Barclay MacCallum

Basic Info:

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Sketch of MacCallum, ca. 1955.

Player: TeslaTornado

Position: Man of the Mendicant Order of Saint Longinus, defrocked

Demeanor: A quiet and solitary figure, typically lost in thought. Polite, but somewhat out of touch. Kind, thoughtful, and always manages a vested interest in the affairs of those around him. Troubled, but resilient. Questions his own faith but accepting of others'.

Nature: Believes in the intrinsic good of humanity, though he knows the ease to which they can fall to temptation. Worried for the future, but acknowledges that he has no place in it. Wants to ensure that mankind lives in peace, regardless of the prices he must pay.

Description: A withered-looking old man at first glance, Barclay is a rail-thin, 5'10" man with shoulder-length grey hair and watery blue-grey eyes. He typically wears clothes similar in style to the late Victorian era, or the early Twentieth century, made of homespun wool or cotton (season depending), tailored for mobility and functionality. These clothes have, over time, worn out around the edges, only further adding to his roughed-up, worn-out appearance. Nevertheless, there are moments where he seems possessed of an incredible vitality, when his shoulders don't slump quite so much and he carries himself taller. These moments are something of a spectacle.

Stats:

You have 36 points to distribute among Basic and Pseudo-Specialty Skills. Please follow the guidelines on the Game Mechanics page. Erase any skills you have no points in.

Health
  • Physical Health: 7
  • Mental Health: 7
Basic Skills
  • Physical Defense: 4
  • Mental Defense: 4
  • Perception: 3
  • Agility: 4
  • Strength: 3
  • Intimidation: 2
  • Persuasion: 2
Pseudo-Specialty Skills
  • Melee: 4
  • Ranged: 4
  • Academics: 4
  • Medical: 2
Specialty Skills:

You have twelve 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.

  • A Palaver Held Through The Veil: 4. As much as violence and force come to play in the world of regulating the supernatural world and its interactions with the mundane one, so too do diplomacy, politics, and negotiation. The Mendicant Order, though combative by nature, also serve as representatives of mankind and the Catholic Church, and just as often had to work as diplomats as they did as soldiers. As such, when dealing with sapient anomalous entities from established cultures (vampires, fae, etc.), Barclay gains a +2 bonus to Persuade and a +2 bonus to Intimidate rolls.
  • We Hold In Our Hands The Instruments of Our Lord's Will: 4. The martial arts are part of the basic training of every member of the Mendicant Order. A member was expected to know their chosen weapons as they would know an arm or a leg, so that their skill in combat would be exceptional. Unfortunately, the nature of this weapons training - choosing a single type of weapon to learn, and focusing only on that weapon type - leaves a great deal to be desired in terms of versatility. When fighting with a revolver or any European/Western sword, Barclay gains a +2 to Ranged and a +2 to Melee.
  • This Frail Flesh: 2. Either by willing introduction or unintentional exposure, each member of the Mendicant Order has been modified by the things they've fought in one small way or another. Every man and woman builds up a small degree of tolerance to the anomalous, Barclay being a particular example of this. Barclay's body has a +2 resistance to physical and psychological attacks of an anomalous nature (though this affords him no protection from regular damage like maws, claws, bullets, and blades). In addition, stat penalties inflicted via anomalies are reduced by one - this doesn't apply to being hamstrung, poisoned, or otherwise handicapped by mundane means.
  • Rally Beneath My Banner: 2. A stalwart and steady presence is a great boon in the darkest of times. Just the knowledge that a comrade-in-arms is right behind you can occasionally rally those of weaker spirits, can compel them to overcome their shortfalls and become something greater than they would believe. When the party is confronted with non-anomalous fear or panic effects that would otherwise cause MDEF damage, Barclay can roll this skill to rally his team's spirits, potentially negating or reducing incoming damage.

Gear

  • Clothing: Greatcoat with cape, suit, waistcoat, cravat, John Bull-style top hat, and riding boots
  • Colt Walker Revolvers: A matched pair of Colt Walker patterned black-powder revolvers, custom-forged for Vatican enforcers such as the Mendicant Order. Chambered in .44, with suitable caps, bullets, and powder for short engagements. Ammunition types include:
    • Standard (lead)
    • Silver-treated (Lead-cored bullets plated with silver)
    • Phosphor rounds (Jacketed white phosphorus bullets)
    • Cold iron (Solid iron)
  • Pattern 1796 Cavalry Sword: Cold iron-forged blade with leather handle wrap.
  • Breastplate: Cold iron duplex-styled cavalry breastplate, worn over underclothing and beneath overcoat, only worn when conflict is a certainty.
  • Royal Army Musette Bag: For storage of miscellaneous items. Currently holds seven small phials of holy water and a King James Bible.

Personal Effects

  • Bedroll
  • Toiletries
  • Seasonally appropriate clothing

Languages:

  • Spoken: English, Latin
  • Read/Written: English, Latin, German, some Hebrew/Aramaic

Personal History:

The life of Barclay MacCallum has been a long and strange one. Born in Edinborough in 1892 to a family of Catholics (of all things), MacCallum was groomed for priesthood from a young age, spending his youth reading the Bible and various other theological essays and religious doctrines. He went to seminary school in the 1910s, and enlisted in the Royal Marines in 1914 as a chaplain. He spent the war in the trenches, watching men fight and fall, delivering sermons and last rites to the dead and dying, and in 1918 was relieved of service with honors.

Fate, such as it were, had other plans for Barclay. Rather than be allowed to take charge of a parish and live his days in relative peace and quiet, Barclay MacCallum was recruited to the Mendicant Order of Saint Longinus, an order of twenty men and women trained to combat and control threats to humanity in the name of God and Humankind. Barclay spent the years from 1920 to 1933 in the service of the Order, before an unfortunate and badly planned operation killed twelve of twenty and wounded three more. Ashamed of the defeat and scarred by the death of his brothers and sisters in arms, Barclay carried on, even as the Order slowly began to fade away, its numbers rising and falling, never to fully recover. In the late 1940s, the Order was disbanded by edict of the Catholic Church, as it was no longer able to effectively carry out its orders.

No longer able to carry on the life of a humble country vicar though, after having been trained in the ways of war and sent to fight a horror beyond mankind's comprehension, though, Barclay simply became a peregrine traveler, a gun-for-hire, keeping an ear and eye out for rumors of danger and fighting against the encroaching darkness that waited beyond the veil of human comprehension. In 1956, his talents were scouted by the Foundation, and he was hired and assigned to MTF Psi-7.

Miscellaneous:

XP:

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