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

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 <<----