[hider=Jeremiah Dupree] [hr][hr][h1][b][i][color=bc8dbf][center]Jeremiah Dupree[/center][/color][/i][/b][/h1] [center][img]https://fyeahhistory.files.wordpress.com/2019/03/img_4800-e1559725943971.jpg[/img][/center] [hr][hr][h3][b][i][color=bc8dbf][center]Character Summary[/center][/color][/i][/b][/h3] [color=bc8dbf][b]Name:[/b][/color] Jeremiah Dupree [color=bc8dbf]Aliases:[/color] "Professor", "Doctor", "Jerry" | "Emilia Dupree" [color=bc8dbf][b]Age:[/b][/color] 38 [color=bc8dbf][b]Gender:[/b][/color] Male [color=bc8dbf][b]Birthplace:[/b][/color] Portland, Maine [color=bc8dbf][b]Residence:[/b][/color] Arkham, Massachusetts [color=bc8dbf][b]Occupation:[/b][/color] Professor of Anthropology at Miskatonic [hr][hr][h3][b][i][color=bc8dbf][center]Appearance and Physical attributes[/center][/color][/i][/b][/h3] [table=bordered] [row][cell][center][color=bc8dbf][b]⊰Strength⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24881]50[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Constitution⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24883]55[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Size⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24884]70[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Dexterity⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24886]50[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Appearance⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24882]40[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Hit Points⊱[/b][/color] [i]12[/i][/center][/cell] [/row] [/table] [color=bc8dbf][b]Physical description[/b][/color] [b][color=bc8dbf]Height:[/color][/b] 5'5" [b][color=bc8dbf]Weight:[/color][/b] 170 lbs [b][color=bc8dbf]Build:[/color][/b] Somewhat heavyset [b][color=bc8dbf]Eyes:[/color][/b] Green [b][color=bc8dbf]Hair:[/color][/b] Red-orange [b][color=bc8dbf]Skin Tone:[/color][/b] Pale, what one would consider 'white' [b][color=bc8dbf]Tattoos/Scars/Piercings:[/color][/b] A scar on his right palm, from index finger to the other side of his wrist; he has no idea how he got it. [b][color=bc8dbf]Personal Style:[/color][/b] Fairly formal - even when "dressed down", he wears a vest and tie. [hr][hr][h3][b][i][color=bc8dbf][center]Psychology and Mental Attributes[/center][/color][/i][/b][/h3] [table=bordered] [row][cell][center][color=bc8dbf][b]⊰Intelligence⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24887]80[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Education⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24888]65[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Power⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24880]70[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Luck⊱[/b][/color] [i][url=https://www.roleplayerguild.com/rolls/24885]40[/url][/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Sanity Points⊱[/b][/color] [i]70[/i][/center][/cell][cell][center][color=bc8dbf][b]⊰Magic Points⊱[/b][/color] [i]14[/i][/center][/cell][/row] [/table] [center][i][color=00a651]Determined[/color] * [color=ed1c24]Skittish[/color] * [color=00a651]Intelligent[/color] * [color=ed1c24]Paranoid[/color] * [color=00a651]Protective of others[/color] * [color=ed1c24]Reckless[/color][/i][/center] [b][color=bc8dbf]Sexuality:[/color][/b] Asexual [b][color=bc8dbf]Relationship Status:[/color][/b] Single [b][color=bc8dbf]Personality:[/color][/b] Jeremiah is the determined sort, feeling that there must be some greater underlying truth to the universe and that he must only push harder against reality to discover it. While he is much more hesitant to push this determination when others are in need of him, his own safety means little to him in the pursuit of knowledge. He is something of a bookworm, preferring older texts to more recently published works due to a belief that the sudden surge in 'science' has led people to ignoring what should be obvious patterns and truths. Jeremiah is fond of drawing connections that others may not notice, especially between cultures on entirely different continents. What these connections may mean is not known but he'll do as much studying and research as needed to understand their meaning. While he can talk about his research for days, he has a harder time talking about more mundane topics. He does his best to avoid seeming rude, though, letting others talk and trying to feign interest and curiosity. It can frustrate him, though, that people appear to need to preface anything important they're saying with small talk. Eye contact especially bothers him - ever since his trip to Ireland, he often feels watched and having to make eye contact only intensifies the sensation. He recognizes it's considered a sign of respect in U.S. culture, but that does little to diminish the feeling. [b][color=bc8dbf]Habits:[/color][/b] Chewing fingernails especially when nervous (they're usually bitten down to the quick), avoiding eye contact, keeping curtains closed [b][color=bc8dbf]Hobbies:[/color][/b] Playing viola, whittling soap [b][color=bc8dbf]Greatest fear:[/color][/b] [list] [*]Birds, especially crows[/list] [b][color=bc8dbf]Likes:[/color][/b] [list][*] Music [*] New inventions [*] Taxidermy [*] That new book smell [*] Unsolved mysteries [*] Warm socks[/list] [b][color=bc8dbf]Dislikes:[/color][/b] [list][*] Crows [*] The smell of smoke [*] Destroying people's property [*] Chuches [*] Masks [*] Wet socks[/list] [hr][hr][h3][b][i][color=bc8dbf][center]Cards On The Table[/center][/color][/i][/b][/h3] [center][color=bc8dbf][h2]Skills[/h2][/color][/center] Call of Cthulhu is notorious for its long list of skills, but it will become manageable for you in no time! Here is the official list of skills used in Call of Cthulhu 7th Edition with the base percentage chance of success listed. Just give me a call during character creation and in-case you need some help. I'm more than happy to help! [hider=Skills] [list] [*]Accounting - 05% [*]Anthropology - 75% [*]Appraise - 05% [*]Archaeology - 01% [*]Art/Craft (Forgery) - 45% -Insert craft if specified by your occupation. [*]Charm - 15% [*]Climb - 20% [*]*Credit rating - 40% -Based on your occupation. Occupation skill point must be used to raise your credit rating. [*]Cthulhu Mythos - 00% -Cannot be raised by normal means, only by being exposed to the Mythos. Increased skills in CM reduced your maximum sanity. [*]Disguise - 05% [*]Dodge - 25 % -Can be added onto with skill points during character creation. [*]Drive auto - 20% [*]Electrical Repair - 10% [*]Fast Talk - 05% [*]Fighting (Brawl) - 25% -Other means of fighting may be added here during character creation. [*]Firearms (Handgun) - 20% [*]Firearms (Rifle/Shotgun) - 25% -Other forms of firearms may be added here during character creation. [*]First Aid - 30% [*]History - 05% [*]Intimidate - 15% [*]Jump - 20% [*]Language (Other) - 65% (Latin) -May be added during character creation, either from your occupation or personal skill. [*]Language (Own) - 75% [*]Law - 05% [*]Library Use - 70% [*]Listen - 40% [*]Locksmith - 01% [*]Mechanical Repair - 10% [*]Medicine - 01% [*]Natural World - 10% [*]Navigate - 10% [*]Occult - 50% [*]Operate Heavy Machinery - 01% [*]Persuade - 10% [*]Pilot - 01% -What type of pilot you are is determined by your occupation or personal skills. [*]Psychology - 42% [*]Psychoanalysis - 01% [*]Ride - 05% [*]Science - 01% -What field of science you are skilled in is determined by your occupation or personal skills. [*]Sleight of hand - 10% [*]Spot Hidden - 50% [*]Stealth - 20% [*]Survival - 10% -What climate and/or terrain you are skilled in surviving is determined by your occupation or personal skills. [*]Swim - 20% [*]Track - 10% [*][b]Additional slots of not listed skills[/b] [*] [*] [*] [*] [/list][/hider] [center][h2][color=bc8dbf]Weapons and Combat[/color][/h2][/center] [color=bc8dbf][b]Damage Bonus:[/b][/color] 0 [color=bc8dbf][b]Build:[/b][/color] 0 [color=bc8dbf][b]Dodge:[/b][/color] 25% [color=bc8dbf][b]Weapons:[/b][/color] [list][*]Unarmed: Regular Success (25%) - Hard Success (12%) Extreme Success (5%) - Damage (1d3)- Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A) [*]Weapon name: Regular Success - Hard Success Extreme Success - Damage - Range - Attacks - Ammo - Malfunction [*] [*] [/list] [b][color=bc8dbf]What Is On Your Person:[/color][/b] [list][*] Clothing - jacket, vest, dress shirt, tie, slacks, socks, loafers [*] Wallet - US cash, ID, photograph of primary school graduating class [*] Walking stick, topped with a deer's antler [*] Matchbox [*] Pocketwatch [*] Penknife - 4 inches long [*] Loupe [*] Coin of unknown origin, with a hole through the middle and tied onto a string; worn as a necklace [*] Gauze [*] Leather gloves[/list] [b][color=bc8dbf]Residence:[/color][/b][list] [*]Varied alchemical texts [*] Varied philosophical texts [*] Viola [*] Full-head mask of a long-eared owl [*] A variety of pens and inks [*] Reams of paper [*] Kerosene lantern [*] Oil can [*] Dictionaries of various languages used as translation aids [*] Car [*] Cat - tortoiseshell, named Autumn[/list] [hr][hr][h3][b][i][color=bc8dbf][center]History[/center][/color][/i][/b][/h3] [b][color=bc8dbf]What brought you to the detective agency, and why are you still there:[/color][/b] While Jeremiah isn't certain, he suspects it's his paper on a small Irish culture's traditions that grabbed the attention of TIME. He wrote a fairly detailed paper on the odd traditions and rituals the culture still carried out, and kept a lot of information on the final ritual they showed him to himself. He thinks they recognize how he left information out and, given the agency's interest in the supernatural, are hoping to learn what he's kept to himself. While it's a secret that he plans to take to his grave, he must admit interest in the supernatural and the kind of cases TIME prefers to investigate. As such, it's who will give in first - TIME with a genuine supernatural case, or Jeremiah with his secrets. Either way, he's a member of TIME with no intentions of leaving. [b][color=bc8dbf]Life before current day:[/color][/b] Jeremiah Dupree (born as Emilia, before changing his name in his application to Cornell) was born the only child to a sickly mother and an indifferent father. When his mother died, his father, preferring to focus on his work as a state senator rather than the difficulties of child-raising, sent his child to an all-girl boarding school in New York. It was there, with no contact from his father and relatively isolated from the ones who should've been peers, that Jeremiah developed his fascination with philosophy and a desire to understand the universe as a whole. He snuck texts from the nearby city's library and was often disciplined for having them when caught with them or caught sneaking out. During his second year, he met a girl named Alice who shared his interest in natural philosophy. Perhaps more importantly, where Jeremiah was isolated and perceived as strange by his classmates, Alice was sociable and able to make connections and friends. Jeremiah ended up making friends by association, and he and Alice headed a private club dedicated to the 'soft sciences' and educating interested girls in topics like philosophy, religion (outside of Christianity, which the school covered), anthropology, and psychology. When the school found out, Alice pulled strings with her parents to protect her fellow classmates from punishment, something Jeremiah has never fully repaid in his mind. Truly, he and Alice were close, and Alice was the first one he told about his true self. While it confused her, she accepted it, leaving Jeremiah even deeper in her debt. While Jeremiah was at the all-girls' school, his father passed away. He did not attend the funeral and has never regretted it. Instead, he made use of his inheritance to attend Cornell for a bachelor's degree, and later Johns Hopkins for a doctorate in anthropology. At Cornell, he often assisted professors with their work in anthropology and philosophy, and it was the former where he started noticing similarities in cultures distant from each other. At Hopkins, he focused on a small group in Ireland and even persuaded some students and a professor to accompany him to observe and learn about their rituals. The resulting paper was quite successful, though critics claimed there were significant gaps and it felt like information had been left out. The students and professors defended their work, saying it was what they were allowed to observe, though Jeremiah was conspicuously silent. Unlike the others, he had returned from Ireland with a full-head mask of a long-eared owl's head and a fresh fear of birds. Despite this, he persisted and earned his doctorate. He then decided to focus more on local cultures, which eventually led him to Arkham and Miskatonic University. [b][color=bc8dbf]Your belief in/encounters with the supernatural:[/color][/b] He's heard of Miskatonic's many spirits and ghost tales, though he's yet to witness any for himself. He's not been heavily dissuaded though - whatever he witnessed in Ireland has made him a firm believer in the supernatural. [b][color=bc8dbf]Ideology/Belief:[/color][/b] Superficially Protestant; Rationalist; socialist [b][color=bc8dbf]Significant people:[/color][/b] Alice Beechworth, his first friend. They still stay in touch via letters, as she went home to Rhode Island after their schooling was completed. She's married now, though Jeremiah was never romantically attracted to her - their current issue is the suspicion from her husband, Elmer. Honestly, he sees no real threat from Elmer, but if he ever was convinced Elmer's suspicion would lead to him hurting Alice, he'd risk everything to keep her safe. On the other end of the scale, in terms of importance but truly hated, is Jeremiah's father. He resents his father for choosing his career over his grieving child. Few can really upset Jeremiah, but his father still has that effect on him even beyond the grave. [b][color=bc8dbf]Meaningful location:[/color][/b] Jeremiah's home is his one truly safe sanctuary. [b][color=bc8dbf]Treasured possessions:[/color][/b] The walking stick, a gift from Alice when she heard he was going on trips overseas. [hr][hr][h3][b][i][color=bc8dbf][center]Extras[/center][/color][/i][/b][/h3] [b][color=bc8dbf]Character Quote:[/color][/b] "There is truth. And there is the illusion of the relative world. Each one of us can choose whether we would like to delve into and participate in the illusion’s adventures, or if we would like to know the truth." [b][color=bc8dbf]Theme Song:[/color][/b] [url=https://www.youtube.com/watch?v=T3UxNb_IX2o]Nox Arcana - The Raven[/url] [b][color=bc8dbf]Anything Else:[/color][/b] [url=https://www.roleplayerguild.com/campaigns/1015]Dice rolls[/url] [/hider]