Editing Susanne Schneider
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− | [[Category:WoD]] [[Category: | + | [[Category:WoD]] [[Category:Summer Court]] |
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|Str=2|Pre=2|Int=3 | |Str=2|Pre=2|Int=3 | ||
− | |Dex=3|Man=2|Wit= | + | |Dex=3|Man=2|Wit=2 |
− | |Sta= | + | |Sta=2|Com=3|Res=3 |
|Athletics=1|AnimalKen=1|Academics=2 ( Handel ) | |Athletics=1|AnimalKen=1|Academics=2 ( Handel ) | ||
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|Drive=1|Expression=1|Crafts=3 ( Hedgespun, Token ) | |Drive=1|Expression=1|Crafts=3 ( Hedgespun, Token ) | ||
|Firearms=0|Intimidation=0|Investigation=2 | |Firearms=0|Intimidation=0|Investigation=2 | ||
− | |Larceny= | + | |Larceny=0|Persuasion=1|Medicin=1 |
|Stealth=3 ( Schleichen )|Socialize=1|Occult=3 | |Stealth=3 ( Schleichen )|Socialize=1|Occult=3 | ||
− | |Survival=3 ( Hedge, Wayfinding )|Streetwise= | + | |Survival=3 (Hedge, Wayfinding )|Streetwise=1|Politics=0 |
− | |Weaponry= | + | |Weaponry=1|Subterfuge=1|Science=1 |
}} | }} | ||
{{TableEnd}} | {{TableEnd}} | ||
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{{NWoDMerit |Merit= Outdoorsman|Rank= 2 }} | {{NWoDMerit |Merit= Outdoorsman|Rank= 2 }} | ||
{{NWoDMerit |Merit= Status: Pilgirims of the Endless Road|Rank= 1 }} | {{NWoDMerit |Merit= Status: Pilgirims of the Endless Road|Rank= 1 }} | ||
− | {{NWoDMerit |Merit= Hollow ( includs Wards 2, Workshop | + | {{NWoDMerit |Merit= Hollow ( includs Wards 2, Workshop 2 )|Rank= 3 }} |
{{NWoDMerit |Merit= Hobkin|Rank= None }} | {{NWoDMerit |Merit= Hobkin|Rank= None }} | ||
− | {{NWoDMerit |Merit= Edifice (includs Staff 2 and Workshop | + | {{NWoDMerit |Merit= Edifice (includs Staff 2 and Workshop 4 )|Rank= 3 }} |
− | {{NWoDMerit |Merit= Fence|Rank= | + | {{NWoDMerit |Merit= Fence|Rank= 3 }} |
{{NWoDMerit |Merit= Brownies Boon|Rank= None }} | {{NWoDMerit |Merit= Brownies Boon|Rank= None }} | ||
{{NWoDMerit |Merit= Market Sense|Rank= None }} | {{NWoDMerit |Merit= Market Sense|Rank= None }} | ||
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{{NWoDMerit |Merit= Retainer|Rank= 3 }} | {{NWoDMerit |Merit= Retainer|Rank= 3 }} | ||
{{NWoDMerit |Merit= Mantle|Rank= 1 }} | {{NWoDMerit |Merit= Mantle|Rank= 1 }} | ||
− | {{NWoDMerit |Merit= | + | {{NWoDMerit |Merit= |Rank= 0 }} |
{{NWoDMerit |Merit= |Rank= 0 }} | {{NWoDMerit |Merit= |Rank= 0 }} | ||
{{NWoDMerit |Merit= |Rank= 0 }} | {{NWoDMerit |Merit= |Rank= 0 }} | ||
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Armory ( Herstellung in der Werkstatt ) : Int + Crafts + Spezialisierung | Armory ( Herstellung in der Werkstatt ) : Int + Crafts + Spezialisierung | ||
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== Powers == | == Powers == | ||
Affinity Contracts: Artifice, Forgery, Animation, Hearth, Smoke, Mirror, Dream, Omen, Moon, Hours, | Affinity Contracts: Artifice, Forgery, Animation, Hearth, Smoke, Mirror, Dream, Omen, Moon, Hours, | ||
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Knowing Touch (•) | Knowing Touch (•) | ||
− | + | The character talks to an object or device and learns | |
− | The character talks to an object or device and learns of any damage it has suffered and the location and nature of all of its weak points. The object also tells her about any hidden spaces or secret compartments within it. To use this clause, the character must handle, examine and talk or whisper to the object or device for at least half a minute. | + | of any damage it has suffered and the location and nature |
− | + | of all of its weak points. The object also tells her about any | |
+ | hidden spaces or secret compartments within it. To use this | ||
+ | clause, the character must handle, examine and talk or | ||
+ | whisper to the object or device for at least half a minute. | ||
Cost: 1 Glamour | Cost: 1 Glamour | ||
− | + | Dice Pool: Wyrd + Crafts | |
− | Dice Pool: Wyrd + Crafts ( Modifiers | + | Action: Instant |
− | for guards or the owners of a house they are breaking into suffer this penalty. | + | Catch: The owner of the device asked the changeling |
− | + | to examine it. This catch does not function if the changeling | |
+ | owns the object in question. | ||
+ | Roll Results | ||
+ | Dramatic Failure: The changeling misunderstands | ||
+ | the device and for the next scene gains a penalty of –2 to | ||
+ | any roll to repair or modify this device. | ||
+ | Failure: The clause provides the character with no information | ||
+ | about the object or device. | ||
+ | Success: The character understands the details of the | ||
+ | object’s construction. She gains a bonus equal to her Wyrd | ||
+ | to repair or modify a damaged object or device. In addition, | ||
+ | she knows what piece to remove to most effectively disable | ||
+ | a device, or exactly where to hit an object to do the most | ||
+ | damage. She can halve the object’s Durability (round down) | ||
+ | for any attack she makes on it during the next scene. | ||
+ | Exceptional Success: The character also automatically | ||
+ | learns of any hidden compartments or spaces within the | ||
+ | object she is examining. | ||
+ | Suggested Modifiers | ||
+ | Modifier Situation | ||
+ | –1 The character is distracted and not concentrating | ||
+ | entirely on the object. Burglars who keep an ear out | ||
+ | for guards or the owners of a house they are | ||
+ | breaking into suffer this penalty. | ||
+1 The character examines the object for at least five | +1 The character examines the object for at least five | ||
− | minutes | + | minutes. |
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Instant Expertise (••) | Instant Expertise (••) | ||
− | + | By touching a device and listening to its spirit, the | |
− | By touching a device and listening to its spirit, the changeling gains an instinctive knowledge of how to use it. This clause allows characters who have no idea how to use a particular device to use it without penalty and also provides characters trained in its use with additional expertise. To use this clause, the character must touch and fiddle with the device for two full turns before using it. This clause can be used on weapons, vehicles, scientific instruments, individual computer programs or any other device or tool. Changelings can even use this to gain bonuses at picking locks or disarming security systems. | + | changeling gains an instinctive knowledge of how to use it. |
− | + | This clause allows characters who have no idea how to use a | |
+ | particular device to use it without penalty and also provides | ||
+ | characters trained in its use with additional expertise. To | ||
+ | use this clause, the character must touch and fiddle with | ||
+ | the device for two full turns before using it. This clause | ||
+ | can be used on weapons, vehicles, scientific instruments, | ||
+ | individual computer programs or any other device or tool. | ||
+ | Changelings can even use this to gain bonuses at picking | ||
+ | locks or disarming security systems. | ||
Cost: 1 Glamour | Cost: 1 Glamour | ||
− | + | Dice Pool: Wits + Wyrd | |
− | Dice Pool: Wits + Wyrd | ||
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Action: Instant | Action: Instant | ||
− | + | Catch: The character has at least 10 minutes to talk | |
− | Catch: The character has at least 10 minutes to talk with the device to learn the secrets of its use. | + | with the device to learn the secrets of its use. |
− | + | Roll Results | |
− | Dramatic Failure: The character misinterprets the device’s suggestions and suffers a –2 penalty when using the device for the next scene. | + | Dramatic Failure: The character misinterprets the |
− | + | device’s suggestions and suffers a –2 penalty when using the | |
− | Failure: The clause does not affect the character’s use of the device. | + | device for the next scene. |
− | + | Failure: The clause does not affect the character’s use | |
− | Success: The character gains a temporary specialty with the device she is touching. This supernatural benefit manifests as a bonus to dice rolls made to use the specific object equal to the number of successes. Thus, if the player rolled three successes to have his Wizened learn to ride a particular motorcycle, the Wizened would gain three dice to any Drive rolls made to drive that specific vehicle. This bonus lasts for three turns per point of the character’s Wyrd. It also counts as temporary dots in a Skill for the purpose of eliminating untrained penalties. | + | of the device. |
− | + | Success: The character gains a temporary specialty | |
− | Exceptional Success: The bonus lasts for the entire scene. | + | with the device she is touching. This supernatural |
+ | benefit manifests as a bonus to dice rolls made to use | ||
+ | the specific object equal to the number of successes. | ||
+ | Thus, if the player rolled three successes to have his | ||
+ | Wizened learn to ride a particular motorcycle, the Wizened | ||
+ | would gain three dice to any Drive rolls made to | ||
+ | drive that specific vehicle. This bonus lasts for three | ||
+ | turns per point of the character’s Wyrd. It also counts as | ||
+ | temporary dots in a Skill for the purpose of eliminating | ||
+ | untrained penalties. | ||
+ | Exceptional Success: The bonus lasts for the entire | ||
+ | scene. | ||
+ | Suggested Modifiers | ||
+ | Modifier Situation | ||
+ | –2 The character refrains from even whispering to | ||
+ | the device. | ||
+ | +1 The character speaks to the device in a normal | ||
+ | conversational volume. | ||
Inanimate Communion (•••) | Inanimate Communion (•••) | ||
− | + | The character directly senses and experiences events | |
− | The character directly senses and experiences events that happened to the object or device he is handling. The changeling experiences these events from the point of view of the object he is touching. While doing this, he hears and feels how the object was used and who used it. | + | that happened to the object or device he is handling. The |
− | + | changeling experiences these events from the point of view | |
− | + | of the object he is touching. While doing this, he hears and | |
− | + | feels how the object was used and who used it. | |
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Cost: 1 Glamour | Cost: 1 Glamour | ||
− | + | Dice Pool: Wyrd + Empathy | |
− | Dice Pool: Wyrd + | ||
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Action: Instant | Action: Instant | ||
− | + | Catch: The object has not been used or handled for at | |
− | Catch: The | + | least a year |
− | + | Roll Results | |
− | Dramatic Failure: The character | + | Dramatic Failure: The character gains a few vague and |
− | + | utterly incorrect impressions from any object he touches. | |
− | Failure: | + | Failure: The character gains no impressions from the |
− | + | object. | |
− | Success: The | + | Success: The character can touch or handle an item |
− | + | and learn about the last few times it was extensively used, | |
− | + | moved or handled. This clause works equally well on a bottle | |
− | + | opener that was used a few hours before and an ancient | |
− | + | Roman necklace last worn 2,100 years ago. The character | |
− | + | learns who used the object, gaining a clear impression of the | |
− | + | user’s appearance and manner. The character also learns | |
− | + | where and how the object was used. One of the major limitations | |
− | + | on this clause is that the character can only see and | |
− | + | hear people and objects that actually touched the object. | |
− | + | The character will know who or what a melee weapon was | |
− | + | used upon, but not who a gun was fired at, unless the gun | |
− | + | actually touched the target. The character requires only a | |
− | + | minute or two to learn the past of any single object. | |
− | + | Exceptional Success: The character can clearly see | |
− | + | and hear a greater number of the events surrounding the | |
− | + | object or device as it was used or handled. Her vision includes | |
− | + | people who were not in physical contact with the | |
− | + | object, up to a radius of five yards from the object. | |
− | + | Suggested Modifiers | |
− | + | Modifier Situation | |
− | + | –2 The character does not touch the objects with | |
− | + | both hands. | |
− | + | +1 The character polishes, cleans or performs minor | |
− | Exceptional Success: The character | + | maintenance on the various objects. |
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== Charakterbeschreibung == | == Charakterbeschreibung == | ||
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Charaktereigenschaften: | Charaktereigenschaften: | ||
− | Susanne ist eine wuselige kleine Frau. Sie ist sehr freundlich, offenherzig und aufgeschlossen. Kundenzufriedenheit ist ihr OBERSTES Gebot. Außerdem ist sie sehr neugierig und fragt Neukunden gerne auch mal Löcher in den Bauch um herauszufinden was sie BRAUCHEN und nicht was sie GLAUBEN zu brauchen. Zwar verschreckt sie damit manchen ein wenig, doch diejenigen die ihr diese kleinen Verschrobenheiten verzeihen stellen häufig fest, dass sie davon einen großen Nutzen haben. Mancher der sie nicht gut kennt traut ihr nicht wirklich zu, dass dieses kleine Energiebündel durchaus in der Lage ist sich problemlos durch die Hecke durchzuschlagen ohne ihr Leben zu riskieren... aber Susanne ist IMMER gut vorbereitet und geht keine Risiken ein, welche sie vorher nicht genau kalkuliert hat!! | + | Susanne ist eine wuselige kleine Frau. Sie ist sehr freundlich, offenherzig und aufgeschlossen. Kundenzufriedenheit ist ihr OBERSTES Gebot. Außerdem ist sie sehr neugierig und fragt Neukunden gerne auch mal Löcher in den Bauch um herauszufinden was sie BRAUCHEN und nicht was sie GLAUBEN zu brauchen. Zwar verschreckt sie damit manchen ein wenig, doch diejenigen die ihr diese kleinen Verschrobenheiten verzeihen stellen häufig fest, dass sie davon einen großen Nutzen haben. Mancher der sie nicht gut kennt traut ihr nicht wirklich zu, dass dieses kleine Energiebündel durchaus in der Lage ist sich problemlos durch die Hecke durchzuschlagen ohne ihr Leben zu riskieren... aber Susanne ist IMMER gut vorbereitet und geht keine Risiken ein, welche sie vorher nicht genau kalkuliert hat!!! |
Virtue: Prudence | Virtue: Prudence | ||
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Kith 2: Nöcker ( Neues Wizend- Seeming )- Nöcker halten die Dinge am laufen. Sie haben eine extrem blasse , bis ins bläuliche gehende Haut und auffallend gerötete Nasen und Wangen. Sie sind furchtbar perfektionistisch, was manchmal mit Mürrischkeit verwechselt werden kann. Da ihnen nichts gut genug ist neigen sie eher dazu Altes zu erhalten und zu verbessern, als Neues zu schaffen. Dennoch finden sich unter ihnen auch begnadete Erfinder. Sie sind Meister der Improvisation und unter widrigsten Verhältnissen arbeiten. Glotterdemon: Keine Abzüge durch fehlendes Werkzeug und Umgebung, etc., wenn Werkzeug und eine passende Umgebung vorhanden sind erhält man zusätzlich einen Bonuswürfel ( Bsp. : Man benutzt Werkzeug welches normalerweise einen Bonuswürfel macht und ist in einem Haus ( macht auch + 1- obs stimmt weiß ich nicht genau aber es soll nur ein Beispiel sein ) man bekommt insgesamt 4 Würfel ). | Kith 2: Nöcker ( Neues Wizend- Seeming )- Nöcker halten die Dinge am laufen. Sie haben eine extrem blasse , bis ins bläuliche gehende Haut und auffallend gerötete Nasen und Wangen. Sie sind furchtbar perfektionistisch, was manchmal mit Mürrischkeit verwechselt werden kann. Da ihnen nichts gut genug ist neigen sie eher dazu Altes zu erhalten und zu verbessern, als Neues zu schaffen. Dennoch finden sich unter ihnen auch begnadete Erfinder. Sie sind Meister der Improvisation und unter widrigsten Verhältnissen arbeiten. Glotterdemon: Keine Abzüge durch fehlendes Werkzeug und Umgebung, etc., wenn Werkzeug und eine passende Umgebung vorhanden sind erhält man zusätzlich einen Bonuswürfel ( Bsp. : Man benutzt Werkzeug welches normalerweise einen Bonuswürfel macht und ist in einem Haus ( macht auch + 1- obs stimmt weiß ich nicht genau aber es soll nur ein Beispiel sein ) man bekommt insgesamt 4 Würfel ). | ||
− | Kith 3: Sweet | + | Kith 3: Sweet Pet ( Neues Beast- Seeming )- Beast- Wechselbälger welche mit Tieren assoziiert werden die niedlich sind, z. Bsp. Eichhörnchen, Fenneks, Wannabees, Kanninchen, Meerschweinchen, aber auch Schmiegehäschen und Wolpertingerwelpen (aus den " Lexikon der erklärungbedürtigen Wunder und Daseinsformen Zamoniens ";-) ). Über Pheromone wecken sie in dem Betrachter das Gefühl sie streicheln, füttern und liebhaben zu wollen. Charming: 9 again bei Persuasion, Socialize und Subterfuge |
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=== Powers and Powerstat === | === Powers and Powerstat === | ||
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==XP== | ==XP== | ||
− | Auftritte: | + | Auftritte: 1 |
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− | *Band | + | *Band 1: Atribute,Skills: 44 Basis |
− | + | **Ausgegeben: - 44: Stamina 2, Drive 1, Weaponary 1, Animalken 1, Expression 1, Subterfuge 1, Computer 1, Science 1, Spezialiserungen: -Survival ( Hedge, Wayfinding ), Rotes: Crafts- Gärtnerei, Armory, Rote- Action Autofahren | |
− | **Ausgegeben: | + | *Band 2: Merits,Willpower: 44 Basis + 1 für Charakterbeschreibung + 5 SL- XP = 50 |
+ | **Ausgegeben: - 45: Edifice 3 ( 12 Punkte ): Staff 2 ( 6 Punkte )- Verkäufer, Lieferanten, Workshop 3 ( 12 Punkte )- Schneiderei, Schlosserei, Küche, Archive 1 ( 2 Punkte )- Armory ( also Waffen und Rüstung wenns geht ); Outdoorsman ( 6 Punkte ), Mantle 1- Springcourt ( 2 Punkte ), Retainer: Tyra Watson 3 ( 12 Punkte ) | ||
+ | *Band 3: Powers,Supernatural-Merits: 44 Basis | ||
+ | **Ausgegeben: - 42: Hedge- Gate- Sense ( 2 Punkte ), Market- Sense ( 2 Punkte ), Hollow 3 ( 12 Punkte ):- Wards 2( 6 Punkte ), Workshop 3: Lederei, Garten, Waffenschmiede ( 12 Punkte ), Hobkin ( 6 Punkte ), Status 1 : Pilgrims of the Endless Road ( 2 Punkte ) | ||
+ | *Band 4: Retainer: 44 Basis | ||
+ | **Ausgegeben: 0 | ||
== Equipment == | == Equipment == | ||
Welcome Gift: [[Lain-Glasses]] Susanne hat sie von einem Magier des Rates der Träume im Austausch gegen ein gleichwertiges Token bekommen. Ihr Modell ist eine Brille Modell Dyson;-) | Welcome Gift: [[Lain-Glasses]] Susanne hat sie von einem Magier des Rates der Träume im Austausch gegen ein gleichwertiges Token bekommen. Ihr Modell ist eine Brille Modell Dyson;-) | ||
− | + | [[Category:WoD]] [[Category:Summer Court]] | |
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− | [[Category:WoD]] [[Category: |