Christopher Westin

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Death is temporary. The lessons you learn from it, though, are permanent. I am sorry it had to come to this, but I am your teacher. May your lessons serve you well in your next life.

Identity

"Advance, and never halt, for advancing is perfection. Advance and do not fear the thorns in the path, for they draw only corrupt blood." -Kahlil Gibran

Where No One Can Follow

Christopher Westin
Nature: Machine
Demeanor: Fanatic
Tradition: Euthanatos (Hierocthonoi assassin, being groomed to be a member of the Chalice)
Avatar Essence: Dynamic

HITMark Kills: 1

Technocrat Kills: 1

Boss Kills: 2

Wereoctopus
Lord Yu, 15 foot tall Iron Oni

Headshot Count: 7

1 v. Tom Oneeagle
1 v. Donald Ingram
1 v. That Nameless Security Guard
1 v. Boss Sasaki
1 v. WereSquiddy
1 v. Nami-chan
1 v. Bathhouse dude

Instant Death Headshot Count: 5

Single Shot Damage Record: 20 HLs

Eyeshot Count: 4

Jumping on Metaphorical Grenades Count: 1

Sleeper Lives Saved: 2

Current Identity: Itsuto Hoshi, SF0.

Attributes

Attributes (7/5/3)-Physical/Mental/Social

Physical (12)

Strength 4
Quality: Brutally Efficient
Dexterity 6
Quality: Steady Hands
Stamina 5
Quality: Tireless

Mental (7)

Perception 3
Intelligence 3
Wits 4
Quality: Calm under Fire

Social (6)

Charisma 2
Manipulation 4
Quality: Likable
Appearance 3

Abilities

Abilities (13/9/5)+ 1 (2fp)

Skills (18)

Acrobatics 1
Drive 2
Fastdraw 1
Firearms 5
Specialty: Pistols
Meditation 1
Melee 3
Stealth 4
Specialty: Assassination
Technology 1

Talents (29)

Alertness 4
Specialty: Steely-eyed Sniper
Athletics 3
Awareness 3
Brawl 4
Specialty: Pankration (Hard Martial Art)
Dodge 4
Specialty: Gunfire
Instruction 3
Intimidation 1
Intuition 1
Expression 1
Style 1
Subterfuge 4
Specialty: "I know it's crazy, but..."

Knowledges (22)

Computers 4
Specialty: Security
Cosmology 1
Enigmas 2
Investigation 2
Law Enforcement 1
Linguistics 3 (English, Chinese, Greek, Japanese, Arabic)
Occult 3
Medicine 3
Terrorism 3

Backgrounds

Backgrounds (7)
Atman (Avatar) 4
Resources 1-Well he technically lives on disability pay. Yay for disability fraud.
Mentor 2-His mentor, Dimitri Sotiris, is trying to groom him to take a place in the Golden Chalice-perhaps he wishes to retire, or perhaps just believes that his student has the "right stuff". As a senior member of the Omega branch of the Chalice, Soltiris is a well-respected Euthanatoi.

Magic (12)

Spheres (5 + 1 entropy)
Tamas (Entropy) 3 (favored)

Common Foci: Coins (representing Hermes, god of commerce, cunning, and thievery), Prayer or Meditation, Ritual Knife (in his case, a few-frills utility knife)

Prana (Life) 3

Common Foci: The emulation of ancient Greek Heroes (Achilles, Ajax, etc), athletics and exercises, anatomy and medicine

Teias (Forces) 2

Common Foci: Weapons (mastercrafted or with the symbol of Apollo, god of Marksmanship for ranged weapons, the symbolism is of Kratos, "force", for melee ones), Computer systems (as representing the works of Hephaestus or the acts of Prometheus)

Cit (Spirit) 3 [Note: Spirit 3 allows Westin to naturally touch spirits without magic]

Common Foci: Coins (representing Hades, god of the dead and wealth or Hermes as a psychopomp), some other stuff (any ideas?)

Manas (Mind) 1

Arete: 4

Things to Track

Willpower: 10
Temporary Willpower: 10

Quintessence: 4/4
Paradox: 2

Permanent Paradox: 2

Wound Tracker

-0 x 2/-1 x 2/-2 x 2/-5 x 1/Incap/Dead

None

Current Spells

None

Buffs from Others

Miscellaneous

Paradigm: Fated by his destiny and the gods to be a weapon, the gods also give him some small measure of their power. By channeling it through mantras, whether spoken or etched or sometimes just thought, he can harness this to give the Good Death to those who need it.

Freebie Points Spent/Available 16/16

Equipment

Armor: Concealed Vest (2d soak, -0 penalty)
TSMP Armor: (4d soak, -1 penalty, 100% coverage, -1 to wound penalties)
Weapons:
X-6 SMG (Difficulty 6, 30 round magazine, 6L damage, Rate 5, Range 75, 1 point of recoil compensation, Conceal T?)
Mjolnir (10 round magazine, 10L damage, Rate 1, Range 50, minimum strength 4/3 with stock, Conceal T?)
Red Dot Sight (+3d for first turn of aiming instead of +1d), Folding Stock (-1 str requirement)
Grenade Launcher (Some Stats)
X-5 Revolver Variant (8 round magazine, 6L damage, rate 3, range 40)
Ammunition: 3 additional 30 round magazines (2 normal, 1 flechette) for the X-6
Ammunition: 3 conventional 10-round magazines for the Mjolnir, 1 10-round APDS magazine with 8 shots left (-2 soak, +1 diff for multiple shots).

Tass

Mostly used tube of blasting plastique (1/5 tass)
Autoinjector (1 tass)

Borrowed Equipment

Micro-Howitzer: Diff 7 firing off of a bipod, otherwise Diff 6, Damage 10L + 5L area damage to everything within 10yds, Rate 1
The Skull Mode empties the drum on volley fire and/or blows up the gun, it contains "nearly sufficient ammunition".

Magical Loot

Sinister Glove
A glove for left hands found in Jal Dzu's secret hideout. Probably important. Probably demonic.

Merits

Merits: (1 pt)
Prestigious Mentor (1 pt)-A member of the Golden Chalice? That's pretty hardcore.
Legendary Dexterity (5 pts)-ACHIEVEMENT UNLOCKED. Cancel first '1' on all dexterity-based rolls.

Augmentations

Physical Structure Enhancement: 1 extra -0 HL, soak lethal/aggravated with full Stamina
Cybernetic Arm: Strength 6 Cybernetic Arm, reduces difficulty of breaking things if charged up

Taser: Diff 5, damage 7L melee attack.


Flaws

Flaws: (+1 pt)
Nightmares (+1 pt)-If you've seen some of the things I've seen, done some of the things I've had to do-there's a reason I fight. Nobody should have to deal with what I've dealt with.

Geas: Cannot mention Voormas is suspected of being in league with the Nephandi to anyone, or instant death.

4 points of Dark Fate: OH GOD WHY DID I AGREE TO THIS?

XP and Background

XP: 310 + 5 for Life (296 spent)

Perception 1-3: -12 XP
Strength 1-4: -24 XP
Charisma 1-2: -4 XP
Melee 1-3: -6 XP
Instruction 1-3: -4 XP
(2 XP discounted via Mentor)
Awareness 1-2: -2 XP
Investigation 1-2: -1 XP
Medicine 0-3: -5 XP
(1 XP discount due to Mentor)
Appearance 1-3: -6 XP
(6 XP discount due to Life 3)
Forces 0-2: -16 XP
(2 XP discount due to Mentor)
Computers 2-4: -5 XP
(1 XP discount due to Mentor)
Stealth 4: -6 XP
Law Enforcement 1: -3 XP
Arete 4: -24 XP
Intuition 0-1: -3 XP
Linguistics 2-3: -1 XP
(1 XP discount due to Mentor)
Dodge 3-4: -3 XP
(3 XP discount due to Grimoire)
Drive 1-2: -5 XP
Cosmology 0-1: -3 XP
Subterfuge 0-4: -15 XP
Terrorism 0-3: -6 XP
Brawl 2-4: -8 XP
(1 XP discount due to Mentor)
Occult 1-2: -3 XP
(1 XP discounted via Mentor)
Enigmas 1-2: -1 XP
Spirit 0-2: -17 XP
(1 XP discounted via Mentor)
Alertness 4: -6 XP
Technology 1: -3 XP
Stamina 5: -16 XP
Firearms 5: -8 XP
Legendary Dexterity: -15 XP
Awareness 3: -4 XP
Dexterity 6 (fixed): -10 XP
Fastdraw 1: -3 XP
Spirit 3: -16 XP
Athletics 3: -4 XP
Occult 3: -2 XP
Style 1: -3 XP
Intimidation 1: -3 XP
Mind 1: -10 XP
Physical Structure Enhancement: Extra Bashing HL/Soak Lethal: -6 XP

XP History

78 + 1 for instruction +5 for Life

Suicide Mission on BIOCC: 10 XP (84 + 1I + 5L)
Vacation in Cuba: 6 XP (90 + 1I + 5L)
Paging John Kerrin (guest starring the Nephandi): 5 XP (95 + 1I + 5L)
Man proposes, IxBot disposes: 3 XP (98 + 1I + 5L)
The debut of Captain Cavitation: 6 XP (104 + 1I + 5L)
TSMP Initiation: 5 XP (109 + 1I + 5L)
TSMP: Life on the Streets 1: 6 XP (115 + 1I + 5L)
Robots, Aliens, Strike Force Zero: 4 XP (119 + 1I + 5L)
What Measure Makes an Innocent?: 7 XP (126 + 1I + 5L)
Team Japan Versus Boomers: 4 XP (130 + 1I + 5L)
SF0 Revealed: 4 XP (134 + 1I + 5L)
Terrorism 101: 3 XP (137 + 1I + 5L)
Demonic Bunny Girl Resort: 6 XP (143 + 1I + 5L)
Demons, Technocrats, and Xanatos Roulettes: 4 XP (147 + 1I + 5L)
Westin and Proteus versus the TPK-800 (and Liz and Kana's great demon/mecha escapade): 7 XP (154 + 1I + 5L)
Brofist: The Legend of Technocrats with Magic Swords: 6 XP (160 + 1I + 5L)
"For what it's worth, I liked you too.": 9 XP (169 + 1I + 5L)
Leave No Man Behind: 6 XP (176 + 5L)
Wheels Within Wheels: 6 XP (182 + 5L)
Trapped in the Palace!: 4 XP (186 + 5L)
"Get that scrotum crushing bastard!": 4 XP (190 + 5L)
"Itsuo Hoshi is... is... clean.": 6 XP (196 + 5L)
Keep your friends close, your enemies closer: 4 XP (200 + 5L)
Flight Club: 5 XP (205 + 5L)
FUCK YOU OCTOPUS GIVE ME BACK MY GODDAMN ARM: 5 XP (210 + 5L)
WereOctopi: The Eyeshooting: 6 XP (216 + 5L)
Flashback: How Not To Investigate Technocracy Activity: 3 XP (219 + 5L)
Enemy N/A: Voormas: 4 XP (223 + 5L)
One shot, one kill: 5 XP (228 + 5L)
Destroying Vampire Yakuza for Fun And Profit: 7 XP (235 + 5L)
SF0 Infiltration, Part 1: 3 XP (238 + 5L)
SF0 Infiltration, Part 2: The Cyber-Vampireing: 5 XP (243 + 5L)
Exile: 1 XP (244 + 5L)
That Man: 4 XP (248 + 5L)
Burning Down The Schoolhouse: 5 XP (253 + 5L)
The Hollywood Mandated Car Chase: 3 XP (256 + 5L)
Gernsback Continuum: 3 XP (260 + 5L)
Doppelwestin: 3 XP (263 + 5L)
Machine Solidarity: 1 XP (264 + 5L)
Ether Gear Westin: 4 XP (268 + 5L)
Revenge of the Bakin: 6 XP (274 + 5L)
Five Guros out of Five: Meeting Edith: 4 XP (278 + 5L)
I Brought This Onto Myself: Fall of the Champion: 7 XP (285 + 5L)
Distinctiveness Comes In Fifteen Millimeter: Fall of the Virus: 6 XP (291 + 5L)
Narrative Control: Fall of General Jal Dzu: 3 XP (294 + 5L)
Magical Clone Osmosis: 1 XP (295 + 5L)
Running Away From Mikaboshi: 3 XP (298 + 5L)
Running Away From Mikaboshi II: 5 XP (303 + 5L)
Syria: The Line Part I: 7 XP (310 + 5L)

Background

Background: Chris joined the military to see the world and be all he could be, trying to find his purpose in life. However, that ended up... not quite working out for him when he ended up being grievously wounded from a training accident. He drifted in a coma for months before he was awakened, with a strange, strange person standing near him, offering him a new life, a second chance, and a goal that he could believe in, rather than drifting aimlessly trying to find something to live for. They healed his body, slowly, for it was not his time to die yet. His Mentor believed that if he could make it in sleeper society, attempt to join the elite of the elite-even if his career prospects were cut short by hitting a tree at terminal velocity-he could take his mentor's place in the Golden Chalice.

Lessons Learned

  • Let the glory go to others if they wish it, it is sufficient payment to know that you mattered.
  • Complication and opportunity are often two sides of the same coin. Learn how to turn one into another. And being blind is worse than being unarmed, as lack of information can cause any plan to fail.
  • Why has he had his mind altered so many times, why does he fail to remember events that happened before? Westin needs to know, whether his mission is of even more import than he had expected, or if this is just a cavalier attitude.
  • Cognitive dissonances exist in everyone and are an exploitable weakness.
  • Be able to think on your feet-plans can easily be wiped out by fate and circumstance.
  • Deception is a weapon to be wielded like any firearm or blade. It should be wielded carefully and responsibly-but it should still be wielded.
  • I am the only guardian of my soul, I must ensure my soul is not stained by blood even if my hands are.
  • In desperate situations, it does not matter who your allies were, only that they are standing beside you. We are all brothers and sisters in a dire enough situation.
  • The bonds that are made between men should be cherished, even if they are temporary.
  • Never be afraid to alter a plan in light of new information.
  • The Euthanatos are right; Moral conviction is what breeds the ability to do great deeds. It's not all about magical power.
  • Both Marauders and Orphans are dangerous-the former lack concern for collateral, and the latter lack fighting spirit.
  • Your job is as much a shepherd to those needing defense as a weapon against those who would prey upon the weak.
  • Learn more about the enemy. You cannot always rely on others for intelligence. Proper planning can avert impossible situations.
  • Don't let the Fallen catch you at a disadvantage.
  • Killing is never to be done lightly, as necessary as it is sometimes.
  • In a Construct, it is far better to rely on mundane skill than magickal power.
  • One cannot let one's own driving goal consume them, lest they become a monster.
  • Slaying evil is what he lives for, even if he hates the morally ambiguous spy-games.
  • Vulgar magic is powerful but also risky. Know your normal limitations and know when to push past them. Appreciate the power of the gods but do not anger them with hubris.
  • Never deal with a demon.

Moral Code

Morality 10: Selfish Thoughts
Morality 9: Hating a target (replacing: Minor selfish acts)
Morality 8: Failing to prevent injury to others if possible (replacing: Injury to others, accidental or otherwise)
Morality 7: Leaving friends or allies to suffer (replacing: Petty Theft)
Morality 6: Killing someone not acting directly in defense of a target (replacing: Grand Theft)
Morality 5: Failing to respect the act of death (replacing: Intentional, Mass Property Damage)
Morality 4: Failing to take action against evil (replacing: Impassioned Crime [Manslaughter])
Morality 3: Killing for personal reasons(replacing: Planned Crime, Murder)
Morality 2: Aiding and abetting Nephandi (replacing: Mass Crime, Serial Murder)
Morality 1: Allowing mass murder to occur (replacing: Utter Perversion, Mass Murder)

M:tAW Converted Westin