Scarecrow Jackson

Player: TheRyter
Position: Destructive Reality Anchor

Demeanor: Manic. Has a cultist feel about her that is only intensified by a strange obsession with clowns. Has a very short fuse as well.

Nature: They are obsessed with clowns, has a very short tempered, easily angered and is slightly bipolar.

Description: Thin but muscular build, always wears a purple bracelet, very pale skin and messy hair


Characters have 0 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.

  • Physical Health: 20
  • Mental Health: 10
  • Strength: 3
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 0
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 0
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence:1
    • Perception
    • Insight
    • Logic
  • Education: 1
    • Science
    • Engineering
    • History
    • Survival
    • Medicine

You have 0 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.

  • Living Tank: 2. Given the fact that Scarecrow has such high strength, Physical health and his immunity to psychic interference he can charge right through Ranged weapons fire without a scratch on him.
  • Cultic Ally: 1. Scarecrow may not look it but he is fairly intelligent and well versed in history especially when it comes to occult history, combined with his skills for intimidation any religious group will not be hostile to him after speaking with him.
  • Sadistic Rage: 3. When Scarecrow is Angry then you'd better run away and not look back for a while because if his Physical health falls below 10 or his mental health falls below 5 then everyone within his melee range is going to get twice as much damage as the health he lost regardless of whose side their on. and by his next turn he will gain exactly 1 point of physical and mental health each but be unable to do anything else on his turn
  • Reality Anchor: 2. No one is quite sure as to why but Magical Anomalies have no effect on Scarecrow. And the lower his mental Health is the more powerful his melee damage is against reality Benders.


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Missions | Equip Points: 0

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