Diana Graves/Character Sheet

From Blackmouth Chronicles
Revision as of 18:01, 16 September 2019 by Unknown user (talk)
Jump to navigation Jump to search

<- return to main page

Family: Ugallu Hunger: Tyrant
Legend: Imperious Life: (TBD)
Aspirations: Build an empire, Get in with the mob, Find out who took the tree, Find out who Suleiman is
Conditions: Inspired (manipulating men), Sated
Attributes
Mental: Intelligence 3, Wits 2, Resolve 2
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Presence 3, Manipulation 3, Composure 2
Skills
Mental: Academics (great men) 2, Crafts 1, Investigation 1, Occult 1, Politics 2
Physical: Athletics 1, Drive 1, Larceny 1, Stealth 1
Social: Empathy 2, Expression 1, Intimidation 1, Persuasion (sex appeal) 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, Striking Looks (Advanced)
Birthrights: Stains of Guilt (know if someone has caused or sufferd Integrity lost in last week)
Atavisms:Eye of Heaven, Mimir's Wisdom
Nightmares: You Are Alone, You Must Obey
Lair Traits: Burning, Maze
Advantages
Lair: 1 Satiety: 4
Health: 7 Willpower: 4
Combat
Size: 5 Speed: 9 Initiative: +4
Defence: 3 Armour: none

Experience: 4

Exp Spent/Bonus: 8 (8 (merits x8))

Work Required: 1 unspent Mental skill dot, 2 unspent Social skill dots, 1 additional Asset Skill to be chosen, 2 Specialties to be chosen (must be from Asset Skills)

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

Your character has medium Satiety, which means four, five, or six dots. The Soul 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 Horror rankles at contentment. The Horror’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

Eye of Heaven

Humanity fears the sky, for it is there that their destiny is written. Remote and pitiless, the stars cannot be moved by the hand of man or woman, but shine mockingly in the dark, warning of a fate you are powerless to change. Better not to look up at all. Gazing down from the heights, a Beast with this Atavism sees the secret dooms the stars have written in the fates of her prey. She knows his fears and frailties, she knows the appointed manner and hour of his doom — and she knows precisely when to swoop down upon him.

Action: Instant

Normal: For each turn the Beast spends studying her prey, the Beast learns one of the following about the target:

  • His Virtue and Vice, or equivalent
  • His Aspirations
  • Any negative Conditions or Tilts he’s currently suffering from
  • Any supernatural weaknesses he might possess
  • His current wound penalties, if any
  • Any supernatural fate or destiny he possesses

Low Satiety: The Beast’s Hunger drives her instincts, showing her how best to strike at her prey’s most vulnerable point. If she has already used the Normal effect of this Atavism on at least once during the current scene against a target, her first attack against the target is treated as a surprise attack. If the victim has some supernatural ability to avoid surprise, it triggers a Clash of Wills.

Satiety Expenditure: The Beast’s power makes manifest the decree of fate. By expending Satiety and naming the victim’s foretold doom, she may turn a single attack against the victim into a rote action.

Mimir's Wisdom

Dice Pool: N/A

Action: Reflexive

Normal Effect: The Beast’s Soul sits at the Heart of his Lair like a spider in its web. It has an unblinking eye and faultless memory, and it pieces together patterns from his experience and knowledge ripped from those who suffer its nightmares. Occasionally, the Soul shares flashes of insight — so long as the Beast keeps it well fed. Its guidance yields several benefits:

  • The Beast has the Eidetic Memory Merit for free.
  • Any mundane attempt to deceive the Beast automatically fails. The truth is not necessarily revealed, but he knows when someone is lying to him or withholding information or when a crime scene has been tampered with to conceal evidence. Likewise, he knows when supernatural powers have been used to affect his thoughts or perceptions (though he can’t necessarily counter them).
  • Once per chapter, the Beast’s player can request information from the Storyteller that sheds light on the problem at hand. This information is impersonal in that it never identifies a specific person. However, it can answer questions like, “Where is the murder weapon hidden?” or “What leverage works best on this person?”

Low Satiety: Hunger in no way dims the Beast’s awareness. It sharpens his mind to a deadly focus. He gains the rote quality on Mental Skill rolls aimed at sating his Hunger, such as Academics to research a valuable item (for a Collector) or Computer to ruin a rival by hacking his bank account (for a Tyrant). The penalty for using Mental Skills untrained is also reduced to -1, as the Beast falls back on the Horror’s knowledge when his is inadequate.

In addition, the Beast knows one damning fact about anyone with whom he comes into physical contact. The Storyteller can provide the player with this information or simply give the target the Leveraged Condition, depending on the needs of the story. The fact in question tends to be one that the Beast can use to feed. A Ravager might learn what the target values most (so the Beast can then smash it), while a Nemesis learns whether the target has transgressed recently.

The Beast still benefits from the normal effect while at low Satiety. However, the starving Horror is not forthright with its knowledge, and the Storyteller can opt to provide misleading (but factually correct) information if the player requests it.

Satiety Expenditure: The Beast digs deep into the Horror’s store of knowledge. Some consider it a drink from Mimir’s well. Others describe visions of lives other than their own. Either way, the Beast claims a treasure trove of information. He gains his Intelligence + Lair dots in temporary Mental Skill or Library dots for the next 24 hours.

These dots are allocated as the player sees fit, including raising existing Skills. However, no Skill can be increased above the limit dictated by the Beast’s Lair rating. This is in addition

to the normal and low Satiety effects.

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

Asset Skills: Persuasion, Subterfuge +1 TBD

  • 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.