Zalsus

Jack Marshall's page

37 posts. Alias of wolfman1911.


Classes/Levels

Fairest (Draconic) Winter Court

About Jack Marshall

Full Name: Jack Marshall
Gender: male
Size: 6'3”
Age: 36
Virtue: Justice
Vice: Pride
Seeming: Fairest
Kith: Draconic
Court: Winter
Occupation: Private Investigator

Background:
Jack Marshall has built a reputation as something of a crooked cop. He vehemently denies the allegation, even among those who know what he did, because if he was crooked, he would have profited financially from what he did. He is known for putting criminals behind bars, especially the kind of criminals that nobody thought would see the inside of a cell. He managed it by framing the guilty party. Considering that his favored targets were organized crime, he developed a lot of enemies in his career in New York. He thinks that's why IA started looking into him, crooked cops being paid by the mob to destroy his reputation. He left the force and moved to Detroit, hoping that his tarnished reputation wouldn't follow him. He doesn't know how he was taken, or when, just that he awoke in Arcadia, somehow different.

Jack's Keeper called itself the Grand Wyrm, and it was massive beyond belief. It told Jack that it sensed in him a kindred spirit, and transformed him into a dragon like something out of the works of Tolkien. He never saw his Keeper again after that. Jack comforts himself by saying that his Keeper changed his mind into that of a dragon, just like it changed his body, but he wonders if it is true. For years he behaved as might be expected, exhulting in flight, terrorizing the populace and enjoying the songs of the fair young maidens that were left to him in sacrifice. There was even a village built on wooden planks in the middle of a lake for him to attack. One day, he was attacking the village when an arrow fired by one of the town's defenders struck an unexpectedly vital spot, causing paralysis. As a result, Jack plunged into the depths of the lake, where he drowned. He remained conscious for every agonizing moment of his suffocation, and then, strangely, for the next several years of painful nonexistance. One day, he awoke to find himself alive again, for no apparent reason. This cycle repeated numerous times, for what seemed like thousands of years, with his time spent dead being roughly equal, though far less pleasant, than the time he spent alive.

One day, he awoke from his death and he was struck with a strong desire to flee. Instead of attacking the populace, he took flight and headed the other way. He flew as high and as far as he could, past the point where Arcadia dissolved into the Hedge, where his body began to morph again into a more humanoid form. When he reached the ground, he made the rest of the trip on foot, back to the real world. When he stepped out of the hedge, he found himself walking away. He confronted the doppelganger, who was shocked to see the resemblance in the odd looking man accosting him, but knew nothing else of what was going on. Later, after encountering other Changelings, Marshall discovered that the man he'd confronted was his fetch, and decided to adopt a new identity, leaving his fetch to take the blame, if there was any to be had, for his improper conduct in making arrests. He also set about building a life for himself, as a private investigator, but stayed out of Changeling politics for a time. Over time, memories of his durance began coming back in his dreams. He remembers being a dragon, sleeping on a massive pile of treasure, setting fire to those who opposed him, and he began to regret. He remembers nothing of his death, or the painful nonexistance that he endured, the only negative aspect that occurs to him is that he wonders if the townspeople he terrorized were simply props in the game, or if they were also Changelings, other victims of the Grand Wyrm. Because of that, he is very hesitant to talk about his time in Faerie. After his memories began to return, he found himself joining the Winter Court, as it fit well with the sorrow he felt, not at being taken, but at returning.

Description:
Mask: Jack is visibly over six feet tall, though his broad shoulders make him seem less tall as much as massive. He has dark hair that is typically combed back, and no facial hair, revealing the boxy shape of his head. His eyes are cold and blue. He looks somewhat like a body builder, though without the clear definition. Jack could easily pass as the older, more muscular brother of his fetch, who calls himself John Foster, Marshall's original name.

Mein: In truth, Jack looks very much like his mask, except for being covered in numerous small marks that, upon closer inspection, reveal themselves to be scales. Also, his breath always produces frost, regardless of the ambient temperature.

Attributes:
Strength 3
Dexterity 2
Stamina 2
Intelligence 2
Wits 2
Resolve 2
Presence 2
Manipulation 3
Composure 3

Skills:

Knowledge
Academics 1
Computer 1
Crafts
Investigation 2
Medicine
Occult 1
Politics 2
Science

Physical
Athletics
Brawl 1 (heavy blows)
Drive
Firearms 1 (pistols)
Larceny 2 (planting evidence)
Stealth
Weaponry

Social
Animal Ken
Empathy 1 (detecting lies)
Expression 1
Intimidation 3
Persuasion 2
Socialize
Streetwise 2
Subterfuge 2

Merits:
New Identity 2
Mantle (Winter) 1
Hollow (size) 1
Hollow (amenities) 1
Hollow (wards) 3
Resources 2

Contracts:

Fleeting Winter 1
Vainglory 2
Seperation 2

Fleeting Winter 1: The Dragon Knows
character can tell why a person is sorrowful, only if they currently are (wyrd+empathy)

Vainglory 1: Mask of Superiority
convince a subject that the changeling is his or her superior
wyrd +intimidation

Vaiglory 2:Songs of distant Arcadia
gains a number of bonus dice equal to wyrd to expression and persuasion rolls for next scene.
wyrd +expression

Seperation 1:Tread lightly
takes bashing damage from falls, can walk over any solid surface that wouldn't hold weight.
dexterity +wyrd

Seperation 2:Evasion of Shackles
automatically slip out of cuffs, straightjacket or restraints
wyrd + larceny

Everything Else:
Health 7/7
Willpower 5/5
Wyrd 1
Glamour 5/10
Clarity 7

Seeming Blessing: spend glamour to improve dicepools that include presence, manipulation and persuasion on a one for one basis; no untrained penalty for social skills
Kith Blessing (Dragon's Talon): gains extra die to brawl rolls, spend glamour to reroll a failed brawl roll once per scene.
Seeming Curse: -1 to rolls to avoid losing Clarity
Size: 5
Speed: 10
Defense: 2
Armor:
Initiative Mod: 5
Experience:

[spoiler=Equipment]
Glock 17 Damage 2, Range 20/40/80, Capacity 17+1, Required Strength 2, Size 1/s (can hide in shirt), Cost oo
info found on page 67 of WoD: Armory