John H. Watson, M.D.

Dr. Watson is a focused, non-terminal anthropomorphic manifestation,Class 4 Reanimator Possessor - with a brilliant moustach! Also... bodily - a decaying corpse...

Description:

The vessels he inhabits grow into a “Watson-esque visage” – moustachioed middle-sized man in his 40s, surprisingly reckoned fleet of foot, strongly build, square jaw, thick neck, thickset, though not ill-favored in success with women.

Having passed at age 87 (d. 1939) Dr. Watson’s visage slowly transforms vessels he inhabits to that of the “realized” version of himself – the Victorian Gentleman of early 40-something. When haunting objects, such as an average wine bottle over minutes to hours (dependent on the psychic resonance of the vessel) it molds to a more “Watson-esque” condition – ergo, the wine bottle becomes more squat and stout, the label wears a bit with classical Victorian styling and perhaps even an icon/graphic or illustration denoting the good doctor… When inhabiting a humanoid vessel the body takes on characteristics more directly of the man Watson was.

ASPECTS

Concept:
By hook or crook – I, ZOMBIE Dr. WATSON!
“MD, Surgeon, Dentist; an immensely talented healer, as a medical expert; crack shot and competent swordsman duelist; consulting detective and now a part of the afterlife… John is a man out of time, a true well rounded man of his Victorian times.”

Good Mode:
Good sirs, must I remind you my QUALITY OF HOLMES!
[Signature Aspect: “Elementary, my dear Watson” ]
“connecting the dots in clues through seemingly unconnected scene detail, adept at reading facial expressions, deductive analytical machine in training, ever the assistanting detective but adding his own unique medical/military viewpoint as well.”

Fair Mode:
Though I know not how, I am returned ONE FOOT IN THE GRAVE!
“We gotta Class 4 Corp(s) Reanimating Floater via Remnant Animating Possessor, entity is Dispersible and can be Summonsed. … uh it’s a zombie or something that’s starting to look like an old Victorian gentleman…”

Average Mode:
Stand aside dear madam, for I was a PORTLY PUGILIST!
“strongly built man, square jaw, thick neck; exceptionally talented boxer, surprisingly reckoned fleet of foot, able to hold his own against several opponents simultaneously; stout and thickset, though not ill-favored, in success with women.”

Omega Mode:
’Tis a curse and a boon, alas I am THE MARRYING TYPE
“though graying, a bit portly, out of modern style, stout and thickset – Dr. Watson is not ill-favored, in success with women. John has been married three times with more than a half-dozen engagements and a wealth of young lady suitors. The fairer sex is not his obstacle to overcome, he just finds himself in proposal situations through his own deep-felt emotion, the attractions of ladies, or even accidental betrothment! You may see the issues or advantages he being a Doctor and being manifested in Las Vegas… Though his heart will forever be with his wife Mary Elizabeth Watson née Morstan.”


MODES

+3: SLEUTH; M.D. [weird]

  • +5: Deduction, Provoke
  • +4: Empathy, Notice, Will
  • +3: Contacts, MD Surgeon & Dentist, Stealth

+2: HAUNT [weird]

  • +3: Haunt

+1: ACTION

  • +2: Combat
  • +1: Athletics, Physique, Vehicles

WEIRD MODE

SLEUTH; M.D. [Cost 11]

Dr. Watson is medical doctor and surgeon, an immensely talented healer. As a medical expert, he is perfectly aware of damage he or others do in combat – also able to recognize and give immediate and appropriate treatment to a wide range of illnesses and dysfunctions. Watson was not only trained by history’s greatest detective, he painstakingly followed each step in deduction acting as biographer and best (only) friend to Sherlock Holmes. While not the analytical machine his better was, Watson has an agile ability to cooperate and add to his companion’s understanding and solutions to mysteries and oppositions. Unlike his friend – Watson is quite intuitive to others’ emotions connecting the dots in clues through seemingly unconnected scene detail, adept at reading facial expressions.

ASSOCIATED SKILLS

  • Contacts (1)
  • Deduction (1)
  • Empathy (3)
  • Notice (1)
  • Provoke (1)
  • MD, Surgeon & Dentist (1)
  • Stealth (2)
  • Will (1)

New Skills

DEDUCTION (aka. the Game is Afoot!) (1)

OVERCOME Know things and solve problems with Leaps of logic that others may never make regarding clues related to the investigation in question. (as Atomic Robo Science).
CREATE ADVANTAGE Leverage your deductive reasoning and knowledge to create or discover details or aspects related to your chosen type of investigation, whether by time-consuming research or by suddenly recalling vital information.
DEFEND Defend Mental Stess/Consequences that is being inflicted on others with your deductive logic and assumption that the Game will be won!

MD, SURGEON & DENTIST (1)

OVERCOME Know things and solve problems related to the medical and dentistry fields…
CREATE ADVANTAGE Leverage your medical and dentistry knowledge to create or discover details or aspects related to your chosen field, whether by time-consuming research or by suddenly recalling vital information…
CREATE ADVANTAGE create an advantage against an opponent by observing and understanding their weak point, leverage your medical and dentistry knowledge to take advantage of a medical ailment or sensitive area on the subject…

WEIRD MODE

HAUNT [Cost 8]

An incorporeal entity ONLY able to interact with the physical world when inhabiting (Haunting) a vessel—not a ghost, of course. Ghosts aren’t real. Much more like an aware zombie, decaying the vessel – where the HECK Watson goes when “in-between” vessels is a scary thought that he doesn’t know and perhaps doesn’t want to know…

ASSOCIATED SKILLS

  • Empathy (3)
  • Haunt (3)
  • Provoke (1)
  • Will (1)

HAUNT SKILL (3)

OVERCOME Know things and solve problems related to being a ghost.
CREATE ADVANTAGE Leverage your ghostly horror to create advantage for Provoke skill.
CREATE ADVANTAGE Leverage your ghostly knowledge to create or discover details or aspects related to your chosen type of supernatural clue, creature or situation, whether by time-consuming research or by suddenly recalling vital information.
ATTACK Whereas Provoke may be used in Attack by fear/haunting, Haunt may actively draw energy from a vessel (item or person) damaging it Physically.
DEFEND Counter applicable physical attacks. – Shielding yourself and others you can see with mystical power of your spirit (taking any hit yourself).


STUNTS / MEGA-STUNTS

CHANNELING HOLMES [absolute ability]

[MEGA-STUNT: 2 Benefits = GM +1 FATE pts]
Watson steadfast as the consulting detectives assistant and best friend – part care and part ego-centric need to prove his mastery, the analytical machine mind of Holmes will assume control and provide detached solutions. Whether this is truly Holmes breaking the veil or not is unknown, but for the moment Watson’s visage and personality change slightly to match his friend and colleague!

  • Absolute Ability in Deduction.
  • +1 to Roll NOTICE (Create Advantage) or WILL (Overcome)
    [but at a COST: Watson can be Compelled for the remainder of the scene Watson become limited in emotional intuitions and any skills Holmes doesn’t share]

JOHNNY ON THE SPOT

[MEGA-STUNT: 2 Benefits = GM +1 FATE pts]
Watson can shift his spirit to a familiar previously haunted vessel; when a case and mystery calls John may appear intuitively where needed.

  • Roll HAUNT to be able to return to a previously Haunted vessel regardless of distance (this may be contested by magic/spirits/situation).
  • Spend a Fate Point to know the location and telelocate to a previously haunted vessel. (Unless under stress, telelocating to Watson’s derby is free.)
    [but at a COST: Watson can be Compelled to be be summoned away, exorcized or dispersed]

WORLDLY VESSELS; PHYLACTERY

[MEGA-STUNT: 3 Benefits = GM +2 FATE pts]
Watson may inhabit any object (including corpses) that have absence of spirit or may push his way in when spirits within is dormant (unconscious/weak); vessels slowly take on the visage of the consulting detective…

  • Roll HAUNT to Haunt inanimate objects within sight resistance 2 is Typical (difficult circumstances could be higher), usually unless in a stressful situation you wouldn’t need to roll. Must also spend a FATE point to inhabit an unconscious or weak spirited vessel.
  • ATTACK: Use PROVOKE to mentally attack someone with your ghostly haunting.
  • +1 to Roll HAUNT either Create Advantage or Overcome to “feel” any psychic-resonant details about an vessel you’re bond with item or situation it’s in. Each shift gains greater feeling/insights (note – these would not necessarily be fact, but deductions from situation/environment, such as remnant smells, sounds, or emotions surrounding vessel).
    [but at a COST: Watson can be Compelled and the vessels decay at a rate equal to energy dispensed]

ELEMENTARY, MY DEAR WATSON (QUALITY OF HOLMES)

STUNT [Signature Aspect]
When all the clues are arranged, whether pieced nicely or desperately assembled – Watson brings the “Ah Ha!” moment or the “summation” of events as he believes them to be based on the elements…

  • One free invoke and two Fate pts when compelled. Invoke: +2 skill after roll or Reroll all your dice or +2 benefit to another or Add +2 to any source of passive opposition.

BARE-KNUCKLE BOXER

STUNT
A highly skilled combatant, Watson is able to hold his own against several opponents simultaneously. Cutting his teeth as a member of the hard-nosed Blackheath Rugby tradition, John is an exceptionally talented boxer – a silver medalist through college and the war, just as comfortable in the ring abiding by London Prize Ring Rules or bare-knuckled in the slums of Whitechapel. Being a medical expert, he is also perfectly aware of damage he or others do in combat.

  • Spend a FATE point: Rule Exception to Combat Skill – When landing a punch in hand-to-hand Combat (Boxing) applications – you may spend a FATE point to bypass opponents open to check Stress boxes and give a Consequence. The opponent gains an aspect that represents the lasting effect incurred from the attack. The aspect remains on the character’s sheet until recovered from that consequence – treated like any other aspect (albeit usually unfavorable) aspect. No Free Invokes are awarded, however anyone (who knows about the punch) can Invoke this aspect by spending a FATE point.

Alternatively… (this as the above may be too powerful?? Due to Consequences being able to stack…)

  • Spend a FATE point: Rule Exception to Combat Skill – When landing a punch in hand-to-hand Combat (Boxing) applications, you bypass opponents open to check Stress boxes and give a MILD Consequence. You may not use this Stunt on the same opponent again as long as the first Mild Consequence remains. The opponent gains an aspect that represents the lasting effect incurred from the attack. The aspect remains on the character’s sheet until recovered from that consequence – treated like any other aspect (albeit usually unfavorable) aspect. This Aspect tags one free Invoke for this Mild Consequence – anyone (who knows about the punch) may use and can further be Invoked by spending a FATE point. Mild physical consequences don’t require immediate medical attention. They hurt, and they may present an inconvenience, but they aren’t going to force you into a lot of bed rest. On the mental side, mild consequences express things like small social gaffes or changes in your surface emotions. Examples: Black Eye, Bruised Hand, Winded, Temporarily Blinded.

STRESS

PHYSICAL 2
MENTAL 5


BUILD COSTS [30/30 pts]
-11 Sleuth Weird Mode
-8 Haunt Weird Mode
-9 Action Mode
-2 One Skill, Focus to Specialized (Deduction)
(Everyone bonus Skill Improved: Three Trained to Focuses option – Deduction, Haunt, Combat)


Bio:

A.E.T.H.E.R. biographer, Dr. John H. Watson, with these words being a summary from the reminiscences and conclusions of regiment case books.
—John H. Watson MD, late of the Army Medical Department


Colloquial: Grave Fiend
Classification: Ghost Legend
Category: Class Level IV
Type: Corporeal Reanimator (Zombie) + Floater via Remnant Animating Possessor (Dispersible)

Behaviors:
Attacks: Melee, Haunt (Fright)
Weakness: Summons, Dispersible

Manifestation Point:
Watson’s Bowler Hat – Canoptic Relic / Phylactery, a 1849 Lock & Co. “Coke” Derby
Watsons-Derby.jpg

Contact Note & Protocol
More zombie than disembodied spirit, relying more on what remains of their physical manifestation – from the psychic imprint of Dr. Watson.

Session 0
h2. PROLOGUE
Return to being of my corporeal self, bringing dear readers to the modern day.
[excerpts from historical autobiography]

In the year 1878 I took my degree of doctor of medicine of the University of London, and proceeded to Netley to go through the course prescribed for surgeons in the army. Having completed my studies there, I was duly attached to the Fifth Northumberland Fusiliers as assistant surgeon. The regiment was stationed in India at the time, and before I could join it the Second Afghan War had broken out. On landing in Bombay, I learned that my corps had advanced through the passes and was already deep in the enemy’s country. I followed, however, with many other officers who were in the same situation as myself, and succeeded in reaching Kandahar in safety, where I found my regiment and at once entered upon my new duties.

The campaign brought honours and promotions to many, but for me it had nothing but misfortune and disaster. I was removed from my brigade and attached to the Berkshires, with whom I served in the fatal battle of Maiwand. There I was struck on the shoulder by a Jezail bullet, which shattered the bone and grazed the subclavian artery. I should have fallen into the hands of the murderous Ghazis had it not been for the devotion and courage shown by Murray, my orderly, who threw me across a packhorse and succeeded in bringing me safely tot he British lines.

Worn with pain, and weak from the prolonged hardships which I had undergone, I was removed, with a great train of wounded sufferers, to the base hospital at Peshawar. Here I rallied, and had already improved so far as to be able to walk about the wards, and even to bask a little upon the verandah, when I was struck down by enteric fever, that curse of our Indian possessions. For months my life was despaired of, and when at last I came to myself and became convalescent, I was so weak and emaciated that a medical board determined that not a day should be lost in sending me back to England. I was despatched, accordingly, in the troopship Orontes, and landed a month later on Portsmouth jetty, with my health irretrievably ruined but with permission from a paternal government to spend the next nine months in attempting to improve it.

I had neither kith nor kin in England, and was therefore as free as air – or as free as an income of eleven shillings and sixpence a day will permit a man to be. Under such circumstances I naturally gravitated to London, that great cesspool into which all loungers and idlers of the Empire are irresistibly drained. There, I stayed for some time at a private hotel in the Strand, leading a comfortless, meaningless existence, and spending such money as I had considerably more freely than I ought. So alarming did the state of my finances become that I soon realised that I must wither make a complete alteration in my style of living. Choosing the latter alternative, I began by making up my mind to leave the hotel and to take up my quarters in some less pretentious and less expensive domicile.

On the very day I had come to this conclusion, I was standing at the Criterion Bar when someone tapped me on the shoulder and, turning round, I recognised young Stamford, who had been a dresser under me at Barts. The sight of a friendly face in the great wilderness of London is a pleasant thing indeed to a lonely man.

Session 1…

CASE #0013.07.2014
Professor Brinks and the Affordible Etherial Threat & Haunting Elimination Regiment.

John H. Watson, M.D.

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