Difference between revisions of "Norman Mellinger"

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'''Social[4]''' (-1 Untrained Penalty)
 
'''Social[4]''' (-1 Untrained Penalty)
 
* Animal Ken
 
* Animal Ken
* Empathy
+
* Empathy
 
* Expression
 
* Expression
 
* Intimidation
 
* Intimidation
 
* Persuasion
 
* Persuasion
 
* Socialize
 
* Socialize
* Streetwise
+
* Streetwise  
 
* Subterfuge (Spotting Lies) ●●●
 
* Subterfuge (Spotting Lies) ●●●
  
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'''Seeming Boon:''' At the cost of one Glamour, Norman can increase dice pools including Wits, Subterfuge, and Stealth by one point for each glamour he spends.. Norman also gains the benefit of the 9 again rule on Stealth dice pools.<br>
 
'''Seeming Boon:''' At the cost of one Glamour, Norman can increase dice pools including Wits, Subterfuge, and Stealth by one point for each glamour he spends.. Norman also gains the benefit of the 9 again rule on Stealth dice pools.<br>
 
'''Seeming Curse:''' Norman takes -1 die penalty to all rolls to enact contracts during the daylight hours, and -2 in direct sunlight.<br>
 
'''Seeming Curse:''' Norman takes -1 die penalty to all rolls to enact contracts during the daylight hours, and -2 in direct sunlight.<br>
'''Kith Boon:''' Norman can, at will, change his features to resemble anyone he's met and gains +3 to disguise rolls. <br>
+
'''Kith Boon:''' Norman can, at will, change his features to resemble anyone he's met and gains +3 to Wits + Subterfuge in disguise rolls. <br>
 
'''Mantle Boon:''' <br>
 
'''Mantle Boon:''' <br>
  
Line 96: Line 96:
  
 
== Contracts ==
 
== Contracts ==
 +
5 dots
  
Changeling characters get 5 dots of Contracts, but can take no more than 1 dot of Goblin Contracts.
+
=== Darkness[●●●] ===
 +
''pg.137''
 +
* '''Creeping Dread:'''
 +
Cost: 1 Glamour or 2 Glamour + 1 Willpower
 +
Dice Pool: Manipulation + Wyrd – Resolve
 +
Action: Instant
 +
Catch:Norman is using this clause to frighten intruders into her dwelling.
 +
 
 +
''The target or targets feel mild fear and experience a penalty equal to the changeling’s Wyrd to all Resolve or Composure rolls to resist fear or intimidation. If the changeling spends one point of Glamour, this clause affects one target the changeling can see clearly. If the changeling spends two points of Glamour and one point of Willpower, the clause affects everyone within three yards per dot of Willpower the changeling possesses. In both cases, this effect lasts for one scene.''
 +
 
 +
* '''Night's Subtle Distractions:'''
 +
Cost: 1 Glamour
 +
Dice Pool: Wyrd + Stealth
 +
Action: Instant
 +
Catch: The clause is invoked outdoors at night.
 +
 
 +
''This clause affects everyone within 50 yards of the changeling. The changeling is not affected, and can also choose to keep anyone in physical contact with her from being affected. Everyone else within range doubles all environmental penalties to Wits rolls involving perception, including Wits + Composure rolls, as well as Wits + Skill rolls to notice events or Wit’s + Investigation rolls to intentionally search for something. In a quiet, well-lit room or hallway, there are typically no environmental penalties, and this Contract provides only a –1 die penalty to these rolls. This Contract affects perceptions, not actual environmental conditions. Darkness does not actually become darker, and sounds don’t actually become louder. Only the targets’ perceptions are changed. This clause lasts for the next scene and affects the individuals nearby when it is performed. If someone new arrives, she will be unaffected. However, anyone affected will continue to be affected, even if he moves more than 50 yards from the changeling.''
 +
 
 +
* '''Balm of Unwakeable Slumber:'''
 +
Cost: 1 Glamour
 +
Dice Pool: Manipulation + Wyrd vs. Resolve + Wyrd
 +
Action: Resisted
 +
Catch: The target is asleep at home in his own bed, and the Contract is performed between sunset and sunrise.
 +
 
 +
''When this clause is used on one or more sleeping targets that the changeling can see or hear, the target becomes almost impossible to awaken until the time they are accustomed to waking. The targets can be shouted at, picked up or manhandled without waking. However, anything that does one or more points of any type of damage instantly awakens the sleepers — repeatedly slapping targets or shaking them vigorously enough to hurt will also wake them up. Dense smoke, intense heat or other situations causing targets to cough, choke or fight for their lives will awaken them normally. Nothing else, including the screams of a terrified loved one, can break their slumber.''
 +
 
 +
=== Smoke [●] ===
 +
 
 +
* '''The Wrong Foot'''
 +
Action: Instant
 +
Catch: Norman licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.
 +
 
 +
''When The Wrong Foot takes effect, evidence of the changeling’s passing change to resemble something other than the visitation of a humanlike entity. This may be tracks similar to a bird’s three-toed foot, a bloody mist, drips of lavender extract — whatever the character chooses. Note that this Contract always creates the same result, so the character should think about how he wants this to manifest before the first time he uses it, and should clear it with the Storyteller before it comes into play. This substance or mark supersedes all other evidence of passage, so footprints will vanish but the slime-spray will take its place in every case, whether or not the ground was soft enough to hold a footprint. The Wrong Foot does not change the appearance of previously made marks, however. Therefore, this limits the practical application of the Contract in numerous situations, so many changelings have come to rely on The Wrong Foot to leave a sort of “calling card,” whether or not they wish to obfuscate pursuit. Once activated, this Contract functions for the duration of the scene.''
 +
 
 +
=== Eternal Winter [●] ===
 +
 
 +
* '''Jack's Breath:'''
 +
Cost: 1 Glamour
 +
Dice Pool: Wyrd + Survival
 +
Action: Instant
 +
Catch: Norman hears someone shiver or tastes someone’s sweat.
 +
 
 +
''The room cools by a degree decided by the character before the dice roll. See the list of suggested modifiers below for guidelines on how far a character can reduce the temperature, and in how large a room. The cooling lasts for one scene before the room gradually returns to normal temperature.''
  
 
== Pledges ==
 
== Pledges ==

Revision as of 22:58, 15 September 2011

Norman "Mouse" Mellinger

Name: Norman Mellinger a.k.a. Mouse
Player: Kokuten
Concept: Shadowy Sneak
Virtue: Temperance
Vice: Sloth
Seeming: Darkling
Kith: Mirrorskin
Court: Winter

List something about appearance (both mask and mien) and backstory here.

Vital Characteristics

Health: Stamina + 5 =
Willpower: Resolve + Composure
Wyrd: 1

  • Glamour: Half of Harvest + Max Glamour, Max is 10 for Wyrd 1
  • Glamour Per Turn: 1
  • Goblin Fruit: 0/3
  • Vows: 4 at Wyrd 1

Clarity: 7

  • Perception Bonus/Penalty: 0
  • Derangements: None

Size: 5
Speed: Strength + Dex + 5
Initiative: Dex + Composure
Defense: Lowest of Wits or Dex
Armor: 0/0

Inventory

Statistics

Attributes

All attributes have a base 1. Characters split 5/4/3 dots between the three categories. The fifth dot costs double.

Mental[2]

  • Intelligence ●●
  • Wits ●●●
  • Resolve ●●

Physical[1]

  • Strength ●
  • Dexterity ●●●●
  • Stamina ●●

Social[3]

  • Charisma ●|
  • Manipulation ●●●
  • Composure ●●

Skills

Mental[7] (-3 Untrained Penalty)

  • Academics ●●●
  • Computer
  • Crafts
  • Investigation ●●●●
  • Occult
  • Politics
  • Science

Physical[11] (-1 Untrained Penalty)

  • Athletics
  • Brawl
  • Drive ●
  • Firearms ●●
  • Larceny (Lockpicking) ●●●
  • Stealth (Moving in Darkness) ●●●●
  • Survival ●
  • Weaponry

Social[4] (-1 Untrained Penalty)

  • Animal Ken
  • Empathy ●
  • Expression
  • Intimidation
  • Persuasion
  • Socialize
  • Streetwise
  • Subterfuge (Spotting Lies) ●●●

Advantages

Seeming Boon: At the cost of one Glamour, Norman can increase dice pools including Wits, Subterfuge, and Stealth by one point for each glamour he spends.. Norman also gains the benefit of the 9 again rule on Stealth dice pools.
Seeming Curse: Norman takes -1 die penalty to all rolls to enact contracts during the daylight hours, and -2 in direct sunlight.
Kith Boon: Norman can, at will, change his features to resemble anyone he's met and gains +3 to Wits + Subterfuge in disguise rolls.
Mantle Boon:

Merits

Characters get 7 dots of Merits, which may be taken from the nWoD core book, Changeling core book or any valid supplement.

Contracts

5 dots

Darkness[●●●]

pg.137

* Creeping Dread: 

Cost: 1 Glamour or 2 Glamour + 1 Willpower Dice Pool: Manipulation + Wyrd – Resolve Action: Instant Catch:Norman is using this clause to frighten intruders into her dwelling.

The target or targets feel mild fear and experience a penalty equal to the changeling’s Wyrd to all Resolve or Composure rolls to resist fear or intimidation. If the changeling spends one point of Glamour, this clause affects one target the changeling can see clearly. If the changeling spends two points of Glamour and one point of Willpower, the clause affects everyone within three yards per dot of Willpower the changeling possesses. In both cases, this effect lasts for one scene.

* Night's Subtle Distractions: 

Cost: 1 Glamour Dice Pool: Wyrd + Stealth Action: Instant Catch: The clause is invoked outdoors at night.

This clause affects everyone within 50 yards of the changeling. The changeling is not affected, and can also choose to keep anyone in physical contact with her from being affected. Everyone else within range doubles all environmental penalties to Wits rolls involving perception, including Wits + Composure rolls, as well as Wits + Skill rolls to notice events or Wit’s + Investigation rolls to intentionally search for something. In a quiet, well-lit room or hallway, there are typically no environmental penalties, and this Contract provides only a –1 die penalty to these rolls. This Contract affects perceptions, not actual environmental conditions. Darkness does not actually become darker, and sounds don’t actually become louder. Only the targets’ perceptions are changed. This clause lasts for the next scene and affects the individuals nearby when it is performed. If someone new arrives, she will be unaffected. However, anyone affected will continue to be affected, even if he moves more than 50 yards from the changeling.

* Balm of Unwakeable Slumber:

Cost: 1 Glamour Dice Pool: Manipulation + Wyrd vs. Resolve + Wyrd Action: Resisted Catch: The target is asleep at home in his own bed, and the Contract is performed between sunset and sunrise.

When this clause is used on one or more sleeping targets that the changeling can see or hear, the target becomes almost impossible to awaken until the time they are accustomed to waking. The targets can be shouted at, picked up or manhandled without waking. However, anything that does one or more points of any type of damage instantly awakens the sleepers — repeatedly slapping targets or shaking them vigorously enough to hurt will also wake them up. Dense smoke, intense heat or other situations causing targets to cough, choke or fight for their lives will awaken them normally. Nothing else, including the screams of a terrified loved one, can break their slumber.

Smoke [●]

* The Wrong Foot

Action: Instant Catch: Norman licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.

When The Wrong Foot takes effect, evidence of the changeling’s passing change to resemble something other than the visitation of a humanlike entity. This may be tracks similar to a bird’s three-toed foot, a bloody mist, drips of lavender extract — whatever the character chooses. Note that this Contract always creates the same result, so the character should think about how he wants this to manifest before the first time he uses it, and should clear it with the Storyteller before it comes into play. This substance or mark supersedes all other evidence of passage, so footprints will vanish but the slime-spray will take its place in every case, whether or not the ground was soft enough to hold a footprint. The Wrong Foot does not change the appearance of previously made marks, however. Therefore, this limits the practical application of the Contract in numerous situations, so many changelings have come to rely on The Wrong Foot to leave a sort of “calling card,” whether or not they wish to obfuscate pursuit. Once activated, this Contract functions for the duration of the scene.

Eternal Winter [●]

* Jack's Breath:

Cost: 1 Glamour Dice Pool: Wyrd + Survival Action: Instant Catch: Norman hears someone shiver or tastes someone’s sweat.

The room cools by a degree decided by the character before the dice roll. See the list of suggested modifiers below for guidelines on how far a character can reduce the temperature, and in how large a room. The cooling lasts for one scene before the room gradually returns to normal temperature.

Pledges