Kimball
Mercurian of the War
Demon of Invulnerability
Corporeal Forces: 4 Strength: 8 Agility: 8
Ethereal Forces: 4 Intelligence: 6 Precision: 10
Celestial Forces: 4 Will: 10 Perception: 6
Suggested Word Forces: 10
Vessel: human male/3 (Baal 'gives' Kimball an unlimited number of Vessels)
Skills: Dodge/6, Fighting/4, Ranged Weapon (shotgun/4, pistol/4), Running/3, Small Weapon/3 (knife)
Songs: Healing (Corporeal/3), Light (Celestial/3), Motion (Corporeal/3), Shields (All/4), Thunder/3
Attunements: Impudite of the War, Demon of Invulnerability
Demon of Invulnerability:
1) By spending 3 Essence, the demon becomes immune to any and all damage, up to a direct attack by a Superior. This effect lasts for one hour. Anything that the demon carries (up to about 30 lb.) also becomes invulnerable, provided that the demon is actually carrying or wearing it.
2) The demon does not suffer from Trauma. If killed on the corporeal plane, the demon will instantly find himself in any spare vessel, within a few hundred yards of where he was killed. If the demon does not have a spare vessel, he suffers Trauma normally. This ability automatically costs 1 Essence to use: if the demon does not have any spare Essence, he loses out on his next opportunity to collect any. This is cumulative.
Special Rites:
: Survive something that you had no business surviving (may be used twice per day).
149 more days.
Don't acknowledge cameras. Don't acknowledge cameras.
Sunrise. Miserable day. Too much sunlight, too warm. Fog and cold best. Hard to hide shotgun when monkeys running around in shorts. Gym bag too cumbersome.
Shotgun. Shotgun shells: fifteen total. Pistol. Full clip, twenty loose rounds. Knife, sharp. Brass knuckles. Shirt, pants, ski mask, running shoes, socks, coat: acceptably clean. Gym bag. Last ditch defense materials. Five standard units Essence. Roughly $300 American in small bills.
Nest too exposed. Must stay in public, but too exposed there also. Other Side too ready to send "crazed junkie" or "suspicious cop". Must keep moving.
Morning. Cherub of Stone: tried to resonate. Ran. Nearly had to spend unit of Essence to speed escape. Eventually succeeded in shaking him. Attunement unlikely. Attempted to Charm/Drain wino: no Essence. Not surprised. Pitiful leech on society, even for monkey.
Spent too long in current city. Train available to one north of here. New city larger, dirtier, more places to run. More demons to find, make help. Paid $60 American for ticket. Coach. Should be first class seating.
Noon. Train rides bad. Mercurian of War. Had to spend three units of Essence to keep her distracted long enough to avoid her notifying others. Got off one stop early. Ticket to city via subway: $1 American. Empty car, except for two monkeys. Not rush hour.
Kyriotate of the Wind. Possessed monkeys, attacked. Expended four shotgun shells. No dissonance. Must avoid dissonance. Transit policemonkey investigated. Expended two more shells. Policemonkey injured. Must avoid dissonance. Combat not honorable enough. Eluded Kyriotate, police. No fingerprints. Small favor.
Afternoon. Waylaid passerby of appropriate size and weight. Changed clothes, kept shoes. No Essence recovery possible. Mistake. Drain first, then knock unconscious, next time. Took $8.73 American, $.01 Canadian from benefactor. Attempt to hide in crowd.
Late afternoon. Shot. Sniper from rooftop as wandering through ethnic hellhole. Bullet penetrated through vessel's head from back, exiting just above left eye. Corporeal death instantaneous. One Essence unit automatically expended to avoid Trauma: nothing done about headache. New vessel materializes three city blocks away. Earlier passerby obvious setup: Cherubic resonance on clothing. Thankfully, broken by corporeal death.
One Essence Unit remaining. Lowest this has been since beginning. Sunset hour and half away. Can feel forces closing in. Slip into alleyway and put on last ditch defense materials. Continue to run.
Trapped in alleyway. Abandoned buildings all around. Three Malakim of the Sword. Sunset too far away. Challenge one of them to duel. Grins nasty as one accepts.
Clever opponent. Too clever: attempting flashy technique. No use in street fight. Break opponent's leg as he attempts a high kick. Leave knife in throat. No time to retrieve. Damn. Good knife.
Feel rush as Essence infuses soul. Other two Malakim joined now by Ofanite of War. No matter. Invoke power of Word. Reach into coat, press detonator.
Opponents not expecting detonation of twenty pounds of C-4 Explosive. Rush of Essence.
Nothing worth retrieving at site of explosion. Run: will retain invulnerability for next hour. Usual method of Other Side is to wait at least twice that long before resuming chase. Time enough to Charm/Drain until up to a more acceptable level. Not enough time to fill up safely, however. Plus, down to 9 shells for shotgun, $250 American, $.01 Canadian. Need more shells, another knife, clothes that fit.
Sunset. Rush of Essence.
Night. Wander through city. Manage to effectively glean four standard units of Essence.
148 more days.
Don't acknowledge cameras. Don't acknowledge cameras.