John Renshaw

Player Name

Gara

Name

Doctor John Renshaw

Concept

Hometown Magidoc

Power

Asclepius's Blessing: John is blessed and trained in the artistry of magical healing, having used in various applications, between combat healing, sterile surgery, and emergency medicine. With this knowledge, he is able to burn 1 AP to immediately heal two points of Body damage. He can also, burning 2 AP, return a willing, and recently departed, soul to it's body, at GM discretion. This returns the person to a 0 Body, but stable, state. This has an 80% failure rate, but can be used multiple times, so long as he has the AP to spend.

Sanguis: John can channel us power in another way, concentrating energy into someone else, giving them a temporary boost to one combat or physical skill. Spending 1 AP and rolling against a DC of the targets current skill, granting a +1 to that skill for it's next roll.

Aspects

I see.: Being a doctor, you have to be able to observe things. John has learned to keenly focus on aspects or details of a situation. This can, however, blind him to the bigger picture.
Waywalker: John, in his time with the Hand, has seen some pretty fucked up things. His experience in dealing with things that affect his mind is a little higher then he is comfortable with, but this comes with a trade off. When things do break his mind, he could break a lot harder then someone else.
Preserve the Peace: When push comes to shove, sometimes the only way to keep you, and everyone around you, from being brutally turned to goo is killing the monster, or the guy with the gun, or whoever happens to be in the way. He, however, would be very unlikely to push himself into killing a human without some very solid justification, and a hardy dose of regret after.

Skills

  • Magic (Asclepius's Blessing): 4 (Great)
  • Strength:2 (Fair)
  • Agility:2 (Fair)
  • Perception:3 (Good)
  • Medical (Surgical): 2 (Fair)
  • Science (Life): 1 (Average)
  • Paranormal Knowledge (Occult): 1 (Fair)
  • Ranged Weapons (Assault Rifles): 3 (Fair)
  • Ranged Weapons (Pistols): 3 (Fair)
  • Ranged Weapons (Bows): 3 (Fair)
  • Melee Weapons (Edged): 2 (Good)
  • Melee Weapons (Unarmed): 2 (Good)
  • Physical Defense: 2 (Fair)
  • Mental Defense: 3 (Good)
  • Body: 6
  • Mind: 3
  • Action Points: 5
  • XP Held: 4
  • XP Used: 4

Talents

  • Language: Latin
  • Language: Spanish
  • Whistling: 1 (Fair)
  • Snapping: -4 (Worthless)

Possessions

Personal History

John started his forays into magic at the young age of 15, with a "seance" with a few buddies. The results of that, naturally, were him and his friends trying to out-scare one each other. That was just the first step in his path of magic. In the years that past, he went through medical training, getting a nurse's licence. He worked in that role for a few years, before he died. He was hit by a car, died, and woke up in the Library. He was told he managed to bring himself back from the dead in the seconds after his death, landing in the Library. It took him a year to understand what he could do and how. He, eventually, learned, and joined the Serpent's Hand proper, at the insistence of the friends he had made in the time he entered the library. He, then, took to wandering throughout the Ways, healing and fighting, until very suddenly everything he knew what closed, and he was alone, cut off from the Library he had slowly considered his home. He simply continued his wandering, waiting to die, a nomad of sorts. He's been through groups since then, leaving for one reason or another, and has slowly started to grow disillusioned with the world, trying to fight the unending, unyielding death and hurt in it, well aware he is failing more and more every day.

Miscellaneous

John has kept his Card on him… the one from the Library. With his True Name on it.

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