Jack The Ripper
Virtue: Thorough
Vice: Fanatical
Aspirations:
Cleanse this world of human filth.
Leave a warning against moral aberration.
Stalk and kill [current target]
Attributes:
Strength •
Stamina •
Dexterity •••
Intelligence •••
Wits ••••
Resolve ••
Charisma ••
Manipulation •••
Composure •••
Skills
(Mental; -3 unskilled)
Academics •••
Crafts
Investigation •
Medicine ••• (Bloodletting)
Occult
Politics •
Science •
Travel •••
(Physical; -1 unskilled)
Athletics ••
Brawl •
Drive
Firearms
Larceny ••• (Youth)
Stealth •••
Survival
Weaponry ••• (Knives)
(Social; -1 unskilled)
Animal Ken
Empathy ••
Expression
Intimidation ••
Persuasion ••
Socialize ••
Streetwise ••
Subterfuge ••• (Human Filth)
Merits
Fighting Styles
Fighting Finesse •• (Knives)
Light Weapons (• through •••••)
Mental
Eidetic Memory ••
Holistic Awareness • (Victorian Medicine)
Interdisciplinary Speciality • (Human Filth)
Interdisciplinary Speciality • (Knives)
Social
Barfly ••
Pusher •
Supernatural
Biokinesis •••
Physical
Small-Framed ••
Advantages
Size: 4
Speed: 9
Defense: 5
Willpower: 5
Initiative: 6
Health: 5
Integrity: 3
Supernatural Tolerance: 1
Essence: 6
Conditions: Delusion ("This world is a den of whores, and needs to be cleansed.")
Numina
Innocuous: Any Perception roll to notice "Jack" takes a -2 penalty.
Regenerate: Spend 1 Essence as a Reflexive action to heal 1 Bashing or Lethal (Bashing takes priority).
Equipment
Knife (Damage: +0, Initiative: -1, Strength: 1, Size: 1)
Skin-Thief Template: Human Prey
"Jack" is somewhat of an oddity among Skin-Thieves; namely, his "totem animal" is human beings. More specifically, they are what he refers to as "human filth"; those he perceives as drunkards, prostitutes, and druggies are all subject to his wrath (and, as far as he's concerned, are nothing more than beasts).
Thieving Aspect:
Vicious Skintaker (-1): "Jack"'s ritual only works if the person whose skin he's stealing is messily mutilated; at least a few of the victim's internal organs must be removed and hidden.
Talisman Aspect:Talisman (0): "Jack" needs to wear the soiled garments of his latest victim; while he is allowed to clean and patch the outer garments, any undergarments must be left as soiled as they were when he took them off the corpse.
Skinchanger Aspects (Positive):Bare Necessities (1): "Jack" is left wearing his talisman when he transforms; however, he can change while in his other form. He still needs to be wearing his victim's garments when he shifts back.
Fast Healing (2): "Jack" has some natural biokinetic talent, which is enough to keep his true form up and walking at the tender age of 144; when he's in a body that's a good deal less decrepit, he can devote his efforts to simply healing faster.
Increased Essence (2): The Ripper has been around the block for a good while; long enough to figure out how to make the most of his "Animal Magnetism".
Long Life (0): Jack the Ripper has Long Life at the two-dot level; however, given that he is already 144 years old, this is merely included for flavor, rather than for any mechanical benefit.
Skillful Change (1): "Jack" only needs to slip on his victim's garments to change - the actual "action" of changing form is negligible.
Spirit Affinity (4): Jack The Ripper possesses the Regenerate Numina, representing a focused application of his healing capabilities.
Strong Instincts (1): "Jack" hasn't learned many new tricks over the years, because he's never had to. Whenever he changes into his other form, he uses his victim's Attributes, Skills, and Specialities in place of his own; the only exceptions are his Intelligence and any skills his victim had no ranks in. He can spend 1 Willpower to instead use the better of his Victim's Attributes and Skills or his own, and has access to both his own Specialities and those of his former victim; this benefit lasts as long as he is in his victim's form.
Sweet Voiced Fiend (1): "Jack" hasn't gotten this far by being noticeably odd; he reduces penalties to Persuasion and Subterfuge (as well as to voice-related Expression rolls) by 2.
Skinchanger Aspects (Negative):Fast Healing (2): "Jack" has some natural biokinetic talent, which is enough to keep his true form up and walking at the tender age of 144; when he's in a body that's a good deal less decrepit, he can devote his efforts to simply healing faster.
Increased Essence (2): The Ripper has been around the block for a good while; long enough to figure out how to make the most of his "Animal Magnetism".
Long Life (0): Jack the Ripper has Long Life at the two-dot level; however, given that he is already 144 years old, this is merely included for flavor, rather than for any mechanical benefit.
Skillful Change (1): "Jack" only needs to slip on his victim's garments to change - the actual "action" of changing form is negligible.
Spirit Affinity (4): Jack The Ripper possesses the Regenerate Numina, representing a focused application of his healing capabilities.
Strong Instincts (1): "Jack" hasn't learned many new tricks over the years, because he's never had to. Whenever he changes into his other form, he uses his victim's Attributes, Skills, and Specialities in place of his own; the only exceptions are his Intelligence and any skills his victim had no ranks in. He can spend 1 Willpower to instead use the better of his Victim's Attributes and Skills or his own, and has access to both his own Specialities and those of his former victim; this benefit lasts as long as he is in his victim's form.
Sweet Voiced Fiend (1): "Jack" hasn't gotten this far by being noticeably odd; he reduces penalties to Persuasion and Subterfuge (as well as to voice-related Expression rolls) by 2.
Restricted Change (-1): "Jack" can only change forms at night, and only while drunk.
Tell (-1): Regardless of the form he takes, and regardless of how he scrubs and cleans, the blood of his murders follow him around. The cuffs and hems of any clothing that "Jack" wears become gradually more bloodstained the longer he wears them. If the shirt was perfectly clean when he put it on, there will be stains by the end of the scene.
Aspects Developed Over Time (12xp):Tell (-1): Regardless of the form he takes, and regardless of how he scrubs and cleans, the blood of his murders follow him around. The cuffs and hems of any clothing that "Jack" wears become gradually more bloodstained the longer he wears them. If the shirt was perfectly clean when he put it on, there will be stains by the end of the scene.
Scentless Transformation (1): "Jack" learned that dogs and other animals gave away his presence more often than not; he didn't smell right. It took him a few years, but he finally figured out how to scrub his scent out of his victims' clothing without removing theirs.
Sense of Familiarity (2): It's a noticed psychological phenomenon; people don't notice people "below" them in the social hierarchy, except as vague faces and sort-of names. It took some time, but "Jack" learned to weaponize this tendency. No-one notices him unless he wants them to.
Spirit Affinity (+1): Over the years, Jack the Ripper learned how to simply pass beneath notice; as such, he "naturally" developed the Innocuous Numina.
Jack the Ripper possesses the unique capability of literal identity theft; whenever he prepares a victim's clothing to be his Talisman, he may spend 1 Willpower dot to "rob" that person's identity. This grants him the following benefits:
- Alternate Identity ••• ([Victim's Name]).
- Subterfuge Speciality in ([Victim's Name]).
- Interdisciplinary Speciality ([Victim's Name]).
- He has full access to the victim's memories.
- He gets the ability to apply his Eidetic Memory to his victim's memories.
- He never has to roll Subterfuge to impersonate his victim unless he would take penalties due to intimate familiarity.
- He picks up to [Subterfuge + Wits] questions that could be answered by the user of a Supernatural Advantage, and chooses the answers to those questions; anyone who uses a Supernatural Advantage to ask those questions gets those answers instead of the truth. They do not get a Clash of Wills to oppose this power unless they also have some Advantage that allows them to automatically detect lies.
- He may spend 1 Willpower Reflexively to change the answer of one of the questions he's lying to through 7; he may increase the cost by 1 Essence to change the answers of up to 3 questions.
This enhanced disguise only lasts for about a month before starting to tatter; after one month, "Jack" loses benefits 3, 5, and 8 from the above list, and reduces his Alternate Identity to two dots. In addition, he has to roll Subterfuge to impersonate his victim if he would take any penalties to his rolls due to familiarity. Finally, pick [Wits] questions he provided answers for due to 7, and discard them.
After the second month, he reduces the Alternate Identity to one dot, and loses all the other benefits of this power; these scraps of an identity last for one more month before dissipating entirely.
If "Jack" were to ever teach his skin-thieving method to another person, he could theoretically teach them "Bathing In Human Sewage" as well; it would cost the other character a total of 10 XP. Bathing in Human Sewage was developed over time to fit "Jack"'s needs, and so may not give its full advantages to anyone else who learns it; the user does not gain any Merits they lack the prerequisites for, and obviously get no benefit from 5 unless they have the Eidetic Memory merit.
After the second month, he reduces the Alternate Identity to one dot, and loses all the other benefits of this power; these scraps of an identity last for one more month before dissipating entirely.
If "Jack" were to ever teach his skin-thieving method to another person, he could theoretically teach them "Bathing In Human Sewage" as well; it would cost the other character a total of 10 XP. Bathing in Human Sewage was developed over time to fit "Jack"'s needs, and so may not give its full advantages to anyone else who learns it; the user does not gain any Merits they lack the prerequisites for, and obviously get no benefit from 5 unless they have the Eidetic Memory merit.
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