Leonardo de Montreal

Nightmares' Angel

Name: Leonardo de Montreal
Academics Skill: Variable
Sports Skill: Ordinary
Favorite Foods: Ramen, Hot Chocolate, Schadenfreude
Blood Type: B
Animal: Tiger
Age: 16

Favorite Scenes:

  • Proposing a theory, then testing it
  • Getting involved with the other PCs against your better judgment
  • Ranting incoherently

Mundane Abilities

Skills

  • Nightmare Science 2 - You practice a unique form of science.
  • Perseverance 2 - You’re good at not giving up.
  • Weather-Sense 2 - You have an uncanny sense for weather.
  • Love for the Wicked 1 - You believe even the worst deserve kindness.
  • Shield 1 - You’re oddly familiar with protecting people.
  • Dream Analysis 0 - Your dream analysis is not usually helpful.
  • People Skills 0 - You're uncomfortable with people.
  • Domestic Tasks -1 - You're not good around the house.
  • Swimming -1 - You're not good with water.

Perks

  • Connection: The Wishing Boy 2 0 - No! No no no! You are not connected to him in any way!
  • Connection: The Child of the Sun 1 - It is oddly easy to get along with the Child of the Sun.

Miraculous Arcs and Powers

Wounded Angel (3)

The powers you have today come from the struggles and suffering of your past. Here's how they work:

Sickly
You are prone to trials, and your life is a sorrowful thing. Once per session you may take a Suffer (Trauma or Corruption) XP Action, and raise your Sickness Issue by 1.

Oh, You Fool
You are more likely to show up in a scene when someone is at their lowest.

Nightmare Devices
You are a master of nightmare science, and as such possess a number of esoteric tools and devices. Your Incomparable Nightmare Engine is unquestionably and tautologically foremost among these, but also of note are the Abhorrent Sun-Sustaining Superconductor and the Mechanism of Original Sin. You tend to carry odd little gizmos and squishy things in your pockets, which provide a +1 or +2 Tool bonus to your Science!

Cage for a Blasphemy
The Headmaster of the Bleak Academy stabbed you in the chest and filled you with unspeakable rot and poison. If anyone ever kills you - or rather, if you should lose your last Divine Health Level - this blasphemy will escape into the world. You're not sure exactly what would happen then, but you are 100% certain it wouldn't be good.

Empowered Wounds
When something really bad happens to you, you can use it as a power source, binding yourself to a deadly wound; this prevents you from healing it, but so long as it is bound the wound grants you impressive miraculous power.

Recover
You can undo the previous process, if you wish, in which case you heal as normal.

Supreme Invocation
Once per season, you may use a wound as a justification for a wish-level effect; the only limit is that the wish must be thematically tied to the wound somehow.

The Wayward Heart
You are linked somehow to the Child of the Sun, and may strengthen her Connection to you once per season. Note that her player can reject this option, so be careful not to be creepy about it.

Heartless Perfection
You tore out your heart and used it to rekindle the sun; therefore, you have no heart unless you stand in sunlight. Night, shadow and windowless dark immunizes you against blood loss and emotional wounds, and you may act with a cold and mechanical perfection. Also, stabbing you in the chest is not nearly as effective as those fools think it will be.

Supreme Heartlessness
You may invoke this power to heal from any condition while in darkness.

I Alone May Save You
You are a shield to others' innocence. Starting mid-scene, you may invoke this power to heal wounds beyond the power of ordinary science (up to and including death), free someone from unbearable anguish, prevent (or reverse) aging and decay, or shield the innocent from harm.

Holding Up the Sky
You may invoke this power to bear even the most impossible and agonizing burdens indefinitely.

Memory's Surcease
Once per season, you may invoke this power to expunge a memory from the world, casting it out beyond the veil of dream and nightmare. This functions as a wish.

The Stuff of Nightmares
You can fish around in people's nightmares and pull out peculiar objects, which you use to construct machines.

The Sickness Rises
Your nightmares leak into reality if they go on for too long. This… isn't a great power to have, honestly. Finding lodging is especially hard.

From the Land of Rot and Poison
Once per season, you may open a gate into your nightmares, call forth a horror and bind it to perform a single deed or service for you.

Superiority
You can see through the pathetic deceptions of lesser men. Invoke this power after a few minutes of interaction to perceive their wickedest thoughts, the way in which they might betray you, or whether they're being honest with you (and why).

Flash of Insight
By spending a few hours pacing and muttering feverishly to yourself, you can pierce to the heart of any plot against you. If the object of your suspicion isn't plotting against you, you discover that instead.

The Deeds of the Binder
You may undertake a grand project of nightmare science via a Bindings quest; once accomplished, these miracles imbue some of your power or nature into an object or person, summon strength from a wound or wicked power, reshape the land, create minions and servants, or construct a fortress.

Quests and XP

Emotion XP: (Overacted) Speechlessness

Natural Scientist

You are a scientist; it is your privilege and duty to try to understand the world around you, theorize about how it works, and argue about your findings with your hypothetical peers. You may gain 1 bonus XP whenever you propose a theory abut something in the natural world, or for that matter the unnatural world (like the Outside or a nightmare realm).

The Outside Stirs

This quest begins with dreams of your impending demise death. You dreamed once that you tore apart your death and scattered its pieces across Big Lake, but then it defied you, refused to stay broken and returned wearing the face of the dead sun to drag you down. You know that it is the destiny of wicked things to drown in Big Lake, and you are wicked. You can feel the water calling to you. You're hoping it's just some stupid wish of Chuubo's or a psychic mermaid or something absurd like that, but you're pretty sure it's actually your doom.

On a (slightly) less ominous note, there have been portents all around Fortitude, Outside storms and dust blowing in with alarming frequency. You've decided to investigate that!

The Hollyhock God can award you 3 XP when:
* you explicitly take (or get handed) responsibility for dealing with the riled-up Outside;

  • you construct some sort of defensive perimeter;
  • you encounter the former sun or the Headmaster of the Bleak Academy;
  • three chapters pass without obvious IC progress on this quest.

You can claim each bonus once, for a total of 12 XP.

1/chapter, you can earn bonus XP by:

  • sympathizing with or assisting the outcast and the wrong
  • your dreams call you to a place of danger;
  • listening to stories of strange things happening on the lake;
  • regaling people with a legend of the Outside, the glass dragon, or other epic dangers featured in this quest;
  • complaining to other PCs about the progress of your work;
  • reluctantly allowing yourself to be dragged away from it;
  • reluctantly allowing others to get involved.

The Hidden Library

It's not really what you're here for, but your research is leading you towards Professor Hideo Hayashi, his Archive and the people who live there. It might not matter to you, but then again it might.

The Hollyhock God can award you 3 XP when:

  • you get someone to show you the ropes of the Archive;
  • you stumble on/are shown the hidden upper floors, where the Outside bleeds in.

You can claim each bonus once, for a total of 6 XP.

1/chapter, you can earn bonus XP by:

  • discussing the operational principles of your Engine, or Chuubo's;
  • working on your theories in a cafe near the Archive;
  • being drawn into someone else's obsession;
  • falling off a building;
  • being bitten by a snake.

Current Status

Will: 5/8
MP: 5/5

Issues:

Sickness 1
Mystery 1
Calling 1

Intentions:

Health Levels:
Normal: 2/2
Tough: 1/1
Divine: 2/6

Wounds:
Heartless (deadly, empowered)
Friendless (deadly, empowered)
Corrupted (deadly, empowered)
Glorious (deadly, empowered)

XP:
Natural Scientist: 1/9
The Outside Stirs: 5/24
The Hidden Library: 0/15
Unspent: 3

Arc Progress: 0/60 (Wounded Angel 4)

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