Diana Graves/Character Sheet: Difference between revisions

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'''Virtue:''' Competitive
<sup>''[[Diana Graves|<- return to main page]]''</sup>
{{Charsheet
| splat1name        = Family
| splat1            = Ugallu
| splat2name        = Hunger
| splat2            = Tyrant
| virtuename        = Legend
| virtequivalent    = Imperious
| vicename          = Life
| vicequivalent      = Saviour
| aspirations        = Build an empire, Get in with the mob, Find out who took the tree, Find out who Suleiman is, Make good first impression on vampires, Get back to Quinn about werewolves
| conditions        = Starving
| int                = 3
| wits              = 2
| res                = 3
| str                = 2
| dex                = 2
| sta                = 2
| pre                = 3
| man                = 3
| comp              = 3
| mentalskills      = Academics (''great men'') 2, Crafts 1, Investigation 2, Occult 1, Politics (''strings'') 2
| physicalskills    = Athletics 1, Drive 1, Larceny 1, Stealth 1
| socialskills      = Empathy 2, Expression 1, Intimidation 1, Persuasion (''sales, sex appeal'') 2, Socialise 2, Streetwise 1, Subterfuge (''obscuring facts'') 2
| merits            = Ally (Carter) 1, Ally (Mel) 1, Contacts (development companies, local government), Eidetic Memory, Fast Talking 3, Professional Training (corporate predator) 3, Resources 3, Retainer (Price) 3, Staff 1, Striking Looks (Advanced)
| powers1name        = Birthrights
| powers1            = Stains of Guilt (know if someone has caused or suffered Integrity lost in last week)
| powers2name        = Atavisms
| powers2            = Alien Allure, Eye of Heaven, Mimir's Wisdom
| powers3name        = Nightmares
| powers3            = Behold My True Form, You Are Alone, You Must Obey
| powers4name        = Lair Traits
| powers4            = Burning, Maze, Sealed Exits
| powers5name        = Family Ties
| powers5            = Vivian Lane
| powerstatname      = Lair
| powerstat          = 2
| fuelstatname      = Satiety
| fuelstat          = 5
| health            = 7
| willpower          = 5
| size              = 5
| speed              = 9
| initiative        = +5
| defence            = 3
| armour            =
}}


'''Vice:''' Ambitious/Arrogant
'''Experience:''' 3


'''Mental Attributes:''' Intelligence 3, Wits 2, Resolve 2
'''Exp Spent/Bonus:''' 29 = 5 (Lair x1) + 8 (attribute x2) + 9 (merits x9) + 4 (out of family atavism x1) +3 (nightmare x1) = 12 supernatural/17 mundane


'''Physical Attributes:''' Strength 2, Dexterity 2, Stamina 2
===Conditions===
<div class="toccolours mw-collapsible mw-collapsed"> '''Inspired (''manipulating men'')'''
<div class="mw-collapsible-content">
Your character is deeply inspired. When your character takes an action pertaining to that inspiration, you may resolve this Condition. An exceptional success on that roll requires only
three successes instead of five and you gain a point of Willpower.


'''Social Attributes:''' Presence 3, Manipulation 3, Composure 2
'''Resolution:''' You spend inspiration to spur yourself to greater success, resolving the Condition as described above.


'''Mental Skills:''' Academics ('Great Men') 2, Crafts 1, Investigation 1, Occult 1, Politics 2
'''Beat:''' n/a
</div></div>
<div class="toccolours mw-collapsible mw-collapsed"> '''Sated (Persistent)'''
<div class="mw-collapsible-content">
Your character has medium Satiety, which means four, five, or six dots. The Horror wants more but doesn’t need more. The Hunger still gnaws but isn’t overpowering. This is a state of equilibrium between the power of desire and the need for sustenance.


'''Physical Skills:''' Athletics 1, Drive 1, Larceny 1, Stealth 1
'''Systems:''' Being Sated doesn’t confer any mechanical bonuses; the Beast is content, and the Soul rankles at contentment. The Soul’s discomfort and desire for change makes it possible for a Hero to place Anathemas on the Beast.


'''Social Skills:''' Empathy 2, Expression 1, Intimidation 1, Persuasion (sex appeal) 2, Socialise 2, Streetwise 1, Subterfuge (obscuring facts) 2
'''Resolution:''' Reduce Satiety to three or fewer dots, or increase it to seven or more dots.


'''Merits:''' Ally (Carter) 1, Contacts (local government, ???) 2, Professional Training (corporate predator) 2, Fast Talking 3, Resources 1, Striking Looks 2, Vice-Ridden 2
'''Beat:''' When your character pursues further Satiety at risk of personal harm, take a Beat. When your character frivolously spends Satiety (meaning to accomplish something she could just as easily accomplish without the expenditure), take a Beat. If a Hero places an Anathema on the character, take a Beat.
</div></div>


'''Health:''' 7


'''Willpower:''' 4
===Atavism Abilities===
====Normal====
* Adds [''Lair''] to Social rolls where looks or attactiveness can apply.
* Always starts with a Good Impression for Social Manouvring.
* Gains Eidetic Memory merit.
* Knows if someone is lying or withholding information from her.
* Knows when supernatural powers are affecting her thoughts or perceptions.
* Once per session, ask the Storyteller for information that sheds light on a current problem.
* Study a target to gain the following information (choose which, one per round of study): Virtue & Vice (or equivalent), current Aspirations, any current Conditions or Tilts, any supernatural weaknesses, current wound penalties, or any supernatural destiny or fate.
====Low Satiety====
*Social rolls involving appearance gain Exceptional Success on 3 successes.
*As long as she avoids Hard Leverage, if Diana opens all Doors in a Social Manouvre she can impose the Charmed condition on the target.
* Dramatic failures on social rolls reduce the target's impression of Diana to Hostile for the remainder of the Chapter and imposes -[''Lair''] to all Social rolls against that target.
* If Diana has studied at target, her first attack against them is a surprise attack.
* Gains Rote quality on all Mental rolls aimed at sating her Hunger and the Untrained penalty for Mental Skills drops to -1.
* Learns one damning fact about anyone she comes into physical contact with, enough to apply Leverage to them if required.
====Satiety Expenditure====
* '''Spend 1 satiety (Reflexive Action):''' For the remainder of the scene, people treat Diana as if she had [''10-Statiety, Max. 5''] Fame or Status. Ignore up to [''Lair''] penalties when forcing Doors and failing to force Doors does not stop further manouvring.
* '''Spend 1 satiety (Reflexive Action):''' Make a single attack against a target as a rote action.
* '''Spend 1 satiety (Reflexive Action):''' Gain [''Intelligence + Lair''] dots in temporary Mental Skills or Library Merits for 24 hours.


'''Speed:''' 9
===Nightmares===
<div class="toccolours mw-collapsible mw-collapsed"> '''You Are Alone'''
<div class="mw-collapsible-content">
''In a sea of humanity, you are an uncharted island. No one even notices that you’re there, and no one will notice when you’re gone. You are doomed, not to die, but never to matter at all.''


'''Defense:''' 3
'''Dice Pool:''' Manipulation + Satiety vs. Resolve + Supernatural Tolerance


'''Initiative:''' 4
'''Normal:''' Any attempt the victim makes to interact with other people costs 1 Willpower. Even then, dice pools for any action meant to connect with others suffer a –2 penalty. Prolonged use of this Nightmare (roughly once a day per dot of the target’s Composure) may provoke breaking points or adverse Conditions like Shaken or Spooked.


'''Armour:''' 0
'''High Satiety:''' As long as the Nightmare lasts, basic human interaction (even as simple as meeting the victim’s gaze and asking how he’s doing) counts as soft leverage in Social Maneuvering actions.


'''Experience:''' 6 (4 spent)
'''Satiety Expenditure:''' The victim cannot benefit from or participate in teamwork actions. However, being accustomed to relying on himself alone, the victim does not reduce his Defense
after being attacked until the third time he’s attacked in a turn.


'''Exceptional Success:''' Any failed Social roll on the part of the victim is treated as a dramatic failure.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed"> '''You Must Obey'''
<div class="mw-collapsible-content">
''You’re not in the driver’s seat any more. You’re looking out of your own eyes while something you can’t begin to fathom steers you around like a puppet. Even thinking about resisting makes you feel sick inside.''


'''Dice Pool:''' Presence + Satiety vs. Resolve + Supernatural Tolerance


'''''Professional Training'''''
'''Normal:''' For the duration of the scene, the victim is compelled to obey the Beast. Any attempt to ignore or countermand the Beast’s instructions provokes a breaking point. Orders that would obviously harm the victim receive a +2 bonus to the breaking point roll. Orders must be simple, single instructions, and cannot be “queued.” The Beast could order her victim to shoot his friend standing next to him, but if the Beast wanted his victim to drive across town, break into his friend’s house, and then shoot him, the Beast would have to accompany the victim and give each order as the previous task was completed.
* ''Asset Skills:'' Persuasion, Socialise
* ''Contacts'' Local government, ????


'''''Fast-Talking'''''
'''High Satiety:''' The Beast can issue complex commands, or multiple commands in sequence. She can give a number of orders equal to her Satiety rating at the time the Nightmare was invoked.
* ''Always be Closing:'' Other characters attempting to oppose or resist Diana's Social interactions are at -1 to Resolve or Composure (her choice).
* ''Jargon:'' Diana may apply one relevant Specialty to any Social roll she makes, even if it is not tied to the Skill in use.
* ''Devil's Advocate:'' Diana may reroll one failed Subterfuge roll per Scene.


'''Satiety Expenditure:''' When acting to fulfill the Beast’s commands, the victim either lowers the threshold for exceptional success to three successes or regains a point of Willpower. The victim chooses which before rolling.</div></div>
===Merits===
<div class="toccolours mw-collapsible mw-collapsed"> '''Fast Talking'''
<div class="mw-collapsible-content">
* ''Always Be Closing:'' Characters suffer -1 to Resolve or Composure when resisting or contesting your Social interactions.
* ''Jargon:'' Apply one relevant Specialty to any Social roll you make, even if not tied to the Skill in use.
* ''Devil’s Advocate:'' Reroll one failed Subterfuge roll per scene.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed"> '''Professional Training (''corporate predator'')'''
<div class="mw-collapsible-content">
'''Asset Skills:''' Persuasion, Politics, Subterfuge
* ''Networking:'' Gain 2 dots of contacts in fields relating to chosen field.
* ''Continuing Education:'' Gain 9-Again on rolls using Asset Skills
* ''Breadth of Knowledge:'' Chose a third Asset Skill and 2 specialties in Asset Skills.
</div></div><div class="toccolours mw-collapsible mw-collapsed"> '''Striking Looks (Advanced)'''
<div class="mw-collapsible-content">
Gain a +2 bonus and the rote quality to any Social roll influenced by your looks.
</div></div>


 
[[Category:Beneath Cold Boughs|Graves]]
'''<u>Breaking Points</u>'''
* allowing herself to be vulnerable
* victimising herself, especially through sex
* abusing a child or allowing it to occur
* unnecessary cruelty
* the smell of rotting meat
* losing her legacy and all she has worked for
 
'''<u>Aspirations</u>'''
* destroy Willowgate Arcade
* move everyone out of the Arcade
* build an empire
* (OOC) develop connections with others
* remove that stench
 
[[Category:Character Sheets|Graves]]

Latest revision as of 14:31, 5 April 2022

<- return to main page

Family: Ugallu Hunger: Tyrant
Legend Imperious Life Saviour
Aspirations: Build an empire, Get in with the mob, Find out who took the tree, Find out who Suleiman is, Make good first impression on vampires, Get back to Quinn about werewolves
Conditions: Starving
Attributes
Mental: Intelligence 3, Wits 2, Resolve 3
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Presence 3, Manipulation 3, Composure 3
Skills
Mental: Academics (great men) 2, Crafts 1, Investigation 2, Occult 1, Politics (strings) 2
Physical: Athletics 1, Drive 1, Larceny 1, Stealth 1
Social: Empathy 2, Expression 1, Intimidation 1, Persuasion (sales, sex appeal) 2, Socialise 2, Streetwise 1, Subterfuge (obscuring facts) 2
Other Traits
Merits: Ally (Carter) 1, Ally (Mel) 1, Contacts (development companies, local government), Eidetic Memory, Fast Talking 3, Professional Training (corporate predator) 3, Resources 3, Retainer (Price) 3, Staff 1, Striking Looks (Advanced)
Birthrights: Stains of Guilt (know if someone has caused or suffered Integrity lost in last week)
Atavisms: Alien Allure, Eye of Heaven, Mimir's Wisdom
Nightmares: Behold My True Form, You Are Alone, You Must Obey
Lair Traits: Burning, Maze, Sealed Exits
Family Ties: Vivian Lane
Advantages
Lair: 2 Satiety: 5
Health 7 Willpower: 5
Combat
Size: 5 Speed: 9 Initiative: +5
Defence: 3


Experience: 3

Exp Spent/Bonus: 29 = 5 (Lair x1) + 8 (attribute x2) + 9 (merits x9) + 4 (out of family atavism x1) +3 (nightmare x1) = 12 supernatural/17 mundane

Conditions

Inspired (manipulating men)

Your character is deeply inspired. When your character takes an action pertaining to that inspiration, you may resolve this Condition. An exceptional success on that roll requires only three successes instead of five and you gain a point of Willpower.

Resolution: You spend inspiration to spur yourself to greater success, resolving the Condition as described above.

Beat: n/a

Sated (Persistent)

Your character has medium Satiety, which means four, five, or six dots. The Horror wants more but doesn’t need more. The Hunger still gnaws but isn’t overpowering. This is a state of equilibrium between the power of desire and the need for sustenance.

Systems: Being Sated doesn’t confer any mechanical bonuses; the Beast is content, and the Soul rankles at contentment. The Soul’s discomfort and desire for change makes it possible for a Hero to place Anathemas on the Beast.

Resolution: Reduce Satiety to three or fewer dots, or increase it to seven or more dots.

Beat: When your character pursues further Satiety at risk of personal harm, take a Beat. When your character frivolously spends Satiety (meaning to accomplish something she could just as easily accomplish without the expenditure), take a Beat. If a Hero places an Anathema on the character, take a Beat.


Atavism Abilities

Normal

  • Adds [Lair] to Social rolls where looks or attactiveness can apply.
  • Always starts with a Good Impression for Social Manouvring.
  • Gains Eidetic Memory merit.
  • Knows if someone is lying or withholding information from her.
  • Knows when supernatural powers are affecting her thoughts or perceptions.
  • Once per session, ask the Storyteller for information that sheds light on a current problem.
  • Study a target to gain the following information (choose which, one per round of study): Virtue & Vice (or equivalent), current Aspirations, any current Conditions or Tilts, any supernatural weaknesses, current wound penalties, or any supernatural destiny or fate.

Low Satiety

  • Social rolls involving appearance gain Exceptional Success on 3 successes.
  • As long as she avoids Hard Leverage, if Diana opens all Doors in a Social Manouvre she can impose the Charmed condition on the target.
  • Dramatic failures on social rolls reduce the target's impression of Diana to Hostile for the remainder of the Chapter and imposes -[Lair] to all Social rolls against that target.
  • If Diana has studied at target, her first attack against them is a surprise attack.
  • Gains Rote quality on all Mental rolls aimed at sating her Hunger and the Untrained penalty for Mental Skills drops to -1.
  • Learns one damning fact about anyone she comes into physical contact with, enough to apply Leverage to them if required.

Satiety Expenditure

  • Spend 1 satiety (Reflexive Action): For the remainder of the scene, people treat Diana as if she had [10-Statiety, Max. 5] Fame or Status. Ignore up to [Lair] penalties when forcing Doors and failing to force Doors does not stop further manouvring.
  • Spend 1 satiety (Reflexive Action): Make a single attack against a target as a rote action.
  • Spend 1 satiety (Reflexive Action): Gain [Intelligence + Lair] dots in temporary Mental Skills or Library Merits for 24 hours.

Nightmares

You Are Alone

In a sea of humanity, you are an uncharted island. No one even notices that you’re there, and no one will notice when you’re gone. You are doomed, not to die, but never to matter at all.

Dice Pool: Manipulation + Satiety vs. Resolve + Supernatural Tolerance

Normal: Any attempt the victim makes to interact with other people costs 1 Willpower. Even then, dice pools for any action meant to connect with others suffer a –2 penalty. Prolonged use of this Nightmare (roughly once a day per dot of the target’s Composure) may provoke breaking points or adverse Conditions like Shaken or Spooked.

High Satiety: As long as the Nightmare lasts, basic human interaction (even as simple as meeting the victim’s gaze and asking how he’s doing) counts as soft leverage in Social Maneuvering actions.

Satiety Expenditure: The victim cannot benefit from or participate in teamwork actions. However, being accustomed to relying on himself alone, the victim does not reduce his Defense after being attacked until the third time he’s attacked in a turn.

Exceptional Success: Any failed Social roll on the part of the victim is treated as a dramatic failure.

You Must Obey

You’re not in the driver’s seat any more. You’re looking out of your own eyes while something you can’t begin to fathom steers you around like a puppet. Even thinking about resisting makes you feel sick inside.

Dice Pool: Presence + Satiety vs. Resolve + Supernatural Tolerance

Normal: For the duration of the scene, the victim is compelled to obey the Beast. Any attempt to ignore or countermand the Beast’s instructions provokes a breaking point. Orders that would obviously harm the victim receive a +2 bonus to the breaking point roll. Orders must be simple, single instructions, and cannot be “queued.” The Beast could order her victim to shoot his friend standing next to him, but if the Beast wanted his victim to drive across town, break into his friend’s house, and then shoot him, the Beast would have to accompany the victim and give each order as the previous task was completed.

High Satiety: The Beast can issue complex commands, or multiple commands in sequence. She can give a number of orders equal to her Satiety rating at the time the Nightmare was invoked.

Satiety Expenditure: When acting to fulfill the Beast’s commands, the victim either lowers the threshold for exceptional success to three successes or regains a point of Willpower. The victim chooses which before rolling.

Merits

Fast Talking
  • Always Be Closing: Characters suffer -1 to Resolve or Composure when resisting or contesting your Social interactions.
  • Jargon: Apply one relevant Specialty to any Social roll you make, even if not tied to the Skill in use.
  • Devil’s Advocate: Reroll one failed Subterfuge roll per scene.
Professional Training (corporate predator)

Asset Skills: Persuasion, Politics, Subterfuge

  • Networking: Gain 2 dots of contacts in fields relating to chosen field.
  • Continuing Education: Gain 9-Again on rolls using Asset Skills
  • Breadth of Knowledge: Chose a third Asset Skill and 2 specialties in Asset Skills.
Striking Looks (Advanced)

Gain a +2 bonus and the rote quality to any Social roll influenced by your looks.