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Posted: Mon Oct 12, 2009 4:02 pm
This is an EXAMPLE of what your sheet will look like. You will have to make your character through PMS with me. You can NOT just fill it out you must go through character creation with me. I may have you read sections of this subforum and choose things to fill in then pm me your choice and I'll continue making it. You must choose from the options given. This IS run from a book with rules, and as such the characters must be made by the rules.
Name: Username: Concept: Virtue: Vice: Seeming: Kith: Court:
ATTRIBUTES Intelligence 1-5 Wits 1-5 Resolve 1-5 ---------------- Strength 1-5 Dexterity 1-5 Stamina 1-5 ---------------- Presence 1-5 Manipulation 1-5 Composure 1-5 ----------------
SKILLS MENTAL(-3 Unskilled)
Academics______________1-5 Computer_______________1-5 Crafts_________________1-5 Investigation__________1-5 Medicine_______________1-5 Occult_________________1-5 Politics_______________1-5 Science________________1-5
PHYSICAL (-1 Unskilled)
Athletics______________1-5 Brawl__________________1-5 Drive__________________1-5 Firearms_______________1-5 Larceny________________1-5 Stealth________________1-5 Survival_______________1-5 Weaponry_______________1-5
SOCIAL (-1 Unskilled)
Animal Ken_____________1-5 Empathy________________1-5 Expression_____________1-5 Intimidation___________1-5 Persuasion_____________1-5 Socialize______________1-5 Streetwise_____________1-5 Subterfuge_____________1-5
MERITS _______________________1-5 _______________________1-5 _______________________1-5 _______________________1-5 _______________________1-5
FLAWS _______________________ _______________________ _______________________
CONTRACTS
_______________________1-5 _______________________1-5 _______________________1-5 _______________________1-5 _______________________1-5
PLEDGES
_______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________
HEALTH
1-16
WILLPOWER
1-10
GLAMOUR 1-20
WYRD
1-10
CLARITY
1-10
Seeming Blessing: Seeming Curse: Size: Defense: Initive Mod: Speed: Armor: Experience:
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Posted: Sun Jun 06, 2010 4:15 pm
Name: Dervish Destiny Username: EternalValkyrie Concept: Oracle/Surgeon Virtue: Temperance Vice: Gluttony Seeming: Wizened Kith: Chirurgeon Court:Autumn
ATTRIBUTES Intelligence 3 Wits 3 Resolve 2 ---------------- Strength 2 Dexterity 3 Stamina 2 ---------------- Presence 2 Manipulation 2 Composure 2 ----------------
SKILLS MENTAL(-3 Unskilled)
Academics 1 Computer 1 Crafts 1 Investigation 1 Medicine 2 (Surgery Specialty) Occult 3 (Divining Omens Specialty) Politics 1 Science 1
PHYSICAL (-1 Unskilled)
Athletics 1 Brawl 1 Drive 1 Firearms 1 Larceny 1 Stealth 1 Survival untrained Weaponry 1
SOCIAL (-1 Unskilled)
Animal Ken untrained Empathy 1 Expression untrained Intimidation untrained Persuasion 1 Socialize untrained Streetwise 1 Subterfuge 1 (Poker Face Specialty)
MERITS Hollow 4 Natural Immunity 1 Iron Stomach 2 Mantle, Autumn 1
CONTRACTS
Contracts of Artiface 3 Fleeting Autumn 1 Eternal Autumn 1
PLEDGES
_______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________
HEALTH
7
WILLPOWER
4
GLAMOUR 5 max contracts or pledges, 12 total, can spend 3 per turn
WYRD
3
CLARITY
5
Seeming Blessing: The Wizened are extraordinarily nimble. The player can spend one point of Glamour to gain the benefit of the 9 again rule on all dice pools involving Dexterity for the rest of the scene. This same nimbleness enables the Wizened to avoid harm in ways other beings can’t imagine. The player can also spend one point of Glamour to add the character’s Wyrd dots to his Dodge total (normally calculated as double Defense), for the rest of the scene. This only applies when the character is dodging Changelings who master surgery and pharmacy, sometimes from altruism, and sometimes simply because they can, ranging from scary back-street surgeons to strangely alien experimenters. The Chirurgeon’s blessing is The Analeptic Charm: able to perform medical miracles, the changeling gains the benefit of the 9 again rule on Medicine dice pools. The Chirurgeon can also use the humblest tools well, and never suffers from penalties for poor equipment as long as at least something can be jury-rigged as a medical tool. Finally, anyone whom the changeling tends to for any length of time receives the benefit of the Chirurgeon’s skills as if they were in a hospital intensive care unit Seeming Curse: Spite infects the Wizened. It comes out in their appearance, and in their manner. Their appearance, which is rarely attractive, and their general tendency not to be approachable means that the Wizened don’t benefit from the 10 again rule on dice pools involving Presence. For the same reason, while Social Skills aren’t completely barred to them, the Wizened suffer a –2 dice untrained penalty when trying to use a Social Skill in which they have no dots, rather than the usual –1. Size: 5 Defense: 3 Initive Mod: +5 Speed: 10 Armor: Experience:
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Posted: Sun Jun 06, 2010 4:28 pm
Name: Laurel Dawne Username: EternalValkyrie Concept: Lusty Shopkeep Virtue: Charity Vice: Lust Seeming: Fairest Kith: Flowering Court: SPring
ATTRIBUTES Intelligence 2 Wits 2 Resolve 2 ---------------- Strength 2 Dexterity 3 Stamina 2 ---------------- Presence 2 Manipulation 3 Composure 3 ----------------
SKILLS MENTAL(-3 Unskilled)
Academics untrained Computer 1 Crafts untrained Investigation untrained Medicine 1 Occult 1 Politics 1 Science untrained
PHYSICAL (-1 Unskilled)
Athletics 1 Brawl untrained Drive 1 Firearms 1 Larceny 1 Stealth 1 Survival 1 Weaponry 1
SOCIAL (-1 Unskilled)
Animal Ken untrained Empathy 1 Expression 1 Intimidation 1 Persuasion 2 (Haggling Specialty) Socialize 2 Streetwise 2 (Black Market Specialty) Subterfuge 2 (Lying Specialty)
MERITS Rescources 3 Barfly 1 Striking Looks 3 Mantle, Spring 1
CONTRACTS
Contracts of Vainglory 3 Fleeting Spring 1 Eternal Spring 1 _______________________1-5 _______________________1-5
PLEDGES
_______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________
HEALTH
7
WILLPOWER
5
GLAMOUR 5 maz contracts or pledges, 10 total, can spend 1 per turn
WYRD
1
CLARITY
7
Seeming 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. Flowers blossom on bare earth where these changelings have stood (although they take months to appear in the human world rather than seconds, as they did in Faerie). Their skin is soft like the petal of a rose or a chrysanthemum and bright with a bloom of health. The Flowering Fairest has a Seductive Fragrance: her skin, hair and breath carries the aroma of unknown blossoms from places unseen, the promise of pleasures unknown. Her bouquet seduces and lulls in equal measure. She gains the benefit of the 9 again rule on dice pools including Persuasion, Socialize and Subterfuge. Seeming Curse: The Fairest, similar to the creatures who stole them, can be callous and unfeeling, vicious and prone to toy with others, even people who love them. Their inner balance suffers for this. One of the Fairest suffers a –1 die penalty on dice pools to avoid losing Clarity (for example, the player of a Fairest with Clarity 5 who kills another changeling rolls two dice to avoid losing Clarity, rather than three). Size: 5 Defense: 2 Initive Mod: +6 Speed: 10 Armor: Experience:
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Posted: Sun Jun 06, 2010 6:45 pm
ANYONE copying or there abouts of MY ORIGINAL CHARACTER will be disassociated with and NEVER spoken to again! This is MY character! Follow the order of character creation set by Miss Val or DON'T make one! GRR!!! Name: Victor Username:Xalier Silverblade Concept: Me Virtue: Justice Vice: Wrath Seeming: Elemental Kith: Fire-Heart Court: Summer ATTRIBUTESIntelligence 2 Wits 3 Resolve 2 ---------------- Strength 2 Dexterity 3 Stamina 3 ---------------- Presence 2 Manipulation 2 Composure 2 ---------------- SKILLSMENTAL(-3 Unskilled)Academics______________1 Computer_______________1 Crafts_________________1 Investigation___________1 Medicine_______________0 Occult__ Fae Magic______2 Politics_______________0 Science________________1 PHYSICAL (-1 Unskilled)Athletics_____ Acrobatics_________2 Brawl______ Kon We-Pay Kung-Fu____2 Drive__________________1 Firearms_______________1 Larceny________________0 Stealth________________1 Survival_______________1 Weaponry____ Swords________3 SOCIAL (-1 Unskilled)Animal Ken_____________1 Empathy________________0 Expression_____________0 Intimidation____________1 Persuasion_____________0 Socialize______________0 Streetwise_____________1 Subterfuge_____________1 MERITSToken______ (Biting Grotesquerie)___4 Ambidextrous_ (Starting ONLY)____3 Summer Mantle____ (Challenge of the Black Spear)___1 _______________________1-5 _______________________1-5 _______________________ _______________________ _______________________ CONTRACTSSmoke_______________________1 Fire_______________________1 Fleeting Summer_______________________1 Eternal Summer_______________________1 Dream_______________________1 PLEDGES_______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ HEALTH8 WILLPOWER4 GLAMOUR10 WYRD1 CLARITY7 Seeming Blessing: 1/day 1 Glamour to add 1 to wyrd to health, Flickering Accumen: 1 Glamour to add 1 die to Wits based dice pools. Seeming Curse: No 10 again on any dice pool involving Manipulation, Empathy, Expression, Persuassion, or Socialize. Size: 5 Defense: 3 Initive Mod: 5 Speed: 10 Armor:Experience:
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Posted: Sun Jun 06, 2010 7:36 pm
((In progress. Needing math now me thinks.)) Name: Alyssa Mier Username: Violet Witch Girl Concept: lost girl Virtue: Faith Vice: Pride Seeming: Beast Kith: Runner Swift Court: Spring
ATTRIBUTES Intelligence 2 Wits 2 Resolve 4 ---------------- Strength 1 Dexterity 3 Stamina 2 ---------------- Presence 1 Manipulation 3 Composure 3 ----------------
SKILLS MENTAL(-3 Unskilled)
Academics______________1-5 Computer_______________0 Crafts_________________1 Investigation__________1 Medicine_______________2 Occult_________________2 Politics_______________0 Science________________0
PHYSICAL (-1 Unskilled)
Athletics Sprinting 3 Brawl Capoiera 3 Drive__________________0 Firearms_______________0 Larceny________________0 Stealth________________2 Survival_______________1 Weaponry_______________1
SOCIAL (-1 Unskilled)
Animal Ken_____________1 Empathy________________1 Expression_____________0 Intimidation___________0 Persuasion_____________1 Socialize______________1 Streetwise_____________0 Subterfuge_____________0
MERITS _______________________ _______________________ _______________________ _______________________ _______________________
FLAWS _______________________ _______________________
CONTRACTS
Fang and talon 3
Hearth 2 _______________________ _______________________
PLEDGES
_______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________
HEALTH 6
WILLPOWER 7
GLAMOUR
WYRD
CLARITY 3
Seeming Blessing:The wildness that infuses a Beast gives her a supernatural affinity with animals. A Beast gains the benefit of the 8 again rule when using the Animal Ken Skill, and receives a free Specialty for the one animal that most reflects the Beast’s seeming. That same wild nature gives a Beast a powerful personal magnetism. A Beast’s player can spend points of Glamour to add to dice pools involving Presence and Composure. Each point of Glamour spent adds one die to one dice pool. Also: The Runnerswift’s blessing is Runs Like the Wind: the changeling adds two points to Speed (cumulative with the Fleet of Foot Merit, if the changeling possesses it).
Seeming Curse:Although the Beasts regained their consciousness when they came through the Hedge, their time as beings of thoughtless instinct has taken its toll on each of them, and most find it very hard to make use of academic or trained skills. A Beast’s player suffers a –4 dice untrained penalty when trying to use a Mental skill in which the character has no dots. Further, although Beasts can be very clever indeed, they’re out of practice making those leaps of ingenuity that so character ize human genius. A Beast’s player doesn’t re-roll 10s when using a dice pool involving Intelligence. Size: 4 Defense: 2 Initive Mod: 6 Speed: Armor: Experience:
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Posted: Mon Jun 07, 2010 11:54 am
Name: Kritta Loric Username: FleshWalker Concept: Bounty Hunter Virtue: Prutence Vice: Glutinus Seeming: Beast Kith: Hunter Heart Court: Winter
ATTRIBUTES Intelligence 3 Wits 3 Resolve 2 ---------------- Strength 2 Dexterity 3 Stamina 2 ---------------- Presence 2 Manipulation 2 Composure 2 ----------------
SKILLS MENTAL(-3 Unskilled)
Academics 2 Computer 1 Crafts 2 Investigation 2 Medicine 1 Occult 1 Politics 1 Science 1
PHYSICAL (-1 Unskilled)
Athletics 1 Brawl 1 Drive Firearms 1 Larceny Stealth 2 (Foriest Walk) Survival 1 (Hunting) Weaponry 1
SOCIAL (-1 Unskilled)
Animal Ken 2 (Wolf) Empathy Expression Intimidation Persuasion Socialize Streetwise 1 Subterfuge 1 (Fast Talk)
MERITS Winter Mantle 1 New ID 1 ( Cara Olin, age 27) Resources 2 Direction Since 1 Fleet of Foot 3
CONTRACTS
Fang & Talon - Wolf 2 Fleting Winter 2 Eternal Winter 1
PLEDGES
_______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________
HEALTH
7
WILLPOWER
4
GLAMOUR 5
WYRD
1
CLARITY
7
Seeming Blessing: The wildness that infuses a Beast gives her a supernatural affinity with animals. A Beast gains the benefit of the 8 again rule when using the Animal Ken Skill, and receives a free Specialty for the one animal that most reflects the Beast’s seeming. That same wild nature gives a Beast a powerful personal magnetism. A Beast’s player can spend points of Glamour to add to dice pools involving Presence and Composure. Each point of Glamour spent adds one die to one dice pool.
Seeming Curse: Although the Beasts regained their consciousness when they came through the Hedge, their time as beings of thoughtless instinct has taken its toll on each of them, and most find it very hard to make use of academic or trained skills. A Beast’s player suffers a –4 dice untrained penalty when trying to use a Mental skill in which the character has no dots. Further, although Beasts can be very clever indeed, they’re out of practice making those leaps of ingenuity that so character ize human genius. A Beast’s player doesn’t re-roll 10s when using a dice pool involving Intelligence.
Size: 5 Defense: 3 Initive Mod: 5 Speed: 10 Armor: Experience:
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