Todd Sandoval

The Vessel

As the self-appointed bodyguard of the party, he’s no stranger to putting himself in harm’s way to protect the rest of them. Whether it’s a haunting gone wrong, a fight, or some sort of crisis, he’ll do whatever it takes to keep everyone else safe. Sometimes that means getting a little banged up, sometimes that means playing guard dog, and sometimes that means becoming someone else.

When he’s not running defense, or worrying about, uh, whatever it is he's been up to lately (such as whether he'll be waking up in a pool of someone else's blood, or finding out that he stabbed the fuck out of someone on the team, or, you know, other normal stuff), he can be found helping out around the house. While he is thoroughly banned from the kitchen, he does his best to ensure everyone’s comfort while they’re off-duty. After all, he's really a gentle giant — the six-foot-five man can’t be that scary if he’s fluffing your pillows, right?

...What do you mean there’s something else?

Fine, yeah. The other guys. Todd's mental menagerie — who, mind you, come with him everywhere, try to take over when he least expects it, and essentially act as his own personalized peanut gallery — have been with him for about as long as he can remember (which, in fairness, isn’t saying much). Whether it's Grov starting a fight that he doesn't even want to win, or Sybil texting his friends vivid descriptions of their deaths, he's being put through the wringer pretty much constantly. While he’s learned to live with them, they haven’t exactly returned the favor. And they really don't get along with the rest of the team — what is with their hatred for Spencer?



Todd's Playbook

Charm

-1

Cool

-1

Sharp

0

Tough

+3

Weird

+2

Special Moves:

  • Loyal Guard Dog: If something bad is going to happen to another party member, and you are with them, you may choose to throw yourself into harm’s way instead. Whatever was going to happen to them happens to you, and you mark experience.

  • Blank Slate: You may choose to let another consciousness pilot your body in your stead. Choose from the following:
  • Sybylla: When Sybil is in control, take -3 Tough, but gain +2 Weird and +1 Charm. You receive a detailed symbolic vision of something bad that is yet to happen, and you must relay this information to other party members.

    Grosvenor: When Grosvenor is in control, gain +2 Tough and +2 Cool. No matter how much harm you take, you can always keep going until the current fight is over. When the fight ends, all harm takes effect as normal, plus an additional 1 harm. You may not allow Grosvenor to pilot your body if Spencer is in your party.

    When you return to your body, you are exhausted. Take -1 on your next three rolls.

  • Shoot First, Ask Questions Later: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend your hold to:

    Inflict +1 harm on an opponent.

    Reduce a party member's harm suffered by 1.

    Take +2 forward on an Act Under Pressure roll

  • Weapons:

    Sledgehammer (3 harm, hand, heavy, blunt); Knife (1 harm, hand)

    Running On Empty:

    The more that you willingly leave your body, the higher the chances become that you won't get it back. Whenever you use your Blank Slate ability, roll the dice (no modifiers). If you roll below a 5, you must remain as either Sybil or Grosvenor for at least one full day. Take an additional -1 forward when you return.

    About

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