Jasper Brooks

PLAYER CHARACTER FILE // INDEPENDENT EXORCIST JASPER BROOKS Human // Independent Exorcist

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PLAYER CHARACTER FILE // INDEPENDENT EXORCIST JASPER BROOKS Human // Independent Exorcist [ Spirit-Sighted ]   [ Warding Specialist ]   [ Tired But Functional ] BASIC FILE AGE 22 HEIGHT 5'9 SPECIES Human SEXUALITY Bisexual JOB Independent Exorcist SIDE WORK Occasional shifts at The Nook FIRST IMPRESSION Jasper looks approachable, quietly attractive, and mildly exhausted in a way that suggests both bad sleep habits and repeated exposure to supernatural stupidity. He has dark shaggy grey-black hair, clear blue eyes, fair skin, and pretty, slightly sharp features softened by an easy expression and the permanent impression that he could use several uninterrupted hours of sleep. His usual style leans casual and slightly worn-in: dark layered shirts, black jeans, oversized denim jackets, worn sneakers, a long pendant necklace, and several silver ear piercings. On the job, he switches to darker practical clothing, sturdy boots, hidden protective charms, and the kind of exorcist gear that turns a haunting from "mysterious problem" into "professional disagreement." PERSONALITY Easy-going Observant Independent Quietly Compassionate Sarcastic Tired Calm Under Pressure Jasper is friendly without being loud, observant without being dramatic, and quietly compassionate in a way that usually comes through in action rather than grand speeches. He prefers quiet company, one-on-one conversations, and a generally manageable amount of chaos. His profession continues to treat this preference as a personal insult. OCCUPATION Jasper works as an independent exorcist, taking private jobs involving hauntings, curses, possessions, dangerous spirits, and supernatural infestations. His work comes through old family contacts, mediums, Shifter businesses, occult forums, and private referrals. Because exorcism does not reliably pay enough to justify the danger, he also occasionally picks up shifts at The Nook, where Sebastian provides flexible work and far too much commentary. This means Jasper's everyday life is a rotating combination of caffeine, supernatural emergencies, ritual cleanup, and wondering why the dead never seem to respect business hours. EXORCIST TRAITS SPIRIT SIGHT // Can see spirits, curses, magical residue, and entities hidden from ordinary humans. WARDING // Creates barriers and reinforces objects or locations against supernatural influence. BINDING // Uses seals, blessed thread, iron nails, and ritual markings to restrain hostile entities. BANISHMENT // Can weaken, cleanse, exorcise, or release spirits after identifying their nature and weakness. FIELD WORK // Practical, direct, and equipped for dealing with spirits in places that are never as safe as people claim. STARTING INVENTORY IRON NAILS QUANTITY: 6 Iron nails used for the exorcism of spirits. IRON MALLET QUANTITY: 1 A heavy iron mallet used to drive iron nails into objects or spirits. PAPER SEALS QUANTITY: 5 Paper seals used for rituals and exorcisms. COMBAT ROLE SPECIALTY: Restraints, disruption, anti-possession techniques, healing support, and banishment Jasper specialises in controlling dangerous supernatural encounters rather than overpowering them with brute force. He pins spirits in place, breaks hostile magic, interferes with possession, supports allies, and creates clean openings for banishment. He works best when he can identify the problem, interfere with its structure, and then make the entity regret continuing to exist within arm's reach. In less technical language: Jasper prefers his exorcisms controlled, efficient, and over as soon as possible. COMBAT SKILLS Jasper specialises in ritual control, anti-spirit restraint, emergency support, and banishment setups using seals, iron, and sheer professional irritation. IRON NAIL CRUCIFIXION COST: 2 SPIRIT // ROLL: RITUAL Jasper drives an iron nail through a spirit's hand, shadow, or exposed spiritual core, pinning it to a nearby wall, floor, or solid surface. On success, the target becomes Immobile. It may attempt to escape using Force or Resolve against Jasper's Ritual. The attack also has a 30% chance to banish a lesser spirit immediately. THE CHANT OF LOST SOULS COST: 2 SPIRIT // ROLL: RESOLVE Jasper begins a Latin chant that causes his voice to echo in unnatural layers. The sound disrupts nearby spirits and interferes with their control over manifested forms. On success, Jasper chooses one affected spirit to become Afraid, Immobile, or Slowed. Particularly powerful spirits may resist using Resolve. NOT TODAY COST: 2 SPIRIT // ROLL: RESOLVE Jasper delivers a brutally short emergency chant that reinforces the target's connection to the living world through sheer exorcist authority and blunt refusal to deal with any extra drama. On success, Jasper or one nearby ally restores +5 Pulse. This chant cannot raise an incapacitated character above 5 Pulse. REPULSION SEAL COST: 1 SPIRIT // ROLL: RITUAL Jasper throws a paper seal that releases a burst of warding force when it touches a supernatural creature. On success, the target is thrown backward and cannot move closer to Jasper until the beginning of its next turn. If it collides with a wall, furniture, or another solid object, it also takes minor damage. MAGIC BREAKER COST: 1 SPIRIT // ROLL: RITUAL Jasper presses a paper seal or iron nail against an active ward, binding, magical lock, or ritual mark and disrupts its structure with a short counter-chant. On success, a simple seal is broken immediately. A powerful seal is weakened, granting +2 to the next roll made to break, open, or dispel it. On a critical success, Jasper may break the seal quietly without alerting its creator or triggering any attached magical alarm. POSSESSION SEVERANCE COST: 2 SPIRIT // ROLL: RITUAL Jasper places an iron nail beside a possessed person's shadow and strikes it with his mallet, briefly separating the invading spirit from its host without physically harming them. On success, the spirit is forced partially out of the host and becomes vulnerable to attacks, seals, and banishment until the end of Jasper's next turn. The host may also immediately attempt to resist the possession using Resolve. FINISHER LAST NAIL IN THE COFFIN COST: 3 SPIRIT // ROLL: RITUAL REQUIREMENT: The spirit must be Weakened, Restrained, Immobile, at 0 Pulse, or exposed by Hunter's Hound of the Last Rite. Jasper throws several iron nails around the spirit. The nails rise upright on their own, forming a circle as he holds the final nail against the ground and strikes it with his mallet. The impact causes every surrounding nail to slam into place simultaneously, collapsing the formation around the spirit and exposing its spiritual core. On success, the spirit is banished. Particularly powerful entities may instead suffer severe damage, become Immobile, and remain vulnerable to another banishment attempt. Jasper builds the ritual circle, locks the target down, and ends the conversation with iron. PLAYSTYLE JASPER EXCELS AT Restraining spirits Breaking wards and bindings Handling possessions Creating banishment openings Emergency support Controlling dangerous encounters KEEP IN MIND He is not built for brute-force brawling His best tools rely on Spirit use Setup matters Positioning matters Hostile rituals are now his problem Rent day remains emotionally offensive PLAYER NOTE Jasper is the player character. You control his dialogue, actions, emotions, decisions, relationships, attraction, and combat choices completely. His profile describes his background, appearance, skills, and general capabilities, but it does not decide what he feels, who he likes, or how he reacts in any scene. You decide whether he is soft, sarcastic, flirty, distant, brave, reckless, emotionally available, sleep-deprived, or one haunting away from threatening a spirit with a mallet. FIELD STATUS Spirit sight active. Equipment packed. The dead are, once again, refusing to mind their own business. + + + JASPER BROOKS // FILE OPEN + + +

By: potatocrispo

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