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.
In Arcadia he was forced by his Keeper to create what it called "true art" in this case Dylan was forced to first create a "vessel" to hold the "art a twisted knot of materials that he was forced to slave over for what seemed like months on end, and was punished severely for the smallest perceived flaws, or simply at the whim of the master. Then he had to hunt down others it had taken and had driven mad, and bring them back so that they could assume their place in the "masterpiece". Eventually though he was able to escape from his master with some help from one of the people he was assigned to hunt. When he returned they confronted the Keeper with some sort of Item that allowed them to not only hurt the Keeper, but destroy the "masterpiece" as well. Not staying to witness the rest of the fight, he ran as far as he could and ended up exiting the Hedge in the middle of Chicago.
That was 9 months ago, and Dylan has had a hell of a time adjusting to the fact that he has been thrown almost 40 years into the future. He ended up in a homeless shelter for a while, and during that time there he ended up fixing and improving most of the stuff there, which led to the proprietors recommending that he check out machine shops around town for work. It was here that he encountered Franklin. While it was a shock to see his one of his friend's sons suddenly around his age, they became fast friends and while he could not give Dylan a job, he did promise that the shops doors were always open if he needed anything or was looking to do a bit of work himself. It was after that, that Dylan began to run into people who were...different, like he was. It was then through various contacts adn discussions that he became a member of the Spring Court and the Chicago Freehold, which then provided him with a place to live and papers so that he could live his life again.
Vital Characteristics
Health: 8
Willpower: 5/6
Wyrd: 1
Glamour:3/5
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.
1981 Toyota Hilux
Ruger Gp100 .357 Magnum 3 30/60/120 6 2 1/S + 50rds + 3 speedloaders and LED light mount
Gunsmithing tools +2 Equipment bonus
Cold Iron Dragon Knuckles 1L
Cellphone
Basic toolkit +1 bonus
Dylan's apartment makes it rather clear what he did for a living. Toolboxes and tools of all kinds can be found neatly arranged around the apartment, mainly around his workbench and drafting table. and his wardrobe consists of mainly canvas, denim, and flannel.
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, Gunsmithing)
- Investigation
- Medicine
- Occult 1
- Politics
- Science 1
Physical (-1 Untrained Penalty)
- Athletics 1
- Brawl 2
- Drive 3
- Firearms 2
- Larceny
- Stealth 1
- Survival
- Weaponry 2
Social (-1 Untrained Penalty)
- Animal Ken
- Empathy 1
- Expression
- Intimidation 2
- Persuasion
- Socialize
- Streetwise
- Subterfuge
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 4
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.
Combat Marksmanship 2:
Shoot first: add Firearms to Initiative
Tactical Reload: Reload as a reflexive action
Direction sense 1
Strong Back 1
Make Do 2: ignore up to -2 dice of a penalty for shoddy tools.
Mantle (Spring) 1
Quick Draw 1: Draw and attack in one turn
Contact 2 : Loop Market Auction Master
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).
Goblin
Pledges
XP
Session the first: 6XP
XP total: 31
XP Spent: 12, Quick draw, tactical reload.
XP in reserve: 19