Anah Addison

Basic Info:

Player: Fae

Position: Explorer, adventurer, charmer.

Demeanor: Acts very happy-go lucky when he's himself, always eager to make new friends and try new things.

Nature: His experience with the Bell may have tempered his enthusiasm for everything a bit, making him more cautious around anomalies than he would have been otherwise. Still, most of his demeanor is genuine, and he has a tendency to wear his heart on his sleeve.

Description: Clean-shaven and suntanned, almost always with a bright smile on his face. Slightly oversized ears, and features that are mundane but good-natured. Bright blue eyes, and prematurely grey hair. About 5'9" with a narrow, athletic build. Dresses for the weather, which around base means a lightweight brown overshirt with its sleeves rolled up and the collar open, a white undershirt, and pants that are loose enough to allow for quick movement but not enough to slip or snag.

Stats:

Health
  • Physical Health: 7
  • Mental Health: 6
Attributes
  • Physical Defense: 4
  • Mental Defense: 2
  • Perception: 5
  • Agility: 4
  • Strength: 4
Skills
  • Persuasion: 2
  • Melee: 2 (From STR)
  • Ranged: 4
  • Survival: 3
  • Sneak: 3
  • Academics: 2
  • Medical: 3
Specialties
  • Action Burst: 4. Sometimes, the obstacles presented by exploring require a quick burst of speed or strength beyond what an explorer is normally capable of. Anah can get a bonus of 4 to PDef, Strength, or Agility during a highly critical moment to represent a burst of adrenaline. (Imminent death, saving a teammate, escaping from a collapsing building, etc.) Can only be used 3 times per run/event.
  • Patch up: 2. Adventuring can be rough business, and a good explorer knows a trick or two to help themselves and their companions pull through. Anah receives a +2 to medical checks to fix up minor ailments such as minor cuts and bruises, setting broken bones and sprained muscles, or getting a comrade through a bout of seasickness or a minor cold.
  • Accentuate the Positive: 3. Getting inside people heads gives you a good idea of what people want to hear. Anah gains a +3 to Persuasion when laying on praise, trying to flatter someone, or offering them something that means a lot to them personally.
  • Musica universalis (Anomalous): 3. Anah is tuned in to some of the reality-frequencies of the people and environments around him. Sometimes, his own frequency begins to resonate with theirs, intentionally or not. When in close physical proximity to someone, Anah can Attune to that person. Anah also must roll mdef with a DC 5 to avoid automatically Attuning when he makes direct physical contact with someone ('someone' in this case meaning a human, or a sentient being close enough to human that they could realistically be a Foundation agent.) The following effects occur when Anah is Attuned to someone:
    • Anah's appearance shifts to be closer to the Attuned-to person The change is greater the deeper the Attunement.
    • Anah receives a small flood of fuzzy memories, personality quirks, and emotional impressions when first Attuning to someone. Focus on the part of both parties can make these impressions clearer and more specific.
    • Anah chooses one Specialty from the Attuned-to person. Anah can now mimic that specialty, with the exception that it is treated as a Rank 1 spec and the bonus is modified accordingly.
    • Anah can use their resonance with someone to heal himself slightly. When Attuning to someone, Anah can roll a 4df+3. He then regains hitpoints equal to half that roll, divided up as he likes between phealth and mhealth. This healing can only be used 3 times per run/event.
  • A Cave Full of Echoes: Flaw. The constant stream of tones from the world around him has slowly ground down Anah's mental health. Anah's Mhealth is set at 6, the highest mdef he can buy is 5, and the highest he can possibly roll on mdef is +10. In addition, there is a risk to attuning too deeply to a certain person. After healing a total of 13 health or more from the same person over the course of the game, Anah must roll mdef with a DC of 5 or get 'locked in' with that person. once locked in, Anah is subject to the following changes:
    • Anah's appearance is now almost incidental to that person, and he begins carefully mimicking their demeanor and nature.
    • Anah can now not attune to people other than the one he is locked into, and they are the only one he is able to mimic or heal from.
    • Anah's ability to mimic a spec upgrades from Rank 1 to Rank 2 as a maximum, provided that the spec being mimicked is not a Rank 1 spec.
    • In order to unAttune from someone he's locked into, Anah must spend 1 Xp and at least 1 day of downtime with the Bells (see equipment and history).

Gear:

List everything your character carries on their person here. Be reasonable.

  • Driver's gloves.
  • A survival knife.
  • A small pistol, easy to conceal.
  • A revolver.
  • A multitool.
  • A compass and other navigating gear.
  • Emergency rations.
  • A flashlight, which can be mounted to wear on your head or hat.
  • Rope.
  • A logbook.
  • A small, handheld camera.
  • Probably a phrasebook for wherever he's visiting.
  • A bracelet made out of some weird teeth. Iguana, maybe?
  • A nifty Indiana Jones hat.
  • Binoculars.
  • First-aide supplies.
  • Duct tape.
  • A large backpack he takes on expeditions.
  • The Ghostaxe~ (presumably no longer anomalous besides having been used to kill ghosts)
Equipment:
  • The Bells: no actual power, just serves as a flavor trapping for the anomaly. Three metal spheres covered in a thin sheet of glass, very smooth, about the size of a basketball. When Anah focuses on one, the sphere hovers up to six inches off the ground and emits, a clear, sharp, silvery humming sound.
  • Tactical Crowbar - Slightly concealed blunt melee weapon, akin to a rod. Can be used with strength to open doors and similar, at GM discretion.
  • Cool Shades - Really cool sunglasses. High fashion stuff. Slight UV protection.

Possessions:

  • A good, sturdy suitcase absolutely covered in stamps from all the places its been.
  • A chest.
  • A small collection of souvenirs and curios from all over the world.
  • A collection of books on planes, boats, navigation, other countries, and ancient cultures. Hidden behind these may be a few romance and pulp novels.
  • A scrapbook full of photographs, some of them containing Anah.

Personal History:

Anah's personal recollection of his early life is fuzzy, but he's been able to piece together most of it with the Foundation's assistance. He was born in 1926 to an upper-class family in Britain. He had a pleasant - if somewhat protected and sheltered - childhood. With the outbreak of war, Anah joined the military in service of his homeland, doing his time with the RAF. He did alright, neither poor or excellent enough in his service to be of particular note.

With the end of the war, Anah found himself looking for a purpose in his life. He decided to take up travel, sponsored by his family's deep pockets and justified to them as an attempt to break out of his shell and experience new things after being so reserved as a child. He took to it like a duck to water, and what started as a single voyage to a handful of countries became a lifestyle. Anah has even found some rough drafts he wrote that could have been chapters in a book, turning his explorations into a career.

Eventually, simple travel paved the way to other modes of adventure. Between the bits and pieces of research he self-studied, and a few coins in the right pockets, Anah was able to find his way into a series of archaeological expeditions. In the latest of these (mis)adventures, Anah and his crew explored an ancient and nigh-forgotten temple on a Greek island. Within the structure, the group found the Bells. Something triggered a wave of energy which blasted out from the Bells, knocking the whole group unconscious. When they awoke, the Foundation had taken control of the site. The others were checked out and sent on their merry way, having forgotten the whole incident. Anah, however, found that his personal memories were rather muddled compared to what they should be, and that he was able to hear strange humming coming from everyone around him…

Languages

Any languages your character speaks. English is required. Languages should be justified by background or academics.

  • English
  • Greek
  • French
  • Spanish
  • Ancient Greek (shaky)
  • Latin (shaky)

Miscellaneous:

Interestingly, a consistent character trait that never seems to get covered up is Anah's love of chocolate mouse.

XP: 0

How much XP your character currently has. Also list any XP you have received or spent, and where it came from or where it went.
Name of Source/Purchase XP Change Date
Mamoru Mansion +8 6/27/2017
Crowbar and shades -8 6/27/2017
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