Dylan Smith
Character
Name:Dylan Smith
Player:Sarpedon
Campaign: Changeling: The Lost
Concept:Steelworker/machinist eaten by Sander Cohen
Virtue:Prudence
Vice: Pride
Seeming:Wizened
Kith: Smith
Court:Spring
Backstory
Dylan Smith was born in Pittsburgh in 1946, the son of a steel mill worker. He followed in his father's footsteps, getting out of trade school just in time to be drafted for Vietnam. There he served with the Army Ordnance Corps, manufacturing and repairing parts for weapons and vehicles, in addition to doing some specialty jobs on the side for the occasional Green Beret or UDT guy. On his return from Vietnam he got employment at the local Steel mill where his father still worked, and got married. His life was not without trouble however, as 5 years later his wife miscarried their first child, and then 7 months later,was killed by a drunk driver. The day after, he was taken to Arcadia.
Vital Characteristics
Health: 8
Willpower: 6
Wyrd: 1
Glamour:10
Clarity: 7
Size: 5
Speed: 10
Initiative:7
Defense: 3
Armor: 0/0 without Armor
Glamour Spendable per turn: 1
Goblin Fruit Inventory: 0/3
Vows: 0/4
Inventory
Include owned or carried items, such as clothing, armor, weaponry, vehicles, and various trinkets with non-supernatural uses and their effects and statistics.
It's worthwhile to describe your character's apartment in this section as well, since it's a setpiece.
Statistics
Attributes
All attributes have a base 1. Characters split 5/4/3 dots between the three categories. The fifth dot costs double.
Mental
- Intelligence 2
- Wits 3
- Resolve 2
Physical
- Strength 2
- Dexterity 3
- Stamina 3
Social
- Charisma 1
- Manipulation 1
- Composure 4
Skills
Skills do not have a base rating. Characters split 11/7/4 between the three categories. The fifth dot costs double.
Assign specialties for skills, which add a contextual 1 dot bonus.
Mental (-3 Untrained Penalty)
- Academics 1
- Computer
- Crafts 4 (Machining, Smelting)
- Investigation
- Occult 1
- Politics
- Science 1
Physical (-1 Untrained Penalty)
- Athletics 1
- Brawl 2
- Drive 3
- Firearms 2
- Larceny
- Stealth 1
- Survival
- Weaponry 2 (Improvised)
Social (-1 Untrained Penalty)
- Animal Ken
- Empathy 1
- Expression
- Intimidation 2
- Persuasion
- Socialize
- Streetwise
- Subterfuge 1
Advantages
Seeming Boon: Spend 1 Glamour to gain 9 again on all dice pools involving Dexterity for the rest of the scene
Seeming Curse: Wizened don’t get 10 again for Presence, -2 untrained for Social
Kith Boon:Steel Mastery- Dex+Crafts, on 4+ successes metal item gains +1
Mantle Boon:Add 1 die to Socialize rolls
Merits
New Identity 2
Allies 2 : Franklin Richter, Son of an old friend and owner of his own machine shop, which he allows Dylan to use now and again.
Contracts
Changeling characters get 5 dots of Contracts, but can take no more than 1 dot of Goblin Contracts.
Contracts
(Artifice)
Brief Glamour of Repair: With neither tools nor spare parts available, the character can still repair any device. 1 Glamour, Wyrd+Crafts. Catch: The Contract must fix an item owned and used by another, which the character has never used.
Dream
Hearth
Fickle Fate: 1 Glamour. Give someone -2 penalty on next roll. If used on target more than once per hour, affects user instead.
Favored Fate: 1 Glamour. Gives Dylan a +4 on his next instant action roll.
Smoke
Mirror
Fleeting Spring
Cupid’s Eye: 1 Glamour. Wits + Wyrd vs. subject’s Composure + Wyrd. Success finds out what the target desires.
Eternal Spring
Gift of Warm Breath: The character’s power rejuvenates a single living target. 1 Glamour. Resolve + Survival + Mantle (Spring).