breakaleginhalf: (ah huh)
Gil Ryanson ([personal profile] breakaleginhalf) wrote2023-03-09 01:49 pm
Entry tags:

Come Sail Info

full name Gil Ryanson
true name Gil Ryanson
age 28
pronouns he/him
sexuality gay
room 120
dining time 7:03pm
Inventory
  • Satchel
  • Cell phone + charger
  • Laptop + charger
  • Science textbook
  • Arrival lei (broken)
  • personality
    +
    positive trait . trait . trait . trait . trait
    =
    neutral trait . trait . trait . trait . trait
    🔥
    spicy trait . trait . trait . trait . trait
    appearance
    !! your content here !!
    height 5'5"
    build Square; bodybuilder
    eyes Red
    hair Dark brown/black, 4B, buzzed
    abilities
    Changeling: Magic
    Gristlegrinder.
    When the Gristlegrinder uses Brawl to grapple someone with intent to eat them, achieving three successes counts as an exceptional success.
    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.

    Shield
    Shared Burden (Common)
    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.

    Sword
    Might of the Terrible Brute (Common)
    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.)
    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.)
    Changeling: Mundane Mantle (Autumn Court) (â—Ź)
    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 (â—Ź)
    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 (â—Ź)
    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 (â—Źâ—Ź)
    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 (â—Źâ—Źâ—Ź)
    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 (â—Ź)
    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 (â—Ź)
    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 (â—Ź)
    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.
    General Life Skills
  • Graduate Master's Degree in Physics (Theoretical physics)
  • History of amateur + improv theatre performances
  • Trained teacher's aide, not technically licensed
  • Amateur brawler
  • Other Abilities !! your content here !!
    background
    Gil's life before his Durance was perfectly mundane. He was an only child to a doctor and politician, went to a renowned Melbourne university to study Aerospace Engineering, and joined the local theatre club, ending up in a tight-knit group of seven. It was towards the tail end of his Masters that he and his friends were Taken by a True Fae: it had been stalking the club for a while, and took the opportunity to steal them away after they got their parts for their latest performance: Into The Woods.

    In the potential list of Narrator, Hero, Heroine, Villain, Crone and Innocent, Gil was saddled with Beast: his fate was to be the embodiment of bestial, monstrous violence. With every unique play their Keeper forced the Narrator to write, Gil was killed, violently, viscerally, in a new and exciting way every single time, because to do otherwise was to risk their Keeper getting bored and doing something worse.

    He doesn't know how long it was on the inside before he was finally able to escape - but a large part of how was thanks to the Crone (the one who had to sew him back together after every play he was in). Together they tried to hatch a plan to free everyone, but when they put it in motion something went wrong (perhaps their Keeper was just too powerful, or everyone else was too far gone) and their Keeper tried to kill the Crone permanently - and Gil snapped. He attacked their Keeper himself, ripping the True Fae's leg off before he grabbed the Crone and fled. And while he didn't escape with them, losing the Crone to the ever-changing forces of the Hedge, escape Gil did.

    But his time in Arcadia had changed him - he had been forced to play the part of a monstrous and violent beast for so many years inside Arcadia, that Gil had become the part. Not a Beast (a distinct Changeling Seeming), but an Ogre, a distinctly ugly creature made for massive, mindless damage. And specifically a Gristlegrinder - a hulking, brutish Kith with teeth that can cut through bone, and always, hungry for human flesh.

    When he escaped, the realisation that his old life was gone was too much, and with nothing else to keep him grounded he spent nearly two months in a heavy depression where he rarely left his room in the local Autumn Freehold. It took a chance encounter with a pre-teen Changeling doing his homework for Gil to finally break out of the darkness, and things moved quickly after that - some cursory testing done to check how functional he was, papers were forged to allow him to be a teacher's aide and private tutor, and he was sent to work in the neighbouring Spring Freehold, located over a prominent Melbourne high school.
    player Maniette
    pb Sinqua Walls
    contact Ping me in the game discord!
    timezone AEST (GMT+10/11)