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== '''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> |
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+ | '''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> | ||
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== '''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> | ||
− | + | '''Freehold pledge boons:''' <br> | |
− | Adroitness x3 | + | *Adroitness x3: <br> |
+ | *Firearms<br> | ||
+ | *Weaponry<br> | ||
+ | *Crafts <br><br> | ||
− | + | == '''Specialties:''' == | |
− | + | '''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> | ||
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== '''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> | ||
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== '''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> |
− | + | 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 | + | 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
Contents
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 >>-============