The Ghost, Jericho Cornelius
Jericho Cornelius is a direct descendent of one of the founders of the Inlustris, Gaius Cornelius. Jericho grew up in the Aerie like all the other children of the Inlustris and discovered at an early age that he was fascinated with the ins and outs of espionage. He was fascinated by spy movies and novels. Therefore he turned all of his energy towards learning all he could about being a spook. Jericho would be at home in the Spook Squad, he probably would have been one of their top operatives. But instead he’s the main gatherer of HUMINT (human intelligence) for the Inlustris. Currently Jericho is stationed in New York City as a high level secretary in the National Security Bureau.
Jericho Cornelius – Genius/Natural
Alignment: Aberrant, used to be scrupulous
Attributes: I.Q.: 22, M.E.: 22, M.A.: 20, P.S.: 15, P.P.: 23, P.E.: 18, P.B.: 19, Spd.: 32
Age: 32 Height: 6 feet (1.8 meters) Weight: 165lbs. (74.25 kg)
S.D.C.: 74
H.P.: 63
P.P.E.: 2
P.C.C.: Natural / Genius
Level of Experience: 10th
Natural Abilities: Exceptional Physical Prowess, Mental Genius
Disposition: Jericho is totally dedicated to destroying the Nightlords. He was once a better person but circumstances have driven him to do horrible things. Jericho is often the person who handles assassinations and other dirty work. He hopes to one day get rid of the Nightlords for good and then leave the Inlustris and have a family and a normal life.
Psionic Powers: Mind block, total recall
I.S.P.: 66
Combat Abilities: Hand to Hand: Assassin
Attacks Per Melee: Seven attacks per melee!
Damage: By hand to hand or weapon
Bonuses: +3 to initiative, +6 to strike, +7 to parry and dodge, +4 to damage, +6 to roll with impact, +6 to pull punch, knockout/stun on a natural 17-20, critical strike on a natural 19-20, +2 on perception rolls, +2 to save vs. dream manipulation/combat, +2 to save vs. illusions, +4 to save vs. psychic attack or insanity, trust/intimidate 60%, +6% to save vs. coma & death, +2 to save vs. magic/poison, charm/impress 45%.
Vulnerabilities / Penalties: None
Skills of Note: Languages & Literacy: English, German, Latin, Greek, French, Spanish, all at 98%. Fieldcraft (90%), Cryptography (90%), Radio: Basic & Scramblers (85%), Surveillance Systems (90%), Disguise (98%), Escape Artist (90%), Intelligence (98%), Forgery (85%), Pick Locks (85%), Climbing (98%), Prowl (91%), Swimming (98%), Pilot: Automobile (76%), Computer Hacking (70%), Palming (80%), Lore: Nightlands (65%), Lore: Demons & Monsters (65%), W.P. Sword, W.P. Sub-Machinegun, W.P. Knife.
Allies of Note: The Inlustris, Daphne Covenant, a few friends within the Spook Squad
Minions: A network of nearly 100 intelligence operatives
Weapons & Equipment: Jericho usually only carries what he needs for his current mission. This usually includes a small SMG kept in his briefcase, a pair of ceramic knives, and any important documents or papers. He always carries a cellular phone.
Money: Jericho usually has about $500 on him and has access to a few million if given a couple of days.

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