Jane Barrows/Character Sheet

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Family: Namtaru Hunger: Nemesis
Legend Judgemental Life Honest
Aspirations: Find the tree, find out who attacked the girl in Moth Park
Conditions: Sated
Attributes
Mental: Intelligence 3, Wits 2, Resolve 2
Physical: Strength 1, Dexterity 3, Stamina 2
Social: Presence 2, Manipulation 4, Composure 2
Skills
Mental: Academics 2, Computers 1, Investigation (body language, dreams) 2, Medicine 1, Occult 2, Science (psychology) 1
Physical: Athletics 1, Brawl (boxing) 1, Larceny 1, Stealth 1
Social: Animal Ken 1, Empathy (personalities) 2, Expression 1, Intimidation 1, Persuasion 2, Socialise 2, Streetwise 1, Subterfuge (hidden emotion) 2
Other Traits
Merits: Area of Expertise (psychology), Barfly, Contacts (BSU, students), Fighting Finesse (boxing), Good Time Management, Professional Training (student psychologist) 3, Resources 2, Sympathetic
Birthrights: Unsettling (reduce anothers' Composure by 1 for a scene by touch, eye contact or conversation)
Atavisms: Looming Presence, Needs Must, Shadowed Soul
Nightmares: Everything You Do is Worthless, You Deserve This
Lair Traits: Murmuring, Undergrowth
Advantages
Lair: 2 Satiety: 4
Health 9 Willpower: 4
Combat
Size: 5 (7) Speed: 8 Initiative: +5
Defence: 3


Experience: 0

Exp Spent/Bonus: 11 = 4 (skills x2) + 1 (speciality x1) + 2 (merits x2) + 4 (out of family atavism x1)

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.

Atavisms

Looming Presence

Giants are not the only ones renowned for their size. Dragons, rocs, and kraken are all orders of magnitude larger and stronger than any human being, the cube-square law be damned. Beasts with this Atavism need not be especially tall, though most are significantly above average, but they are always intimidating, inspiring dread disproportionate to their height. People take notice of them and immediately stand aside.

Dice Pool: N/A

Action: Reflexive

Normal Effect: The Beast’s actual height and weight are unchanged, but his effective Size is raised by (his Lair dots). Greater Size produces a commensurate increase in Health.

People instinctively react to the Beast’s effective Size instead of actual Size. A Beast with 2 dots of Lair registers as being Size 7, the same as a grizzly bear, so people immediately notice and cower he walks into a room. Demonstrating his real height only compounds the strangeness of the experience. Disquiet settles over those in the Beast’s shadow, granting him the rote quality on Intimidation rolls. Furthermore, the successful application of Hard Leverage opens one more Door than usual when using the Social maneuvering system, as people rightly fear his wrath.

Low Satiety: A hungry giant is a monster terrible to behold. He inspires fear in those around him, to the point that they quake at the thought of attacking him. Any opponent whose Size is less than the Beast’ effective Size (as indicated by the normal effect of this Atavism) suffers a penalty to all attacks against the character equal to half the Beast’s Lair, rounded up. This is in addition to the Beast’s Defense and any armor he might have.

Also, after any successful attack, the Beast’s player can choose to make a reflexive Presence + Intimidation roll (with the rote quality), contested by the target’s Resolve + Composure. If the Beast wins, the target gets the Beaten Down Tilt.

Satiety Expenditure: Onlookers suffer vertigo as the Beast’s presence is dramatically amplified. When he stretches and stands up straight, he seems to tower over everyone even though his actual height remains unchanged. The Size bonus from the normal effect is doubled, meaning the player adds (Lair x 2) to the Beast’s effective Size.

Additionally, his greater height accommodates a longer stride, making the species factor for the Beast 15 rather than 5 (meaning Speed = Strength + Dexterity +15). Many dead Heroes made the mistake of assuming Giants are as slow as in stories, and thus assumed they could outrun an angry giant.

Needs Must

Most creatures have a far wider experience of the world than humans do, helping them avoid danger and making them more efficient hunters. A Beast with this Atavism shares some of their heightened senses, but she also has an esoteric “sixth sense” for finding and pursuing the object of her Hunger, whether it is priceless treasure or living prey.

Dice Pool: N/A

Action: Reflexive

Normal Effect: The Beast’s senses are superior to any human’s. She adds her Lair dots as a bonus on Perception rolls, including reacting to surprise. Furthermore, she ignores distance related penalties to Perception equal to her Lair dots. With a moment of concentration, she can read a sign from miles away or hear breathing in a closet at the end of the hall.

The Beast instinctively senses whenever a potential meal is nearby — that is, something that would increase her Satiety if consumed. This is particularly useful at high Satiety when the Beast’s needs are exacting. A Nemesis knows someone has committed an unpardonable sin just by looking at them, a Tyrant senses an opportunity for advancement, and a Collector realizes a priceless jewel is hidden amongst the dross. This “sixth sense” does not penetrate any magical disguise or obfuscation, nor does it reveal any information other than the presence of a potential meal.

Low Satiety: The Beast fixates on the object of her obsession. She mentally marks a target, which must be visible and capable of raising her Satiety. She can then track it anywhere, regardless of distance, and automatically succeeds on uncontested rolls to do so. Furthermore, the Beast gains the rote quality on contested rolls to locate the mark, should he actively try to hide or evade her. Unlike the normal effect, this ability allows a Clash of Wills against any supernatural form of disguise or deception, so long as the target is marked first.

If the Beast relies on theft or violence to obtain her meals, this ability can be a godsend. As long as her patience holds out, she can wait until the mark is alone or unguarded. This lets her control the circumstances of the encounter and maintain a veneer of social respectability.

The relationship between the mark and the Hunger can be indirect, such as a potential blackmail target or an executive willing and able to promote a Tyrant directly, so long as they are still capable of increasing Satiety in some way. The Beast can only have one mark at a time, but he can maintain it indefinitely, pursuing it to the ends of the earth if need be. If the Beast’s Satiety rises to 4 or more, she loses the mark. If she again drops to Satiety 3 or less, she can recover the trail if the player makes a successful Wits + Survival roll.

Satiety Expenditure: The Beast can mark anyone or anything and track it to the ends of the Earth, regardless of whether or not it could potentially raise his Satiety. Objects or targets thus marked do not count against the usual limit of having one marked target. In addition, if the Beast marks a living thing, she can see borrow its senses (seeing through its eyes, hearing what it hears, etc.) for a number of minutes equal to her Lair rating, once per day.

Shadowed Soul

Medusa dwelled in darkness. Not by choice, no, but to hide from her own hideousness. No mirror was allowed within her Lair, and no friendly soul came to visit her. Even the darkness betrayed her in time. It permeated her flesh and filled her eyes, opening itself to her, until there was no more refuge in the dark. Gnashing her teeth, she shut her eyes and lay in wait, listening to the silence of her Lair. She belonged to the darkness and it to her.

Dice Pool: N/A

Action: Reflexive Normal Effect: Darkness is not only the Beast’s natural state, it is her ally and does not impede her in any way. She can “see” in total darkness, including that created by supernatural powers, as if it were broad daylight. Furthermore, she is immune to the Blinded Tilt regardless of its cause. Even if her eyes are torn out, she can perceive shapes and movement in her environment using alien senses, though color is naturally lost on her. This is in addition to any environmental immunity granted by her Lair Traits.

Furthermore, the Beast can merge with any shadow large enough to contain her, temporarily dissolving her body into shadow substance. She is invisible, intangible, and impervious to physical harm in this state, but she can still speak and use her senses normally. She cannot move, however, except to leave the shadow, whereupon she regains physical form. Exposure to bright light or taking damage (such as from a magical attack) will also eject her. Otherwise, the Beast can remain in this state indefinitely. Natural means of seeing in the dark (such as night goggles) do not detect her, and supernatural means of detection provoke a Clash of Wills.

Low Satiety: The Beast can extend her senses through any area of contiguous darkness while in shadow form. That means she can look around corners, read papers from across the room, or listen in on conversations down the hall as long as even tenuous shadows connect her location and theirs. She has unfettered awareness in a completely dark environment. The Beast can only focus on one location at a time, but changing focus is a reflexive action. This ability is in addition to the normal effect.

Satiety Expenditure: The Beast deepens her communion with the darkness, which can transport her wherever it touches. For the rest of the scene, she can step into a shadow and “teleport” to another shadow anywhere in sight, assuming it is large enough to hold her. She can use this ability either while physical or in shadow form. Depending on the circumstances, the Beast can cross huge distances in a matter of minutes, all without being seen. This ability is in addition to the normal and low Satiety effects.

Nightmares

Everything You Do Is Worthless

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 Deserve This

Look around you. Everyone knows what you did. Did you really think you could get away with it? Everything that’s happening right now is karma, payback for your many, many sins. You brought this on yourself, and nothing you can do will make it right. All you can do is suffer.

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

Normal: The victim gains the Guilty Condition, and cannot resolve it during the scene, no matter how much he confesses or tries to make restitution. After the scene ends, the Condition may be resolved normally.

High Satiety: As long as the victim has the Guilty Condition, he begins every fight with the Beaten Down Tilt. Even creatures that normally do not suffer the Beaten Down Tilt are affected.

Satiety Expenditure: As long as the victim has the Guilty Condition, he does not apply his Defense to incoming attacks. He may spend 1 Willpower reflexively on his turn to apply his Defense normally until the start of his next turn. However, his wound penalties become wound bonuses (i.e. with an injury marked in his third-to-last Health box, the victim has a +1 bonus to all actions instead of a –1 penalty), and he doesn’t fall unconscious when his last Health box is filled with bashing damage.

Exceptional Success: The penalty inflicted by the Guilty Condition is −4 instead of −2.

Merits

Barfly
You are a natural at blending into social functions. Rolls to identify you as an outsider in a social situation suffer your Socialise as a penalty.
Good Time Management
When taking an extended action, halve the time required between rolls.
Professional Training (student psychologist)

Asset Skills: Investigation, Empathy, Science

  • 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.
Sympathetic
You are very good at letting others get close. At the beginning of a Social Manoeuvring attempt, you may choose to accept a Condition such as Leveraged, Swooned or Vulnerable to immediately eliminate two of the subject’s doors.