(no subject)
Nov. 13th, 2020 12:20 pmName: Bailey "Doctor" Hamilton
Age: Physically in his late 20s, mentally slightly older due to timey wimey fairy bullshit.
Seeming: Beast
Blessing: The wildness that infuses a Beast gives her a supernatural affinity with animals. A Beast gains the benefit of the 8 again rule when using the Animal Ken Skill, and receives a free Specialty for the one animal that most reflects the Beast’s seeming. That same wild nature gives a Beast a powerful personal magnetism. A Beast’s player can spend points of Glamour to add to dice pools involving Presence and Composure. Each point of Glamour spent adds one die to one dice pool.
Curse: Although the Beasts regained their consciousness when they came through the Hedge, their time as beings of thoughtless instinct has taken its toll on each of them, and most find it very hard to make use of academic or trained skills. A Beast’s player suffers a –4 dice untrained penalty when trying to use a Mental skill in which the character has no dots. Further, although Beasts can be very clever indeed, they’re out of practice making those leaps of ingenuity that so characterize human genius. A Beast’s player doesn’t re-roll 10s when using a dice pool involving Intelligence.
Kith: Skitterskulk
Clarity: 7
Court: Courtless
Wyrd: 2
Contracts (5):
Attributes:
Merits (7):
Abilities:
Token
Visuals
Age: Physically in his late 20s, mentally slightly older due to timey wimey fairy bullshit.
Seeming: Beast
Kith: Skitterskulk
Changelings who have an affinity with flies, spiders, beetles, centipedes and other creepy crawlies.
Clarity: 7
Court: Courtless
Wyrd: 2
Maximum Glamour: 11. Glamour per turn: 2
Contracts (5):
Fang and Talon:
Tongues of Birds and Words of Wolves (Rodents) (●)
The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or attempt to imitate whatever sounds the animal uses to express itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate unless immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water. (Catch: The changeling gives the animal a new name.)
Beast’s Keen Senses (Rodent) + (Spider) (●●)
The changeling gains the senses of a specific type of animal, selected when the changeling learns this clause. This clause enhances the changeling’s natural senses, and may well grant him entirely new senses such as a viper’s infrared pits or a bat’s echolocation.(Catch: The changeling sees or touches an animal of the type being imitated.)
The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or attempt to imitate whatever sounds the animal uses to express itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate unless immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water. (Catch: The changeling gives the animal a new name.)
Beast’s Keen Senses (Rodent) + (Spider) (●●)
The changeling gains the senses of a specific type of animal, selected when the changeling learns this clause. This clause enhances the changeling’s natural senses, and may well grant him entirely new senses such as a viper’s infrared pits or a bat’s echolocation.(Catch: The changeling sees or touches an animal of the type being imitated.)
Dream:
Pathfinder (●)
The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Carrie and other details of the local Hedge, such as what sort of goblin fruits grow there. (Catch: The changeling must have plucked a thorn from the local Hedge and shed a single drop of blood while doing so within the last day.)
The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Carrie and other details of the local Hedge, such as what sort of goblin fruits grow there. (Catch: The changeling must have plucked a thorn from the local Hedge and shed a single drop of blood while doing so within the last day.)
Smoke:
The Wrong Foot (●)
This Contract allows the changeling to change the nature of the marks he leaves when passing through a certain locale. The clause is one of the oldest remembered among even the True Fae, and several fairy legends exhibit Good Folk who left cloven-hoofed tracks or the scent of curdled milk behind them. Indeed, certain seemings even use this Contract to augment their presences, as with some Fairest who leave a sweet, natural perfume in their wake, or loathsome Tunnelgrubs who deliberately ooze a trail of slime to unsettle others. (Catch: The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.)
Nevertread (●●)
When the changeling invokes this clause, all traces of his passing vanish. He leaves no footprints in mud, sand, snow or any other surface that would normally hold a mark. Likewise, his wet feet leave no prints on dry ground. Even grass trampled underfoot or flour scattered on the ground leaves no evidence of the changeling's movements.
Note that if the changeling remains present at the site of his Nevertread attempts, he may still be discovered by other means. This power does not render him invisible, it just obscures the signs left by his movements. (Catch: The changeling must have spent at least an hour barefoot within the past day.)
Shadowpatch (●●●)
Light seems to avoid the changeling when he invokes this Contract, and darkness congeals around him. (Catch: The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day.)
This Contract allows the changeling to change the nature of the marks he leaves when passing through a certain locale. The clause is one of the oldest remembered among even the True Fae, and several fairy legends exhibit Good Folk who left cloven-hoofed tracks or the scent of curdled milk behind them. Indeed, certain seemings even use this Contract to augment their presences, as with some Fairest who leave a sweet, natural perfume in their wake, or loathsome Tunnelgrubs who deliberately ooze a trail of slime to unsettle others. (Catch: The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.)
Nevertread (●●)
When the changeling invokes this clause, all traces of his passing vanish. He leaves no footprints in mud, sand, snow or any other surface that would normally hold a mark. Likewise, his wet feet leave no prints on dry ground. Even grass trampled underfoot or flour scattered on the ground leaves no evidence of the changeling's movements.
Note that if the changeling remains present at the site of his Nevertread attempts, he may still be discovered by other means. This power does not render him invisible, it just obscures the signs left by his movements. (Catch: The changeling must have spent at least an hour barefoot within the past day.)
Shadowpatch (●●●)
Light seems to avoid the changeling when he invokes this Contract, and darkness congeals around him. (Catch: The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day.)
Attributes:
Mental (5):
Social (4):
Physical: (3)
Intelligence: ● ● ● ○ ○
Wits: ● ● ● ● ○
Resolve: ● ○ ○ ○ ○
Wits: ● ● ● ● ○
Resolve: ● ○ ○ ○ ○
Social (4):
Presence: ● ○ ○ ○ ○
Manipulation: ● ● ● ● ○
Composure: ● ● ○ ○ ○
Manipulation: ● ● ● ● ○
Composure: ● ● ○ ○ ○
Physical: (3)
Strength: ● ○ ○ ○ ○
Dexterity: ● ● ● ○ ○
Stamina: ● ● ○ ○ ○
Dexterity: ● ● ● ○ ○
Stamina: ● ● ○ ○ ○
Merits (7):
Fast Reflexes (●●)
Your character's mix of sharp reflexes and steady nerves helps him get the drop on adversaries.
Direction Sense (●)
Your character has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) without references.
Ambidextrous (●●●)
Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions.
Quick Draw (Melee) (●)
Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character's person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons.
Impossible Counterpoint (Blessing)
When Dodging, the character triples her Defense Trait rather than doubling it.
Your character's mix of sharp reflexes and steady nerves helps him get the drop on adversaries.
Direction Sense (●)
Your character has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) without references.
Ambidextrous (●●●)
Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions.
Quick Draw (Melee) (●)
Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character's person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons.
Impossible Counterpoint (Blessing)
When Dodging, the character triples her Defense Trait rather than doubling it.
Abilities:
Social (11):
Mental (7):
Physical (4):
Animal Ken: ● ● ● ○ ○ (Specialty: Arachnids)
Empathy: ○ ○ ○ ○ ○
Expression: ● ○ ○ ○ ○
Intimidation: ● ● ○ ○ ○
Persuasion: ● ● ○ ○ ○
Socialize: ○ ○ ○ ○ ○
Streetwise: ● ○ ○ ○ ○
Subterfuge: ● ● ○ ○ ○
Empathy: ○ ○ ○ ○ ○
Expression: ● ○ ○ ○ ○
Intimidation: ● ● ○ ○ ○
Persuasion: ● ● ○ ○ ○
Socialize: ○ ○ ○ ○ ○
Streetwise: ● ○ ○ ○ ○
Subterfuge: ● ● ○ ○ ○
Mental (7):
Academics: ● ● ○ ○ ○ (Specialty: Nursing)
Computer: ○ ○ ○ ○ ○
Crafts: ○ ○ ○ ○ ○
Investigation: ● ○ ○ ○ ○
Medicine: ● ● ○ ○ ○ (Specialty: First Aid)
Occult: ● ○ ○ ○ ○
Politics: ○ ○ ○ ○ ○
Science: ● ○ ○ ○ ○
Computer: ○ ○ ○ ○ ○
Crafts: ○ ○ ○ ○ ○
Investigation: ● ○ ○ ○ ○
Medicine: ● ● ○ ○ ○ (Specialty: First Aid)
Occult: ● ○ ○ ○ ○
Politics: ○ ○ ○ ○ ○
Science: ● ○ ○ ○ ○
Physical (4):
Athletics: ○ ○ ○ ○ ○
Brawl: ○ ○ ○ ○ ○
Drive: ● ● ○ ○ ○ (Specialty: Emergency vehicles)
Firearms: ○ ○ ○ ○ ○
Larceny: ○ ○ ○ ○ ○
Stealth: ● ○ ○ ○ ○
Survival: ○ ○ ○ ○ ○
Weaponry: ● ○ ○ ○ ○
Brawl: ○ ○ ○ ○ ○
Drive: ● ● ○ ○ ○ (Specialty: Emergency vehicles)
Firearms: ○ ○ ○ ○ ○
Larceny: ○ ○ ○ ○ ○
Stealth: ● ○ ○ ○ ○
Survival: ○ ○ ○ ○ ○
Weaponry: ● ○ ○ ○ ○
Token
Skeleton Key (●)
Mien: The degradation on the key seems to melt away, revealing the shape of the first key made for that lock.
Drawback: As soon as the lock is successfully opened, the owner of the object or location being unlocked becomes aware of the fact - though not the who, why, or if anything gets taken from within, and feel a moderate, but resistable, compulsion to investigate. This token also does not negate any other kind of security that might be on the locked item, only the lock itself.
Catch: For every lock that the changeling opens using this token, she will find that another barrier closes itself to her in some way. Perhaps a fire escape gets stuck when she tries to reach for it, or rubble collapsed on the other side of a door bars it. This will always and only affect means of ingress and egress, even if the key is never used to unlock something with actual doors.
This token is an antique bronze key purchased from a goblin market for an unfair price. It's stained dark with age and smudged with dirt, with a nondescript head and a kink in the blade that would otherwise make it visibly unusable by any mundane means. Nonetheless, when inserted into any lock, it functions perfectly, and opens said lock as though it was the true key. Due to the age of this key, however, it only works on locks with functional keyholes of some description.
Action: ReflexiveMien: The degradation on the key seems to melt away, revealing the shape of the first key made for that lock.
Drawback: As soon as the lock is successfully opened, the owner of the object or location being unlocked becomes aware of the fact - though not the who, why, or if anything gets taken from within, and feel a moderate, but resistable, compulsion to investigate. This token also does not negate any other kind of security that might be on the locked item, only the lock itself.
Catch: For every lock that the changeling opens using this token, she will find that another barrier closes itself to her in some way. Perhaps a fire escape gets stuck when she tries to reach for it, or rubble collapsed on the other side of a door bars it. This will always and only affect means of ingress and egress, even if the key is never used to unlock something with actual doors.
Visuals