THE WINTER COURT

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THE WINTER COURT

Post by Admin on Thu Aug 24, 2017 4:38 pm

ZARIUS, WINTER KNIGHT


VIRTUE: Determined
VICE: Vengeful
SEEMING: Darkling
KITH: Leechfinger
COURT: Winter Court
HEALTH: 11
SIZE: 5
DEFENSE: 8 (6 w/ Armor)
INITIATIVE MOD.: +6 (+1 w/ Sword Out)
SPEED: 12 (9 w/ Armor)
ARMOR: 4/2 {Can spend 1 Willpower Reflexively to add sword's damage +4 to Armor for 1 Turn}
WILLPOWER: 6
WYRD: 6 (Max Attribute 6, Max Glamour 15/6, Incite Bedlam Once per Chronicle, Frailties 1 Minor)
GLAMOUR: 15
CLARITY: 5
SEEMING BLESSING: Can spend Glamour to increase dice pools that include Wits, Subterfuge and Stealth + 9-again on Stealth rolls
SEEMING CURSE: Darklings suffer -1 die penalty to all rolls to enact Contracts during daylight hours. It increases to -2 if the sun is directly visible to them.
KITH ABILITY: Sap the Vital Spark: Can touch a mortal and spend a point of Glamour to trade 1 point of lethal damage to 1 point of healed Lethal or Bashing OR can downgrade 1 point of Aggravated to Lethal (p.106).

_______________________________________________________________________________

INTELLIGENCE: 2  WITS: 3   RESOLVE: 3

STRENGTH: 6   DEXTERITY: 3    STAMINA: 6

PRESENCE: 2    MANIPULATON: 6    COMPOSURE: 3

_______________________________________________________________________________

Mental Skills (-3 Unskilled)
Academics:
Computer:
Crafts:
Investigation: 0000
Medicine:
Occult: 000 (Changelings +1)
Politics:
Science:

Physical (-1 Unskilled)
Athletics: 00000
Brawl: 000 (Grapple +1)
Drive:
Firearms:
Larceny:000
Stealth: 0000 (Hide +1)
Survival: 000 (Winterscapes +1)
Weaponry: 000000 (Swords +2 w/ Area of Expertise){9-Again with Sorrow Storm}

Social (-1 Unskilled)
Animal Ken:
Empathy:
Expression:
Intimidation: 000
Persuasion: 00
Socialize:
Streetwise: 000
Subterfuge: 0000 (Detect Lies +1)
_______________________________________________________________________________
MERITS
Language, English: N/A

COURT GOODWILL ••
Effect: This reflects how respected you are amongst courts other than your own. For each dot, add +1 die to relevant rolls with other members.

MANTLE ••••
Mantle is the connection with your Court. The higher the rating, the more you embody your court's deals. Mantle adds +1 die to relevant social rolls with members of that Court. It also gives an item with a mechanical benefit reserved for the changeling's position.
Kiss of Cold (Sorrow Storm): Once per session, a changeling with Sorrow Storm (sword) may spend 1 Glamour in order to make the blade of Sorrow Storm glisten with bone chilling cold. Sorrow Storm does Aggravated Damage to all creatures during the scene, even if they are immune to cold environments. This is a supernatural feature fueled by contracts of the court.

HARVEST (Winter Court Knoll)  •••
Character has a place where they can go to collect Glamour safely. Each dot gives +1 bonus to rolls when collecting Glamour.

HOLLOW (Icrin Pond) •••
This represents a safe place, and is a blend of Size and Amenities.
Size 2: Large apartment or small family home with four rooms
Amenities 1: A couple of homey touches, but otherwise quite plain

TOKEN (Armor of Hoarfrost) •••••
Tokens usually take a physical action to activate. Most have a power that is used upon activation. Some have a roll that must be made while others require a point of Glamour to activate).
Dice Pool: Wyrd
Action: Reflexive
Cost: Can spend 1 Wyrd to negate activation roll
Dramatic Failure: Token does not trigger, and gain the Stunned Condition.
Failure: Token fails to trigger.
Success: Token functions as noted.
Exceptional Success: Changeling's magic invigorates the equipment by number of successes as an added armor rating for the scene.
Mien Effect 1 ••: The character recalls the armor from a pocket dimension in the Hedge. The armor magically is donned on the character instantly.
Mien Effect 2:••• Painful frostbite necrotizes the flesh of anyone besides the user. Anyone not wearing the armor who touches it or attempts to grapple with the wearer takes its dots (3) in Lethal damage for each round they are in contact with it.
Catch: After use, the character is no longer able to speak. They gain the "Mute" Condition until their next night's rest.

Quick Draw, Swords (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a re- flexive action, and can be done any time his Defense applies.

Area of Expertise, Swords (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Heavy Weapons (••••; Style)
Prerequisites: Stamina •••, Strength •••, Athletics ••, Weaponry ••
Effect: Your character is trained with heavy weapons which require strength, wide range, and follow through more than direct speed and accuracy. This Style may be used with a two-handed weapon such as a claymore, chainsaw, pike, or an uprooted street sign.
Sure Strike (•): Your character doesn’t always hit the hardest or the most frequently, but she guarantees a deadly strike when she does hit. You can reflexively remove three dice from any attack dice pool (to a minimum of zero) to add one to your character’s weapon damage rating for the turn. These dice must be removed after calculating any penalties from the environment or the opponent’s Defense.
Threat Range (••): Your character’s weapon is immense and keeps opponents at bay. If you opt not to move or Dodge during your turn, any character moving into your character’s proximity suffers one lethal damage and a penalty to their Defense equal to your character’s weapon damage rating. This penalty only lasts for one turn. This cannot be used in a turn the character is Dodging.
Bring the Pain (•••): Your character’s strikes stun and incapacitate as well as causing massive trauma to the body. Sacrifice your character’s Defense to use Bring the Pain. Make a standard attack roll. Any damage you score with Bring the Pain counts as a penalty to all actions the victim takes during their next turn. So, if you cause four lethal damage, the opponent is at -4 on their next attack.
Warding Stance (••••): Your character holds her weapon in such a way as to make attacks much harder. If her weapon’s drawn, spend a point of Willpower reflexively to add her weapon’s damage rating as armor for the turn. This will not protect against firearms.
_______________________________________________________________________________

INCITE BEDLAM (p.85)
Changelings of high enough Wyrd can tap into the primal raw emotions of everyone around them, overwhelming nearby targets with certain urges. Subjects who fail to resist become consumed by the passion the changeling has released and abandon other activities in favor of following the whims of their incited emotions.
Cost: 1 Willpower + 1 Glamour
Dice Pool: Manipulation + Wyrd vs subject's Composure + Wyrd
Action: Contested, resistance is reflexive
Targets: Affects up to Wyrd + Manipulation (12)
Dramatic Failure: Target does not feel what the changing desires and immediately gains a strong sense of antipathy towards the user. Target is immune to further uses of this power by that changeling for the story.
Failure: Target Unmoved
Success: Target gets caught up in emotions and gains the "Inspired" Condition for what ever emotion the target wishes.
Exceptional Success: With success, but with added other benefits such as becoming addicted or compiled to return to the site of the "Incited Bedlem" or to search for Fae in the future.

_______________________________________________________________________________
CONTRACTS

CONTRACTS OF ELEMENTS, ICE
Clark of Elements •: The changeling becomes comfortable in weather associated with this element,and is protected against damage by its more extreme manifestations. A character is also protected from direct damage of the element in question.
Cost: 2 Glamour
Dice Pool: None
Action: Instant
Catch: Changeling bears some symbolic representation of the element in question such as a T-shirt with a mountain for earth or small mirror for glass.

FLEETING WINTER (Court)

The Dragon Knows
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wyrd + Empathy - subject's Composure
Action: Instant
Catch: The character looks into subject's eyes for a moment.
Success: Character discovers root of someone's sorrow.

ETERNAL WINTER

Jack's Breath •
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wyrd + Survival
Action: Instant
Catch: Character hears someone shiver or tastes someone's sweat
Success: Room cools by a degree decided by character before roll.
-1 Every 20 degrees Fahrenheit of cooling
-1 Room is Size 20
-2 Room is Size 40

Touch of Winter
Liquid freezes
Prerequisites: Mantle Winter
Cost: 1 Glamour
Dice Pool: Intelligence + Science + Mantle
Action: Instant
Catch: Character first spells out a name or idea he hates with the liquid on a dry surface
Success: Liquid freezes over and has an Effective Strength equal to a number of successes rolled.

GOBLIN CONTRACTS

Delayed Harm ••• (p.167)
Character can avoid any single lethal or aggravated attack she can see coming. However,r the next lethal or aggravated attack upon the character is worse.
Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd
Action: Reflexive (can use after the attack is actually rolled)
Success: Each success subtracts one point of damage. If sufficient successes are rolled, the changeling is unharmed. Each subtracted point of damage is then added to the next lethal or aggravated attack that injures the character.  If the amount stopped was aggravated and next attack is lethal, add two additional points of lethal. Can not be used on Bashing.
Exceptional Success: the attack fails to strike character, but is rolled anyway to determinee the number successes to be added to the next attack.

Call the Hunt ••••
Cost: 1 Glamour + 1 Willpower
Dice Pool: Presence + Wyrd
Action: Instant
Catch: Character has to be in the Hedge
Success: Character calls the Wild Hunt, and it arrives in 10 minutes


_______________________________________________________________________________
PLEDGES

THE KNIGHT'S OATH P. 189 & 190
The knight owes that to whom he pledges  more than they owe him. He gains benefits such as an homage of Glmour each month, but if he breaks his knightly oath, he is cursed.

_______________________________________________________________________________
EQUIPMENT

Armor of Hoarfrost (Token)
rating: 4/2
Defense: -2
Speed: -3
Availability: ••••
Minimal Strength :•••
Coverage: Torso, Arms & legs


Sorrow Storm

Damage: +4
Initiative: -5
Strength: 4
Size: 3
Availability: N/A
Special: 9-Again, Two Handed
_____________________________________________________________________________________________
DICEPOOL

Sword: +14, 9-Again
(Heavy Weapons- Can Reflexively -3 to attack in order to add equal amount up to +3 to damage){Heavy Weapons: If character doesn't move anyone in threat range takes 1L and minuses weapon damage (-4) to their actions while next to you}
Damage: +4


Last edited by Admin on Sat Aug 26, 2017 9:15 am; edited 7 times in total

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Re: THE WINTER COURT

Post by Admin on Thu Aug 24, 2017 4:39 pm

JACK FROST


VIRTUE: Determined
VICE: Unquestioning
SEEMING: Elemental
KITH: Snowskin
COURT: Winter Court
HEALTH: 11 (Can spend 1 Glamour to add +6 {17} temporary Health boxes for the Scene)
SIZE: 5
DEFENSE: 8
INITIATIVE MOD.: +6
SPEED: 12 (36 w/ Become the Primal Foundation)
ARMOR: 0 (1/1 w/ Armor of Element's Fury)
WILLPOWER: 6
WYRD: 6 (Max Attribute 6, Max Glamour 15/6, Incite Bedlam Once per Chronicle, Frailties 1 Minor)
GLAMOUR: 15
CLARITY: 5
SEEMING BLESSING: Once per day, as a reflexive action, can spend 1 Glamour to add character's Wyrd rating to Health dots for the rest of scene as temporary Health dots rules.
SEEMING CURSE: Does not get 10 again for Manipulation rolls, as well as Empathy, Expression, Persuasion or Socialize skills, save to activate seeming affinity Contracts.
KITH ABILITY: [i] The Voice of Ice: Gains 9again rule on Intimidation and Subterfuge rolls, and can spend 1 Glamour to preroll a failed Intimidation roll.

_______________________________________________________________________________

INTELLIGENCE: 2  WITS: 3   RESOLVE: 3

STRENGTH: 6   DEXTERITY: 3    STAMINA: 6

PRESENCE: 2    MANIPULATON: 6    COMPOSURE: 3

_______________________________________________________________________________

Mental Skills (-3 Unskilled)
Academics:
Computer:
Crafts:
Investigation: 0000
Medicine:
Occult: 000 (Changelings +1)
Politics:
Science:

Physical (-1 Unskilled)
Athletics: 00000
Brawl: 0000 (Grapple +1)
Drive:
Firearms:
Larceny:000
Stealth: 00000 (Hide +1)
Survival: 0000 (Winterscapes +1)
Weaponry: 0000

Social (-1 Unskilled)
Animal Ken:
Empathy:
Expression:
Intimidation: 000
Persuasion: 00
Socialize:
Streetwise: 000
Subterfuge: 0000 (Detect Lies +1)
_______________________________________________________________________________
MERITS
Language, English: N/A

COURT GOODWILL ••••
Effect: This reflects how respected you are amongst courts other than your own. For each dot, add +1 die to relevant rolls with other members.

HARVEST (Winter Court Knoll)  •••
Character has a place where they can go to collect Glamour safely. Each dot gives +1 bonus to rolls when collecting Glamour.

HOLLOW (Frozen Crags) ••••• •  
This represents a safe place, and is a blend of Size and Amenities.
Size 5: Massive mountain stretch
Amenities 1: A couple of homey touches, but otherwise quite plain

_______________________________________________________________________________

INCITE BEDLAM (p.85)
Changelings of high enough Wyrd can tap into the primal raw emotions of everyone around them, overwhelming nearby targets with certain urges. Subjects who fail to resist become consumed by the passion the changeling has released and abandon other activities in favor of following the whims of their incited emotions.
Cost: 1 Willpower + 1 Glamour
Dice Pool: Manipulation + Wyrd vs subject's Composure + Wyrd
Action: Contested, resistance is reflexive
Targets: Affects up to Wyrd + Manipulation (12)
Dramatic Failure: Target does not feel what the changing desires and immediately gains a strong sense of antipathy towards the user. Target is immune to further uses of this power by that changeling for the story.
Failure: Target Unmoved
Success: Target gets caught up in emotions and gains the "Inspired" Condition for what ever emotion the target wishes.
Exceptional Success: With success, but with added other benefits such as becoming addicted or compiled to return to the site of the "Incited Bedlem" or to search for Fae in the future.

_______________________________________________________________________________
CONTRACTS

CONTRACTS OF ELEMENTS, ICE
Clark of Elements •: The changeling becomes comfortable in weather associated with this element,and is protected against damage by its more extreme manifestations. A character is also protected from direct damage of the element in question.
Cost: 2 Glamour
Dice Pool: None
Action: Instant
Catch: Changeling bears some symbolic representation of the element in question such as a T-shirt with a mountain for earth or small mirror for glass.

Armor of the Element's Fury ••
Clothes himself in a frenzied and damaging manifestation of cold and ice.
Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd
Action: Instant
Duration: Scene
Catch: Changeling touches the element when invoking the clause.
Success: Character surrounds themselves with damaging manifestation. The character does half of their Wyrd {3L}, rounded up, in lethal damage by touch, and anyone or any object that strikes her suffers this same damage. They can not use brawl t deliver this damage, instead, they attack with element rolling Dexterity + Brawling + half of their Wyrd (3). This also provides character with 1 point of Armor that's useful against all attacks.
Exceptional Success: This lasts until next sunrise instead of scene.

Control Elements ••• (p. 140)
Changeling takes control of elements attuned to them.
Cost: 3 Glamour
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The area is completely dominated by the element.
Success: Changeling controls element, must be within Willpower x2 yards of the edge of this element. They can direct it according to its mass, liquid volume or gas if intangible.
1 success: 20 lbs, Volume of a milk jug, area of 5 sq yards
2 Successes: 50 lbs, Gas Tank volume, 10 sq yard area
3 successes: 200 lbs., Bathtub Volme, 15 sq. yard area
4 successes: 500 lbs. , Average Jacuzzi, 20 sq. yard area
5 successes: 2,000 lb., large hot tub, 320 square yard area

Calling the Elements ••••
Changeling calls the associated element from a distant location.
Cost: 4 Glamour
Dice Pool: Wits + Wyrd
Action: Extended (one roll per turn), target number is 5
Catch: Changeling is calling the element solely to awe and impress.
Success: Character successfully calls the element. Can affect the same amount as with Control Element clause. The element comes towards the character or to any location within Wyrd x 0 yards.

Become the Primal Foundation •••••
Cost: 4 Glamour
Dice Pool: Manipulation + Wyrd
Action: Instant
Duration: Scene
Catch: Character must sit and contemplate a large amount of the specific element for at least a half hour before transforming.
Success: Changeling becomes a living embodiment of the element- a sentient cold cloud of icy mist. Character retains all mental and social attributes/sklls. Characters who transform into air, water, fire or other fomless elements have no physical characteristics but triple their normal Speed. Elements capable of damage either do lethal damage equal to half of Changleing's Wyrd rounded up (3L) or bashing damage equal to Wyrd (6B). To attack, character rolls Brawl or Weaponry (character's choice). Changeling immune from harm. If someone uses something that cancels the element (large fire), character immediately reverts to his normal form. Due to shock, they also lose 2 points of Willpower and cannot use this clause for one full day.
Exceptional Success: Can remain this way until next sunrise.


ETERNAL WINTER

Jack's Breath •
Character can make room colder.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wyrd + Survival
Action: Instant
Catch: Character hears someone shiver or tastes someone's sweat
Success: Room cools by a degree decided by character before roll.
-1 Every 20 degrees Fahrenheit of cooling
-1 Room is Size 20
-2 Room is Size 40

Touch of Winter
Liquid freezes upon Changeling's command.
Prerequisites: Mantle Winter
Cost: 1 Glamour
Dice Pool: Intelligence + Science + Mantle
Action: Instant
Catch: Character first spells out a name or idea he hates with the liquid on a dry surface
Success: Liquid freezes over and has an Effective Strength equal to a number of successes rolled.

Riding the Devil's Jawbone •••
Prerequisites: Mantle Winter or Court Goodwill Winter
Cost: 2 Glamour
Dice Pool: Dexterity + Stealth + Mantle
Action: Instant
Catch: There is a bell ringing within 20 feet of the character
Success: Character blankets everything within 20 feet under a cloak of intsen cold Anyone other than the character within that field, which moves with him, suffers -1 die penalty to all actions while in the freezing aura. For every five turns someone spends inside aura, that penalty increases by 1. Penalties immediately disappear when aura fades. This field lasts for a number of minutes equal to successes rolled.
Exceptional Success: Field lasts the entire scene or until the changeling falls unconscious or dies.

Fallen from the Timbers ••••
Character calls a great shaft of cold air and partially frozen particles to materialize above an enemy and fall upon her.
Prerequisites: Court Goodwill Winter
Cost: 3 Glamour
Dice Pool: Dexterity + Athletics + Mantle - Subject's Defense
Catch: Contract's target wears silver jewelry that has religious meaning for her
Success: The blast of cold and ice inflicts points of lethal damage equal to the successes on the roll. The target of the attack also suffers a -1 die penalty to all actions for the rest of the scene due to Extreme Chill.
Exceptional Success: The attack inflicts a great deal of damage. The penalty from cold escalates to -2.

_______________________________________________________________________________
PLEDGES

THE NEIGHBOR'S PACT (W/ DEMONS)
Also known as the "gentlemen's agreement", this oath is simply a vow to leave one another in peace ofr the turning of the year. See more on p. 188.

_______________________________________________________________________________
EQUIPMENT
Top hat, dark long coat and riding boots

_____________________________________________________________________________________________
DICEPOOL

Elemental Attack: +13
Damage: 3L or 6B

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