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wod:hunter:pcs:josh:sheet

Character Sheet

Core Mechanics

  • Full Name: Joshua William Troy
  • Concept: Socially Adept Twenty-something
  • Virtue: Hope
  • • Once per session Josh may regain all spent Willpower points if he refuses to abandon hope, putting himself at risk in expectation of a better tomorrow.
  • Vice: Hubris
  • • Twice per scene Josh may regain one spent Willpower point whenever he convinces someone to follow his way, regardless if it’s in the other person’s best interests.
  • Age: 21
  • Profession: Academic (Academics, Science)
  • Compact: None, but has been courted multiple times by Network 0

Attributes

  • Mental Attributes: Intelligence 2, Wits 3, Resolve 4
  • Physical Attributes: Strength 2, Dexterity 3, Stamina 3
  • Social Attributes: Presence 5, Manipulation 3, Composure 4

Skills

  • Mental Skills: Academics (Research) 3*, Computer 2, Craft (Early Adopter, Video Journalism) 2, Investigation 2, Medicine 1, Occult 2, Politics 1, Science 1*
  • Physical Skills: Athletics 2, Brawl 1, Firearms 1, Larceny 1, Stealth 2, Survival 1
  • Social Skills: Empathy (Approachable) 5, Expression 3, Intimidation 2, Persuasion (Inspiring, Smooth) 5, Socialize (Camaraderie, Good Listener, People Person) 4, Subterfuge 2

Merits

  • Eidetic Memory: Josh normally doesn’t have to roll to recall information unless under stress. When making Intelligence + Composure (or relevant Skill) rolls to recall minute facts from swaths of information, he gains a +2 bonus.
  • Interdisciplinary Specialty – People Person: Josh can apply the +1 from the People Person Specialty on any Skill with at least one dot, provided it’s justifiable within the scope of the story.
  • Multilingual*: Josh can speak Mandarin and Spanish conversationally, due to the bond with the pack totem, The Academitrix of Classical Studies at Smith College for Women. With an Intelligence + Academics roll he can read enough of those languages to understand context.
  • Resources 1: Josh receives an “allowance” from Milan for the Rete; enough to have a little spending money here and there. Once per chapter, he can procure an item at • Resources Availability level without issue. An item at Availability level Resources •• reduces his effective Resources by one dot for a full month, until the Lucifuge can deposit more money into the account.
  • Rete: Josh is a member of the Rete, the Lucifuge-sponsored umbrella operation that funnels child-victims of infernal possession or attack to Milan for safety. He has one dot of Resources which is only available for assisting the goals of the Rete.
  • Striking Looks 2: Josh receives a +2 bonus on any Social rolls that would be influenced by his looks. Unfortunately, any rolls to spot, notice, or remember him gain the same die bonus.
  • Sympathetic: Josh is very good at letting others get close. At the beginning of a Social maneuvering attempt, he may choose to accept a Condition such as Leveraged, Swooning or Vulnerable in order to immediately eliminate two of the subject’s Doors.

Conditions

  • Lustful (Persistent)
  • Effect: Anyone attempting to seduce Josh gains a +2 bonus to their roll.
  • Resolution: Josh gains a dot of Integrity, loses a dot of Integrity, or achieves an exceptional success on a breaking point.
  • Beat: Josh abandons his current goals to go off and indulge.

Pledges

  • The Molasses Compact: The members of the Troy cell have sworn they will not speak of the Molasses Court freehold on pain of death. In return, they have been given keys to access the freehold and have lifelong access to the archives. This pledge has a secondary effect: the hunters smell of molasses while in the Hedge.
  • The Pledge of Deathly Silence: The members of the Troy cell have sworn they will not speak of the Churchyard goblin market nor bring any outside party to the market. In return, the Churchyard has provided a set of intestines for Polly Wagner’s recovery, guaranteed to function.

Totem-Bound

  • Josh gains a bonus dot in Academics and Science as well as the Multilingual • Merit. However, he must spend two hours each week acquiring new knowledge to maintain his relationship with the totem.

Tactics

  • Corral: (Dice Pool: Strength or Presence + Intimidation. (Secondary). Action: Instant and contested; target rolls Resolve + Composure reflexively. H: tV pgs. 218 - 219) This Tactic allows the hunters to frighten a monster into running, and direct its retreat in a direction advantageous to the cell; if their roll succeeds and the monster hasn’t acted yet in the turn, it may flee up to its Speed rating, or twice its Speed as normal.
  • Disappear: (Dice Pool: Dexterity + Stealth (Primary). Action: Instant and contested; opponent rolls Wits + Composure (resistance is reflexive. H:tV pgs. 221 – 222. Note: this Tactic reverses the usual teamwork rules a bit, insofar as it has several “primary” actors who receive support from one, lone secondary actor.) Sometimes plans go badly and hunters have to disappear. One (or more) of the cell accepts a terrible risk and takes on the role of the decoy. This hunter (the secondary actor) distracts the monster’s attention while the others retreat and hide. Successes on the secondary’s roll are added to the dice pool of all the primary actors, and the results are compared to the monster’s Wits + Composure roll. Assuming the primary actors’ rolls beat the monster’s, the secondary actor is the only hunter the monster can see. If Josh rolls an exceptional success and there is at least one other primary actor involved, the secondary actor may make a reflexive Wits + Stealth roll. If this roll succeeds, the monster loses the secondary actor.
  • Exorcism: (Dice Pool: Stamina + Expression (Secondary). Action: Extended and contested. H: tV pgs. 222 - 223) The hunters attempt to exorcise an entity possessing a person; this entity may be a ghost, spirit, demon, or some other being. The possessed human must be immobile (and any hunters holding down the target cannot participate in the Tactic); the entity possessing the target rolls Power + Resistance, or whatever the activation roll is for the possession ability. Successes from William’s rolls are compared to the entity’s successes for each roll. The party with the fewest successes in each roll loses 1 Willpower, or 2 on an exceptional success. When one side or the other is reduced to 0 Willpower, the contest is over.
  • Identification: (Dice Pool: Intelligence + Empathy or Occult (Primary) or Wits + Investigation (Secondary). Action: Instant. H:tV pgs. 224 – 225) This Tactic allows a cell to identify a supernatural being from a normal human. It doesn’t allow the cell to discern what kind of supernatural being the target is (though it probably gives them a direction for further research), only that the target isn’t quite normal. The secondary actors make observations about the target, noting body language, behaviors, tics and habits. They report these to the primary actor, who makes a summary judgment about the target, supernatural or not. Each secondary actor can make one roll per dot of Investigation in a day, at a rate of one roll per scene, but can only “keep” one of these rolls for purposes of reporting to the primary actor (probably the one with the most successes). If the primary actor’s roll succeeds, he correctly identifies whether the target is a supernatural being. On an exceptional success, if the target is a supernatural being the cell receives a +1 bonus on the first Tactic it uses on the target or on the first Research action it takes on the target. Josh can function as a primary or secondary actor for this Tactic.
  • Moral Support: (Dice Pool: Manipulation or Presence + Empathy (Primary), Action: Instant, H:tV pg. 226) The hunters psyche themselves up and then Josh says some inspirational words to mentally fortify them. Successes from the secondary actors are added to Josh’s dice pool and any successes he scores are added to every hunter’s Resistance traits when resisting mental or emotional supernatural attacks for the next scene. (Important Note: Due to staggering dice pools that made this Tactic frankly ridonkulous, we have modified it so that successes are spread out to include thr non-hunters in the cell.)

Derived Statistics

  • Size: 5
  • Speed: 10
  • Initiative Modifier: +7
  • Defense: 5
  • Armor: None
  • Health: 8
  • Willpower: 8
  • Integrity: 7
  • Experiences: 64 (2 banked)

Personal Information

  • Appearance: Josh stands 6 feet, 1 and 3/4th inches tall and weighs 175 lbs. He has warm dark brown eyes, short dark hair, and strong facial features. He’s handsome in an outdoorsy kind of way and has bulked up a bit recently.
  • Date of Birth: 2/17/89, Josh is an Aquarius.
  • Home: Josh was born and raised in Easthampton but moved in with his grandfather in early 1999 after the accident. He lived on-campus for a year but moved back home afterwards; his address is 74 Sovereign Way.
  • Transportation: Josh has a dark-red 2004 Ford Explorer. Thanks to his grandfather, the vehicle has a mystical severed hand in the engine block that really improves the performance.
  • Job: Josh is a junior at UMass Amherst with a double-major in Journalism and Political Science and has a student job in the Journalism department office. He worked part-time at the Hadley Best Buy.
  • Religion: Josh was raised Catholic but is agnostic at this point.
  • Sexual Orientation: Josh is heterosexual and has been sexually active for about four years. Thanks to Serena, he had access to several willing Smith students – without realizing how Serena was manipulating him – but after the Nazis he has sworn off Smithies. He and Abby have finally begun a relationship and failed at trying to keep it a secret. Despite this, Josh is often mistaken for being gay, and is a self-admitted “metro-sexual.”
  • Breaking Points: Using his sexuality against others, thinking he knows better than other people, witnessing an assault on a vulnerable person, realizing he’s been used, seeing wanton cruelty
  • Aspirations: Make his grandfather proud (LT), graduate college (LT), strengthen the cell’s alliances (ST)
wod/hunter/pcs/josh/sheet.txt · Last modified: 2021/02/13 12:36 by verbena76