John Tarreman

Basic Info:

Player: Poke

Position: Researcher

Demeanor: Friendly and generous, but oddly reserved at certain times. Recently has become obsessed with fireflies, convinced that they're trying to send him a message.

Nature: Has trust issues and many phobias, but does his best to hide those things. Blames himself for the loss of his wife and child, despite knowing how irrational that is.

Description: A tall, slim man with overly messy brown hair, dark brown eyes, and usually a sly grin on his face. He usually wears the odd combination of a t-shirt, jeans, and a lab coat.

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: 3
  • Mental Defense: 4
  • Perception: 4
  • Agility: 3
  • Strength: 3
  • Persuasion: 5
  • Intimidation: 2
  • Bluff: 3
Pseudo-Specialty Skills
  • Ranged: 3
  • Academics: 2
  • Science: 4
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.

  • Weaseling Out: 4 Occasionally (more often than you might think) the situation arises in which some weaseling is needed to get out of a sticky situation. While he may not be the best liar or quick talker, John works spectacularly under pressure to dance in metaphorical circles around whomever he's negotiating with.
  • Ancient Cultures: 5 One of the few people in the world to take a real interest in such stuff, John prides himself on his knowledge of really old stuff, particularly cultural and religious aspects.
  • Clear-Headed: 3 John is unusually thick-willed, allowing him to make tough calls under stress, resist mental attacks and probes, remain cool in the face of danger, and the ever-important skill of being able to drink a shitton before actually getting drunk.

Possessions:

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

  • A variety of scientific and forensic equipment, including:
  • A small magnifying glass
  • A ruler
  • A bunch of pH test strips
  • A small notepad with a few pens and pencils
  • A flask
  • An old revolver from his time in the military (sometimes keeps it on him, sometimes in his room)

And everything that they keep in their room at Site 19. Anything that's not listed here or in the section above will be difficult for the character to retrieve.

  • Lots more lab equipment that do strange and sciencey things
  • A veritable library of books on all things ancient
  • A photo of his wife and child

Personal History:

Born in 1910, John Tarreman was poor from the start. His mother was single after his father walked out, and could barely afford to send him to school until the fifth grade. After a year of trying to take care of his mother, a school in a state all the way across the country offered him free tuition if he lived there. When he ultimately decided to go, he was surprised to discover the whole thing was an underground child labor business. John managed to get out and warn the local police, who shut down the operation. He was named a hero, and was given actual free tuition by the local school. When he graduated from college, he spent three years in the military. When he got back, he was unable to cope with returning to normal life, and went out drinking a lot. He rarely got drunk, but spent so much money he had to constantly move around and find new jobs. While working at a museum as a guard, he met a woman named Caroline. They began dating and got married in a year, having one son named Alonzo. John went out drinking less and less, and life was starting to look up for him, until his wife and son suddenly vanished off the face of the Earth. He tried going to the local police, but they couldn't find anything. He began falling back into alcoholism, and tried inquiring with higher authorities, until eventually a man showed up at his door. He explained he worked for the Foundation and told him that his wife and son were taken away by an anomaly that had been affecting people all over the world for several months. Then he said that John had three options: He could make John forget about the visit, he could make John forget about the visit and his family, or John could try to find them by coming and working for the Foundation. John agreed to work for them, and has been there as a researcher ever since.

Miscellaneous:

XP:

0

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