Difference between revisions of "Talk:Dielle Henner"

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(Created page with " == '''CHEAT SHEET''' == == '''Seeming/Kith Blessings''' == Seeming: Beast (+) 8-Again on Animal Ken, free specialty on the anim...")
 
(Merit Bonuses)
 
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== '''CHEAT SHEET''' ==
+
                   
+
 
== '''Seeming/Kith Blessings''' ==                   
 
== '''Seeming/Kith Blessings''' ==                   
Seeming: Beast
+
'''Seeming:''' Beast<br>
(+) 8-Again on Animal Ken, free specialty on the animal most represented in their mien.
+
(+) 8-Again on Animal Ken, free specialty on the animal most represented in their mien.<br>
(+) Can add points of Glamour to Presence and Composure dice pools.
+
(+) Can add points of Glamour to Presence and Composure dice pools.<br>
(-) -4 untrained penalty in Mental Skills.
+
(-) -4 untrained penalty in Mental Skills.<br>
(-) Do not reroll 10s in dice pools involving Intelligence.
+
(-) Do not reroll 10s in dice pools involving Intelligence.<br><br>
  
Affinity Contracts:
+
'''Affinity Contracts:'''<br>
Fang and Talon
+
Fang and Talon<br>
Contracts of the Den
+
Contracts of the Den<br>
Contracts of the Wild
+
Contracts of the Wild<br><br>
  
Primary Kith: Truefriend
+
'''Primary Kith: Truefriend'''
* Passive:  All rolls to coerce or force a Truefriend to betray someone they care about suffer a -3 penalty.
+
* Passive:  All rolls to coerce or force a Truefriend to betray someone they care about suffer a -3 penalty.<br>
* Active:  Grant an ally +3 on any one roll. May not be used on yourself.
+
* Active:  Grant an ally +3 on any one roll. May not be used on yourself.<br><br>
 +
 
 +
'''Other Kiths: Polychromatic'''<br>
 +
*Passive:  All rolls to deduce a polychromatic's emotions or thoughts, including all empathy rolls and many psychic abilities, suffer -1.<br>
 +
*Active:  Reflexively gain +2 to resist all emotional manipulation, both mundane and supernatural, for scene.<br>
  
Other Kiths: Polychromatic
 
Polychromatic:
 
*Passive:  All rolls to deduce a polychromatic's emotions or thoughts, including all empathy rolls and many psychic abilities, suffer -1.
 
*Active:  Reflexively gain +2 to resist all emotional manipulation, both mundane and supernatural, for scene.
 
____________________________________________________<br>
 
  
 
== '''Pledge Boons''' ==
 
== '''Pledge Boons''' ==
 +
'''Roommate Pledge:'''<br>
 +
Direction Sense 1<br>
 +
Resources 1<br>
 +
Adroitness x3 (+3): <br>
 +
*Animal Ken <br>
 +
*Athletics<br>
 +
*Empathy <br><br>
  
Direction Sense 1
+
'''Freehold pledge boons:''' <br>
Adroitness x3 (+3): Animal Ken, Athletics, Empathy
+
*Adroitness x3: <br>
 +
*Firearms<br>
 +
*Weaponry<br>
 +
*Crafts <br><br>
  
Freehold pledge boons:  
+
== '''Specialties:''' == 
Adroitness x3: Firearms, Weaponry, Crafts  
+
'''Animal Ken:''' Crows<br>
____________________________________________________<br>
+
'''Athletics:''' Archery ''(This should technically be Firearms)''<br>
 +
'''Athletics:''' Running<br>
 +
'''Athletics:''' Throwing<br>
 +
'''Crafts:''' Traps<br>
 +
'''Empathy:''' Friendly Shoulder<br>
 +
'''Empathy:''' Jon<br>
 +
'''Firearms:''' Handguns<br>
 +
'''Intimidation:''' Staredown<br>
  
== '''Specialties:''' ==
 
<br>
 
Animal Ken: Crows<br>
 
Athletics: Archery (This should technically be Firearms)<br>
 
Athletics: Running<br>
 
Athletics: Throwing<br>
 
Crafts: Traps<br>
 
Empathy: Friendly Shoulder<br>
 
Empathy: Jon<br>
 
Firearms: Handguns<br>
 
Intimidation: Staredown<br>
 
 
____________________________________________________<br>
 
 
== '''Merit Bonuses''' ==
 
== '''Merit Bonuses''' ==
  
*Dream Combat 3: Abilities for fighting while in a dream. (RoS 90)<br>
+
'''*Dream Combat 3:''' Abilities for fighting while in a dream. (RoS 90)<br>
*Fast Reflexes 3: Get +1 Initiative per dot (GMC 162)<br>
+
'''*Fast Reflexes 3:''' Get +1 Initiative per dot (GMC 162)<br>
*Fleet of Foot 3: Get +1 Speed per dot; anyone pursuing you gets -1 per dot to any foot chase (GMC 165)<br>
+
'''*Fleet of Foot 3:''' Get +1 Speed per dot; anyone pursuing you gets -1 per dot to any foot chase (GMC 165)<br>
*Hedge Gate Sense: Sensitivity to established Hedge Gates, lower time spent finding such a gate cut by half, granted a reflexive roll when near one. (RoS 92)<br>
+
'''*Hedge Gate Sense:''' Sensitivity to established Hedge Gates, lower time spent finding such a gate cut by half, granted a reflexive roll when near one. (RoS 92)<br>
*Improvised Weaponry 3: (Highest level)  (GMC 177)<br>
+
'''*Improvised Weaponry 3:''' (Highest level)  (GMC 177)<br>
*Language: Sign<br>
+
'''*Language:''' Sign<br>
*Lucid Dreamer: fight off intrusions into dreams  (SS p 67)<br>
+
'''*Lucid Dreamer:''' fight off intrusions into dreams  (SS p 67)<br>
*Professional Training 2: Athlete (GMC 163)<br>
+
'''*Professional Training 2:''' Athlete (GMC 163)<br>
*Quick Draw 1: Handguns You are able to draw the weapon you have the specialty in as a reflexive action (GMC 165)
+
'''*Quick Draw 1:''' Handguns You are able to draw the weapon you have the specialty in as a reflexive action (GMC 165)<br>
*Trained Observer 1: 9/again on perception rolls (GMC 164)<br>
+
'''*Trained Observer 1:''' 9/again on perception rolls (GMC 164)<br>
*Visionary Dreams: Your character receives Prophetic Dreams. Costs 1 Willpower point and a Intelligence + Wits roll. (RoS 97)<br>
+
'''*Visionary Dreams:''' Your character receives Prophetic Dreams. Costs 1 Willpower point and a Intelligence + Wits roll. (RoS 97)<br>
*Dawn Mantle 4:<br>
+
'''*Dawn Mantle 4:'''<br>
 
1: Receives the benefit of the Inspiring Merit at no cost <br>
 
1: Receives the benefit of the Inspiring Merit at no cost <br>
 
Inspiring Merit: Your passion inspires those around her. You can give those around you the Inspired Condition. (GMC 167)<br>
 
Inspiring Merit: Your passion inspires those around her. You can give those around you the Inspired Condition. (GMC 167)<br>
 
3: Once per day, she can focus her efforts and receive a +3 die bonus to any single instant action in a situation on which her efforts are focused, creating significant change.<br>
 
3: Once per day, she can focus her efforts and receive a +3 die bonus to any single instant action in a situation on which her efforts are focused, creating significant change.<br>
 
____________________________________________________<br>
 
  
 
== '''Contracts: ''' ==
 
== '''Contracts: ''' ==
  
Colors 1:  Palette - [Wyrd + Crafts] - 1 Glam. - Change one color of an object under Size 5 (or handful of small objects) for 1 scene. (Exceptional: duration extends to 1 week)<br><br>
+
'''Colors 1:''' Palette - [Wyrd + Crafts] - 1 Glam. - Change one color of an object under Size 5 (or handful of small objects) for 1 scene. (Exceptional: duration extends to 1 week)<br><br>
  
Dream 3<br>
+
'''Dream 3'''<br>
 
[ 1 ] Pathfinder - [Wyrd + Intelligence] - 1 Glam. - For each success, the changeling learns a pertinent fact about features in the local Hedge. See full entry for details. (Exceptional: as above, but also yields the features' locations.)<br>
 
[ 1 ] Pathfinder - [Wyrd + Intelligence] - 1 Glam. - For each success, the changeling learns a pertinent fact about features in the local Hedge. See full entry for details. (Exceptional: as above, but also yields the features' locations.)<br>
 
[ 2 ] Forging The Dream - [Wyrd + Wits] - 1 Glam. - The character edits the sleeper's dreams and makes them anything of his choosing. Only limit: can't depict the sleeper's death. See full entry for necessary modifiers. (Exceptional: no additional effect.)<br>
 
[ 2 ] Forging The Dream - [Wyrd + Wits] - 1 Glam. - The character edits the sleeper's dreams and makes them anything of his choosing. Only limit: can't depict the sleeper's death. See full entry for necessary modifiers. (Exceptional: no additional effect.)<br>
 
[ 3 ] Phantasmal Bastion - [No Roll] - 1 Glam. - This clause has no failures and no successes. It conjures either dream armor or a dream weapon. See full entry for details.<br><br>
 
[ 3 ] Phantasmal Bastion - [No Roll] - 1 Glam. - This clause has no failures and no successes. It conjures either dream armor or a dream weapon. See full entry for details.<br><br>
  
Eternal Spring 1<br>
+
'''Eternal Spring''' 1<br>
 
Gift Of Warm Breath - [Resolve + Survival + Mantle (Spring)] - 1 Glam. - The changeling rejuvenates a single living target, removing fatigue penalties and all bashing damage or damage suffered from food/water deprivation. Target feels like they've had a full breakfast. (Exceptional: target gains +1 Stamina for remainder of scene)<br><br>
 
Gift Of Warm Breath - [Resolve + Survival + Mantle (Spring)] - 1 Glam. - The changeling rejuvenates a single living target, removing fatigue penalties and all bashing damage or damage suffered from food/water deprivation. Target feels like they've had a full breakfast. (Exceptional: target gains +1 Stamina for remainder of scene)<br><br>
Eternal Summer 1<br>
+
'''Eternal Summer 1'''<br>
 
Son Of The Hearth - [Wyrd + Survival] - 1 Glam. (or 1 Glam + 1 Will.) - The changeling regulates his body temperature, comfortable at all times. With the expenditure of a Willpower point, he may keep an entire room at the same temperature. Lasts 1 hour. (Exceptional: effects last for a full day; if heating a room, the room remains the same temperature whether or not windows/doors are opened)
 
Son Of The Hearth - [Wyrd + Survival] - 1 Glam. (or 1 Glam + 1 Will.) - The changeling regulates his body temperature, comfortable at all times. With the expenditure of a Willpower point, he may keep an entire room at the same temperature. Lasts 1 hour. (Exceptional: effects last for a full day; if heating a room, the room remains the same temperature whether or not windows/doors are opened)
  
Fang And Talon (Avians) 1 <br>
+
'''Fang And Talon (Avians)''' 1 <br>
Fang And Talon (Horses) 1<br>
+
'''Fang And Talon (Horses)''' 1<br>
[ 1 ] Tongues Of Birds And Words Of Wolves - [Wyrd + Animal Ken] - 1 Glam. - The changeling can speak to all animals of the specified type for the next scene. (Exceptional: the animal is actively helpful and volunteers information, even if it isn't asked about it.)<br><br>
+
Tongues Of Birds And Words Of Wolves - [Wyrd + Animal Ken] - 1 Glam. - The changeling can speak to all animals of the specified type for the next scene. (Exceptional: the animal is actively helpful and volunteers information, even if it isn't asked about it.)<br><br>
  
Hearth 3<br>
+
'''Hearth''' 3<br>
 
[ 1 ] Fickle Fate - [No Roll] - 1 Glam. - Curse target with a -2 dice penalty on his next instant action.<br>
 
[ 1 ] Fickle Fate - [No Roll] - 1 Glam. - Curse target with a -2 dice penalty on his next instant action.<br>
 
[ 2 ] Favored Fate - [No Roll] - 1 Glam. - Bless target with a +4 dice bonus on her next instant action.<br>
 
[ 2 ] Favored Fate - [No Roll] - 1 Glam. - Bless target with a +4 dice bonus on her next instant action.<br>
 
[ 3 ] Beneficent Fate - [No Roll] - 1 Glam. - Target makes no roll for his next instant action, instead receiving the equivalent of a single success. Any attacks under the influence of this clause inflict only one point of damage (appropriate to the weapon type).<br>
 
[ 3 ] Beneficent Fate - [No Roll] - 1 Glam. - Target makes no roll for his next instant action, instead receiving the equivalent of a single success. Any attacks under the influence of this clause inflict only one point of damage (appropriate to the weapon type).<br>
  
Potential 2
+
'''Potential''' 2<br>
 
[ 1 ] Light The Path - [Wyrd + Wits (HR) + Mantle (Dawn) vs. subject's Wyrd + Composure] - 1 Glam. - The changeling learns one of the subject's motivations for a specific action/statement. (Exceptional: you learn 2 motivations, or that only one exists.)<br>
 
[ 1 ] Light The Path - [Wyrd + Wits (HR) + Mantle (Dawn) vs. subject's Wyrd + Composure] - 1 Glam. - The changeling learns one of the subject's motivations for a specific action/statement. (Exceptional: you learn 2 motivations, or that only one exists.)<br>
 
[ 2 ] Read The Web - [Wyrd + Intelligence (HR) + Mantle (Dawn) - subject's Composure] - 2 Glam. - The subject's relationships with those in his vicinity are perceived as translucent threads running between them. The changeling learns specific types of information about these relationships. Effect lasts 1 turn. Information gleaned is equal to the number of successes. Warning: the full entry is EXCEPTIONALLY spammy, but necessary. Blame White Wolf! (Exceptional: you learn 2 types of information per success instead.)<br>
 
[ 2 ] Read The Web - [Wyrd + Intelligence (HR) + Mantle (Dawn) - subject's Composure] - 2 Glam. - The subject's relationships with those in his vicinity are perceived as translucent threads running between them. The changeling learns specific types of information about these relationships. Effect lasts 1 turn. Information gleaned is equal to the number of successes. Warning: the full entry is EXCEPTIONALLY spammy, but necessary. Blame White Wolf! (Exceptional: you learn 2 types of information per success instead.)<br>
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                               C O N T R A C T S                               
 
                               C O N T R A C T S                               
 
------------------------------------------------------------------------------
 
------------------------------------------------------------------------------
Colors 1.............................. Dream 3...............................
+
Colors 1.............................. Dream 4...............................
 
Eternal Spring 1...................... Eternal Summer 1......................
 
Eternal Spring 1...................... Eternal Summer 1......................
 
Fang And Talon (Avians) 5............. Fang And Talon (Horses) 1.............
 
Fang And Talon (Avians) 5............. Fang And Talon (Horses) 1.............

Latest revision as of 04:12, 8 January 2018

Seeming/Kith Blessings

Seeming: Beast
(+) 8-Again on Animal Ken, free specialty on the animal most represented in their mien.
(+) Can add points of Glamour to Presence and Composure dice pools.
(-) -4 untrained penalty in Mental Skills.
(-) Do not reroll 10s in dice pools involving Intelligence.

Affinity Contracts:
Fang and Talon
Contracts of the Den
Contracts of the Wild

Primary Kith: Truefriend

  • Passive: All rolls to coerce or force a Truefriend to betray someone they care about suffer a -3 penalty.
  • Active: Grant an ally +3 on any one roll. May not be used on yourself.

Other Kiths: Polychromatic

  • Passive: All rolls to deduce a polychromatic's emotions or thoughts, including all empathy rolls and many psychic abilities, suffer -1.
  • Active: Reflexively gain +2 to resist all emotional manipulation, both mundane and supernatural, for scene.


Pledge Boons

Roommate Pledge:
Direction Sense 1
Resources 1
Adroitness x3 (+3):

  • Animal Ken
  • Athletics
  • Empathy

Freehold pledge boons:

  • Adroitness x3:
  • Firearms
  • Weaponry
  • Crafts

Specialties:

Animal Ken: Crows
Athletics: Archery (This should technically be Firearms)
Athletics: Running
Athletics: Throwing
Crafts: Traps
Empathy: Friendly Shoulder
Empathy: Jon
Firearms: Handguns
Intimidation: Staredown

Merit Bonuses

*Dream Combat 3: Abilities for fighting while in a dream. (RoS 90)
*Fast Reflexes 3: Get +1 Initiative per dot (GMC 162)
*Fleet of Foot 3: Get +1 Speed per dot; anyone pursuing you gets -1 per dot to any foot chase (GMC 165)
*Hedge Gate Sense: Sensitivity to established Hedge Gates, lower time spent finding such a gate cut by half, granted a reflexive roll when near one. (RoS 92)
*Improvised Weaponry 3: (Highest level) (GMC 177)
*Language: Sign
*Lucid Dreamer: fight off intrusions into dreams (SS p 67)
*Professional Training 2: Athlete (GMC 163)
*Quick Draw 1: Handguns You are able to draw the weapon you have the specialty in as a reflexive action (GMC 165)
*Trained Observer 1: 9/again on perception rolls (GMC 164)
*Visionary Dreams: Your character receives Prophetic Dreams. Costs 1 Willpower point and a Intelligence + Wits roll. (RoS 97)
*Dawn Mantle 4:
1: Receives the benefit of the Inspiring Merit at no cost
Inspiring Merit: Your passion inspires those around her. You can give those around you the Inspired Condition. (GMC 167)
3: Once per day, she can focus her efforts and receive a +3 die bonus to any single instant action in a situation on which her efforts are focused, creating significant change.

Contracts:

Colors 1: Palette - [Wyrd + Crafts] - 1 Glam. - Change one color of an object under Size 5 (or handful of small objects) for 1 scene. (Exceptional: duration extends to 1 week)

Dream 3
[ 1 ] Pathfinder - [Wyrd + Intelligence] - 1 Glam. - For each success, the changeling learns a pertinent fact about features in the local Hedge. See full entry for details. (Exceptional: as above, but also yields the features' locations.)
[ 2 ] Forging The Dream - [Wyrd + Wits] - 1 Glam. - The character edits the sleeper's dreams and makes them anything of his choosing. Only limit: can't depict the sleeper's death. See full entry for necessary modifiers. (Exceptional: no additional effect.)
[ 3 ] Phantasmal Bastion - [No Roll] - 1 Glam. - This clause has no failures and no successes. It conjures either dream armor or a dream weapon. See full entry for details.

Eternal Spring 1
Gift Of Warm Breath - [Resolve + Survival + Mantle (Spring)] - 1 Glam. - The changeling rejuvenates a single living target, removing fatigue penalties and all bashing damage or damage suffered from food/water deprivation. Target feels like they've had a full breakfast. (Exceptional: target gains +1 Stamina for remainder of scene)

Eternal Summer 1
Son Of The Hearth - [Wyrd + Survival] - 1 Glam. (or 1 Glam + 1 Will.) - The changeling regulates his body temperature, comfortable at all times. With the expenditure of a Willpower point, he may keep an entire room at the same temperature. Lasts 1 hour. (Exceptional: effects last for a full day; if heating a room, the room remains the same temperature whether or not windows/doors are opened)

Fang And Talon (Avians) 1
Fang And Talon (Horses) 1
Tongues Of Birds And Words Of Wolves - [Wyrd + Animal Ken] - 1 Glam. - The changeling can speak to all animals of the specified type for the next scene. (Exceptional: the animal is actively helpful and volunteers information, even if it isn't asked about it.)

Hearth 3
[ 1 ] Fickle Fate - [No Roll] - 1 Glam. - Curse target with a -2 dice penalty on his next instant action.
[ 2 ] Favored Fate - [No Roll] - 1 Glam. - Bless target with a +4 dice bonus on her next instant action.
[ 3 ] Beneficent Fate - [No Roll] - 1 Glam. - Target makes no roll for his next instant action, instead receiving the equivalent of a single success. Any attacks under the influence of this clause inflict only one point of damage (appropriate to the weapon type).

Potential 2
[ 1 ] Light The Path - [Wyrd + Wits (HR) + Mantle (Dawn) vs. subject's Wyrd + Composure] - 1 Glam. - The changeling learns one of the subject's motivations for a specific action/statement. (Exceptional: you learn 2 motivations, or that only one exists.)
[ 2 ] Read The Web - [Wyrd + Intelligence (HR) + Mantle (Dawn) - subject's Composure] - 2 Glam. - The subject's relationships with those in his vicinity are perceived as translucent threads running between them. The changeling learns specific types of information about these relationships. Effect lasts 1 turn. Information gleaned is equal to the number of successes. Warning: the full entry is EXCEPTIONALLY spammy, but necessary. Blame White Wolf! (Exceptional: you learn 2 types of information per success instead.)


Sheet

==========-<< Dielle(#1947) >>-===============================================
------------------------------------------------------------------------------
Template: Changeling      Concept: Murderous Yoonicorn                        
Clarity: 7                Virtue: Loyal             Vice: Wrath              
Seeming: Beast            Kith: Truefriend          Court: Dawn              
Freehold: Fate's Harvest  Motley: <unset>           Family: <unset>          
Birthdate: 17 Aug 1992    Age: 25                   Experience: 60/634       
Fetch: Delilah "Lily" Louise Hendricks                                        
Entitlement: The Family of Silent Nights                                      
------------------------------------------------------------------------------
                              A T T R I B U T E S                             
------------------------------------------------------------------------------
         Mental                   Physical                   Social          
Intelligence.....  2      Strength.........  3      Presence.........  2     
Wits.............  3      Dexterity........  3      Manipulation.....  2     
Resolve..........  3      Stamina..........  4      Composure........  3     
------------------------------------------------------------------------------
                                 S K I L L S                                  
------------------------------------------------------------------------------
         Mental                   Physical                   Social          
Academics........  -      Athletics........  3*     Animal Ken.......  2*    
Computer.........  -      Brawl............  3      Empathy..........  5*    
Crafts...........  3*     Drive............  -      Expression.......  3     
Investigation....  2      Firearms.........  4*     Intimidation.....  3*    
Medicine.........  2      Larceny..........  -      Persuasion.......  3     
Occult...........  1      Stealth..........  3      Socialize........  3     
Politics.........  -      Survival.........  3      Streetwise.......  2     
Science..........  -      Weaponry.........  4      Subterfuge.......  3     
------------------------------------------------------------------------------
                            S P E C I A L T I E S                             
------------------------------------------------------------------------------
Animal Ken: Crows..................... Athletics: Archery....................
Athletics: Running.................... Athletics: Throwing...................
Crafts: Traps......................... Empathy: Friendly Shoulder............
Empathy: Jon.......................... Firearms: Handguns....................
Intimidation: Staredown...............
------------------------------------------------------------------------------
------------------------------------------------------------------------------
                                 M E R I T S                                  
------------------------------------------------------------------------------
Alternate Identity................  2            (Daisylu Henner)           
Contacts..........................  2     (Gym Owners/Football Players)     
Deep Kenning......................  3                                       
Dream Combat......................  3                                       
Dual Kith.........................  3            (Polychromatic)            
Flaw - AMNESIA.................... -1                                       
Fame..............................  2              (Bartender)              
Fast Reflexes.....................  3                                       
Fleet of Foot.....................  3                                       
Hedge Gate Sense..................  1                                       
Hollow Amenities..................  1         (Kerrigan's Sacrifice)        
Hollow Amenities..................  1         (Kerrigan's Sacrifice)        
Hollow Size.......................  1         (Kerrigan's Sacrifice)        
Hollow Wards......................  1         (Kerrigan's Sacrifice)        
Improvised Weaponry...............  3                                       
Influence.........................  1            (Fate's Harvest)           
Influence.........................  2              (Dawn Court)             
Influence.........................  4              (Harvestmen)             
Language..........................  1            (Sign Language)            
Lucid Dreamer.....................  1                                       
Mantle............................  4                 (Dawn)                
Professional Training.............  2               (Athlete)               
Quick Draw........................  1               (Handguns)              
Resources.........................  2                                       
Trained Observer..................  1                                       
Visionary Dreams..................  2                                       
------------------------------------------------------------------------------
                              C O N T R A C T S                               
------------------------------------------------------------------------------
Colors 1.............................. Dream 4...............................
Eternal Spring 1...................... Eternal Summer 1......................
Fang And Talon (Avians) 5............. Fang And Talon (Horses) 1.............
Hearth 3.............................. Potential 2...........................
------------------------------------------------------------------------------
                             A D V A N T A G E S                              
------------------------------------------------------------------------------
Defense..........  6      Initiative.......  9      Size.............  5     
Speed............ 14      Curr Willpower...  6      Perm Willpower...  6     
------------------------------------------------------------------------------
                                 H E A L T H                                  
------------------------------------------------------------------------------
Wyrd.............  5        Health:  9 (9)  
Glamour..........  14/14    Wounds:  0-Aggravated    0-Lethal    0-Bashing
Dice Penalty.....  0            [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]     
------------------------------------------------------------------------------
==========-<< Approved 16 Mar 2017 [Thu] 07:57 AM by Annapurna >>-============