Morris Mayfair/Character Sheet: Difference between revisions

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| man                = 2
| man                = 2
| comp              = 3
| comp              = 3
| mentalskills      = Academics 1, Crafts 2, Occult 1, Politics 1
| mentalskills      = Academics 1, Crafts 2, Occult (''Spirit Science<sup>TM</sup>'') 1, Politics 1
| physicalskills    = Athletics 3, Brawl 3, Drive 1, Firearms 2, Larceny 1, Survival 1, Weaponry 1
| physicalskills    = Athletics 3, Brawl (''boxing'') 3, Drive 1, Firearms 2, Larceny 1, Survival 1, Weaponry 1
| socialskills      = Intimidation 2, Persuasion 1, Socialise 1, Subterfuge 2
| socialskills      = Intimidation (''unsubtle threats'') 2, Persuasion 1, Socialise 1, Subterfuge 2
| merits            = Ally ('Big' Jimmy Munro) 2, Contacts (underworld), Fighting Style (Brute Force) 1, Fighting Style (Boxing) 4, Fighting Style (Relentless Assault) 2, Resources 2, Staff 1
| merits            = Ally ('Big' Jimmy Munro) 2, Contacts (underworld), Fighting Style (Brute Force) 1, Fighting Style (Boxing) 4, Fighting Style (Relentless Assault) 2, Iron Skin 2, Resources 2, Staff 1
| powers1name        = Birthrights
| powers1name        = Birthrights
| powers1            = Unstoppable (add Lair to Health)
| powers1            = Unstoppable (add Lair to Health)
Line 42: Line 42:
| initiative        = +5
| initiative        = +5
| defence            = 5 (6 vs. unarmed)
| defence            = 5 (6 vs. unarmed)
| armour            =
| armour            = 2 vs. bashing
}}
}}



Revision as of 14:11, 27 September 2019

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Family: Anakim Hunger: Tyrant
Legend Violent Life Protective
Aspirations: (OOC) Get investigated, (OOC) Meet Carter, Run a prize fight
Conditions: Starving
Attributes
Mental: Intelligence 1, Wits 3, Resolve 2
Physical: Strength 3, Dexterity 2, Stamina 3
Social: Presence 2, Manipulation 2, Composure 3
Skills
Mental: Academics 1, Crafts 2, Occult (Spirit ScienceTM) 1, Politics 1
Physical: Athletics 3, Brawl (boxing) 3, Drive 1, Firearms 2, Larceny 1, Survival 1, Weaponry 1
Social: Intimidation (unsubtle threats) 2, Persuasion 1, Socialise 1, Subterfuge 2
Other Traits
Merits: Ally ('Big' Jimmy Munro) 2, Contacts (underworld), Fighting Style (Brute Force) 1, Fighting Style (Boxing) 4, Fighting Style (Relentless Assault) 2, Iron Skin 2, Resources 2, Staff 1
Birthrights: Unstoppable (add Lair to Health)
Atavisms: Cyclopean Strength, Heart of the Ocean, Terror's Friend
Nightmares: You Cannot Run, You Will Never Rest
Lair Traits: Poor Light, Flooded
Advantages
Lair: 1 Satiety: 1
Health 9 Willpower: 5
Combat
Size: 5 Speed: 10 Initiative: +5
Defence: 5 (6 vs. unarmed) Armour: 2 vs. bashing


Experience: 1

Exp Spent/Bonus: 9 (2 (skillsx1) +3 (meritsx3) + 4 (atavismsx1))

Work Required: 3 Specialties to be chosen

Conditions

Starving (Persistent)

Your character has a low Satiety (one to three dots). At this point, the Hunger is a consuming compulsion she cannot “just shake.” It’s always in the back of her mind. The character is raw and dangerous, teetering on the edge of Ravenous.

Systems: The Soul is restless, wandering through the Lair. This prevents the Beast from accessing the Lair as easily; it is in a constant state of flux and harder to pin down. The player suffers a –2 to any attempt to open Primordial Pathways.

If the Beast does manage to open the Lair, though, their Soul rushes to join with them, hoping that a feast will follow. While the Beast is in her Lair or otherwise joined with her Soul, add her Lair rating to her Power.

Resolution: Increase Satiety to four or more dots.

Beat: If the character takes an irrational, clearly dangerous, or deeply risky behavior in pursuit of Satiety, take a Beat. As well, if your character hurts a loved one, broodmate, or a character with the Family Ties Condition in pursuit of Satiety, take a Beat.

Atavisms

Cyclopean Strength

Cyclopean structures are made of huge, irregular stone blocks. Ancient peoples believed only Giants could move such massive stones, some taller than a man and weighing tons apiece. Certainly, a Beast with this Atavism can lift many times his own weight, no matter how spindly or frail his outward appearance.

Action: Reflexive

Normal Effect: The Beast has a surfeit of adrenaline and vast reserves of strength. Weights that would faze an ordinary man are contemptuously swept aside. He can dead lift, shove, or slowly pull any object whose Size does not exceed his own Size x (Lair dots + 1). Furthermore, he adds his Lair dots as automatic successes on Strength + Stamina rolls made to perform a feat of strength, such as lifting a massive object or breaking free of handcuffs.

Low Satiety: Anything the Beast can lift, he can also throw or use as an improvised melee weapon, regardless of whether it is a boulder or a person. Improvised weapons have a weapon bonus equal to the lower of their Size or Durability (Size or Stamina for a living creature). Also, an object’s Size is not subtracted from the Beast’s Strength + Dexterity + Athletics for determining the range he can throw it. This is in addition to the normal effect.

Satiety Expenditure: By spending a dot of Satiety, the Beast becomes a juggernaut capable of hurling cars and smashing obstacles in his path, and the urge for violence is writ large on his features. His mouth is set in a terrible thin line and his muscles look ropy, grotesquely bulging, and eager to unleash their power. The Beast gains automatic successes equal to his Lair dots on all Strength related rolls for the remainder of the scene, not just feats of strength. This is in addition to the normal effect.

Heart of the Ocean

The ocean is vast and inhospitable. Sunlight stops around 700 feet below the surface, around the same time scuba divers start to risk decompression sickness, nitrogen narcosis, and oxygen toxicity. Below that are freezing depths and pressures that crush modern nuclear submarines. Abyssal plains cover 50% of the Earth’s surface but have scarcely been explored; they might as well be the surface of the moon as far as humans are concerned. That is where the Leviathans dwell, darkly dreaming, as lords of the deep.

Dice Pool: N/A

Action: Reflexive or instant (Satiety expenditure)

Normal Effect: The Beast is amphibious. She can swim at double her normal Speed, see in the dark and through the murkiest waters, and adds her Lair dots as a bonus on all physical actions while underwater. Beasts with this Atavism gain the ability to breathe underwater, but they must take an instant action to give their lungs time to adjust when switching atmospheres. This Atavism also grants immunity to the cold and pressure incurred at great depths.

Low Satiety: Water whispers to the hungry Beast and leads her to her next meal, like a shark following the scent of blood... and water is everywhere. Every living creature is mostly water, and even the driest air has a little moisture. She can sense the general distance and direction to every nearby person, creature, or object that falls within the scope of her Hunger.

This sense is nonspecific. For example, a Predator knows where living prey can be found but not if they are human or animal. Since she is already hungry, though, she cannot afford to be picky. Furthermore, this Atavism only reveals that which could increase the Beast’s Satiety, regardless of its current level.

Furthermore, this awareness supersedes the Beast’s normal senses. She can perceive creatures and objects that are invisible to the naked eye. Any attempt to hide a viable target from the Beast with a supernatural power initiates a Clash of Wills.

Satiety Expenditure: It is water, not time, that wears away all things. Stronger than stone and even more unyielding, it carves canyons, erases mountains, and obliterates the works of Man. With the expenditure of a dot of Satiety, the Beast can call upon her kinship with water and unleash this relentless force on her surroundings. The blight is subtle at first. The area darkens slightly and the scent of saltwater fills the air. Metal rusts and corrodes, stone crumbles, and machinery of all kinds falters and breaks down.

Once the Beast invokes this ability, it persists whether she is present or not and devastates an area the size of a large building. Large structures such as vehicles and parts of the building take 1 Structure damage every 30 minutes. Small items like phones or weapons degrade even faster, taking 1 Structure damage per minute. This damage ignores Durability in both cases. Creatures are wholly unaffected but animals instinctively flee the area. The Beast can end the effect at any time if she wishes, but left unchecked, it lasts a number of hours equal to twice the Beast’s Lair.

Terror's Friend

The Giants of legend were as inspiring to their allies as they were terrifying to their enemies. To face the Anakim as part of a force was to know defeat before the battle began. Humans allied with the Beast grow bold as their foes’ resolve falters. As Goliath was the rallying point to the Philistines, these Beasts focus their group’s strength.

Action: Reflexive

Normal Effect: Demonstrations of the Beast’s prowess intimidate her foes. Whenever the Beast succeeds on a roll that is resisted or contested by an opponent, her opponent is cowed by the Beast’s clear superiority. He gains the Shaken Condition, or the Frightened Condition if the Beast achieved an exceptional success.

Low Satiety: Fear of the Beast drives her friends to greater feats of valor. Allies within (Lair dots x 10) yards of the Beast can choose to add 2 dice to rolls for the remainder of the scene. Those who accept the bonus dice gain the Spooked Condition. Characters who track Integrity and use the bonus more times than their Resolve experience a breaking point.

Satiety Expenditure: The Beast’s Soul unleashes pentup rage on the world. All foes within (Lair dots x 10) yards of the Beast whose Resolve + Supernatural Tolerance (if any) is less than or equal to the Beast’s Strength + Intimidation rating must flee the battlefield or gain the Beaten Down Tilt. Heroes suffer the Insane Tilt rather than Beaten Down if they refuse to flee.

Nightmares

You Cannot Run

Don’t move. Whatever you do, don’t move. Don’t breathe, don’t even blink. It will see you if you do. Just stay still, stay very, very still, and maybe it will go away.

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

Normal: The victim’s Speed is halved; he suffers a –2 penalty on any action not related to hiding or avoiding notice.

High Satiety: The victim freezes up completely: eyes wide, jaw clenched, muscles locked, not daring to move an inch. Any action the victim takes that isn’t related to hiding, avoiding notice, or otherwise not drawing attention to himself requires a reflexive Resolve + Composure roll. If this roll fails, the victim can’t do anything but remain as still as possible. In combat, the victim loses his Defense for the turn in which he fails the roll.

Satiety Expenditure: The victim gains the Fugue Condition with the triggering event of “being acknowledged by another person.”

Exceptional Success: If questioned later, the victim is unable to remember anything about the time he spent under the effects of this Nightmare, beyond the all-consuming need to stay hidden.

You Will Never Rest

Moments stretch into hours. Days. You can’t remember the last time you slept. Fatigue weighs at you, dragging you down, urging you to close your eyes and rest.

Dice Pool: Wits + Satiety vs. Stamina + Supernatural Tolerance

Normal: The victim gains the Fatigued Condition as though he’d been awake for 24 hours. If the victim has already been awake for 24 hours or more, add the time he’s been awake to the results of this Nightmare.

High Satiety: Every success on the activation roll counts as 24 hours without sleep. Moreover, if the victim falls asleep as a result of this Nightmare, it’s less a restful sleep and more a tormented coma: any attempt to wake the victim is reduced to a chance die, and the victim regains no Willpower from the sleep.

Satiety Expenditure: Rather than fall asleep, the victim passes into a highly suggestible state in which the Beast can mold his deepest fears. The victim gains the Frightened Condition. The Beast may then define a number of additional circumstances equal to her Wits that will trigger the Frightened Condition in the victim as long as the Nightmare lasts.

Exceptional Success: The victim suffers a –2 penalty on all Stamina + Resolve rolls to remain conscious.

Merits

Boxing (Fighting Style)
  • Head Protection: Morris gains +1 Defence against attacks using Brawl and opponents take a further -1 penalty to target your head.
  • Defensive Jab: When an opponent misses with a Brawl or Weaponry attack, Morris can deal 1 point of bashing damage that ignores armour. If he Dodges, change this to 1 point per 2 successes that exceed the opponent’s attack roll (round down, minimum 1).
  • Knockout Artist: Treat opponents as 1 Size lower for purposes of inflicting Stunned. If you target their head, treat their size as 2 lower instead.
  • Combination: If you hit with a Brawl attack, roll your Dexterity as dice and add successes to damage.
Brute Force (Fighting Style)
  • Falling Pillar: Morris gains 8-again when making an all-out attack. If an all-out attack causes damage equal or greater than opponent’s Stamina, they gain Knocked Down Tilt.
Relentless Assault (Fighting Style)
  • Drop of a Hat: +3 to Initiative score in first turn of combat, as long as intending to make an all-out attack. This bonus fades after the first turn.
  • Eye of the Tiger: Retain defence against your target when making an all-out attack.