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...")
 
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== '''CHEAT SHEET''' ==
+
                   
+
 
== '''Seeming/Kith Blessings''' ==                   
 
== '''Seeming/Kith Blessings''' ==                   
Seeming: Beast
+
'''Seeming:''' Beast
 
(+) 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.
 
(+) Can add points of Glamour to Presence and Composure dice pools.
 
(+) Can add points of Glamour to Presence and Composure dice pools.
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(-) Do not reroll 10s in dice pools involving Intelligence.
 
(-) Do not reroll 10s in dice pools involving Intelligence.
  
Affinity Contracts:
+
'''Affinity Contracts:'''
 
Fang and Talon
 
Fang and Talon
 
Contracts of the Den
 
Contracts of the Den
 
Contracts of the Wild
 
Contracts of the Wild
  
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.
 
* 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.
  
Other Kiths: Polychromatic
+
'''Other Kiths: Polychromatic'''<br>
Polychromatic:
+
 
*Passive:  All rolls to deduce a polychromatic's emotions or thoughts, including all empathy rolls and many psychic abilities, suffer -1.
 
*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.
 
*Active:  Reflexively gain +2 to resist all emotional manipulation, both mundane and supernatural, for scene.
 
____________________________________________________<br>
 
____________________________________________________<br>
  
== '''Pledge Boons''' ==
+
== '''Pledge Boons''' ==<br>
 
+
'''Roommate Pledge:'''<br>
Direction Sense 1
+
Direction Sense 1<br>
Adroitness x3 (+3): Animal Ken, Athletics, Empathy  
+
Adroitness x3 (+3): <br>
 +
*Animal Ken <br>
 +
*Athletics<br>
 +
*Empathy <br><br>
  
Freehold pledge boons:  
+
'''Freehold pledge boons:''' <br>
Adroitness x3:  Firearms, Weaponry, Crafts  
+
*Adroitness x3:  <br>
 +
*Firearms<br>
 +
*Weaponry<br>
 +
*Crafts <br><br>
 
____________________________________________________<br>
 
____________________________________________________<br>
  
== '''Specialties:''' ==
+
== '''Specialties:''' ==<br>
<br>
+
'''Animal Ken:''' Crows<br>
Animal Ken: Crows<br>
+
'''Athletics:''' Archery ''(This should technically be Firearms)''<br>
Athletics: Archery (This should technically be Firearms)<br>
+
'''Athletics:''' Running<br>
Athletics: Running<br>
+
'''Athletics:''' Throwing<br>
Athletics: Throwing<br>
+
'''Crafts:''' Traps<br>
Crafts: Traps<br>
+
'''Empathy:''' Friendly Shoulder<br>
Empathy: Friendly Shoulder<br>
+
'''Empathy:''' Jon<br>
Empathy: Jon<br>
+
'''Firearms:''' Handguns<br>
Firearms: Handguns<br>
+
'''Intimidation:''' Staredown<br>
Intimidation: Staredown<br>
+
  
 
____________________________________________________<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)
*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>
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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>
[ 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>

Revision as of 23:12, 24 November 2017

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
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 3...............................
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 >>-============