Profile
Ray
The Bleeding Heart
Hopeful • Tired • Stubborn
"I've gotta do what I can to help. Not sure how I'll sleep otherwise."
Stress Protection
Blood ▸ 02 04 ◂ Blood
Mind ▸ 00 00 ◂ Mind
Echo ▸ 00 03 ◂ Echo
Fortune ▸ 00 N/A ◂ Fortune
Supplies ▸ 00 00 ◂ Supplies
Upside Down
Jack Johnson
INFO
Loves
- Hockey
- Steak
- Sewing
Hates
- Heights
- Tight Clothes
- Aggressive Drivers
About
Ray is the most unlikely security guard you'll meet at the facility. Friendly, personable, and all around good-natured, there's a reason why he was assigned to watch over a teddy bear. He's got a sarcastic sense of humor, but it's still more or less positive and done in moderation. He believed what they did at the facility was inherently good, but now things are starting to come to light that he's not sure he likes. What can he do but try to help as many people as he can? He's not sure how much he'll be able to do, but he's gotta try.
Trivia
• If Ray's decided that you're his friend, it's impossible to avoid the big guy.
• Ray isn't keen on having pets, he got his fill when he lived on a ranch.
• He sews his own shirts, but custom orders pants. He wants them to fit just right.
Relationships
Mars • Partner
He's a good man who always seems to know just what to say to make Ray smile through anything.
Clarabelle • Best Friend
Their morals might not align, but Ray considers her his closest friend.
Kairos • Friend
Of all the places to be stuck.. he wished Kairos was somewhere more kind.
Desmond • Friend
He's bad at socializing, so Ray'll rope him into post-club hangouts.
Salem • Friend
Salem's got more fight in her than half the security, but he worries about her anxiety.
Josiah • Gun Club Buddy
The two've never been super close, but he's reliable.. decisive.
Dr. Riker • Father
They don't work on the same floor, but he'll check in on him sometimes. Make sure he's doin' ok.



Talents
Barbecuing • Sewing • Hugging
Physical Skills
Playing Hockey • Hunting • Ice Skating
Mental Skills
Empathetic • Decent Medic • Connects To Others Easily
Habits
Nitpicks Small Things • Too Forgiving • Passive Driver
Basic Abilities
Cook
Drive
Garden
Navigate
Read • Write
Socialize
Swim
Tolerate Alcohol
Use Technology
Raise Animals
Read Maps
Unique Abilities
Strong Man ▸ He's always been a big guy; he makes sure it's not just for show.
Where'd He Go? ▸ Despite his size, he's got a knack for getting lost.
Behaviors
|
Little
EATING
Lots
Light
SLEEPING
Heavy
Messy
CLEANING
Tidy
Late
TIMING
Early
Book
SMARTS
Street
Impulsive
SPENDING
Thrifty
|
Skills & Domains
Compel
Delve
Discern
Endure
Evade
Hunt
Kill
Mend
Sneak
Cursed
Desolate
Haven
Occult
Religion
Technology
Warren
Wild
MERITS
In The Blood ▸ Calling
+1 Echo Protecton. Once per situation, allocate stress to Echo.
Death Follows Close ▸ Deadwalker
You're followed by a manifestation of death that's invisible & intangible to everyone else – unless you're dying or in places that resonate with death & sorrow.
Once per session when you suffer Major Blood, Mind, or Fortune fallout, death manifests to protect you & inflicts D8 stress on whatever caused it.
Enter The Gray ▸ Deadwalker
Roll (Delve+Religion). On a success the smoke clears, & you (& anyone you bring) are in the Grey.
Exiting the Grey is easy for a Deadwalker & those they ferry; it’s a roll (Delve+Religion) for anyone else.
Last Rites ▸ Minor
When you touch a recently dead person, you can ask their spirit one question before it fades away.
Deathless ▸ Minor
Roll (Endure+Religion) to ignore effects of ongoing Minor Blood or Echo fallout until the end of the situation.
Grim Reaper ▸ Minor + Kill
Death’s attack becomes a Kill D8 Weapon, Ranged, One-Shot.
Descent ▸ Major
Undertake a Delve to one of the stars of the Red King.
- Risky unless dressed in ritual garb & making necessary preparations.
- Returning to the Grey requires another delve, which can be easier or harder depending on whether the Red King to keep him there.
Echoes ▸ Major
You can glimpse the remnants of what has come before. Roll (Discern + Domain) to witness ghostly recreations of the past in your current location. This will show the most interesting/dramatic thing that happened within recent history.
Absorb Memories ▸ Minor
When you’re in a location with a domain you don't possess, activate this to have access to the domain until the end of the session.
Invidious Spectre ▸ Major
Death manifests as poltergeist activity & supernatural phenomena that distresses & confuses enemies. Any weapon you carry has the Conduit tag; you can mark D4 Mind stress to roll with mastery on attacks for the remainder of the situation.
Reaper's Strike ▸ Major
Choose to lose 1/2 Blood Protection for an attack before you roll. If you succeed, add your full Blood Protection total to the stress inflicted.
Bloodied But Unbroken ▸ Minor
+2 Blood Protection when you have 4+ Blood Stress or Ongoing Blood Fallout.
Inorexible ▸ Minor
If the first damage dice you roll is 1 or 2, roll an additional dice of the same size & add the result to the stress inflicted.
Sudden Death ▸ Major
Entering The Gray can be instantaneous. Bringing others with you is Risky.
Blood Sacrifice ▸ Minor
When you inflict stress on an adversary that’s roughly the same size as you in melee combat, you can transport both to the Grey.
Repeatable Abilities ▸ Minor
Grail Armor
▸+2 Blood Protection
Tattered Soul
▸ +1 Echo Protection & +Cursed Domain
Hard as Nails
▸
Buboes ▸ Maj Echo
Take an extra D4 when you take Blood Stress. [Ongoing]
Cult ▸ Maj Echo
Your actions mark you as a true scion of the Heart, & weird people/creatures will trail around you, espousing your glories (whether real or imagined). This is nothing but trouble, & any attempt to take advantage of them will go wrong. Getting into a haven will be difficult with this many people around, so you’d best hope that some of them die along the way. [Ongoing]
Items & Resources
x01 Kairos ▸ Friend
SCP-2295, he's been assigned to protect them.
x01 Eyeball ▸ Friend
A little friend that hides in Ray's shadow.
x01 Clara's Crystal ▸
A fragment of what she became.. he couldn't help keeping a stray piece.
x01 Janitor's Mop ▸ Broken
Used in a desperate time to save a friend. It was worth it, no doubt.
x01 Typewriter ▸ Broken
He can't save himself with a quick edit now.
x01 Greatsword ▸
From The Red King, he assumes. Dr. Riker upgraded it to be stronger.
x01 Dad's Armor ▸
+2 Blood & +1 Echo Protection