Boston Nix was born in Seattle, Washington in 1980 and grew up in a regular two parent household. Since birth Boston could be characterized by being driven by his curiosity. No matter what it was Boston wanted to know why. This was foundational in driving him to succeed in education to become a doctor and then a Professor in Chemistry at various universities depending on how his curiosity got him in trouble. Wife and kids never held as much interest as the quest to crack the secrets of the universe. One highlight was teaching (enter Jason's characters name) who would later save his life.
The Becoming was the turning point in Boston's life. Suddenly Boston was thrust uncerimonisly into the Supernal Realm of Stygia
Stygia is a dead Realm, and nothing moves in the realm of the dead. The realm is a place of quiet contemplation, the phrase, 'silent as the grave, and still as a tomb', is the most fitting description, souls awaiting their transition to whatever comes after death. In Stygia, souls of the departed wait in the graves to begin their journey to along the supernal path. Stygia is the realm located closest to the material world, here our souls are purged of all material desires they had while they are alive had in the Fallen World. No one may leave the shores of Stygia until they learn to let go of their old loves. Some shades of Stygia take longer than others, some move through almost instantly, others can take centuries.
Every Moros mage experiences the realm differently, but all agree that it is quiet and still. It is 'serene', 'peaceful' is inaccurate, which implies an air of benevolence. Beyond this air of tranquility, no two Moros agree on the physical nature of Stygia. The Kingdom of Crypts sometimes manifests as literal interpretation of its moniker, abounding with graveyards, tombs, even a few Egyptian or Mayan pyramids. (Remember not every culture views death in the same light as ours, the Egyptians worshipped and venerated their dead.) Stygia may also be a place of rugged white marble mountains, streaked with silver and gold.
The realm is ostensibly lit by pale, weak light, echoing the Fallen World's sun, filtered heavily through the omnipresent cloud layer. However, most of the real light of Stygia stems from the torches placed around the crypts, and funeral pyres place in and around crypts and graveyards, or from rock formations glowing with a pale inner light or reflecting the the radiance of the sun or the torches off the veins and ribbons of precious metals and mineral deposits.
Indeed, such materials are everywhere one looks in Stygia. Either from veins of gold, silver, or platinum, or clusters of gemstones big as a mountain or the riches within the tombs of its inhabitants, Stygia is a place of immense material wealth.
Great rivers of death flow through Stygia, although its inhabitants refuse to go near them. Following them downriver takes a traveler to the Watchtower of the Lead Coin; following them upriver is notably difficult. At some point the mage reaches a point where they realize that what lies further upriver is no longer Stygia. Some have theorized it's a Supernal Realm of pure Death with no Matter, while others suggest it may be Hell.
Boston wandered around Stygia for far longer than he realized. In Stygia he interacted with amazing and unique beings that answered every bit of curiosity of the physical world. Impressed with his absorption of knowledge the denizens brought him before the Lead Watchtower's book so he could sign his name and entwin his soul. Boston held the pen ready to sign when the old itch began to need scratching. He understood all he had wondered and all his old questions were answered but yet new question began crowding his mind of the other four Realms what mysteries did they hold? Was he missing out by choosing the Moros Path? His hesitation cost him because he was immediately thrown back into "reality" that was now a cage of lies separating him from the Supernal Truth in the Fallen World.
Everywhere he looks he knows its not the truth but The Lie as mages he traded with called it. He came to understand he was now a sleepwalker and useful to some mages but as the effects of the Becoming grew he was less and less useful to them. Eventually he choose freedom over a steady check and began travelling around his new America and seeing how the Fallen World was adapting. Vampires, werewolves, and changelings oh my!
With most centers for higher learning no longer standing much less accepting students to need professors, Boston has found a knack for scavenging to pay the bills while looking for clues to lead him back to the Watchtowers. By chance he was able to run into a old student in this new world in (Jason's character). He was traveling repairing things and could use a hand in chemicals at times and there is safety in numbers. Jason was able to help Boston by finding a niche market to capitalize on. This new world has more danger than before but less manufacturing facilities. Shells were easy to find spent but new rounds were scarcer than the limited supplies around. Boston scavenges for interesting items and picks up mounds of shells of various calibers, then uses his scientific skills to create a version of gunpowder . Jason built a gun press out of spare parts so a nice side business was born. A mutual admiration and good business has blossomed into true friendship.
Virtue Generosity Vice Curiosity
Merits
Spetsnaz Knife Fighting
Your character is trained to fight effectively with a knife. This particular form of martial knife training is based upon original Spetsnaz Russian Forces training. This training is now standard among many of the world’s Special Forces. It involves holding a single-edged knife in a downward (or “reverse”) grip. Maneuvers involve a lot of quick, fluid movements complemented by a mixture of slashing and stabbing toward vital areas.
Anticipate Attack (●)
Those trained in Special Forces knife fighting know to move fast before incoming attacks and in response to them. To do this requires a level of anticipation and strategy even before a combat begins. At this level, your character may substitute his Weaponry score for his Composure when determining his Initiative modifier. This is only during combat situations in which your character is using an edged or pointed weapon of Size 2 or under.
Advantageous Angle (●●)
Your knife-wielder knows how to make a feinted attack from the side or rear in a way that grants him advantage. While normally such attacks confer no bonuses, the character is aware how to deceive an opponent into mounting a Defense against an attack that isn’t coming — and then stage an attack from a different angle. The foe’s Defense is at –1 during such an attack.
Drawback: This maneuver can only be made every other turn.
Vital Attack (●●●)
Your character knows how to target his attacks to vital organs and other vulnerabilities. Attacks made with a knife have Armor Piercing 1, and penalties to hit specific targets or body parts (see “Specified Targets,” p.165 of the World of Darkness Rulebook) are reduced by one.
Slash and Stab (●●●●)
Your character’s deftness with a knife allows him to make two attacks against one target in a single action. The first attack is a slash, the second a thrusting stab. The first attack is made as normal, but the second suffers a –1 penalty.
Drawback: This quick maneuver leaves the character somewhat more vulnerable against the next attack coming toward him. His Defense is counted as being one less against the next attack.
Inspiring
Your character is able to rally others in times of great distress, renewing their courage and determination in the face of adversity.
Once per game session, your character can exhort those around him to redouble their efforts in the face of great stress or danger. Make a Presence + Persuasion roll. If the roll succeeds, any individuals who actively assist your character and who are within earshot regain one spent Willpower point (not to exceed their Willpower dots). The character may not use this Merit on himself, and may not use it on the same subjects more than once a day.
Eidetic Memory
Your character has a near-photographic memory, being able to recall vast amounts of observed detail with astonishing accuracy. You do not normally need to make a roll for your character to remember an obscure fact or past experience, unless he is under stress (such as in combat). Under stress, there is a +2 modifier on any Intelligence + Composure or other Skill-based roll (say, Academics, to remember a fact) for memory recall.
Mentor
This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character's mentor acts on her behalf, although the Storyteller determines exactly how. A mentor usually offers advice, allowing the Storyteller to use him to help guide your character through tough situations. A mentor may also use his influence or abilities to help your character out, although he probably wants to see his charge do things for herself. A mentor is likely to give up in disgust on a pupil who constantly asks for aid. Mentors may also ask for something in return for their assistance, which can lead your character into some interesting situations.
The number of dots purchased in this Merit determines the relative power, knowledge and experience of your character's teacher. One dot indicates a mentor with one or more specialized Skills and a small amount of experience in your character's field of interest. Two dots indicate a mentor with a wide range of capability and experience in your character's field of interest. Three dots indicate a mentor possessing a broad range of Skills, years of experience and significant influence in your character's field of interest. Four dots indicate a mentor who not only possesses a broad range of Skills and decades (or in some cases, centuries) of experience, he is also a preeminent figure with major influence in your character's field of interest. Five dots indicate a mentor with towering influence and power in your character's field of interest. A five-dot patron watches over your character and influences her life in ways both obvious and subtle, and likely has an agenda in which your character is pivotal.
Trained Observer
A Trained Observer can spot the smallest anomaly. No detail escapes his notice. With the one-dot version, the TO ignores mundane penalties of up to -3 on Perception rolls. The three dot version gives Perception rolls the Rote Action quality (9 Again)
Professional Training
Scientist - Science and Investigation
Networking (●) Contacts x2
Continuing Education (●●) 9 Again on Science/Investigation
Breadth of Knowledge (●●●) 3rd Asset plus 2 Specialties free
On the Job (●●●●)Free skill dot and a beat extra when I buy a skill dot
The Routine (●●●●●) Spend 1 willpower to reroll skill roll
Mentor Lincoln Jones werewolf