Gustav Graf is an information broker to the supernatural community. Knowledge is power.
Power Level: Chest Deep (8 refresh) +1 from milestones
Skill Points: 30 at start, +6 from milestones
Skill Cap: [+5] Superb
Template: Free-form / Minor Talent
High Concept: Medium Investigator, Information Broker
Trouble: I’ve seen … too much
- Knowledge is protection [Taylor]
- Anything for a friend [Brandon]
- Not accepting my limitations [Devin]
- Past, Present & Future Control Issues [Me]
- Temporary: Goblin state of mind [Mental Consequence]
Investigation (Eavesdropping, Examination, Surveillance)
Lore (Arcane Research, Common Ritual, Mystic Perception)
Scholarship (Answers, Computer Use, Declaring Minor Details, Exposition and Knowledge Dumping, Languages, Medical Attention, Research and Lab Work)
Conviction (Acts of Faith, Mental Fortitude)
Contacts (Gathering Information, Getting the Tip Off, Knowing People, Rumors)
Resources (Filthy Lucre, Lush Lifestyle, High Quality Workspace, Windfall)
Rapport (Chit-Chat, Closing Down, First Impressions, Opening Up, Social Defense)
Alertness (Avoid Surprise, Combat Initiative, Passive Awareness)
Guns (Aiming, Gun Knowledge, Gunplay, Other Projectile Weapons)
Presence (Charisma, Command, Reputation, Social Fortitude)
Athletics (Climbing, Dodging, Falling, Jumping, Sprinting, Other)
Endurance (Long-term Action, Physical Fortitude[3 physical stress])
Weapons (Good Arm, Juggler, Off Hand Weapon Training, Riposte, Wall of Death)
Burglary (Casing, Infiltration, Lock picking)
Discipline (Concentration, Emotional Control, Mental Defense)
Points Left: 0
Number of Skills: 13
Powers & Stunts
0 Cassandra’s Tears: You have limited ability to see the future and predict the shape of things to come. But there is a big downside – most people simply ignore or won’t believe your warnings.
Must: Must take Cassandra’s Tears or similar as an aspect)
Skills Affected: Social Skills
Unbelievable predictions – you are able to make precognitive predictions or receive them from the GM. This places an aspect on the “world” related to the prediction that remains until it comes true or is otherwise resolved. (pg 324). When ever you try to warn people about what you foresee, you are at a -2 to any attempts to convince them that what you are saying is correct.
[-1] Psychometry: You have a semi-magical (“psychic”) talent for catching glimpses of the past when you touch objects.
Skills Affected: Investigation
Echoes of the Past – You can perform an assessment action on the history of a given object that you are able to touch and contemplate. This is a standard investigation roll but instead of searching a physical location, you are rifling through the situations that the object has been exposed to in the past, looking for glimpses of something significant. Psychometry assessments are more difficult than normal (Good or higher), so even with a high roll, you may not receive any additional content to help you make sense of it.
[-1] The Sight: You can open your third eye and perceive the magical world in great detail. The downside is that the often phantasmagorical images are burned into your brain forever, always vivid.
Skills Affected: Lore, Discipline
Arcane Senses – Even with your third eye closed you have heightened arcane senses. You may use Lore as if it were an arcane Investigation skill as well as an arcane Alertness skill. You also gain +1 to Lore when using it in this fashion.
Wizard’s Touch – As another aspect of your arcane senses, when you touch another being who has some magical potential, the GM may ask you to roll Lore to catch a hint of a “spark” indicating their nature as something other than mortal. Even on a failed roll you might experience some sort of a sense that something is off.
Opening the Third Eye – You may use The Sight to fully open your third eye, with all of the risks and rewards that come with it (pg 223)
0 Wizard’s Constitution: You are incredibly long lived for a human, able to recover from injuries just a little better than the next guy.
Skills Affected: Endurance
Total Recovery – You are able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any consequence – excluding some extreme physical ones – with no other excuse besides time; simply waiting long enough will eventually heal you completely.
Long Life – As a side effect of your improved ability to recover from injury, your lifespan is significantly extended. In game terms this will rarely have relevance.
[-2] World Walker: You have a natural ability to cross into and out of the Nevernever by opening a gateway. Others in close proximity to you may pass through this opening as well—and things within the Nevernever may use it to get out. You’re also adept at finding places where the barrier between this world and the Nevernever is weak and permeable, bypassing the need to open a rift yourself.
Skills Affected: Investigation, Lore, and Survival.
Rift Sense. – You’re able to sense places where the fabric of reality is weak, allowing easy passage into or out of the Nevernever. You may use Investigation or Lore to find such places.
Rift Maker. – You are able to tear a temporary hole between this world and the next, allowing people and things to pass into or out of the Nevernever for a few seconds (it takes a true spellcaster to hold a rift open for longer). You may only do this once per scene (or per hour, if more appropriate). Some supernatural power-players will get a bit agitated or excited about this, however, since this inevitably weakens the fabric between the Nevernever and our own world in a given location.
Strange Worlds. By dint of using this ability and not, y’know, dying or getting enslaved in Faerie or the like, you’ve had enough exposure to the Nevernever to have a degree of familiarity with it. All Lore and Survival checks regarding the geography of the Nevernever and other trivia involving it are made at +2, and you may use Lore instead of Survival while there.
I Know That Form: Gustav has spent a considerable time studying combat styles from around the world (and other worlds) and has a great familiarity with them. Because of this, he can accurately predict and block or counter melee attacks.
Effect: Use Scholarship in place of Athletics when defending against melee attacks.
Always Looking Around: Your curiosity and inquisitiveness can sometimes help you avoid being surprised. Use Investigation versus Surprise and Ambushes.
Master Of Factoids: You know a lot of little things that have an odd way of coming in handy. Add two to your Scholarship skill when using it to Declare Minor Details.
Physical: O O O
Mental: O O O O
Social: O O O O
Pistol: Weapon 2 (Fair Attack +2)
Shotgun: Weapon 3 (Fair Attack +2) [Sawed off pistol grip – short]
Bowie Knife: Weapon 1 (Average Attack + 1) [in boot]
Gustav’s precognitive abilities manifested at a very, very young age, and like most who develop special abilities, he did not understand his powers, or how to cope with them. Afraid to touch things for fear of triggering his abilities, he became withdrawn and reclusive. This disappointed his father, a fairly famous German football (soccer) player, who was hoping that Gustav would follow in his footsteps.
Instead of working towards physical perfection, Gustav instead took to book and began to sharpen his intellect.
Gustav gained a reputation for helping local and national government law enforcement. While investigating the death of a local government official e handled a piece of evidence (a straight razor) that gave him a vision of a Carolingian killer and the death of his friend Merovic. Not sure if this was a vision of the past or the future, Gustav goes in search of Merovic to convince him the threat is real.
Upon finding Merovic still alive and convincing him of the threat, Merovic and Gustav set out to find the killer. Their investigation leads them to a small but opulent residence just outside of Sacramento.