An Age of Darkness: Changelings

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An Age of Darkness: Changelings

Post by Admin on Tue Nov 17, 2015 9:29 pm

Goblin Market Scavengers

For those lacking the skills or business savvy to survive and thrive upon the hustling and bustling Goblin Markets of neither Here nor There there exists opportunity in the thankless toil and task of scouring existence for anything worth bending over to pick up and carry back to market. Goblin Scavengers are those Goblins who do not have what it takes to be a player upon the Markets, and so they roam all of existence looking for anything they might be able to sell to the real Captains of Commerce. They make up one of the lowest caste of fae beings imaginable, and they know it. One of the few joys they have besides the looting of a particularly fine bit or babble is taking out the frustrations of their failures upon others, often this manifests in their pulling cruel or unusual pranks, Cat Calling, Verbal Abuse, or even making scary noises  within earshot of those alone in the dark, while they fight back the giggles.

Virtue: Opportunists

Vice: Cowards

Aspirations: Gain willpower when Aspirations are met

Add Items to their grab bags to sell in the Goblin Markets
Taunt and Scare those they can
Live to Scavenge another day

MENTAL
Intelligence 2
Wits 2
Resolve 2

PHYSICAL
Strength 3
Dexterity 2
Stamina 5

SOCIAL
Presence 3
Manipulation 1
Composure 1

Mental Skills
Academics --
Computer --
Crafts --
Investigation --
Medicine --
Occult 1
Politics --
Science --

Physical Skills
Athletics 2 (Carrying)
Brawl 1
Drive --
Firearms --
Larceny 2
Stealth 2 (Hiding)
Survival 2
Weaponry --

Social Skills
Animal Ken --
Empathy 2
Expression 2
Intimidation 4 (Picking on the Weak)
Persuasion --
Socialize --
Streetwise 2
Subterfuge 2

MERITS

Size: 3
Speed: 8
Defense: 3
Armor:
Initiative Mod: 3

POTENCY 1

HEALTH 7
0000000

WILLPOWER 4
0000

Dread Powers

Santa Sack
By Spending 1 Willpower the Scavanger can fit something that should not fit into it's loot sack, into his loot sack.

Tough Hide
By Spending 1 Willpower the Scavanger down grades all Lethal Damage to Bashing for One Scene.

Retreat
By Spending 1 Willpower the Scavanger will aquire a burst of speed for 1 Round, Times Speed by 3

WEAKNESS
Will always taunt and or intimidate those it suspects it can scare or emotionally abuse.
Upon being hit, regardless if damage is taken, Goblin Market Scavenger will spend it's next action tossing a piece of loot from it's bag in hopes it's attacker will stop to pick up the goods, while it runs away.

Equipment

Loot Sack
1) Goblin Fruit
2) Coin Purse
3) Steel Gauntlet
4) Rag Doll
5) Pipe
6) Arrow Head
7) Wedding Band
8)Toy Boat
9) Crudely Drawn Rude Picture
10) Wooden Tooth
11) Small Anvil
12) Ham Bone
13) Small Shield
14) Silver Arrow Head
15) A Key
16) A Candelabra
17) Fistful of gold coins
18) A living breathing, but very confused goat
19) Vial of Alchemist Fire, it breaks and creates a campfire sized hazard where it lands
20) fistful of shiny gems

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Re: An Age of Darkness: Changelings

Post by Admin on Fri Jan 29, 2016 10:14 pm

Vox

Concept: Privateer
Virtue: Fortitude
Vice: Greed
Seeming: Darkling
Kith: Antiquarian
Court: None
Seeming Blessing: Spend Glamour to increase Wits, Subterfuge & Stealth. 9-again on Stealth rolls as well
Seeming curse: -1 to all rolls in daylight. -2 when sun is directly visible to them.
Health: 000000 ( 6 )
Willpower: 00000 ( 5 )
Glamour: 00000000000000 ( 13 )
Word: 0000 (Max Glamour 13, Max Per Turn 4)
Clarity: 6
Size: 5
Defense: 4
Initiative:  6 {-2 w/ Black Thorn Dagger, -1 w/ Dagger}
Speed: 14 (Fleet of Foot +3)
Armor: 2/0


ATTRIBUTES

***Intelligence: 0000
*Wits:0000
Resolve:000

Strength: 00
Dexterity: 0000
Stamina: 0

Presence: 0
*Manipulation: 000
Composure: 00


SKILLS

MENTAL (-3 Unskilled)
Academics: 0000 (9-again, Antiquarian)
Crafts: 0
Investigation: 0000 (9-again, Antiquarian)
Medicine:0
Occult:0000
Politics: 00 (Changeling +1)
Science:

PHYSICAL (-1 Unskilled)
Athletics: 00000
Brawl: 0
Drive:
Firearms:
Larceny: 000
Stealth: 00000 (Shadows +1){+1 w/ Midnight Armors}(9-again, Blessings){Shadow Patch: +3 or +5 to roll}
Survival:00
Weaponry: 0000 (Swords +1){9-again when using Black Thorn Blade}

SOCIAL (-1 Unskilled)
Animal Ken: 0
Empathy:
Expression:
Intimidation:00
Persuasion:000 (Negotiation +1)
Socialize: 0
Streetwise: 000 (Goblin Market +1)
Subterfuge: 000


MERITS
Languages, English 00 (Native)
Languages, Darlking Cant 00

Allies (Goblin Market Merchants) 000

Contacts (Fae Collector, Sable Mistress) 000

Fleet of Foot 000 (Prerequisite 000)
Character gains +1 Speed per dot. Anyone pursuing suffers -1 penalty per dot for foot chase rolls.

Indomitable 00 (Resolve 000)
Any time supernatural creatures use a power to influence thoughts or emotions, either add +2 to roll to contest or user suffers -2 die penalty if resisted.

Shadow-Stride 0000: Any Stealth based rolls are considered a Exceptional Success

Interdisciplinary Specialty 0 (Skill of 000 or higher w/ a Specialty)
Can add +1 bonus from that specialty on any skill with at least one dot, provided it makes in game sense.

Striking Looks, threatening 0
Gain +1 bonus on Social rolls influenced by looks. Drawback is that you draw attention.

Resources: 0

Court Goodwill, Winter: 000 (Add +1 per dot to Social rolls with members of the court)

Harvest 000: Each dot adds one die to rolls for gathering Glamour

Token 00000: Black Thorn Blade
Item to Mortals: Dull Black Dyed Sword
Activating Token: Must lick the blade
Activation Dice pool: Wyrd (can not use Wilpower to add ice to this roll)
Alternative Activation: Instead of rolling, Changeling can spend a point of Glamour
Success: Token functions as noted in description.
Exceptional Success: Character is invigorated. Next time character rolls Wyrd, they gain +1 to that roll.
Action: Reflexive
Mien (Similar to Squall Knife (p. 208 CTL): Blade appears to be preternaturally sharp. Every time the blade is swung forward, the user hears the howling squalls of human children unable to tolerate the strange foods of Faerie and incapable of finding peaceful rest.
Drawback: Using the weapon causes a grief struck backlash. Character feels gripped by loss of humanity, recalling their youth. For 12 hours after using the weapon, character suffers from Melancholia derangement (mild).
Catch: A character who uses this suffers from garbled memories of childhood as a strange and horrible time of powerlessness. User suffers -3 penalty to all Social rolls for 24 hours.
Description: For the remainder of the scene, every time the weapon causes lethal damage, victim cries out, and wielder can choose to heal one lethal point of damage or three bashing (can't heal aggravated). If the victim can't cry out (mouth taped shut, unconscious), the power does not work.


CONTRACTS
SMOKE: The Wrong Foot 0
Cost: 1 Glamour
Dice Pool: No roll necessary
Action: Instant
Catch: Changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.
Effect: Changeling's passing changes to resemble something other than the visitation of a human-like entity. This can be a three-toed bird to bloody mist, drips of lavender extract.

SMOKE: Nevertread 00
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd
Action: Instant
Catch: Changeling must have spent at least an hour barefoot within the past day
Success: Changeling erases all traces of their passing. This may simply make it impossible to witness where the character has gone, or inflict -2 dice penalty to attempts to track them at Storyteller's discretion based on circumstances.

SMOKE: Shadow Patch
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The changeling must have spent at least an hour away from natural light within the past day.
Success: Character swaths himself w/ shadows that dampen light, sound, smell and other perceptual stimuli. For the remainder of the scene, he enjoys a +3 bonus to Stealth-based dice pools.
Exceptional Success: The bonus increases to +5.

SMOKE: Murkblur 0000
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd vs Resolve + Wyrd
Action: Instant
Catch: Changeling swallows the eye of an animal or insect while invoking the contract.
Success: The subjects' vision fades to darkness. The blindness lasts for the scene.
Exceptional Success: Changeling can terminate the blindness of the target before the scene ends.

SMOKE: Light-Shy 00000
Cost: 1 Glamour + 1 Willpower
Dice pool: Intelligence + Wyrd
Action: Instant
Catch: The changeling must have told a meaningful lie to someone very important to him in the past day, something that could hurt their relationship if the lie was discovered.
Success: The changeling becomes truly invisible, unable to be seen. They won't show up in photos, video, infrared, anything. This affects only sight however. If he coughs, they may be heard, or if they smell, scent will continue in peoples' vicinity. This lasts for a number of minutes equal to the number of successes rolled, though the changeling may choose to voluntarily end the invisibility earlier than that at their discretion.


DARKNESS: Creeping Dread 0
Cost: 1 Glamour or 2 Glamour and 1 Willpower
Dice Pool: Manipulation + Wyrd - Resolve
Action: Instant
Duration: 1 Scene
Catch: Changeling using this clause to frighten intruders into her dwelling
Success: Target(s) feel mild fear and experience a penalty equal to the Changeling's Wyrd to all Resolve or Composure rolls to resist fear or intimidation. One Glamour causes one target to be affected, 2 Glamour and 1 Willpower causes anyone within three yards per dot of Willpower the Changeling possesses.


DARKNESS: Night's Subtle Distractions 00
Synopsis: Changeling causes perception conditions to worsen- dark nights seem darker, nosies get louder.
Cost: 1 Glamour
Dice Pool: Wyrd + Stealth
Action: Instant
Catch: The clause is invoked outdoors at night
Success: This affects everyone within 50 yards (changeling not affected). Everyone else doubles any environmental penalties to Wits rolls involving perception including Wits + Composure rolls to notice events. It also creates the same penalty to search for something. In a quiet, well-lit room, there are typically no penalties, and this Contract then instead offers -1 penalty to rolls. It affects perception, not actual conditions.

DARKNESS: Blam of Unwakeable Slumber 000
Cost: 1 Glamour
Dice Pool: Manipulation + Wyrd vs. Resolve + Wyrd
Action: Resisted
Catch: Target is asleep at home in his own bed, and Contract is performed between sunset & sunrise.
Success: All targets that changeling can see or hear become almost impossible to awaken until they are accustomed to waking. You can shout, pick them up or manhandle them without waking. Anything that does damage however, instantly awakens them. Not even screams of terrified loved ones wakes th slumberer.
Exceptional Success: Even when targets wake up, they remain groggy for another full scene, suffering -2 dice penalty to Speed, Defense and all actions.


PLEDGES
Endeavor (Rub Obsidian Stone when Tam Lin is found), Medial
Between: Vox and Rees

KITH
Can spend a point of Glamour to gain the benefit of the merit "Encyclopedic Knowledge"

EQUIPMENT
Hand Mirror
Sack of animal eyes and dead insects
Black Thorn Blade- Damage: 3L   Initiative: -2   Strength: 2   Size:  2   Special: Armor Piercing 1, 9-Again
Jagged Dagger-   Damage: 0L   Initiative: -1  Strength: 1   Size: 1   Special: Armor Piercing 1
Midnight Leathers- Rating: 2/0   Strength: 2   Defense: -1   Speed: 0   Coverage: Torso, arms  Special: +1 Stealth in Darkness

DICEPOOLS
Stealth: 11 w/ 9-again, 16 when spending a point of Glamour w/ Shadow Patch)
Attack: 8 w/ Weapons, 9 w/ Black Thorn Blade & 9-again


Human Mask

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Re: An Age of Darkness: Changelings

Post by Admin on Thu Apr 28, 2016 11:54 am

MOG's OGRES


Virtue: Loyal
Vice: Violent
Size: 6
Speed: 13
Defense: 7
Initiative: 4
Armor: None

HEALTH 8
OOOOOOOO

WILLPOWER 4
OOOO

GLAMOUR max 10/ 1 per turn
OOOOO OOOOO

MENTAL
Intelligence 2
Wits 2
Resolve 2

PHYSICAL
Strength 4 (Can increase with Glamour, each Glamour spent adds 1 Die)
Dexterity 2
Stamina 2

SOCIAL
Presence 3
Manipulation 2
Composure 2 (No 10 Again except for Perception Rolls, -1 Die when Composure is used to calculate Defense)

Mental Skills
Academics --
Computer --
Crafts --
Investigation 1
Medicine --
Occult 2 (Fey)
Politics 2 (Gang)
Science --

Physical Skills
Athletics 2
Brawl 5 (Grappling)(Can increase with Glamour, each Glamour spent adds 1 Die)
Drive --
Firearms --
Larceny --
Stealth 1
Survival 2
Weaponry 1

Social Skills
Animal Ken --
Empathy --
Expression --
Intimidation 2 (Can increase with Glamour, each Glamour spent adds 1 Die)
Persuasion 1
Socialize 1
Streetwise 2
Subterfuge 1

MERITS
Native Language: Gaelic
Multilingual: English & Seelie 1
Demolisher: 3
Giant: 3
Defensive Combat Brawl: 1
Resources: 1
Fleet of Foot: 1

Gristlegrinder
Man-eaters and gluttons, taking their cue from the English Black Annis, Scottish Red Caps or the rakshas of India, but also sometimes resembling more modern Ogres, such as the masked unstoppable lunatics of slash-and stalk horror movies. Every Gristlegrinder has Terrible Teeth in his terrible jaws: the character’s bite is a two lethal attack, though it does require him to grapple the opponent first.


Might of the Terrible Brute (•)
The character’s muscles bulge and ripple with added power. He may use his strength more effectively through a combination of leverage and brute determination.
Cost: 1 Glamour
Dice Pool: Strength + Wyrd
Action: Reflexive
Catch: The character fights multiple opponents simultaneously with his bare hands, not using weapons or tools of any sort.
Roll Results
Dramatic Failure: The character strains his muscles and suffers a –2 dice penalty to his next action involving Strength.
Failure: The changeling’s Strength is unaffected.
Success: The changeling adds a number of additional dots to his Strength for this action equal to the number of successes rolled.
Exceptional Success: The changeling also gains the 8 again quality for the next action he takes using a Strength based dice pool.
Suggested Modifiers
+1 The character yells, grunts or boasts loudly about her great strength.
–1 The character acts calm, restrained and sedate.

Ogre’s Rending Grasp (••)
The character can focus his inhuman prowess against an inanimate object. Using this Contract, the changeling can rip down a wall with his bare hands or bash in the sturdiest door with a lead pipe. The changeling must either touch or be able to clearly see an object to use this clause upon it.
Cost: 2 Glamour
Dice Pool: Strength + Wyrd
Action: Instant
Catch: The changeling is attempting to remove a barrier, such as a door or a wall.
Roll Results
Dramatic Failure: The character strains his muscles, suffering a –2 dice penalty to all Strength-based dice pools for the next scene.
Failure: The object’s Durability is unaffected.
Success: The changeling subtracts one point of Durability per success achieved on the roll. Note that this clause does not affect the object’s Structure. The reduced Durability applies to all attacks on the object and lasts for one scene.
Exceptional Success: No benefit other than that gained from 5+ successes.
Suggested Modifiers Modifier
+1 The character attacks the target without taking time to think about it.
–1 The character has carefully studied the target to determine the best way to destroy it.

Baleful Sense (•)
The character senses the greatest source of wrath nearby.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant Catch: The character is angry when he invokes this clause.
Roll Results
Dramatic Failure: The character becomes enraged, and the clause pinpoints only him.
Failure: The character cannot locate wrath in his vicinity.
Success: The character becomes aware of the greatest concentration of wrath (in any form) within a mile radius. He knows the direction and approximate distance, and approximately how many people are involved.
Exceptional Success: The character also learns the cause of the anger and approximately how many people are intimately involved.

Pathfinder (•)
The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Faerie and other details of the local Hedge, such as what sorts of goblin fruits grow there.
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd
Action: Instant Catch: The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day.
Roll Results
Dramatic Failure: The Contract yields wholly inaccurate information about the Hedge, suggesting paths where there are none, marking poisonous fruits as beneficial or otherwise utterly confounding otherwise useful information.
Failure: The changeling learns no useful information about the local Hedge.
Success: For each success on the roll, the changeling learns a single pertinent fact about the local Hedge. In most cases, this information is just that — a statement about whether something exists. It doesn’t necessarily point out where a Hollow or pathway might exist, just the fact of its presence. The distance in which such information-drawing is effective is the changeling’s line of sight. Therefore, this power may be curtailed by a mysterious fog in the Hedge or a smoke cast by the Hedge’s burning.

Fickle Fate (•)
It’s easier to curse than to bless. The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. It’s almost unheard of to invoke Fickle Fate for oneself — who wants to fail at what he attempts?
Cost: 1 Glamour
Effect: The subject of Fickle Fate makes the roll for his next actively attempted instant action, whatever it is, at a –2 dice penalty. Actively attempted actions are those things the character consciously undergoes the effort of doing, not things that occur automatically or reflexively. For example, jumping from a moving car or performing an oratory before the duke would be an actively attempted action, while seeing if wounds force a character into unconsciousness or reflexively resisting some supernatural power would not be.
Action: Instant
Ban: The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If he does, the Fickle Fate visits him on his next attempted action instead of his intended victim.



Equipment
Shit Rags

GRAPPLING
Initiative 4
10 Dice

BITE (Must be in a Grapple)
Initiative 4
10 Dice
2 Damage Lethal

Unarmed
Initiative 4
9 Dice
Bruising

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Re: An Age of Darkness: Changelings

Post by Admin on Thu Apr 28, 2016 12:03 pm

MOG

Virtue: Loyal
Vice: Violent
Size: 6
Speed: 13
Defense: 7
Initiative: 5
Armor: 2 Armor against Bashing because of Iron Skin, can downgrade 2 points of Letahal a turn into Bashing by spending a Willpower Point

HEALTH 10
OOOOOOOOOO

WILLPOWER 5
OOOOO

WYRD 5
GLAMOUR max 14/ 5 per turn
OOOOO OOOOO OOOO


Concept: OGRE
Not all changelings were sweet and innocent before their kidnapping. Mog is the leader of a Montley of ogres. The changeling was kidnapped as a young ruffian due to his brawn and brutal conduct. For ages, he served his Fae master as a guard, slowly transitioning into the hulking creature he is today. During a visit to the realm of men however, Mog’s master became trapped in a game of fairy-chess. After ten years, the contest still had not ended, and Mog eventually slipped away to conduct his own misdeeds on Earth.

Mog’s Montley consists of several other ogres. For sometime they worked as bullies and fear mongers against other changelings. Strangely though, one day, Mog’s antics came to a quick halt.  No one knows why, but he and his crew of giants now seem to be motivated by something greater. While some think that his master is sending him new orders, others say that Mog has found a new Fae master- one who is far more advantageous than his one previous.

RUMORS
If Mog now works for another, it would take a great amount of maneuvering through the ogre’s current contract.

Mog is by no means any sweeter than he once was. Anyone who runs into him has heard him threaten to rip off arms, but now it’s for some greater cause.

MENTAL
Intelligence 2
Wits 2
Resolve 2

PHYSICAL
Strength 4 (Can increase with Glamour, each Glamour spent adds 1 Die)
Dexterity 2
Stamina 4

SOCIAL
Presence 3
Manipulation 2
Composure 3 (No 10 Again except for Perception Rolls, -1 Die when Composure is used to calculate Defense)

Mental Skills
Academics --
Computer --
Crafts --
Investigation 1
Medicine --
Occult 2 (Fey)
Politics 2 (Gang)
Science --

Physical Skills
Athletics 2
Brawl 5 (PUNCHING)(Grappling)(Can increase with Glamour, each Glamour spent adds 1 Die) (9 AGAIN & ROTE)
Drive --
Firearms --
Larceny --
Stealth 1
Survival 2
Weaponry 1

Social Skills
Animal Ken --
Empathy --
Expression --
Intimidation 2 (Can increase with Glamour, each Glamour spent adds 1 Die) (9 AGAIN & ROTE)
Persuasion 1
Socialize 1
Streetwise 2 (Ireland) (9 AGAIN)
Subterfuge 1

MERITS
Native Language: Gaelic
Multilingual: English & Seelie 1
Demolisher: 3
Giant: 3
Defensive Combat Brawl: 1
Resources: 1
Fleet of Foot: 1
Professional Training Thug: 5
Street Fighting: 5
Iron Skin: 4

Gristlegrinder
Man-eaters and gluttons, taking their cue from the English Black Annis, Scottish Red Caps or the rakshas of India, but also sometimes resembling more modern Ogres, such as the masked unstoppable lunatics of slash-and stalk horror movies. Every Gristlegrinder has Terrible Teeth in his terrible jaws: the character’s bite is a two lethal attack, though it does require him to grapple the opponent first.



Might of the  Terrible Brute (•)
The character’s muscles bulge and ripple with added power. He may use his strength more effectively through a combination of leverage and brute determination.
Cost: 1 Glamour
Dice Pool: Strength + Wyrd
Action: Reflexive
Catch: The character fights multiple opponents simultaneously with his bare hands, not using weapons or tools of any sort.
Roll Results
Dramatic Failure: The character strains his muscles and suffers a –2 dice penalty to his next action involving Strength.
Failure: The changeling’s Strength is unaffected.
Success: The changeling adds a number of additional dots to his Strength for this action equal to the number of successes rolled.
Exceptional Success: The changeling also gains the 8 again quality for the next action he takes using a Strength based dice pool.
Suggested Modifiers
+1 The character yells, grunts or boasts loudly about her great strength.
–1 The character acts calm, restrained and sedate.

Ogre’s Rending Grasp (••)
The character can focus his inhuman prowess against an inanimate object. Using this Contract, the changeling can rip down a wall with his bare hands or bash in the sturdiest door with a lead pipe. The changeling must either touch or be able to clearly see an object to use this clause upon it.
Cost: 2 Glamour
Dice Pool: Strength + Wyrd
Action: Instant
Catch: The changeling is attempting to remove a barrier, such as a door or a wall.
Roll Results
Dramatic Failure: The character strains his muscles, suffering a –2 dice penalty to all Strength-based dice pools for the next scene.
Failure: The object’s Durability is unaffected.
Success: The changeling subtracts one point of Durability per success achieved on the roll. Note that this clause does not affect the object’s Structure. The reduced Durability applies to all attacks on the object and lasts for one scene.
Exceptional Success: No benefit other than that gained from 5+ successes.
Suggested Modifiers Modifier
+1 The character attacks the target without taking time to think about it.
–1 The character has carefully studied the target to   determine the best way to destroy it.

Baleful Sense (•)
The character senses the greatest source of wrath nearby.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant Catch: The character is angry when he invokes this clause.
Roll Results
Dramatic Failure: The character becomes enraged, and the clause pinpoints only him.
Failure: The character cannot locate wrath in his vicinity.
Success: The character becomes aware of the greatest concentration of wrath (in any form) within a mile radius. He knows the direction and approximate distance, and approximately how many people are involved.
Exceptional Success: The character also learns the cause of the anger and approximately how many people are intimately involved.

Pathfinder (•)
The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Faerie and other details of the local Hedge, such as what sorts of goblin fruits grow there.
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd
Action: Instant Catch: The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day.
Roll Results
Dramatic Failure: The Contract yields wholly inaccurate information about the Hedge, suggesting paths where there are none, marking poisonous fruits as beneficial or otherwise utterly confounding otherwise useful information.
Failure: The changeling learns no useful information about the local Hedge.
Success: For each success on the roll, the changeling learns a single pertinent fact about the local Hedge. In most cases, this information is just that — a statement about whether something exists. It doesn’t necessarily point out where a Hollow or pathway might exist, just the fact of its presence. The distance in which such information-drawing is effective is the changeling’s line of sight. Therefore, this power may be curtailed by a mysterious fog in the Hedge or a smoke cast by the Hedge’s burning.

Fickle Fate (•)
It’s easier to curse than to bless. The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. It’s almost unheard of to invoke Fickle Fate for oneself — who wants to fail at what he attempts?
Cost: 1 Glamour
Effect: The subject of Fickle Fate makes the roll for his next actively attempted instant action, whatever it is, at a –2 dice penalty. Actively attempted actions are those things the character consciously undergoes the effort of doing, not things that occur automatically or reflexively. For example, jumping from a moving car or performing an oratory before the duke would be an actively attempted action, while seeing if wounds force a character into unconsciousness or reflexively resisting some supernatural power would not be.
Action: Instant
Ban: The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If he does, the Fickle Fate visits him on his next attempted action instead of his intended victim.



Equipment

Shit Rags

PUNCH
Initiative 4
10 Dice (9 AGAIN & ROTE)

GRAPPLING
Initiative 4
10 Dice (9 AGAIN & ROTE)

BITE (Must be in a Grapple)
Initiative 4
10 Dice (9 AGAIN & ROTE)
2 Damage Lethal

Unarmed
Initiative 4
9 Dice (9 AGAIN & ROTE)
Bruising

STREET FIGHTING MANEUVERS

Duck and Weave (•): Your character has been beaten all to hell more than a few times. Now she dodges on instinct, not on skill. You can reflexively take a one-die penalty to any actions this turn to use the higher of her Wits or Dexterity to calculate Defense. If you’ve already made a roll without penalty this turn, you cannot use Duck and Weave.

Knocking the Wind Out (••): Shots to the center mass can shake an opponent, and your character knows this well. When your character makes a successful unarmed attack, the opponent suffers a -1 to his next roll.  Kick ‘Em

While They’re Down (•••): The best enemy is one on the ground. Your character topples opponents, and keeps them down. Any time your successes on an attack roll exceed an opponent’s Stamina, you may choose to apply the Knocked Down Tilt (p. 285). Additionally, any time your character is close enough to strike when an opponent attempts to get up from a prone position, she can reflexively cause two bashing damage.

One-Two Punch (••••): Your character hits fast, and she follows through with every hit. Whenever she makes a successful attack, you can spend a point of Willpower to cause two extra points of bashing damage.

Last-Ditch Effort (•••••): In a street fight, every second could mean the loss of your life. A proficient street fighter is a remarkable survivalist. She bites, headbutts, trips, or does whatever it takes to prevent that last hit. Any time a character with this level of Street Fighting is about to take a hit or get overpowered when she’s already suffering wound penalties, she can reflexively spend a Willpower point and sacrifice her Defense for the turn to make an attack against her would-be assailant. This can occur even if she’s already acted in a turn, so long as she’s not already spent Willpower. Resolve this attack before the opponent’s action.

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Re: An Age of Darkness: Changelings

Post by Admin on Thu Apr 28, 2016 12:09 pm

Tam Lin



Size: 5
Speed: 13
Defense: 11 With Sword and Shield, 9 With Sword, 5 Unarmed
Initiative: 8
Armor: Glamoured Glossimer Full Plate 4/2 (No Penalty to Defense or Speed)

HEALTH 9
OOOOO OOOO

WILLPOWER 6
OOOOO O

WYRD 6
GLAMOUR max 15/ 6 per turn
OOOOO OOOOO OOOOO


MENTAL
Intelligence 2
Wits 3
Resolve 2

PHYSICAL
Strength 4
Dexterity 4
Stamina 4

SOCIAL
Presence 6 (+2 from Striking Looks) (Can spend Glamour for Extra Dice)
Manipulation 2 (Can Spend Glamour for Extra Dice)
Composure 4

Mental Skills
Academics 1
Computer --
Crafts 1
Investigation 1
Medicine --
Occult 2 (Fey)
Politics 2 (Knightly) (9 AGAIN & ROTE)
Science --

Physical Skills
Athletics 2
Brawl 1
Drive 1
Firearms --
Larceny --
Stealth --
Survival 2 (Tracking)(Finding Food & Water)(9 AGAIN & ROTE)
Weaponry 6 (Sword) (9 AGAIN & ROTE))

Social Skills (Never takes Unskilled Penalty in Social Skills)
Animal Ken 1
Empathy 1
Expression 1
Intimidation 1
Persuasion 1 (Can Spend Glaomur for Extra Dice)
Socialize 1
Streetwise --
Subterfuge 1

MERITS
Native Language: Gaelic
Language: 3 English, German, French, Seelie
Defensive Combat Weaponryl: 1
Resources: 3
Fleet of Foot: 1
Professional Training Fey Knight: 5
Mantle of Summer: 3
Striking Looks: 2
Area of Expertise Swords : 1
Quick Draw Sword: 1


Blessing: These changelings really are the Fairest of Them All, and their magic only emphasizes this. The player can spend Glamour to improve dice pools that include Presence, Manipulation and Persuasion. Each point spent increases one dice pool by one point. A changeling counted among the Fairest also suffers no untrained penalty for using Social skills in which she has no dots.

Dancer Those among the Fairest blessed of particular agility and grace, for whom motion is itself beauty and art. Whether entertainer, courtesan, artist or murderer, the Dancer is happiest when moving to the sound of her inner rhythm. The Dancer’s blessing is Fae Grace: she benefits from the 9 again rule on any Expression or Socialize rolls involving agility (such as juggling or dancing in a performance or social setting), and always adds one to her Dodge total when dodging attacks.

Mantle of Terrible Beauty (••••)
The changeling appears in her fae mien to all onlookers in a fashion that makes her appear both frightening and terrible. Onlookers see the changeling as a great and terrible version of her normal seeming, but afterwards cannot remember the exact details of what she looked like, only that she filled them with utter terror. As a result, invoking this clause does not risk a changeling losing Clarity.
Cost: 2 Glamour + 1 Willpower
Dice Pool: Intimidate + Wyrd vs. the subject’s Composure + Wyrd
Action: Contested
Catch: The character is fighting a duel or some other combat that has been agreed upon in advance by both sides.
Roll Results
Dramatic Failure: The changeling looks harmless. All attackers gain confidence, giving them one additional die to all attacks on the changeling for the next scene. The changeling also cannot affect anyone within range until the sun next sets.
Failure: The clause fails to invoke.
Success: This clause affects everyone within three yards per dot of the changeling’s Wyrd. One contested roll may be made reflexively for a crowd of mortals based on the highest Composure present. Supernatural beings should each make their own resistance rolls. If the changeling rolls any successes, he fills the affected targets with a mixture of terror and awe. If he rolls more successes than a target, the person must flee the changeling’s presence in utter terror. Those who fail this contest but cannot flee are at a –2 dice penalty to all actions due to fear. They also cannot spend Willpower to gain three extra dice on any rolls, or +2 to any Resistance traits. (Willpower can be spent to activate capabilities or powers that require it, however.) Anyone who rolls as many or more successes as the changeling need not flee, but the changeling awes and frightens them, causing a –2 dice penalty to all rolls to attack or attempt to harm the changeling. The changeling also gains +2 dice to all rolls to Intimidate everyone within range. The changeling’s awe-inspiring appearance persists until the changeling decides to resume her normal appearance or until the end of the scene, whichever comes first. Record the number of successes rolled for the changeling when this clause is activated, and compare it to any rolled for newcomers to the power’s area of effect. This awe cannot be used selectively, and affects all characters near the changeling (save those bound to her by a motley pledge or who share her Court). This clause cannot be used more than once on any subject in a single scene.
Exceptional Success: All who roll fewer successes than the changeling must either flee or cower helplessly until the awe ceases. Those who roll as many or more successes are at a –2 dice penalty to all actions.
Suggested Modifiers Modifier
+1 to +2 The changeling’s clothing, accouterments or weapons are especially flamboyant and impressive.
–1 to –2 The changeling’s clothing, accoutrements or weapons are bland, shoddy or ill kept

Fortuna’s Cornucopia (••••)
This clause provides a curious, open-ended blend of luck and the competence of the individual favored by it. It’s often said that you get out of your efforts what you put into them, and nowhere is this more true than under the benediction of Fortuna’s Cornucopia.
Cost: 1 Glamour
Effect: The beneficiary of Fortuna’s Cornucopia makes the roll for his next actively attempted instant under the benefit of the 8 again rule. Actively attempted actions are those things the character consciously undergoes the effort of doing, as described above. The 8 again rule is described on p. 134 of the World of Darkness Rulebook.
Action: Instant
Ban: If Fortuna’s Cornucopia is visited upon an individual more than once in a single day, the Contract fails to grace the subject in its standard manner. If this blessing is invoked more frequently for the character, one action, decided upon by the Storyteller for dramatic effect, automatically results in a dramatic failure, with no dice roll involved. The fates treat these as general dramatic failures, not to be automatically construed as catastrophic failures or fatal failures. For example, a character may accidentally reveal his identity when he’s trying to masquerade as someone else (as opposed to simply failing to convince his mark that he’s another person).

Baleful Sense (•)
The character senses the greatest source of wrath nearby.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant Catch: The character is angry when he invokes this clause.
Roll Results
Dramatic Failure: The character becomes enraged, and the clause pinpoints only him.
Failure: The character cannot locate wrath in his vicinity.
Success: The character becomes aware of the greatest concentration of wrath (in any form) within a mile radius. He knows the direction and approximate distance, and approximately how many people are involved.
Exceptional Success: The character also learns the cause of the anger and approximately how many people are intimately involved.

Pathfinder (•)
The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Faerie and other details of the local Hedge, such as what sorts of goblin fruits grow there.
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd
Action: Instant Catch: The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day.
Roll Results
Dramatic Failure: The Contract yields wholly inaccurate information about the Hedge, suggesting paths where there are none, marking poisonous fruits as beneficial or otherwise utterly confounding otherwise useful information.
Failure: The changeling learns no useful information about the local Hedge.
Success: For each success on the roll, the changeling learns a single pertinent fact about the local Hedge. In most cases, this information is just that — a statement about whether something exists. It doesn’t necessarily point out where a Hollow or pathway might exist, just the fact of its presence. The distance in which such information-drawing is effective is the changeling’s line of sight. Therefore, this power may be curtailed by a mysterious fog in the Hedge or a smoke cast by the Hedge’s burning.

Fickle Fate (•)
It’s easier to curse than to bless. The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. It’s almost unheard of to invoke Fickle Fate for oneself — who wants to fail at what he attempts?
Cost: 1 Glamour
Effect: The subject of Fickle Fate makes the roll for his next actively attempted instant action, whatever it is, at a –2 dice penalty. Actively attempted actions are those things the character consciously undergoes the effort of doing, not things that occur automatically or reflexively. For example, jumping from a moving car or performing an oratory before the duke would be an actively attempted action, while seeing if wounds force a character into unconsciousness or reflexively resisting some supernatural power would not be.
Action: Instant
Ban: The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If he does, the Fickle Fate visits him on his next attempted action instead of his intended victim.

Equipment

Glamoured Glossimer Full Plate
Large Shield

GRAPPLING
Initiative 8
5 Dice

Unarmed
Initiative 8
13 Dice (9 AGAIN & ROTE)
Bruising

LONG SWORD
Initiative 3
12 Dice (9 Again & Rote)
3 Damage

Armed Defense Manuvers
Cover the Angles (•): Whenever you take a Dodge action, reduce the Defense penalties for multiple attackers by 1. You can apply your full Defense against the first two attacks, suffer a -1 penalty against the third, and so on.
Weak Spot (••): You swing against your opponent’s arm, rather than his own weapon. Use this ability when defending against an armed attacker. If your Defense reduces his attack pool to 0, he’s disarmed. If you Dodge, you disarm your opponent if your Defense roll reduces his attack successes to 0.
Aggressive Defense (•••): Anyone dumb enough to come near you is liable to get hurt. When you take a Dodge action, if you score more successes than any attacker, you deal one point of lethal damage to the attacker per extra success. Your weapon bonus doesn’t apply to this extra damage. Drawback: You must spend a point of Willpower and declare that you are using Aggressive Defense at the start of the turn. You cannot combine this maneuver with Press the Advantage or Weak Spot.
Iron Guard (••••): You and your weapon are one. At the start of each turn, you can choose to reduce your weapon bonus (down to a minimum of 0) to increase your Defense by a like amount. If you take a Dodge action, add your full weapon bonus to your Defense after doubling your pool.
Press the Advantage (•••••): You create an opening with a block, and lash out with a fist or foot. When you’re taking a Dodge action, if your Defense roll reduces the attacker’s successes to 0, you can make an unarmed attack against that opponent at a -2 penalty. Your opponent ap

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Re: An Age of Darkness: Changelings

Post by Admin on Thu Apr 28, 2016 12:24 pm

The Green Knight


Giant/ Green Knight
Exiled Fay Gone Mad
POTENCY 4
SIZE 15
SPEED 25
DEFENSE 10
INITIATIVE 3

ARMOR 4 (8 w/ Full Plate) Unnaturally Thick Hide, Does not apply to Eyes, Mouth, Inner Ear, Nostrils, Twig and Berries, or Already Open Wounds.

HEALTH 23
OOOOO OOOOO
OOOOO OOOOO
OOO

WILLPOWER 10
OOOOO OOOOO
Virtue: ??????
Vice: Madness?


INTELLEGENCE 1
WITS 1
RESOLVE 1

STRENGTH 8
DEXTERITY 2
STAMINA 8

PRESENCE 2
MANIPULATION 1
COMPOSURE  1

Athletics 8
Brawling 8
Weaponry 8


THROWN STONE
Initiative 0
10 DICE
3 DAMAGE

THROWN CORPSE
Initiative 0
10 DICE
3 DAMAGE  -1 AP if the Corpse is wearing Heavy Armor

MASSIVE SWORD
Initiative 0
16 DICE ( 8 AGAIN)
6 Damage - 2 AP

BRAWLING
Initiative 3
16 DICE (9 AGAIN)
2 LETHAL DAMAGE -2 AP

IMMORTAL
The creature isn’t bound by mortal laws of life and death. It’s not indestructible, per se, but if it’s killed by anything other than its Bane, it just comes back in a later scene like nothing happened. Even if it’s destroyed with its Bane, it’s never really gone some accursed ritual, astrological conjunction, or freak occurrence can always bring the creature back for a sequel story.

KNOW SOUL
The creature can see into the depths of its victim’s soul. By spending 1 Willpower, it automatically learns the victim’s Virtue, Vice, Aspirations, and current Integrity. By spending an additional Willpower point, it learns the circumstances of the character’s most recent failed breaking point. Subsequent Willpower points reveal older breaking points. If the creature uses its knowledge against the victim, it earns an exceptional success on a roll of three successes or more.

NATURAL WEAPONS ••
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armorpiercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

REALITY STUTTER
The creature’s presence sets reality stuttering and convulsing, allowing it to flicker from place to place. By reflexively spending 1 Willpower when it moves, the creature can translocate itself to any location it can see up to its Speed in meters away, seeming to observers to just spasm in and out of reality as it goes. Doing so adds +2 to its Defense for the turn.

REGENERATE (••••••)
The creature possesses incredible powers of regeneration. As a reflexive action once per turn, the creature can spend 1 Willpower per dot in the Regenerate Dread Power, healing one point of lethal damage or two points of bashing damage for each Willpower expended in this way.


BANE OR BANS?

COLD IRON
Ignores Armor and does Aggravated

Equipment
Sword
Full Plate 4/2
Book of Calos


Last edited by Admin on Thu Apr 28, 2016 12:29 pm; edited 1 time in total

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Re: An Age of Darkness: Changelings

Post by Admin on Thu Apr 28, 2016 12:28 pm




SIZE 15
SPEED 25
DEFENSE 10
INITIATIVE 3

ARMOR 4 Unnaturally Thick Hide, Does not apply to Eyes, Mouth, Inner Ear, Nostrils, Twig and Berries, or Already Open Wounds.

HEALTH 23
OOOOO OOOOO
OOOOO OOOOO
OOO

WILLPOWER 10
OOOOO OOOOO

INTELLEGENCE 1
WITS 1
RESOLVE 1

STRENGTH 8
DEXTERITY 2
STAMINA 8

PRESENCE 2
MANIPULATION 1
COMPOSURE 1

Athletics 8
Brawling 8
Weaponry 8



THROWN STONE
Initiative 0
10 DICE
3 DAMAGE

THROWN CORPSE
Initiative 0
10 DICE
3 DAMAGE -1 AP if the Corpse is wearing Heavy Armor

TREE CLUB
Initiative 0
16 DICE ( 8 AGAIN)
6 Damage - 2 AP

BRAWLING
Initiative 3
16 DICE (9 AGAIN)
2 LETHAL DAMAGE -2 AP

IMMORTAL
The creature isn’t bound by mortal laws of life and death. It’s not indestructible, per se, but if it’s killed by anything other than its Bane, it just comes back in a later scene like nothing happened. Even if it’s destroyed with its Bane, it’s never really gone some accursed ritual, astrological conjunction, or freak occurrence can always bring the creature back for a sequel story.

KNOW SOUL
The creature can see into the depths of its victim’s soul. By spending 1 Willpower, it automatically learns the victim’s Virtue, Vice, Aspirations, and current Integrity. By spending an additional Willpower point, it learns the circumstances of the character’s most recent failed breaking point. Subsequent Willpower points reveal older breaking points. If the creature uses its knowledge against the victim, it earns an exceptional success on a roll of three successes or more.

NATURAL WEAPONS ••
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armorpiercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

REALITY STUTTER
The creature’s presence sets reality stuttering and convulsing, allowing it to flicker from place to place. By reflexively spending 1 Willpower when it moves, the creature can translocate itself to any location it can see up to its Speed in meters away, seeming to observers to just spasm in and out of reality as it goes. Doing so adds +2 to its Defense for the turn.

REGENERATE (••••••)
The creature possesses incredible powers of regeneration. As a reflexive action once per turn, the creature can spend 1 Willpower per dot in the Regenerate Dread Power, healing one point of lethal damage or two points of bashing damage for each Willpower expended in this way.


BANE OR BANS?

COLD IRON
Ignores Armor and does Aggravated

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