wod:hunter:pcs:william:sheet

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wod:hunter:pcs:william:sheet [2020/03/28 21:39] – created anagramofbratwod:hunter:pcs:william:sheet [2021/02/13 12:34] (current) – [Derived Statistics] verbena76
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-===== Character Sheet ===== +====== Character Sheet ====== 
-==== Core Mechanics ====+===== Core Mechanics =====
   * **Full Name:** William Allan Troy   * **Full Name:** William Allan Troy
   * **Concept:** Retired Cop   * **Concept:** Retired Cop
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   * **Profession:** Cop (Firearms, Medicine, Streetwise)   * **Profession:** Cop (Firearms, Medicine, Streetwise)
  
-==== Attributes ====+===== Attributes =====
   * **Mental Attributes:** Intelligence 3, Wits 3, Resolve 4   * **Mental Attributes:** Intelligence 3, Wits 3, Resolve 4
-  * **Physical Attributes:** Strength 2, Dexterity 3, Stamina 4+  * **Physical Attributes:** Strength 3, Dexterity 3, Stamina 4
   * **Social Attributes:** Presence 3, Manipulation 2, Composure 3   * **Social Attributes:** Presence 3, Manipulation 2, Composure 3
  
-==== Skills ====+===== Skills =====
   * **Mental Skills:** Academics 1, Crafts 1, Investigation 3, Medicine (First Aid) 2, Occult (Religion) 3, Politics 3, Science (Chemistry) 1   * **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   * **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   * **Social Skills:** Empathy 1, Expression 2, Intimidation 2, Socialize 1, Streetwise (Navigation) 3, Subterfuge 2
  
-==== Merits ====+===== 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 – 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.   * **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.
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   * **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).   * **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 ====+===== Conditions =====
   * **Technophobe** (Persistent)   * **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.     * **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.  
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   * **Beat:** William fails a roll due to this Condition.   * **Beat:** William fails a roll due to this Condition.
  
-==== Wyrd Pledges ====+===== 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 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.    * **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 ====+===== 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.   * **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.   * **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.
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   * **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.)//   * **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 ====+===== Derived Statistics =====
   * **Size:** 5   * **Size:** 5
-  * **Speed:** 10+  * **Speed:** 11
   * **Initiative Modifier:** +6   * **Initiative Modifier:** +6
   * **Defense:** 5   * **Defense:** 5
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   * **Experiences:** 66   * **Experiences:** 66
  
-==== Personal Information ====+===== 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.   * **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.   * **Date of Birth:** 7/6/1934, William is a Cancer.
wod/hunter/pcs/william/sheet.1585449575.txt.gz · Last modified: by anagramofbrat