Avery Solace
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"Doctor, I'm bleeding but I didn't injure myself…" "That's a nosebleed." "Yes! A nose is bleeding! It decided to on its own! I did nothing!" *Sighing* (Image by War)
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Avery in light and shadow (Image by War)
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Avery in shadow (Image by Kaeru)


Player: Soulless

Position: Burned Through Anti-Memetic Researcher

Demeanor: Twitchy, shy, stuttery, oblivious. He's not quite all there, and he's aware of that, but he's not aware of how not-all-there he is. He tends towards bizarre behavior that makes rudimentary sense.

Nature: Wants to be ok.

Description: Pretty normal, significant racoon eyes, messy bed hair. East Asian in appearance, kind of thin. Lower-middle age. Has a tendency to sleep on his clothing instead of putting them up, so all of his outfits are perpetually wrinkled. Although he's a little taller than average, he slumps, so he seems a little shorter than average.

Stats:

Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a skill. Trained skills are indicated with bold.

Health
  • Physical Health: 10+resilience
  • Mental Health: 10+determination
  • Strength:
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 3
    • Acrobatics
    • Stealth
    • Ranged
  • Charm:
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 2
    • Perception
    • Insight
    • Logic
  • Education: 2
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
Specialties

You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.

  • Burnt Clean: 3. +3 whenever being targeted by any mind affecting anomaly.
  • A PhD In Anomalies: 3. +3 to studying to understand the qualities of anomalous phenomenon.
  • Spent a Long Time Silent: 2. +2 to intelligence or education rolls in dead silent environments.

Gear:

  • Smol light gun
  • Smol light knife
  • Studying gear
  • Med kit

Possessions:

  • Arts and crafts
  • Sculpting supplies
  • Journal

Personal History:

Avery had a normal life, raised in California for most of his life. Fascinated with psychology, he became a rising star in studying what he called "population-level psychology". This inevitably brought him to the SCP Foundation, where he studied memetics. Then a memetic hazard broke loose, and everyone save for him did not survive.

He continued pursuing memetics, and was considered perhaps more resistant than his peers for his survival. And then it happened again. This time, he was locked in a room for a full year, because the amnestics no longer worked on him, and no one knew what else to do with him. He came out… changed. Burned through. And horrifically resistant to any and all mental effects from then on.

So he's been made to stay.

Miscellaneous:

Avery Solace is an Omega-5 member, and thus he has the following:

  • VERITAS: An improvement on 1950s Foundation tech, this VERITAS is more powerful than predecessors but also in the form of a hand-held counter rather than a head-mounted display. Can give readings of background levels of thaumic radiation (which, sadly, only covers a certain subsection of anomalies) and tell you if an EVE-manipulator is a reality warper, thaumaturge, or neither given a biological sample.

After a near death experience and exposure to the red forest, Avery suffers from the following:

  • [Mimicry]: Avery's body has been altered on a cellular level by time spent directly within the sphere of influence of the Aleph anomaly. What remains of his ordinary appearance exists only as a thin veneer, and will fall away under the right circumstances; in shadows or dim or lower light, blackened corruptions across Avery's skin become increasingly visible with decrease in ambient lighting. Any time he bleeds from his nose, ears, eyes, or mouth, as well as any other injury above shoulder level, the blood will be mixed with or overtaken by a deep, blackened coloration.
  • [Fragility]: The delicate tenderness and vulnerability of plant and floral life is difficult to otherwise describe; it appears this very thing affects Avery on minute scales not dissimilar to vines or tendrils that weaken his body's overall structure and fortitude. He is particularly vulnerable to illness and disease as well as other corruptive and decaying influences, and their presences will often worsen the symptoms of his own fragile state- causing at times physical weakness and frailty, difficulty breathing, or excessive shivering.
  • [Provide direct sunlight]: Avery's symptoms of frailty seem the most severe within low- and no-light environments. When in dark or lower light, Avery has disadvantage to resilience rolls until greater light is provided (excluding portable sources such as flashlights, torches, or chemical lights; however, UV light does counteract this phenomenon). If Avery goes for an extended period of time without exposure to sunlight, his symptoms will worsen, manifesting as a severe cough and difficulty breathing accompanied by feverish body temperatures and weakness.

Loot

  • Enhanced Tin Foil Hat: Allows Avery to add a 1d4 to any antipsy roll he makes. Can also be hidden under a beanie hat. Shaped like an adorable paper sailor hat, except made of a foil-like material.
  • Memories from the Class of '76: Avery has access to a series of phrases that are anomalous. Each sentence causes confusion, delusion, hallucination, and ultimately passing out in sequence. It can be in any language or presentation, and must be done only when he knows his allies will not be exposed. The DCs get higher as Avery is allowed to continue exposure.
    • 'Do you remember the way Susan looked when the morning light hit her hair on the way to school?' (A 4 DC that causes disorientation. Failure causes penalty to next roll, maybe -2, and a 1d4 mhealth damage.)
    • 'She looked radiant and asked you if you were ready for band practice- she had such a voice.'(A 5 DC that causes more disorientation. Failure causes penalty to next roll, -4, and a 1d6 mhealth damage.)
    • 'But we were all radiant on those days, getting ready to play our final performance before our graduation.'(A 7 DC that causes hallucinations. Failure causes a turn loss, stun, and a 1d6 mhealth damage.)
    • 'You were there, weren't you, with us?'(A 9 DC that causes unconsciousness, with a 1d10 mhealth damage.)

Contacts

Connections your character has made that they can call on.

Training

Additional training your character has acquired.

Equipment Points: 8.75

Number Date Reason Run
1 04/08/2018 Not Losing Fight like an egyptain
2 12/08/2018 Files and head sample Glocop run
1 09/09/2018 Finding a child, good surveillance room manner Veid's train run
1/2 09/14/18 EP A Change That Lasts A Lifetime
1 1/4 11/12/18 Therapy Silent Abattoir
-5 12/09/18 Enhanced Tin Foil Hat Purchase
2 12/30/18 run kaeru forest run
1.75 01/13/19 run conmsumed aberration
1.75 2/17/19 run consumed aberration with melly
2 2/18/19 run dsj run with mummy
1 2/24/19 run arsene with exploration
1.75 3/2/19 run KILL DRAUGEN
2 idk sometime in march 2019 run Kaeru's Grace Run
-10 3/14/2019 Purchase of the memories equip N/A
2.5 3/23/2019 Run Bittersweet
1.75 04/27/2019 Run Veid's almost penultimate run
1.5 06/15/2019 Run Choose wisely
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