Jerome Gévoudan/Character Sheet

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Auspice: Rahu
Blood Warden Bone Volunteer
Aspirations: Who is in the cult? Join the Hunters in Darkness. Complete a Deed
Conditions: -
Attributes
Mental: Intelligence 2, Wits 3, Resolve 4
Physical: Strength 3/4/6/5/3, Dexterity 3/3/4/5/5, Stamina 3/4/5/5/4
Social: Presence 1/1/3/1/1, Manipulation 3/2/0/2/2, Composure 3/3/0/3/3
Skills
Mental: Academics 1, Computers (hacking) 2, Craft (electronics) 2, Investigation 1, Science 1
Physical: Athletics 3, Brawl (muay thai) 4, Larceny 1, Stealth 2, Survival 1, Weaponry 2
Social: Empathy 1, Intimidate 2, Persuasion 1, Streetwise 2
Other Traits
Merits: Body as Weapon, Contacts (fighting & fitness circles), Defensive Combat (Brawl), Killer Instinct 2, Language (First Tongue), Lucid Dreamer, Martial Arts 3
Renown: Purity 1, Glory 1, Cunning 1
Gifts: Full Moon (Killer Instinct); Elemental (Tongue of Flame); Change (The Father's Form)
Rites: Rite of Chained Rate, Rite of Dedication, Rite of the Fetish
Advantages
Primal Urge: 1 Essence: 1 (max. 10)
Health 8/10/12/11/8 Willpower: 5 Harmony: 8
Combat
Size: 5/6/7/6/4 Speed: 11/12/15/18/16 Initiative: +5
Defence: 7 Armour: 0

XP: 24 spent (20 mortal, 4 werewolf); Unallocated: 1 Shadow Gift Missing Prereqs.: Medicine 1 for Killer Instinct.

Auspice Abilities

Hunter's Aspect: The Fury:Everyone hates what the Rahu hunts, it is an unconscious urge, manifest in all living things. Animals become aggressive, attacking or fleeing from the prey on sight, people and spirits become irrationally hostile. Those who know the prey well are less affected, but still find his actions more aggravating than they normally would. Once per day, while interacting with a being or animal, the prey must roll [Presence + Socialize or Animal Ken], penalized by the Rahu’s Primal Urge. Failure and their impression immediately drops two levels in the eyes of the other. This can be enough to prompt violence from a complete stranger, or a sudden attack by a normally docile animal.

Auspice Benefit: Tenacious: Once engaged in battle, the Rahu is a truly dogged foe. Injury, distraction, and even the world around her can be ignored, albeit briefly. Once per chapter, the player can ignore the effects of any Conditions or Tilts that are hindering her character in combat for two turns. The Conditions and Tilts’ effects return after the two turns are up; this power does not count as resolving a Condition or ending a Tilt.

Gifts

Killer Instinct (1 Essence, Reflexive): Gain 8-Again on Brawl and Weaponry rolls for the remainder of the scene.
Tongue of Flame Gain Influence (Fire) equal to dots in Purity. Dice pool for Influence rolls is Presence + Empathy + Purity.
The Father's Form Permanently augment Gauru form. Increases Presence in that form by 1. This is included in the attributes above.

Merits

  • Body As Weapon: Unarmed attacks deal +1 Bashing damage on a successful hit.
  • Killer Instinct: Spend an instant action to assess a target. After doing so, can split the dots in Killer Instinct between the following effects, but cannot choose any effect more than once: Ignore 1/1 of the target's armour; Convert 1 bashing damage caused by the attack to lethal; Ignore 1 point of the target's Defence.
  • Lucid Dreamer: Roll Resolve + Composure when asleep to dream lucidly. Can wake at will.
  • Martial Arts (Fighting Style)
    • Leg Kick: Take a -1 to Defence for a turn to inflict the Leg Wrack Tilt if he deals at least one damage with a Brawl attack.
    • Cutting Elbow: Reduce penalty on unarmed attacks to inflict the Blinded condition to -2.
    • Trapping: On a successful Brawl attack, can choose to set aside up to Brawl successes and add them to a Brawl attack next turn. This advantage is lost if the opponent leaves hand-to-hand range and he doesn't follow.
Mortal traits, depreciated.  
Tension: 4

Breaking Points

  • Theft
  • Exerting himself on others to their detriment
  • Sadistic torture or rape
  • Humiliation
  • Being Helpless