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 2, Investigation (body language, dreams) 2, Medicine 1, Occult 2, Science (psychology) 1
Physical: Athletics 1, Brawl (boxing) 1, Drive 1, Larceny 1, Stealth 1, Weaponry 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), Direct Dial, Direction Sense (advanced), Fighting Finesse (boxing), Good Time Management, Professional Training (student psychologist) 3, Resources 2, Scent Your Prey 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, Razored, Undergrowth
Family Ties: The Blackwood pack
Advantages
Lair: 2 Satiety: 4
Health 9 Willpower: 4
Combat
Size: 5 (7) Speed: 8 Initiative: +5
Defence: 3


Experience: 4

Exp Spent/Bonus: 28 = 5 (Lair x1) + 10 (skills x5) + 1 (speciality x1) + 8 (merits x8) + 4 (out of family atavism x1) = 15 supernatural/13 mundane

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

  • Add Lair to ‘size’ and Health.
  • Add Lair to all Perception rolls.
  • Gains Rote Quality on Intimidation rolls (reroll all fails on first roll).
  • Opens 1 extra Door when using Hard Leverage
  • Ignore distance-related penalties to Perception rolls equal to Lair.
  • Instinctively sense the presence of something that would increase Satiety if fed upon. Does not penetrate supernatural concealment.
  • See in total darkness, even supernaturally created darkness.
  • Immune to Blinding.
  • Can merge with any shadow as large as herself, becoming intangible and invisible to non-supernatural senses. She can remain there until chosing to leave, or ejected by taking damage or exposure to bright light.

Low Satiety

  • Any opponent of Size less than hers (including +Lair) suffers (Lair/2, round up) penalty to attack you.
  • Whenever Jane hits an opponent, she can roll reflexive Presence + Intimidation vs. their Resolve + Composure. If Jane wins, the opponent gains the Beaten Down tilt.
  • When in shadow form, Jane can extend her senses throughout any area of contiguous darkness or shadows. Moving the focal point of her senses is a Reflexive action.
  • Mark a target who would grant Satiety if she fed on them. Jane can track a marked target anywhere regardless of distance, automatically succeed any uncontested rolls to track them and gain the Rote quality on contested rolls to do the same. Any supernatural power than would conceal the marked target provokes a CLash of Wills. Only 1 target can be Marked, the Mark is lost if Satiety goes above 3 but a Wits + Survival roll when again at Low Satiety allows her to recover the Mark.

Satiety Expenditure

  • Spend 1 satiety (Reflexive Action): For the remainder of the scene, double Lair bonus to Size and Health and increase Speed by 10.
  • Spend 1 satiety (Reflexive Action): Mark anything (creature, object, etc) she can see; as the Low Satiety effect but does not have to be something that would grant Satiety and does not count toward the limit. If marked target is a living thing, Jane can borrow their senses for [Lair] minutes once per day.
  • Spend 1 satiety (Reflexive Action): For the remainder of the scene, Jane can transport herself between shadows anywhere in sight.

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.