather open to exciting new ideas he encounters. He is a true aficionado or learning, on any culture, religion, or subject, but his real passion tends towards Christian (or Longinian) scripture. A compassionate soul, Henry believes strongly in the Christian doctrine of aiding others, even those lost souls and sinners who have fallen into evil. The Calvinist belief in predestination has also become more important to him after his curse has hit him full force. Although he believes your choices are your own, he believes the results are in the hands of the divine, and is very fatalistic. Though he is not a judgmental or extreme kind of person, there is a touch of fanaticism in him that can cause discomfort. Henry still tends to mention religion or God in daily conversation, having not quite adapted to the times. The fact that God is all that gives him hope strengthens this.

His curse does not weigh lightly on him. The whispering is light in his mind, but it never stops. The Voice is always in his mind, always suggesting ill-motives and sickening secrets about those around him. In Kindred society, it has often proven sickeningly right. The Voice constantly tries to wrest control, pressing Henry to lash out in a bloody rampage, or engage in carnal acts to sire a son. For this reason, Henry becomes nervous around women - unfortunately, they tend to find him boyishly attractive. Vampires offer him some measure of relief: even if he caves in to their advances (and many of them refuse to hear "no"), the dead do not have children. And if he snaps and kills one... well, it hasn't happened yet. The ennui and jadedness of the Kindred takes its own toll, however. Henry has fantasized more than once about running away from everything, but the sheer guilt he feels over Emily’s Embrace ensures that he never will.

The relationship of the two siblings is… complicated. Emily considers it her duty in life to protect Henry and to keep him safe and sane, which Henry appreciates but wishes she’d stop. Henry find the whole thing both stifling and embarrassing, but he can hardly refuse after what she gave up for him. As such, he tends to loosen up when he's not around his sister, and the presence of his sister tends to make him more withdrawn. The two of them also fight regularly over their respective humanity or inhumanity, with Henry wishing that Emily would feed off him so as not to risk hurting others, and Emily resisting out of finding feeding off her brother to be simply creepy. At the same time, the two love each other dearly, and woe betide the one who threatens either of them.

Henry’s relationship with the Voice is more straightforward: he resists it at every opportunity. Even after so many years, the Voice keeps tapping away at the glass of Henry’s will, throwing it’s full infernal weight onto it at key moments. So long as Henry remains moral and true, he can resist the Voice with ease. Should he ever stop…

Tall and sinewy, Henry is clearly no stranger to work. He's tall at five feet and eleven inches, his height is tempered by a willowy frame, aristocratic cheekbones and long, elegant fingers. Henry isn't terribly muscular, but his demonically-empowered body is much more powerful than looks may indicate. He seems almost painfully aware of his strength, moving with a distinct caution to avoid breaking or bumping into anything. Henry is fresh-faced and sometimes a bit wide-eyed, and tends to have a hint of sheepishness that colors his actions. A good country boy, he acts with the best aristocratic manners as he can manage, which sometimes makes him look a bit stiff and uncomfortable. Henry favors pragmatic English wool clothing. He wears a long-sleeved collared shirts, usually preferring white or light, neutral colors, and dark pants, usually favoring brown or grey.

In his demonic form, Henry looks like something out of H. R. Giger’s nightmares, a huge, maned, ten-foot-tall gargoylean beast, dripping with a toxic black ichor and simmering with infernal heat.
Type: Possessed
House: Slayer
Faction: Reconciler

PMental Attributes: Intelligence 3, Wits 2, Resolve 5
TPhysical Attributes: Strength 4 (5/6), Dexterity 3, Stamina 4
SSocial Attributes: Presence 3, Manipulation 2, Composure 4

SMental Skills: Academics (Theology) 4, Crafts 1, Investigation 2, Medicine 2, Occult (Demonology) 3, Science 2
PPhysical Skills: Athletics 2, Brawl (Claws) 4, Stealth 3, Survival (Earthquake) 4
TSocial Skills: Animal Ken 1, Empathy (Offer Comfort) 4, Expression 2, Intimidation 1, Persuasion 3, Socialize 3, Subterfuge 1

Merits: Eminence 5, Fast Reflexes 1, Languages (Latin; Native is English) 1, Luxury 2, Meditative Mind 1, Status (Lancea et Sanctum; Honorary Damned) 3, Well-Traveled 1
Lair: Wescote House; Size 4, Security 3, Library (Botany, Witchcraft, Theology, Demonology) 4, Ritual Area (Crúac) 3, Workshop (Gardening) 1

Willpower: 9
Torment: 2

Initiative: 8
Defense: 2
Size: 5 (6/7)
Health: 9
Speed: 12

Paragon: 4
Awarenesses: Death
Apocalyptic Form (Regular):
In Hell, it’s said that the genuinely lustful will be made to walk through a tunnel of fire with flames that scour the sin clean from the vile fool’s soul. The demon has little interest, however, in ridding the character of sin, and so it offers this Vestment: the character is immune to damage from fire. Fire can still be distracting (it is awfully hot), and the character suffers a penalty equal to the intensity of the flame if she’s immersed in the fire. But she takes no damage at all. Combustible items still catch fire, including hair.
Purgatory's Failure,
See in any darkness as if it were daylight.
Night Sight,
+5 dice when resisting fatigue, illness, poison, drugs, drowning or going unconscious.
Relentless,
Eerie sounds emanate around the Slayer. 2 automatic successes on Intimidation rolls (this does not include Evocations).
Howls of the Damned
Apocalyptic Form (Torment):
Spend 1 WP, lasts for 4 turns

Stoked with hatred and fueled by cruelty, Wrath takes on a life of its own, becoming implacable. Rage begins to feed upon itself, creating an unstoppable force that sneers at injury, slowed only by death. While this Vestment is active, the skin of the Possessed is covered in scales the gray-white color of smoldering ashes. Upon activating the Vestment, the Possessed chooses one type of damage (bashing, lethal or aggravated) and becomes immune to that type of damage for the scene. Additionally, the host never suffers from wound penalties. Holy or blessed weapons ignore the damage restriction and inflict wounds normally. Rollover damage is exempt as well; if a character is immune to lethal damage but takes enough bashing damage that lethal damage begins to roll over, he would take that lethal damage normally. Being immune to blades doesn’t prevent one from being beaten to death.
Juggernaught (Vestment),
Spend 1 WP, lasts for 4 turns

Rage burns hot. It manifests as a glint of anger in the eyes, a rough edge to the voice and the drumbeat of blood pounding in the ears. Given fuel to burn, rage can overflow the body in acts of violence or sharp words spoken that can never be rescinded. Wrathful Possessed revel in their rage and in the rage of the beast dwelling in their souls. The demonic rage of a host spills over into the tools they use to communicate their anger, heating them with a hellish glow. While this Vestment is active, any weapon (or the knuckles of the host, if unarmed) wielded by the Possessed turns red-hot and smoking. In the case of firearms, bullets erupt into flame as they leave the barrel, leaving trails of smoldering sparks in their wake. Successful attacks deal an automatic 2 points of lethal damage in addition to roll results. The clothing and equipment of opponents that take more than 5 points of damage in any turn begin to smolder and burn. Characters can beat out the blossoming flames with a successful Wits + Dexterity roll. If the roll is failed, the flames are considered torch-sized for purposes of damage (see the World of Darkness Rulebook, p. 180).
Burning Wrath (Vestment),
Each time the Form is manifested, choose either:
Size +1 & Strength +1 (Not italicized)
Size +2 & Strength +2 & Defense -1. (Italicized)
Increased Size,
Vicious looking claws & fangs. Biting first requires grappling the target. Strength + Brawl + 2. Lethal.
Claws and Fangs
Lores: Death ●●●●●, Flame ●●●●●, Humanity ●
Faith: 13/4

Attacks...........................Damage...........Dice Pool...............Special
Talons……............................2(L)+2..............11/13+2.............Two Automatic Fire damage.
Decay..................................5(L)...................11.....................Requi res Touch Attack, vs. Stamina+Supernatural Tolerance
Extinguish Life......................5(A)...................12/14................Requires Touch Attack, vs. Stamina+Supernatural Tolerance

Mönkhbat
Mönkhbat Borisovich Rostovtsev, Shishka

Type: Mortal
Born: 1979
Apparent Age: 24

Virtue: Faith Bat has a limitless faith in Wormwood's plan. Everything's going according to plan. It has to be, or else...
Vice: Greed Growing up on the streets have turned Bat miserly. He's always saving for a rainy day, even as he stands in the downpour.

Background: Bat killed his first man when he was fifteen years old. It was a favor for the man that ran the nightclub behind which Bat slept, a man who always had nice clothing, pretty women, and real money – American dollars, not those rubles that lost half their value every six months. This other man had cheated him, and the man with the nightclub, he was not a forgiving man. So he gave Bat a knife, a photograph, and an address, and told the kid to get to it.

Bat spent a few days watching the house – no one really paid attention to street kids in 1990s Moscow – and then he broke inside, which turned out to be easier than he expected, and then hid in a closet till the owner was asleep. Then he crawled out and stabbed the man in the chest, which turned out to be a lot harder than he’d thought. There were ribs and things in the way, and the man woke up, and Bat panicked, and it was only a stroke of dumb luck that got the owner (who was much bigger and better fed than the 90-lb Bat) got a knife in his eye.

Bat grew up in the newly capitalist hell of post-Soviet Russia. He’d run away from home in 1991, when he was twelve years old. Not all of the kid’s scars came from life on the streets. He begged to survive, and when that didn’t work he stole things, and did things, and tried to keep from freezing in the Moscow winters. By the time of the murder, Bat had seen more corpses than he could care to count, frozen or overdosed or starved on the streets, and he himself hadn’t eaten in a day.

By the time Bat was twenty, he was an up-and-coming enforcer for the Solntsevskaya Bratva, working in the protection rackets, guarding shipments of drugs or people, and killing whoever the senior Vory v Zakone told him to. He wasn’t an ex-KGB or ex-Spetsnaz killer like some of the others, but he had a certain native talent for inflicting pain and terror, and an admirable lack of anything resembling scruples or morality. He didn’t necessarily enjoy killing people, but it beat starving, and it was his only saleable skill.

Then along in 1999 comes an arms dealer named Oleg Chernenko, Wormwood. He makes a deal with the Bratva, borrows a few of their prime thugs, and asks them to murder this young woman that lived in a house on the outskirts of Moscow. Bat was one of them, and he was tasked with watching for cops and keeping the getaway car ready, which meant that when an eight-foot-tall wolf monster covered in blood and gore burst out of the house, he was already behind the wheel. This time, Bat didn’t panic (he’d gotten better in the last five years), and instead he ran it over. Repeatedly. And then when it was still twitching, he shot it in the head with a full round of SMG ammo and set it on fire. Bat was very thorough.

This began an exciting and profitable career as one of Wormwood’s private thugs. Mostly, Bat guarded one or the other arms shipment, but every so often he and a few other Mafiosi would have to kill someone, and given the kinds of circles Chernenko moved in, those someones were only occasionally human. Men who moved too fast and ignored bullets, men who transformed into monstrous wolves, men who made the sky dark with flames or seemed to vanish into thin air, Bat met most of them, killed some of them, and managed to survive all of them. Then came a certain job in St. Petersburg, in February of 2003.

By the end of it, Bat had gotten a face-full of what amounted to a supernatural neurotoxin, which overloaded his mind and drove him mad. Wormwood was left with a lunatic for a hitman, and so he solved the problem in his trademark fashion. Wormwood summoned forth a Demon of Greed by the name of Zobel and placed it within Bat’s mind, though not before extracting a pact from the demon. Zobel would rebuild Bat’s psyche, taking over the vital tasks of the mind for itself where necessary, so that Bat could one day become functional. While that process happened, Bat was put into a small private hospice in Novosibirsk.

For years, nothing happened. The spiritual poison of the Black Ikon was powerful. Wormwood died, in due time, but the money kept flowing in, until one fine day something happened. It was as though a pall had been lifted from Bat’s mind, and he could see clearly again for the first time in years. The demon in his brain had him discharged from the hospital, and Bat was back in business. He had found God, as it were, in the form of Wormwood, and he was to serve as the chief acolyte of the dead man... until Wormwood's arch-nemesis intervened.

Erin Lamothe and the Harbingers knocked him out, exorcised him, and entangled him in a pledge. Nowadays Mönkhbat lives at the Cat's Cradle and has a small shrine to Wormwood in his room. He's still looking for an opportunity to bring Wormwood back, but he's also getting used to actually having some semblance of mental stability, since by fortunate coincidence Erin healed a fair amount of Mönkhbat's demon-induced brain-damage. Admittedly, this only moves him from 'gibberingly insane' to 'quietly insane,' but it's progress.

A combination of childhood abuse, drug addiction, and years of supernatural madness have left Bat’s psyche a shattered eggshell, carefully put back together with a great deal of demonic influence and fae magic. Even after his brain damage was healed, Bat has rapid mood swings where he cycles from total lethargy to hyper-manic energy in a matter of hours. He has auditory hallucinations and periodic fugue states, and his memory resembles a gun-riddled wreck. He’s cripplingly agoraphobic, and requires medication to sleep more than two hours at a time.

Most of the time, Bat is able to keep it together enough to function. He comes across as polite and rather shy, at one and the same time vastly uncomfortable around people, and yet insecure and desperate for validation or approval. He likes people, especially sane, normal people who had happy lives and who work in boring, mundane jobs, but he has no idea how to interact with them, and so they scare him. Violence, on the other hand, is something that Bat understands instinctually, and it is in the process of violence that Bat is at his most comfortable, coming off as relaxed, easy-going, and incredibly psychopathic.

Physically, Bat is a small, wiry half-Asian man in his mid-twenties, with unexceptional features and a small, horizontal scar across the bridge of his nose. Other scars litter his body – he’s missing half his left earlobe, his back is a nightmare of once-shredded skin, and he has three bullet scars in his abdomen and two in his left thigh. His upper body is also heavily tattooed, with black and red slash marks that form dragons, mountains, angels and suns – he’s basically split the difference, using the iconography of Russian Mafiya tattoos with the style of the Yakuza. Bat himself is actually half-Mongolian and half-Russian, with brown eyes and black hair he keeps shortly cropped. He usually wears jeans and sports-jackets, and he’s a compulsive smoker, rarely seen without a cigarette in his mouth.

He still has a certain residue of diabolic power, including the ability to manifest an unholy demonic form combining the worst attributes of a wolf, eagle, and ogre.
SMental Attributes: Intelligence 2, Wits 4, Resolve 3
PPhysical Attributes: Strength 4, Dexterity 5, Stamina 3
TSocial Attributes: Presence 2, Manipulation 2, Composure 3

TMental Skills: Investigation 4, Medicine (First Aid) 1, Occult (Demons) 2
PPhysical Skills: Athletics (Running) 3, Brawl 4, Drive 2, Firearms (Pistols) 5, Larceny 1, Stealth 3, Survival 1, Weaponry 3
SSocial Skills: Expression 2, Intimidation 3, Persuasion 1, Streetwise (Arms Trade) 4, Subterfuge 3

Merits: Ambidextrous 3, Fast Reflexes 2, Fighting Style (
• Shoot First
Add Firearms to initiative
•• Tactical Reload
Reload as a reflexive action
••• Double Tap
May make short bursts with additional firearms
•••• Bayonet Range
Ignores target defence even when within melee range
Combat Marksmanship) 4, Fighting Style (
• Low Blow
If Brawl attack has more successes than target's Composure, target loses next action
•• Shank
Can use Brawl instead of Weaponry for small improvised weapons
Dirty Fighting) 2,
May fire short bursts when using two pistols
Gunslinger 3, Fleet of Foot 2, Language (English; Native is Russian) 1, Movement Style (
• Flow
When running negate terrain penalties equal to dots, gauge jump distance reflexively
•• Cat Leap
When using Dex+Ath to reduce falling damage gain one suxx, and add dots to max damage reduction possible
••• Wall Run
Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft
•••• Expert Traceur
When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of Defense
Parkour) 4, Quick-Draw (Firearms, Melee) 2
Endowments: Castigation 5; Infernal Visions, Mark of the Beast, Unholy Escapologist, Family Vestments (Health), Family Vestment (Athletics)

Willpower: 6
Morality: 3
Derangements: Depression (Mild), Irrationality (Mild), Insomnia (Mild), Hysteria (Severe; Agoraphobia -- Fear of crowds or wide-open spaces), Fugue (Severe)

Initiative: 10 (15 w/ Firearms)
Defense: 4
Armor: 1/2B (Kevlar)
Health: 8
Speed: 15

Attacks...........................Damage...........Dice Pool...............Special
Dual FN Five-SeveN………….2L…………………….13………………………AP 2, Medium Bursts, Range 30/60/120, Clip 40 (total)
Knife………………………………….1L…………………….9…………………Low Blow

Mitya Gushin
Dimitry Ivanovich Gushin

Type: Ghost (Revenant)
Affiliation: Guardians of the Veil
Born: 1992
Died: 2009

Virtue: Faith Mitya's on the fatalistic side, but he believes that everything will basically work out. He might not like how it works out, but it will.
Vice: Gluttony Even when alive, Mitya tended towards the hyper-focused. With the clarity of death, he's an utter obsessive.

Background: Mitya Gushin died because he was in the wrong place at the wrong time. Unlike with most people, however, his story did not end there.

Mitya was born in London to Russian Jewish parents that had fled Russia right after the collapse of the Soviet Union. Many people did the same back then - Moscow-on-the-Thames, some people joked, and they were half-right, really. Mitya grew up thoroughly Anglicized, but steeped in a good amount of Soviet-Russian culture along the way. Mostly, Mitya was an unexceptional kid. He was maybe a little smarter than average, but Oxford and Cambridge did not beckon. He was a bit on the scrawny side, but he was a good runner and on his local comprehensive's track team.

The one place where Mitya did excel in was painting. Somewhere along the way, Mitya developed a love of art. The fact that his dad was a guard at the British Museum, with all the backstage passes that implied may have had something to do with it. Since he was a kid, Mitya wanted to draw, and so he took all the art classes at the comprehensive, managed to finagle his parents into paying for after-school art lessons, and had some hopes of turning it into a career, graphic design, maybe.

Had Mitya not fallen in with a bad crowd, that would have been the end of it. But he did. Not a very bad crowd, but some of his friends fell in with some dubious people, and Mitya, as susceptible to peer pressure as any teenager, soon found himself engaged in some fairly petty acts of criminality. Nothing serious, but there were some drugs, some shoplifting, and when he was caught on camera, a stint before a juvenile court where Mitya was released to the recognizance of his thoroughly mortified parents.

Until, that is, someone decided to break into the British Museum, and needed Gushin Sr.'s help to do it. Mitya's name was known to the local Mafiya, and so the plan was hatched. Mitya's memory of those few days is mercifully vague. He was lured away at night and kidnapped, by some thoroughly terrifying people. He thinks he was beaten, and then one of the kidnappers, a truly demented creature, killed him. All Mitya remembers if blinding pain, and then oblivion.

Then the face of a certain green-haired goth-girl looming over him and gently cutting the threads that she'd bound his mouth with. Mitya had died and come back to life -- Whim had urged his soul back into his body and tied it there, at least for the foreseeable future.

To some extent, it was basic Masquerade preservation. It was also to let his family down easily, to spare them the trauma and pain of having their son murdered in such a gruesome fashion (and it was gruesome, Mitya was flayed alive). The plan was for Mitya to quietly fade away, to 'live' for another five-ten years, and then perish in a car accident, or some similar thing, when his unaging appearance was no longer possible to hide. Or maybe he'd just vanished and serve the Guardians of the Veil. Either way was possible.

These days, Mitya's eased his ties with his family, moving out and preparing the ground for his eventual disappearance and second death. He didn't go to college, but with the obsessiveness of an undead artist, Mitya's become quite good despite being self-taught. The Guardians of the Veil use him as a 'court recorder' of sorts, actually, sketching objects, places, or people that react badly to cameras.

Mitya is... largely underwhelmed by this course of events. He was a focused, driven fellow when he was alive, and death has only sharpened his focus into a kind of obsessiveness. He's obsessed with providing for his family, with his art, and with serving the Guardians of the Veil. He doesn't need to eat, drink, or sleep anymore, but he needs to act out on his emotions, or else he just withers away.

When not engaged in one of his obsessions, Mitya tends to slip into lethargy. He's depressed and bitter about his lot, and finds it easy to simply not care about anything else. Any medical diagnosis would probably register Mitya as bipolar (though his real problem is that he's an undead revenant). Mostly, Mitya just sits around in a corner and sketches things or people.

Looking at Mitya, one can definitely get the impression that something is off. He's a pale, scratched-up looking teenager (he was 17 when he died) with a rounded face, hazel eyes and curly brown hair. His skin is covered in a latticework of tiny scars, where his skin was literally stitched back together, and his lips have larger, criss-crossing scars where Whim had threaded them together as part of the resurrection ritual. He mostly dresses in street-casual, but with a fondness for turtlenecks and jackets with hoods, the better to obscure his features, and Mitya always has a sketch pad and some drawing pencils near at hand.




 

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Blog   Myth-Weavers Status