Fr. Bernard Chauvin
Character Info
Class: Witchhunter
Level: 1
Need 0 more completed missions to reach level 2 (2 recorded).
Completed Missions: 0
Commissary Reward: 0
Perks earned: 0
Perks spent: 0
Perks remaining: 0
Personality
Recent Missions
-
Black Soul Sun
Feb 21, 2026 - success -
Black Soul Sun
Feb 21, 2026 - success
Stats
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
Baseline Might
Lift your own bodyweight.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
+ Sensory
Detect a subtle change in wind speed/direction.
Baseline Reflex
Climb a rope.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Conjure a dark mist that gradually fills the local area, making all within increasingly unnerved and mistrustful.
Essence Cost: Mid
Duration: Mid-High
Cooldown: Mid
Paired Action: Make an ominous statement or speech to a group of listeners.
- Mist does NOT appear to be sourced from the user, arriving instead like an unusually-sudden weather phenomenon. Disappears gradually when ability ends.
≫ Duration scales on the length of the user’s Paired Action.
≫ The mist itself will tend to be overlooked as an explicit threat unless the user intentionally directs others' attention to it. - Obstructs vision for all, but nonallies will find ALL of their senses increasingly dulled as they succumb to the mist’s mental effects.
- Essence Cost
- Mid
- Range
- Mid–High
- Duration
- Mid–High
- Cooldown
- Mid
Paired Action: Make an ominous speech to a group of listeners lasting up to a Low Duration.
- Duration, Range, and maximum Impact all scale on the length of the user’s Paired Action.
- This mist will not appear to be sourced from the user, arriving instead like a sudden weather phenomenon.
- Upon expiry, this mist and its associated fear and mistrust will dissipate at the same rate it arrived.
Redirect a hostile magic towards yourself while delivering an empowered strike against its source.
Essence Cost: Mid
Cooldown: Low
Paired Action: Shout a zealous proclamation while brandishing a weapon.
- Most effective on recently - cast magic – longstanding or deeply-entrenched magics will not budge.
- Empowered strike deals bonus magical damage and temporarily weakens target’s magical capabilities, both scaling on the power of the magic being redirected.
≫ This empowerment may also be used to strike and damage the magic itself as though it were physical, dispelling it entirely if the blow is substantial enough. This can only be done while the magic is being redirected–once it takes hold of the user, it cannot be struck in this way.
- Essence Cost
- Mid
- Cooldown
- Low
Paired Action: Shout a zealous proclamation while brandishing a weapon.
-
Empowered strike Impact scales Low–High on the potency of the magic this Ability is redirecting.
- This empowered strike may target the redirected magic itself as though it were a physical object, negating it outright if the strike is of substantial Impact.
- If the magic’s source is hit by the empowered strike, they are prevented outright from using that magic again.
- Innate supernatural capacities or notably longstanding or widespread spells cannot be affected by this Ability.
Sense traces of a specific type of magic or negative emotion.
Essence Cost: Low
Cooldown: Low
Paired Action: Deeply inhale and describe what you are sensing for to your Conduit.
- Conduit confirms whether any trace of the chosen magic/emotion is within a Low Range and, if so, how powerful its total presence seems to be.
≫ User should then be given the general direction of the strongest source of the chosen type within a Mid Range (if any). - Chosen typeofmagic should be succinct and clearly defined (“Fire Magic”, “Religious Magic”, “Rune Magic”), as should chosen emotions.
≫ User’s or Allies known magic/emotions will not be picked up by Omoriori unless they explicitly want it to. - If the user closely examines clear evidence of magic as part of their Paired Action, they may use Omoriori to identify its main type instead of its normal effects.
- Essence Cost
- Low
- Range
- Mid
- Cooldown
- Low
Paired Action: Specify what you are sensing for, then deeply inhale.
-
The chosen type of magic/emotion should be succinct and straightforward. (e.g. “Fire Magic”, “Religious Magic”, “Rune Magic”; “Hatred”, “Greed”, “Jealousy”.)
- Sources of the chosen magic/emotion already known to the user are exempted unless specified otherwise.
- Alternatively, closely examining clear evidence of an unknown magic while inhaling will identify that magic’s type (as above) instead of this Ability’s normal effects.
Signature Gear
Very heavy coat with shoulder-to-ankle coverage. Provides good environmental and magical protection. Standing relatively still will gradually cause the user to blend into shadowy surroundings.
- Provides a Mid Ward against both weather and ambient magics.
- Lurking in shadowy surroundings will gradually render the owner harder to detect over a Low Duration, scaling Low–Mid on how slowly they are moving.
Tall hat with a wide rim, offering good mental protection. Nonenemies are more likely to conspire with the user if approached subtly and privately, and the user will instinctively know if their co-conspirator double-crosses them.
-
Predisposes any being approached subtly and privately towards conspiring with the owner.
- The owner will instinctively become aware if such a conspirator ever double-crosses them.
Small crossbow, able to be worn on the wrist; includes a pouch of 10 quarrels. Relatively low power and range but very easy to reload. Invisible (including quarrels) until aimed at a target; regains invisibility after a Mid Cooldown.
- Quarrels
- Low
- Power
- Low
- Effective Range
- Low
- This crossbow is harder to detect until the moment it is aimed at a target (Mid Cooldown).
Consecrated one-handed mace with a spiked head. May speak a sacred verse while striking to cause a spray of holy water to fly from the weapons as it is swung, which scalds and briefly weakens any that the user would deem truly evil. Mid Cooldown.
-
This mace is infused with holy power when striking beings the owner compellingly deems as evil, scaling on how evil the owner believes them to be.
- Speak a sacred verse while swinging this mace to spray holy water from it, which scalds and briefly weakens those deemed evil, scaling as above (Mid Cooldown).
Appearance
Fr. Bernard Chauvin (SHOW-van) is a holy bunny, acting as pastor for St. Isaac’s Church in his part of the manifold. He stands at 4’6” and weighs about 70 lbs. He has patchwork black and white fur and short, straight bunny ears. His eyes are green, his raiment is black, and his teeth are yellowed with age. He always carries his censer, for defense or prayer.
Background
Fr. Bernard Chauvin grew up in the Bayou's of the manifold. He grew up with a calling from God to serve, and from a young age took up the priestly life. At a time not long ago, he heard another calling: to expunge the unholy spirits and demons from the innocent, so he expanded his seminary work to exorcism and demonology. His education may have driven him mad, but none of his congregation would ever guess that.
He was approached by a member of his congregation, Cyriaque Boudreaux, who asked him to enlighten him on his purpose. Fr. Bernard taught Cyriaque about the evils of the world that needed snuffing/punishing, and Cyriaque took that teaching and turned it into rather efficient marksmanship/bounty hunting. Fr. Bernard continued serving his congregation as his one purpose, until recently.
Cyriaque told Fr. Bernard about the good money to be made serving a mysterious organization called the Enclave.
Level Up — Fr. Bernard Chauvin
Current level 1. Promoting to level 2 requires 0 more completed missions (2 / 2 recorded).
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.