Talk:Czcibor Kowal
From Fate's Harvest
Contents
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
Freehold pledge.
Sheet
==========-<< Czcibor(#3711) >>-============================================== ------------------------------------------------------------------------------ Template: Changeling Concept: Soldered Soldier Clarity: 8 Virtue: Kind Vice: Wrath Seeming: Elemental Kith: Manikin Court: Spring Freehold: Fate's Harvest Motley: Die Landeswehr Family: <unset> Birthdate: 11 Feb 1980 Age: 37 Experience: 27/956 Fetch: Pietrek Kowalewicz Entitlement: None ------------------------------------------------------------------------------ A T T R I B U T E S ------------------------------------------------------------------------------ Mental Physical Social Intelligence..... 3 Strength......... 3 Presence......... 7 Wits............. 3 Dexterity........ 2 Manipulation..... 3 Resolve.......... 4 Stamina.......... 4 Composure........ 4 ------------------------------------------------------------------------------ S K I L L S ------------------------------------------------------------------------------ Mental Physical Social Academics........ 2* Athletics........ 3* Animal Ken....... 2 Computer......... 1 Brawl............ 3* Empathy.......... 3* Crafts........... 1 Drive............ 1 Expression....... 2* Investigation.... 2 Firearms......... 2 Intimidation..... 4* Medicine......... 4* Larceny.......... - Persuasion....... 4* Occult........... 1 Stealth.......... 3 Socialize........ 1 Politics......... 2 Survival......... 2 Streetwise....... 1 Science.......... 1 Weaponry......... 2* Subterfuge....... 2 ------------------------------------------------------------------------------ S P E C I A L T I E S ------------------------------------------------------------------------------ Academics: Finance.................... Athletics: Soccer..................... Brawl: Angerpunch..................... Brawl: Grappling...................... Empathy: Adroitness................... Expression: Pep Talks................. Intimidation: Adroitness.............. Intimidation: Cold Practicality....... Medicine: First Aid................... Persuasion: Guilt Tripping............ Weaponry: Adroitness.................. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ M E R I T S ------------------------------------------------------------------------------ Alternate Identity................ 3 (Czcibor Kowal) Ambidextrous...................... 3 Arcadian Body..................... 4 (Presence) Dual Kith......................... 2 (Metalflesh) Flaw - GLAMOUR ADDICT............. -1 Flaw - LAME....................... -1 Flaw - MINOR FRAILTY.............. -1 (Wyrd 6) Flaw - MINOR FRAILTY.............. -1 (Wyrd 7) Fame.............................. 2 (Healer) Fame.............................. 2 (Tactician) Hollow Size....................... 1 (Tiny Shiny Memorial) Indomitable....................... 4 Influence......................... 1 (Spring Court) Influence......................... 3 (Fate's Harvest) Influence......................... 4 (Greenies) Influence......................... 4 (Harvestmen) Inspiring......................... 3 Iron Stamina...................... 3 Iron Will......................... 2 Language.......................... 1 (German) Language.......................... 1 (Ogs) Language.......................... 1 (Polish) Language.......................... 1 (Urnish) Lethal Mien....................... 2 (Fast-Acting Neurotoxin) Library........................... 1 (The English Garden) Mantle............................ 5 (Spring) Multilingual...................... 1 (Czech/Albanian) Perfect Stillness................. 1 Resources......................... 4 Rigid Mask........................ 2 Safe Place........................ 1 (The English Garden) Token Limb........................ 3 (Leg) Well-Traveled..................... 1 ------------------------------------------------------------------------------ C O N T R A C T S ------------------------------------------------------------------------------ Communion (Air) 2..................... Communion (Metal) 2................... Elements (Air) 5...................... Elements (Metal) 5.................... Entropy 1............................. Eternal Spring 3...................... Fang And Talon (Felines) 1............ Fleeting Spring 2..................... Hearth 2.............................. Mirror 3.............................. Smoke 1............................... ------------------------------------------------------------------------------ G O B L I N - C O N T R A C T S ------------------------------------------------------------------------------ Mantle Mask....................... 1 Sight of Truth and Lies........... 1 ------------------------------------------------------------------------------ A D V A N T A G E S ------------------------------------------------------------------------------ Defense.......... 5 Initiative....... 6 Size............. 5 Speed............ 7 Curr Willpower... 8 Perm Willpower... 8 ------------------------------------------------------------------------------ H E A L T H ------------------------------------------------------------------------------ Wyrd............. 7 Health: 9 (9) Glamour.......... 20/20 Wounds: 0-Aggravated 0-Lethal 0-Bashing Dice Penalty..... 0 [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] ------------------------------------------------------------------------------ ==========-<< Approved 19 Oct 2017 [Thu] 07:39 PM by Annapurna >>-============
Equipment
Name Type Book Page ------------------------------------------------------------------------------- Strangle Wire Melee Armory 35-3 Cold Iron Rounds Ammunition Armory 88 Inflatable Boat Vehicles (Boat) Armory 146 Gardening Toolkit Tools Custom HR Survival Kit (Superior) Survival and First Aid Hurt Lock 148 Survival Kit (Urban) Survival and First Aid Hurt Lock 148 Light Pistol Firearms Hurt Lock 132 Knife, Hunting Melee Hurt Lock 138 Machete Melee Hurt Lock 138 Sword Melee Hurt Lock 138 Sword Melee Hurt Lock 138 Chain Melee Hurt Lock 138 Shield (large) Shields and Armor Hurt Lock 138 Chainmail Shields and Armor Hurt Lock 142 First Aid Kit Survival and First Aid GMC 235 Flashlight Survival and First Aid GMC 235 Smartphone Computer GMC 237 Bear Trap Miscellaneous GMC 238 Hot Air Balloon Vehicles (Other) HR HR Jeep Vehicles (Motor) Armory 138 ==========================================================<< 21 items >>==== ---->> Sword <<--------------------------------------------------------------- Type : Melee Notes: Damage +3, Initiative -3, Strength 2, Size 3, Availability 3, +1 Initiative ---------------------------------------------------->> Additional Notes <<---- Hand-Forged Iron Bastard Sword: Called a bastard sword because it is said to be the bastard child of the long sword and the great sword (and also called the hand-and-a-half), this sword can be wielded with a single hand or held in two for greater damage. Wielding it one-handed requires a Strength of 4, and provides a Damage of 3(L). Wielding it two-handed demands a Strength of 3, and allows a Damage of 4(L). Made of hand-forged iron, it does aggravated damage to True Fae! ------------------------------------------------>> Hurt Locker, pg. 138 <<----