Atlas/Character Sheet: Difference between revisions

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| vicename          = Bone
| vicename          = Bone
| vicequivalent      = Prankster
| vicequivalent      = Prankster
| aspirations        = Eat the Challenge burger; Revenge for Jacob; Return Jacob's pcture; Join the Iron Masters; Hunt Hecate
| aspirations        = Eat the Challenge burger; Revenge for Jacob; Return Jacob's pcture; Fix Winters
| conditions        = Guilty
| conditions        =  
| int                = 2
| int                = 2
| wits              = 5
| wits              = 5
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| comp              = 3/3/1/3/3
| comp              = 3/3/1/3/3
| mentalskills      = Computers 2, Investigation 3, Occult (''Cryptids'') 2
| mentalskills      = Computers 2, Investigation 3, Occult (''Cryptids'') 2
| physicalskills    = Athletics (''Climbing'') 3, Brawl 1, Drive 2, Larceny 2, Stealth 2, Survival 3
| physicalskills    = Athletics (''Climbing'') 3, Brawl 2, Drive 2, Larceny 2, Stealth 1, Survival 3, Weaponry 2
| socialskills      = Animal Ken 1, Empathy 2, Streetwise (''Navigation'') 2, Subterfuge 1
| socialskills      = Animal Ken 1, Empathy 2, Streetwise (''Navigation'') 2, Subterfuge 1
| merits            = Contacts (''street, underworld''), Fast Reflexes 2, Language (''First Tongue''), Lucid Dreamer, Parkour 3
| merits            = Contacts (''street, underworld''), Direction Sense, Fast Reflexes 2, Language (''First Tongue''), Improvised Weaponry 2, Lucid Dreamer, Parkour 3
| powers1name        = Renown
| powers1name        = Renown
| powers1            = Glory 1, Wisdom 2, Cunning 1
| powers1            = Glory 1, Wisdom 2, Cunning 1
| powers2name        = Gifts
| powers2name        = Gifts
| powers2            = Crescent Moon (Shadow Gaze, Shadow Whispers); Change (Quicksilver Flesh); Hunting (Impossible Spoor)
| powers2            = Crescent Moon (Shadow Gaze, Shadow Whispers); Cities (Carve the City's Flesh), Change (Quicksilver Flesh), Hunting (Impossible Spoor)
| powers3name        = Rites
| powers3name        = Rites
| powers3            = Rite of Chained Rage, Rite of Dedication
| powers3            = Rite of Chained Rage, Rite of Dedication
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| armour            = 0
| armour            = 0
}}
}}
'''XP:''' 13 (10 mortal, 3 uratha); '''Unallocated:''' 3 Merit dots, 2 Shadow gifts
'''XP:''' 18 (14 mortal, 4 uratha); '''Unallocated:''' 2 Shadow gifts


===Auspice Abilities===
===Auspice Abilities===
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===Gifts===
===Gifts===
:'''Carve the City's Flesh''' ''(2 Essence):'' Create a temporary street, alley or other urban passageway up to 30 yards/Wisdom long, that lasts until the next sunrise or sunset. The world does not notice this temporary street's existence.
:'''Impossible Spoor:''' Gain 2 automatic successes on all Tracking rolls. Can spend 1 Essence to remove all negative modifiers due to the age of a trail and may spend additional Essence each time the trail would degrade due to environmental conditions.
:'''Impossible Spoor:''' Gain 2 automatic successes on all Tracking rolls. Can spend 1 Essence to remove all negative modifiers due to the age of a trail and may spend additional Essence each time the trail would degrade due to environmental conditions.
:'''Quicksilver Flesh''' ''(1 Essence):'' Can change a portion of current form to draw on one of the benefits of the other form, such as claws, senses, movement, or speech or hands when in forms without them. Overt changes cause Lunacy as in Dalu.
:'''Quicksilver Flesh''' ''(1 Essence):'' Can change a portion of current form to draw on one of the benefits of the other form, such as claws, senses, movement, or speech or hands when in forms without them. Overt changes cause Lunacy as in Dalu.
:'''Shadow Gaze:'' Permanently add Wisdom renown to all Empathy rolls when interacting with spirits and the Ridden. Can also focus on a specific spirit, spend 1 Essence and roll Wits + Occult + Wisdom, resisted by the spirit's Resistance; on a success, the Ithaeur learns either the spirits Ban or Bane.
:'''Shadow Gaze:''' Permanently add Wisdom renown to all Empathy rolls when interacting with spirits and the Ridden. Can also focus on a specific spirit, spend 1 Essence and roll Wits + Occult + Wisdom, resisted by the spirit's Resistance; on a success, the Ithaeur learns either the spirits Ban or Bane.
:'''Shadow Whispers''' ''(1 Essence):'' Ask a single, simple question of a single object or dormant spirit the Ithaeur can percieve. It will answer to to the best of its abilities, but can only provide information about its immediate environs or influence.
:'''Shadow Whispers''' ''(1 Essence):'' Ask a single, simple question of a single object or dormant spirit the Ithaeur can percieve. It will answer to to the best of its abilities, but can only provide information about its immediate environs or influence.


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* '''Direction Sense:''' Always aware of location in space, know which direction faced, never suffer penalties to navigate or find their way.
* '''Direction Sense:''' Always aware of location in space, know which direction faced, never suffer penalties to navigate or find their way.
* '''Fast Reflexes:''' Add Fast Reflexes to Initiative.
* '''Fast Reflexes:''' Add Fast Reflexes to Initiative.
* '''Improvised Weaponry'''
** ''Always Armed:'' Reflexively roll Wits + Weaponry to draw a simple improvised weapon that doesn't suffer the improvisational penalty.
** ''In Harm's Way:'' Once per turn, apply an ''Always Armed'' weapon's Structure as close combat Armor, potentially damaging the weapon.
* '''Lucid Dreamer:''' Roll Resolve + Composure when asleep to dream lucidly. Can wake at will.
* '''Lucid Dreamer:''' Roll Resolve + Composure when asleep to dream lucidly. Can wake at will.
* '''Parkour'''
* '''Parkour'''

Latest revision as of 20:07, 21 November 2023

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Auspice: Ithaeur
Blood Gremlin Bone Prankster
Aspirations: Eat the Challenge burger; Revenge for Jacob; Return Jacob's pcture; Fix Winters
Conditions: -
Attributes
Mental: Intelligence 2, Wits 5, Resolve 3
Physical: Strength 2/3/5/4/2, Dexterity 3/3/4/5/5, Stamina 2/3/4/4/3
Social: Presence 2/2/3/2/2, Manipulation 1/0/0/0/0, Composure 3/3/1/3/3
Skills
Mental: Computers 2, Investigation 3, Occult (Cryptids) 2
Physical: Athletics (Climbing) 3, Brawl 2, Drive 2, Larceny 2, Stealth 1, Survival 3, Weaponry 2
Social: Animal Ken 1, Empathy 2, Streetwise (Navigation) 2, Subterfuge 1
Other Traits
Merits: Contacts (street, underworld), Direction Sense, Fast Reflexes 2, Language (First Tongue), Improvised Weaponry 2, Lucid Dreamer, Parkour 3
Renown: Glory 1, Wisdom 2, Cunning 1
Gifts: Crescent Moon (Shadow Gaze, Shadow Whispers); Cities (Carve the City's Flesh), Change (Quicksilver Flesh), Hunting (Impossible Spoor)
Rites: Rite of Chained Rage, Rite of Dedication
Advantages
Primal Urge: 1 Essence: 3 (max. 10)
Health 7/9/11/10/7 Willpower: 6 Harmony: 7
Combat
Size: 5/6/7/6/4 Speed: 10/11/14/17/15 Initiative: +10
Defence: 6/6/7/7/7 Armour: 0

XP: 18 (14 mortal, 4 uratha); Unallocated: 2 Shadow gifts

Auspice Abilities

Hunter's Aspect: The Boundary: An Ithaeur’s hunt blurs the boundaries between the material and the shadow. Prey find themselves glimpsing across the boundary, witnessing the spirit (or material) out of the corner of their eye. The strange environment disorients, and distracts drawing prey off their intended path. Once per day the prey rolls [Wits + Survival], penalized by the Ithaeur’s Primal Urge. Failure finds them lost, turned around or cornered. Perhaps a wrong turn in traffic takes them down an unfamiliar alley, or a panicked stumble finds them in an alien portion of the woods. On a Dramatic Failure it is even possible for the prey to accidentally wander across the boundary, assuming the local gauntlet density permits it. This can force rolls that would otherwise never occur, such as getting lost in a familiar place such as their own home.

Auspice Benefit: Spirit Howl: A werewolf has a place in the spirit ecology. For the most part, the place they occupy is that of “dominant predator,” and with some effort, an Ithaeur can claim that position. Once per chapter, the character can let out a howl that, while silent in the Flesh, reverberates through the Shadow. Spirits of lower Rank than the werewolf flee the area, hide, or go dormant, while more powerful spirits avoid the werewolf out of deference. Spirits that are actively allied with the werewolf’s pack or tribal totem might even come to his aid, though the Ithaeur shouldn’t ever count on that. Only spirits that are outright hostile to the pack do not show deference, though their Defense is penalized by the werewolf’s Wisdom Renown. This howl does not require a roll, but does require the player to spend a point of Essence.

Gifts

Carve the City's Flesh (2 Essence): Create a temporary street, alley or other urban passageway up to 30 yards/Wisdom long, that lasts until the next sunrise or sunset. The world does not notice this temporary street's existence.
Impossible Spoor: Gain 2 automatic successes on all Tracking rolls. Can spend 1 Essence to remove all negative modifiers due to the age of a trail and may spend additional Essence each time the trail would degrade due to environmental conditions.
Quicksilver Flesh (1 Essence): Can change a portion of current form to draw on one of the benefits of the other form, such as claws, senses, movement, or speech or hands when in forms without them. Overt changes cause Lunacy as in Dalu.
Shadow Gaze: Permanently add Wisdom renown to all Empathy rolls when interacting with spirits and the Ridden. Can also focus on a specific spirit, spend 1 Essence and roll Wits + Occult + Wisdom, resisted by the spirit's Resistance; on a success, the Ithaeur learns either the spirits Ban or Bane.
Shadow Whispers (1 Essence): Ask a single, simple question of a single object or dormant spirit the Ithaeur can percieve. It will answer to to the best of its abilities, but can only provide information about its immediate environs or influence.

Merits

  • Direction Sense: Always aware of location in space, know which direction faced, never suffer penalties to navigate or find their way.
  • Fast Reflexes: Add Fast Reflexes to Initiative.
  • Improvised Weaponry
    • Always Armed: Reflexively roll Wits + Weaponry to draw a simple improvised weapon that doesn't suffer the improvisational penalty.
    • In Harm's Way: Once per turn, apply an Always Armed weapon's Structure as close combat Armor, potentially damaging the weapon.
  • Lucid Dreamer: Roll Resolve + Composure when asleep to dream lucidly. Can wake at will.
  • Parkour
    • Flow: When in a foot chase, subtract Parkour from successes needed to pursue or evade. Ignore environmental penalties to Athletics rolls equal to Parkour.
    • Cat Leap: Gain one automatic success on Dexterity+Athletics rolls to mitigate fall damage, and add Parkour to the threshold of damage that can be mitigated through this roll.
    • Wall Run: Can scale 10ft + (Athletics * 5ft) as an Instant action without needing to roll Athletics.
Mortal traits, depreciated.  
'Tension: 2

Breaking Points

  • Not standing up for someone
  • Causing serious harm
  • Pulling someone into this life
  • Being betrayed
  • Giving in to my hungers