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wod:hunter:pcs:william:sheet

Character Sheet

Core Mechanics

  • Full Name: William Allan Troy
  • Concept: Retired Cop
  • Virtue: Justice
  • • Twice per game session, William may regain all spent Willpower Points when his drive for justice leaves his own goals half-done.
  • Vice: Judgmental
  • • Once per scene William may regain one spent Willpower point when he takes an opportunity to express how his views are better than someone else’s.
  • Age: 76 chronologically, 49 biologically
  • Profession: Cop (Firearms, Medicine, Streetwise)

Attributes

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

Skills

  • Mental Skills: Academics 1, Crafts 1, Investigation 3, Medicine (First Aid) 2, Occult (Religion) 3, Politics 3, Science (Chemistry) 1
  • Physical Skills: Athletics 2, Brawl 1, Drive 2, Firearms (Autofire, Pistols, Shotguns) 4, Larceny 1, Stealth 2, Survival 2, Weaponry 2
  • Social Skills: Empathy 1, Expression 2, Intimidation 2, Socialize 1, Streetwise (Navigation) 3, Subterfuge 2

Merits

  • Allies – Lucifuge 1: William can get a minor favor from the Lucifuge now and again. The Storyteller assigns a rating between one and five to any favor asked. William can ask for favors that add up to his Allies rating without penalty in one chapter. If he extends his influence beyond that, William must roll Manipulation + Persuasion + Allies, with a penalty equal to the favor’s rating. If successful, the Lucifuge does as requested. Failed or successful, William loses a dot of Allies, but this dot may return at the end of the chapter. On a dramatic failure, the Lucifuge resents William and seeks retribution. On an exceptional success, he doesn’t lose the dot. One additional favor William can ask is to block another character’s Allies, Contacts, Mentor, Retainer, or Status (if he knows the character possesses the relevant Merit). The rating is equal to the Merit dots blocked. As before, no roll is necessary unless the target’s Merit exceeds William’s Allies. If the block succeeds, the target cannot use the Merit during the same chapter.
  • Allies – Police 2: William can get a considerable favor from the law enforcement community of Northampton now and again. The Storyteller assigns a rating between one and five to any favor asked. William can ask for favors that add up to his Allies rating without penalty in one chapter. If he extends his influence beyond that, William must roll Manipulation + Persuasion + Allies, with a penalty equal to the favor’s rating. If successful, the NPD does as requested. Failed or successful, William loses a dot of Allies, but this dot may return at the end of the chapter. On a dramatic failure, the NPD resents William and seeks retribution. On an exceptional success, he doesn’t lose the dot. One additional favor William can ask is to block another character’s Allies, Contacts, Mentor, Retainer, or Status (if he knows the character possesses the relevant Merit). The rating is equal to the Merit dots blocked. As before, no roll is necessary unless the target’s Merit exceeds William’s Allies. If the block succeeds, the target cannot use the Merit during the same chapter.
  • Contacts 5: William has people he knows in the Catholic Church, the criminal underworld, the Northampton Police Department, local Northampton business owners, and local veterans. Garnering information via Contacts requires a Manipulation + Social Skill roll, depending on the method William uses.
  • Direction Sense: William always knows which direction he faces and never suffers penalties to navigate or find his way.
  • Hardy 2: William gains a +2 modifier on all rolls to disease, poison, deprivation, unconsciousness, or suffocation.
  • Professional Training 5
  • o Networking: William gains two dots of Contacts relating to his field.
  • o Continuing Education: When making a roll with his Asset Skills, William benefits from the 9-again quality.
  • o Breadth of Knowledge: William chooses Medicine as a 3rd Asset Skill and gains two Asset Specialties (Navigation, Shotguns).
  • o On-the-Job Training: William may add one dot to one Asset Skill (Streetwise). Whenever he purchases a new Asset Skill dot, he takes a Beat.
  • o The Routine: Before rolling, William may spend a Willpower point to apply the rote action quality to an Asset Skill. This allows him to re-roll all the failed dice on the first roll.
  • Resources 1: William has 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, since he has to rapidly liquidate funds.
  • Trained Observer: Any time William makes a Perception roll (usually Wits + Composure), he benefits from the 8-again quality.
  • Unseen Sense (Fae): William feels his neck burn whenever he’s in the presence of changelings or any other person, item, or magic connected to the True Fae. Once per chapter, he can accept the Spooked Condition in exchange for which he can pinpoint where the feeling is coming from. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual).

Conditions

  • Technophobe (Persistent)
  • Effect: William must make an Intelligence + Composure roll to perform even simple tasks on a computer, ATM, or similar device. All Computer and technology-related Craft rolls receive a -1 penalty, which is cumulative with unskilled penalties.
  • Resolution: William gains a dot of Integrity, loses a dot of Integrity, or achieves an exceptional success on a breaking point.
  • Beat: William fails a roll due to this Condition.

Wyrd 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.

Tactics

  • Corral: (Dice Pool: Presence + Firearms (Primary) or 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. William can function as a primary or secondary actor for this Tactic.
  • Disappear: (Dice Pool: Dexterity + Stealth (Primary) or Presence + Expression (Secondary). 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 William rolls an exceptional success as a primary actor 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. William can function as a primary or secondary actor for this Tactic.
  • Exorcism: (Dice Pool: Resolve + Composure (Primary). 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: 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. William makes observations about the target, noting body language, behaviors, tics and habits. He reports these to the primary actor, who makes a summary judgment about the target, supernatural or not. William 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.
  • Moral Support: (Dice Pool: Wits + Expression (Secondary), 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 make this Tactic as written frankly ridonkulous, we have modified it to spread the successes out to the non-hunters in the cell.)

Derived Statistics

  • Size: 5
  • Speed: 11
  • Initiative Modifier: +6
  • Defense: 5
  • Armor: None
  • Health: 9
  • Willpower: 7
  • Integrity: 7
  • Experiences: 66

Personal Information

  • Appearance: William is 6 feet tall and weighs 190 pounds. He has a full head of gray hair and brown eyes. He has good eyesight, so he doesn’t need glasses. He stays clean-shaven and has a slightly wrinkled face; he was often mistaken for someone a decade younger, until recently, where for some unknown reason his age faded and now he looks like he’s in his fifties. He used to limp from an old job-related injury – his right knee – but that has also vanished mysteriously. Unfortunately, after the angel crisis resolved in March 2010, William now appears as he did in his late forties, with brown hair flecked with gray at the temples, and smooth skin.
  • Date of Birth: 7/6/1934, William is a Cancer.
  • Home: William owns a two-story ranch house out at 74 Sovereign Way off of Route 66/Westhampton Road in the outskirts of Northampton. He’s owned the house for fifty years, and doesn’t plan on leaving it anytime soon.
  • Transportation: William owns a light-blue 1986 Buick Skylark. He cares for it meticulously, and it still runs just fine.
  • Job: William is a career police officer; he retired from the Northampton PD as a sergeant in 1994. After the December 1998 accident that took Wendy from him, he returned to limited clerical duty in 1999, and retired again in 2005 after Serena went to Smith. After a brief reactivation in March of 2006, he has once again returned to the quiet life.
  • Religion: William is Catholic.
  • Sexual Orientation: William is heterosexual. He remains celibate though; his wife is dead and while he’s come to terms with her loss, he’s still old-fashioned enough – and just plain old enough – to not bother.
  • Breaking Points: Blindly following orders, attacking without information, seeing someone harm themselves, finding out someone he knows is something else, seeing a family member (including a cell member) harmed.
  • Aspirations: See Josh become independent (LT), Accept the new “normal” life (LT), Learn more about Wendy’s family (ST).
wod/hunter/pcs/william/sheet.txt · Last modified: 2021/02/13 12:34 by verbena76