Talk:Czcibor Kowal

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Type Bonuses/Downsides

Passive

Manikin: +2 to Crafts rolls; +2 to Stamina for the purpose of resisting fatigue, hunger, thirst or lack of air.
Metalflesh: Using Willpower to bolster a resistance roll grants +4 instead of +2.

Active (at W7) (1 glamour)

Elemental: Once per day, spend 1 Glamour to increase Health by Wyrd for one scene
Manikin: Twice per scene, apply /rote to a single roll to either replicate a physical action they have watched someone else perform before OR resist fatigue, hunger, thirst or lack of air for the scene.
Metalflesh: Once per day, the Metalflesh may spend 1 Glamour to add +2 to Stamina, Resolve or Composure for the remainder of the scene. This benefit does alter derived stats, providing for greater health or willpower, depending, due to the Metalflesh's inhuman resilience. Damage on these extra dots transfers to the character's original dots at the end of the scene, unless healed.
-- Downgrade up to Wyrd points of Lethal damage to Bashing. Usable once per scene.

Curse

/0 on dice pools involving Manipulation, Empathy, Expression, Persuasion or Socialize except for seeming-affinity contracts

Specialties

Academics: Finance
Athletics: Soccer
Brawl: Grappling
Empathy: Adroitness
Expression: Pep Talks (use with Inspiring)
Intimidation: Adroitness, Cold Practicality
Medicine: First Aid (use with ESpring 3)
Weaponry: Adroitness

Contracts

Illusion 3 - Latency - Token Limb

Token activation: 1 Willpower
1 Glamour; Wyrd + Intelligence
Catch: The changeling is wearing no perfume the day this clause is used, has used no scented hair or skin lotions/cleansers, no laundry detergent or fabric softener. Dramatic Failure: The changeling disguises herself as something extremely large, visible, eye-searingly out of place, and anyone seeing her immediately knows what she looks like beneath the illusion. Success: The changeling disguises herself as an inanimate object which would fit in with the local surroundings unremarked. Effect lasts one scene. The changeling cannot stop the illusion, but can overlay it with other clauses in this Contract. Exceptional Success: The changeling may stop and resume this clause’s effects at any time until they expire. Modifiers: add -1 penalty for every Size level of difference between the illusion and reality.

Mantle Mask

1 glamour, Wyrd + Occult

Sight of Truth & Lies

1 glamour, Wyrd + Subterfuge

Communion (Air, Metal) 2

1: 1 glamour, wits + wyrd, sense element
2: 1 glamour, socialize + wyrd, converse with element

Elements (Air, Metal) 5

1: cloak: 2 glamour or symbol of element, protect from passive harm
2: armor: 2 glamour or hauberk/balloon, dex + wyrd, 1 armor + 4L contact damage
3: control: 3 glamour, manip + wyrd
4: summon: 4 glamour, wits + wyrd, call element to location for scene
5: become: 4 glamour, manip + wyrd, BE IT (if air, speed x3; if metal, 2/wyrd armor)

Eternal Spring 3

1: gift: 1 glamour, Mantle + Resolve + Survival, heal bashing
2: rain: 1 glamour, Mantle + Intelligence + Survival
3: healy: 1 glam 1 WP, Mantle + Wits + Medicine.first, lethal-to-bashing & heal bashing

Fleeting Spring 2

1: learn desire: 1 glam, Wyrd + Wits vs Powerstat + Composure
2: change desire: 1 glam 1 WP (on super), Mantle + Manipulation + Persuasion - Subject's Resolve

Hearth 2

1: Curse an action for -2, 1 glam + contact
2: Bless an action for +4, 1 glam + contact

Mirror 3

1: change kith: 1 glam, manip + wyrd
2: disguise feature: 1 glam, stamina + wyrd
3: change size: 1 glam, stamina + wyrd

Smoke 1

1: lead paint chips, 1 glam

Fang & Talon (Felines) 1

1: cat-talk: 1 glam, wyrd + animal ken


Merit Bonuses

  • Lethal Mien: Deal lethal instead of bashing on unarmed (teeth, fingernails) attacks; +1 to already-lethal unarmed
  • Indomitable: +4 to all Composure or Resolve rolls to resist or contest attempts to bend Czci's will to someone else's wishes.
  • Inspiring: Make a Presence + Expression roll. A small clique of listeners levies a 1 penalty, a small crowd a 2, and a large crowd a 3. Listeners get: their first roll to act on this inspiration is counted as an exceptional success at 3 successes instead of 5, AND they regain a point of Willpower.
  • Ambidextrous: Character may use both hands without penalty.
  • Iron Stamina: Ignore up to -3 on fatigue or injury penalties.
  • Iron Will: When you spend Willpower to contest or resist Social influence, substitute your Resolve rating for the usual Willpower bonus. If the roll is contested, take 8-Again.
  • Well-Traveled: 9-Again on Mental and Social rolls relating to foreign cultures
  • Perfect Stillness: -2 to all rolls to visually detect character
  • Rigid Mask: ros p 95 (hide emotions)
  • Spring Mantle 5:
    • 1 dot: +1 dice to socialize rolls
    • 3 dots: Pay one half XP cost for Allies and Contacts merits
    • 5 dots: When meeting someone for the first time, may re-roll their social dice pools.

Pledges