"I do like grey, easy to match colors with."
A renowned clothing designer in Vesper whose reputation has even drawn patrons from Dogwood, Varos Jenek otherwise remains for the most part a looked over detail by most, but another servant of the public, albeit the more fashionable side. For his polished speech and manners one might never guess that he'd grown up an orphan, and even less so that he is one of a choice number of those who now and then catch someone's eye to have been raised and honed into potential agents for the infamous Nighthand.
While Varos does do legitimate business, on occasion his special connections call upon his services as well. Sometimes it's simply a matter of changing figurative masks, and he likes to think he wears them well. He's got a city that believes him to be a great fashion designer, numerous others to not doubt his ability to see physically the way that most do.
He wouldn't be able to say when it's all become something of a game to him, but then he's not able to say what he truly wishes to achieve in the long-run, either.
Blind Eye That Sees All
A halfbreed D-Bee, locally born, Varos was born without physical sight, but is gifted with abilities that help compensate for it.
Invoke: Being passively psychic, Varos had to learn early on how to work with the power he'd been born with, and how to blend in with those who had no such access to or outright feared such powers.
Compel: It takes consistent effort to get by without drawing too much attention to himself. Sometimes it's a lot of filtering information for what's useful and what's garbage, and he has to be careful with his interactions and what he might reveal about himself.
Bad Company Corrupts
From his orphanage days his potential had been realized and honed, making for a streetwise and conniving operative tailored (hah) to the Nighthand’s particular interests. He may own a renowned clothing shop, but where does Varos’ true talents for business lie?
Invoke: Having connections of a sort means having an advantage in certain means of information and resources. And as distasteful as it may be, sometimes underhanded methods produce the best results.
Compel: When his other, specialized services are needed or more adequate for whatever situation he might find himself involved in. It’s a two-way street, and when you have dealings with the political underworld, sometimes you get pulled in hard.
Virtue Has a Veil, Vice a Mask
It had been impressed upon him at an early age that it was up to him to write his own story, to choose what and where he would be, to survive or be swept away by the currents of the chaotic world that he was born into. Since then, Varos has come to believe that things are much more complicated, and the world cannot be won over by a single persona.
Invoke: Whenever he interacts with someone, it largely depends upon the individual and the circumstances. For the most part, playing the part of a clothier has been the default, although he seems to be quite sincere no matter whom he’s called to play.
Compel: In the event that he might get caught in a situation where those that know one side of him might cross those who know another. Even he might have to ask just who he really is.
Major Gateway: Psychic (Generalist) (1)
Your mind is unchained and your powers are whatever you choose to cultivate. You may select three disciplines of choice from any theme as well as from the unthemed list.
Objects carry echoes of the things they go through, imprinted upon them by the emotions of the people who experience them. Some psychics can pick up on these echoes and reconstruct them to peer into the past. There’s not a whole lot of versatility to this trick. Psychics versed in it can meditate upon objects to see the echoes of emotionally charged events in which they have taken part. A knife used in a murder, for example, might reveal the murderer. A wedding ring on the other hand might take an object reader through every significant event in a marriage in which it was present. It’s a simple trick, but the information it can impart should not be underrated.
Empathy is quite simply the ability to sense emotions from others and transmit them back. Some view it as a lesser form of telepathy, though experts more often describe it as telepathy to those parts of the mind that don’t think with words and ideas. Empaths are capable of reaching out to determine someone’s emotional state and with some effort capable of influencing it as well, turning raging anger into sanguine calm or driving men to unreasoning fear.
Extra-Sensory Perception (0)
The mind sees what the eyes do not, and to be honest there’s a lot the eyes miss. Psychics versed in ESP can sense the presence of other psychics, of magic, of supernatural evil, of tears in the fabric of reality. They can sense the passage of time down to the nanosecond. They can see auras and creatures that have been made invisible by mystical or psychic means. Some are even capable of projecting their senses out of their bodies and seeing all around themselves at once.
Sometimes the best defense is not being noticed. Just as there are abilities to perceive things about people – sense their presence, read their auras – there are abilities that deceive and deaden those senses. To that end psychics who study more subtle applications of their power can mask their own mental strength and abilities – making themselves appear normal or at least less powerful than they actually are. They can deaden the physical senses of those around them, allowing them to slip by unnoticed by suddenly the less observant. They can alter their auras to hide their nature and their mental and emotional states. To aid in knowing when they are being sought, they learn to sense the presence of other powerful minds and as a last resort they learn to shield their mental energies from being siphoned away just like their more defensively minded brethren.
Psyvision - 0 cost
Lacking the physical capabilities that most others naturally have to see, Varos relies on the perceptions he 'pings' from others. A passive ability stemming from a lineage of a psy-dependent race. With his sharper existing senses he can generally determine his surroundings, but from the minds of others around him he can fill in those blanks for the details he can't make out by sound, touch and feeling. This goes the same for people, and he tends to see most through the perspective in which they see themselves, or whatever others in that general vicinity may perceive of that same person. Naturally with the less people, the less point of reference he has go by aside from the individual in question.
Psychic Offence (1)
The fine art of killing someone with your mind. Psychic Offence is the study of creating highly destructive physical forces and has two primary expressions. One is the feared ‘Psychic Sword’, a difficult to master manifestation which concentrates mental energies to conjure a weapon that can rend modern body armor, robots and similarly tough material. The other is a flung ‘mental bolt’ with similar power, but at greater distances.
Psychic Defense (1)
This is the study of marshaling the mind to preserve the body from harm. Many of these gifts are similar in nature to telekinesis, but more potent and refined. Mental energies form fields like armor and shields that ward off physical harm as well as anything technology can provide.
Eye of the Beholder (1)
In an instance of utter chaos you grasp a moment of clarity. Does the world freeze around you or slow to a crawl? Or are you moving too fast for comprehension? You're able to read the paths of movement, the convergence of threats, the most possible outcome within a scant handful of seconds, but sometimes seconds are all that matter. You may use Will to create advantages related to having a few seconds precognition of events.
Varos stops by Jericho's Factory to drop a bombshell regarding Natsuki and Baronet Trent.
Natsuki requests some help from her clothier friend for a new wardrobe. Now what could the occasion be?
Ardul and Hunter accompany Varos to meet with Von Nasher's agents.
Slogging through sewers, finding help in unexpected places, and a menacingly mysterious message. Varos, Ardul and Hunter take a tour of St. Petersburg Bay's sunken tunnels.
Varos pays a visit to Natsuki in Dogwood to check up on her after the incident at the mines.
Tracking a certain smuggler down in Clearwater, Varos seeks answers and Megana tries her hand at interrogation.
The open rift in Natsuki's acquired mines is finally to be sealed, but at what risk?
As per routine, Sens and Raksha come to open up shop and find they've got a couple of guests hanging about from the night before.
A more colorful breed of stalker tails Varos this wet evening , and Megana and Elpida are hot on their trail.
Megana has a late start and finds someone waiting for her when she comes down to breakfast.
Megana and Varos talk with Kthzyx over a possible precious stone commission.
Varos stops by the newly established nightclub in town at Lord Greyson's suggestion. He should have known better.
A chance meeting on the street provides potential solutions to unraveling a problem or two.
An innocent gift and an honest conversation break down more than barriers.
Varos introduces Megana to Natsuki to discuss business.
Megana drops by Clothier Z to make sure Varos hasn't gotten himself into trouble. Heh.
Natsuki drops by to check up on a commission from Varos, and to ask a favor.
A renowned dealer in crystals shows some interest in Kthzyx but seems ready to offer job proposals all around.
The shop receives another timely visit from the Marquis and Comtesse. Business is briefly discussed on many different levels.
Varos gets a visit by not only Natsuki Taniguchi, but Jericho's father, the Baronet Connor Trent. But what does the man really want, if not just a fancy new coat?
An ordinary day of business is abruptly interrupted. Twice. The second time was unexpected.
Not really, but still.
Hoping to find out more about a certain shipment, Miss Frizz and Varos do a little information gathering for Slaine.
Slaine and Miss Frizz come across the path of a familiar sphinx on their way to seek out Varos in hopes that he might have heard anything interesting out of Dogwood.
Natsuki and Jericho pay Varos another visit to discuss their findings regarding everyone's favorite stalker, as well as propose a strategy to help shut down Jarvin's resources.
Armed with a name as dropped by one of the hapless Red Band gang members, Varos seeks out one of his more colorful contacts for information and advice in this game he's become caught up in. (Emits by Jericho and Natsuki)
After a hard day's work, sometimes all you want is a drink and some interesting company.
Yet more trouble finds its way to Varos' clothing shop due to Natsuki's obsessive stalker, however the tables are turned and the threat becomes threatened.
Dogwood's dynamic duo decide to do a bit of baiting with a certain mine's CEO with the help of a conveniently crafty clothier.
Natsuki, Jericho and Varos find out that even hired killers would rather not get mixed up in the business of obsessive stalkers.
Meeting up in Dionysus Fountain, people discuss the happenings with The College and Varos' incident. A misfired Psychic message causes no end of issues for Teddy in an interesting predicament.
Something hits the marketplace in Vesper, killing people... who rise again.