Gil Ryanson (
breakaleginhalf) wrote2021-05-21 11:56 am
WoD Info 2E
Name: Gil Ryanson
Age: Physically in his mid 20s, mentally slightly older due to timey wimey fairy bullshit.
Attributes:
Abilities:
Mental:
Physical:
Social:
Lost Template:
Age: Physically in his mid 20s, mentally slightly older due to timey wimey fairy bullshit.
Attributes:
Mental:
Physical:
Social:
Intelligence: ● ● ● ○ ○
Wits: ● ● ● ○ ○
Resolve: ● ● ○ ○ ○
Wits: ● ● ● ○ ○
Resolve: ● ● ○ ○ ○
Physical:
Strength: ● ● ● ● ●
Dexterity: ● ○ ○ ○ ○
Stamina: ● ● ○ ○ ○
Dexterity: ● ○ ○ ○ ○
Stamina: ● ● ○ ○ ○
Social:
Presence: ● ● ● ○ ○
Manipulation: ● ● ○ ○ ○
Composure: ● ○ ○ ○ ○
Manipulation: ● ● ○ ○ ○
Composure: ● ○ ○ ○ ○
Abilities:
Mental:
Academics: ● ● ● ○ ○ (Theatre Drama)
Computer: ● ○ ○ ○ ○
Crafts: ● ○ ○ ○ ○
Investigation: ● ○ ○ ○ ○
Medicine: ○ ○ ○ ○ ○
Occult: ● ○ ○ ○ ○
Politics: ● ○ ○ ○ ○
Science: ● ● ● ○ ○ (Graduate Master's Degree in Physics)
Computer: ● ○ ○ ○ ○
Crafts: ● ○ ○ ○ ○
Investigation: ● ○ ○ ○ ○
Medicine: ○ ○ ○ ○ ○
Occult: ● ○ ○ ○ ○
Politics: ● ○ ○ ○ ○
Science: ● ● ● ○ ○ (Graduate Master's Degree in Physics)
Physical:
Athletics: ● ● ○ ○ ○
Brawl: ● ● ● ○ ○ (Wrestling)
Drive: ● ○ ○ ○ ○
Firearms: ○ ○ ○ ○ ○
Larceny: ○ ○ ○ ○ ○
Stealth: ○ ○ ○ ○ ○
Survival: ● ○ ○ ○ ○
Weaponry: ○ ○ ○ ○ ○
Brawl: ● ● ● ○ ○ (Wrestling)
Drive: ● ○ ○ ○ ○
Firearms: ○ ○ ○ ○ ○
Larceny: ○ ○ ○ ○ ○
Stealth: ○ ○ ○ ○ ○
Survival: ● ○ ○ ○ ○
Weaponry: ○ ○ ○ ○ ○
Social:
Animal Ken: ○ ○ ○ ○ ○
Empathy: ● ○ ○ ○ ○
Expression: ● ● ○ ○ ○
Intimidation: ● ○ ○ ○ ○
Persuasion: ○ ○ ○ ○ ○
Socialize: ○ ○ ○ ○ ○
Streetwise: ○ ○ ○ ○ ○
Subterfuge: ○ ○ ○ ○ ○
Empathy: ● ○ ○ ○ ○
Expression: ● ● ○ ○ ○
Intimidation: ● ○ ○ ○ ○
Persuasion: ○ ○ ○ ○ ○
Socialize: ○ ○ ○ ○ ○
Streetwise: ○ ○ ○ ○ ○
Subterfuge: ○ ○ ○ ○ ○
Lost Template:
Seeming: Ogre
Blessing: Gain an additional dot of one Power Attribute at character creation. Whenever your character deals any damage to another, you may impose the Beaten Down Tilt, which lasts for three turns. (Beaten Down: exhaust a person's will or capacity to fight.) This ability costs a point of Glamour if the Ogre makes the attack on his own behalf and not someone else’s.
Curse: In addition to your character’s other breaking points, he risks Clarity damage with a dice pool equal to half his Wyrd (rounded up) whenever someone he doesn’t consider an enemy flees or cowers from him.
Kith: Gristlegrinder. When the Gristlegrinder uses Brawl to grapple someone with intent to eat them, achieving three successes counts as an exceptional success.
Needle: Protector.
Thread: Friendship.
Touchstone/s: NA
Wyrd: 2
Frailties: One minor
Contracts:
Shield
Sword
Autumn
Merits:
Advantages
Willpower: (Resolve + Composure) 4
Maximum Clarity: (Wits + Composure) 4
Size: 5
Defense: (Lower of Dexterity/Wits + Athletics) 3
Health: (Size + Stamina) 8
Speed: (5 + Strength + Dex) 11
Initiative: (Dex + Composure) 2
To Serve Man: A Gristlegrinder can make bite attacks that deal lethal damage, without needing to grapple a foe first. If she holds something or grapples someone of a smaller Size than herself, she can swallow it (or them) whole. She spends a point of Glamour and her jaw expands to the necessary size. With a successful Stamina + Survival roll, she gets the target down with minimal effort. A Gristlegrinder’s digestive system deals two points of lethal damage per turn. If the target is poisoned or toxic, the Gristlegrinder takes damage as normal, unless she has a Merit, token, or other means to negate it. Targets attacking the changeling from inside her must deal at least five points of lethal damage with a single attack to break out, but she can’t apply her Defense or armor against such attacks.
The protector is steadfast and predictable. He is loyal to a person, a group, or an ideal, devoting his time and energy to ensuring their comfort and safety. He works in a methodical manner, never stopping until a task is finished.
(Single Willpower: Ignore your own needs while acting to protect someone else. All Willpower: Miss the last opportunity to achieve an important goal in favor of protecting someone else.)
(Single Willpower: Ignore your own needs while acting to protect someone else. All Willpower: Miss the last opportunity to achieve an important goal in favor of protecting someone else.)
Those motivated by friendship use the strength of the people around them to stay strong. He surrounds himself with people who make him feel loved and wanted, and keeps them in mind when things get tough. He won’t let them down.
(Single Willpower: Follow a friend into a situation that is clearly disadvantageous to you. All Willpower: Follow a friend into a deadly or dangerous situation.)
(Single Willpower: Follow a friend into a situation that is clearly disadvantageous to you. All Willpower: Follow a friend into a deadly or dangerous situation.)
Cannot use a weapon that's been used to harm him previously.
Regalia: Shield, Sword
Mien:
Contracts:
Shield
Shared Burden (Common)
Chrysalis (Royal)
The changeling lets her blood flow onto her target’s body, as her Glamour knits his wounds closed. For every point of lethal damage she inflicts upon herself, the Contract heals two points of damage for her target. She heals bashing damage first, followed by lethal; this Contract can’t heal aggravated damage. No magic can alleviate damage a changeling inflicted upon herself by using Shared Burden — not even someone else’s. The Gargoyle heals three points of damage per point of lethal damage inflicted. (Loophole: The changeling holds a strip of skin, four inches or longer, of the creature that inflicted the injury.)
Chrysalis (Royal)
The changeling chooses two animals when the player purchases this power, and can transform into either one by invoking it. He must have seen the animal before (an accurate representation works), and it can’t be smaller than Size 1 or larger than Size 15. He can choose a mythical beast, though he gains none of its supernal powers — only the physical form: Physical Attributes, Size, Speed, and Health. He can also use the animal’s mundane senses and modes of movement; he can’t levitate, but as a winged dragon he could fly. If he transforms into an aquatic animal, he copies its gills and aquatic lungs. While in animal form, the character can communicate with other animals of the assumed species. (Loophole: The changeling is in the natural habitat of his chosen animal and is near enough to touch at least one of them.)
Gil has chosen a Kodiak bear and a giant red bull superficially similar to a Spanish Fighting Bull.
Gil has chosen a Kodiak bear and a giant red bull superficially similar to a Spanish Fighting Bull.
Sword
Might of the Terrible Brute (Common)
Primal Glory (Common)
Red Revenge (Royal)
The character lets out a terrifying roar of fury and defiance, calling on the prowess that once served his Keeper and now serves only himself. Whenever the player wins a contested grapple roll, the changeling gains a new option for a move to enact: He may reduce his opponent’s Strength by one and add it to his own. Opponents reduced to Strength 0 this way gain the Immobilized Tilt, unable to effectively perform any Physical actions. He may not increase her Strength by more than +5, but it may exceed her Wyrd-derived limit. (Loophole:The character herself is grappling multiple opponents at once.)
Primal Glory (Common)
The character survived the scorching deserts
and ice plains of Arcadia; mere mortal elements cannot harm him. He touches an element and it cows before him: he gains immunity to damage from mundane instances of the element, and suffers only half damage (rounded down) from magical sources. It also curls around him in a protective armor, like a dog eager to please its master, granting him an armor rating of 1/1. The armor hurts anyone who comes in close, dealing one point of lethal damage per turn to anyone who engages in melee against him. The hardy Ogre is fully immune to magical instances of the chosen element. (Loophole: The changeling consumes the element somehow. She might drink some water, hold her breath for a while, eat a handful of dirt, or put out a candle with her tongue and inhale the smoke.)
and ice plains of Arcadia; mere mortal elements cannot harm him. He touches an element and it cows before him: he gains immunity to damage from mundane instances of the element, and suffers only half damage (rounded down) from magical sources. It also curls around him in a protective armor, like a dog eager to please its master, granting him an armor rating of 1/1. The armor hurts anyone who comes in close, dealing one point of lethal damage per turn to anyone who engages in melee against him. The hardy Ogre is fully immune to magical instances of the chosen element. (Loophole: The changeling consumes the element somehow. She might drink some water, hold her breath for a while, eat a handful of dirt, or put out a candle with her tongue and inhale the smoke.)
Red Revenge (Royal)
The changeling raises her hands to the sky, calling to all the hatred and misery that exists in this wretched world. Her skin breaks open as the wrath flows in her, and a blood-red aura surrounds her. She gains +3 to her Initiative, Intimidation, and Physical Attribute ratings, which also increases derived traits. She gains 3/3 armor and the Berserk Condition, as well. The Ogre’s attacks also inflict the Knocked Down Tilt. (Loophole: The changeling uses this Contract to exact vengeance for a loved one or friend.)
Autumn
Witches' Intuition (Common)
The changeling learns the subject’s greatest fear, and any Conditions or Tilts connected to it. This fear can even be subconscious. The changeling may choose to replace this fear with one of his choice. The target’s fright of the original subject, along with any Conditions or Tilts it engendered, turns toward the new one for the scene. (Loophole: The changeling eats part of the target. This piece may be as small as a droplet of blood accidentally spilled, a nail torn off, or a single stolen hair.)
Merits:
Mantle (Autumn Court) (●)
Acute Senses (●)
Directional Sense (●)
Fleet of Foot (●●)
Hardy (●●●)
Iron Stamina (●)
Relentless (●)
Headbutt (●)
Your character gains a Glamour point whenever he overcomes his fear to investigate something new and dangerous. Gain bonus dice equal to your character’s Mantle dots to mundane rolls to investigate the True Fae or Faerie.
Acute Senses (●)
The changeling’s senses are especially acute, even by the standards of high Clarity. Her sight, hearing, and sense of smell operate at twice the distance and accuracy of mortal senses. She can’t see in pitch darkness (for that, she needs Contract magic), but she can see much more clearly than humans can. Add the character’s Wyrd rating as dice to any perception-based rolls. This bonus supersedes the one normally granted by maximum Clarity. Also, add the bonus to any rolls made to remember or identify details.
Directional Sense (●)
Your character has an innate sense of direction, and is always aware of her location in space. She always knows which direction she faces, and never suffers penalties to navigate or find her way.
Fleet of Foot (●●)
Your character is remarkably quick, and runs far faster than his frame suggests. He gains +1 Speed per dot, and anyone pursuing him suffers a -1 per dot to any foot chase rolls.
Hardy (●●●)
Your character’s body goes further than it rightfully should. Add the dots in this Merit to any rolls to resist disease, poison, deprivation, unconsciousness, or suffocation.
Iron Stamina (●)
Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina •• is able to ignore up to a -2 modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if all of your character’s Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina •, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones.
Relentless (●)
Your character will not stop running, whether away from a pursuer or toward prey. In any chase your opponents must achieve two additional successes against yours to catch her or elude her.
Headbutt (●)
Your character has found few arguments she can’t end by ramming her skull into a softer part of the human anatomy. This Merit allows for a new grappling maneuver: Your character inflicts the Stunned Tilt on her opponent. Each use of this maneuver in a scene imposes a –2 penalty as the shock and surprise of this tactic wears off.
Advantages
