Difference between revisions of "Susanne Schneider"

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(Powers)
(Powers)
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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,
 +
 +
Contracts of Animation:
  
 
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
+
 
Action: Instant
+
Dice Pool: Wyrd + Crafts ( Modifiers: –1 The character is distracted and not concentrating entirely on the object. Burglars who keep an ear out
Catch: The owner of the device asked the changeling
+
for guards or the owners of a house they are breaking into suffer this penalty.
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.)
 +
 
 +
Action: Instant
 +
 
 +
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.
 +
 
 +
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.
  
  
 
Instant Expertise (••)
 
Instant Expertise (••)
By touching a device and listening to its spirit, the
+
 
changeling gains an instinctive knowledge of how to use it.
+
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.
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 ( Modifiers: –2 The character refrains from even whispering to the device. +1 The character speaks to the device in a normal conversational volume. )
 +
 
 
Action: Instant
 
Action: Instant
Catch: The character has at least 10 minutes to talk
+
 
with the device to learn the secrets of its use.
+
Catch: The character has at least 10 minutes to talk with the device to learn the secrets of its use.  
Roll Results
+
 
Dramatic Failure: The character misinterprets the
+
Dramatic Failure: The character misinterprets the device’s suggestions and suffers a –2 penalty when using the device for the next scene.
device’s suggestions and suffers a –2 penalty when using the
+
 
device for the next scene.
+
Failure: The clause does not affect the character’s use of the device.
Failure: The clause does not affect the character’s use
+
 
of the device.
+
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.
Success: The character gains a temporary specialty
+
 
with the device she is touching. This supernatural
+
Exceptional Success: The bonus lasts for the entire scene.
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.
 
  
  

Revision as of 18:59, 22 March 2010


Charakterbogen

Charactersheet

Susanne Schneider, Spieler: Ricarda

Stats

Attributes
Physical Social Mental
Str: 2 Pre: 2 Int: 3
Dex: 3 Man: 2 Wit: 2
Sta: 2 Com: 3 Res: 3
Skills
Physical Social Mental
Athletics: 1 Animal Ken: 1 Academics: 2 ( Handel )
Brawl: 0 Empathy: 2 Computer: 1
Drive: 1 Expression: 1 Crafts: 3 ( Hedgespun, Token )
Firearms: 0 Intimidation: 0 Investigation: 2
Larceny: 0 Persuasion: 1 Medicin: 1
Stealth: 3 ( Schleichen ) Socialize: 1 Occult: 3
Survival: 3 (Hedge, Wayfinding ) Streetwise: 1 Politics: 0
Weaponry: 1 Subterfuge: 1 Science: 1



Merits

Name Rank
Professinal Training: Professional 4
Ressources 4
Contacts ( Lierferanten: Spoiled Items, Hedgecrafted Items, Imbued Items, Fetish Items ) 4
Dualkith None
Outdoorsman 2
Status: Pilgirims of the Endless Road 1
Hollow ( includs Wards 2, Workshop 2 ) 3
Hobkin None
Edifice (includs Staff 2 and Workshop 4 ) 3
Fence 3
Brownies Boon None
Market Sense None
Tokenmaker None
Retainer 3
Mantle 1
0
0
0


Other Stats

Willpower: 6

Health: 7

Clarity: 5

Rotes

Schneiderei ( Herstellung in der Werkstatt ) : Int + Crafts + Spezialisierungen

Lederverarbeitung ( Herstellung in der Werkstatt ) : Int + Crafts + Spezialisierungen

Kochen ( Herstellung in der Werkstatt ) : Int + Crafts + Spezialisierungen

Gärtnerei ( Herstellung in der Werkstatt ) : Int + Crafts + Spezialisierungen

Armory ( Herstellung in der Werkstatt ) : Int + Crafts + Spezialisierung

Powers

Affinity Contracts: Artifice, Forgery, Animation, Hearth, Smoke, Mirror, Dream, Omen, Moon, Hours,

Contracts of Animation:

Knowing Touch (•) 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.

Cost: 1 Glamour

Dice Pool: Wyrd + Crafts ( Modifiers: –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 minutes.)

Action: Instant

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.

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.


Instant Expertise (••)

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.

Cost: 1 Glamour

Dice Pool: Wits + Wyrd ( Modifiers: –2 The character refrains from even whispering to the device. +1 The character speaks to the device in a normal conversational volume. )

Action: Instant

Catch: The character has at least 10 minutes to talk with the device to learn the secrets of its use.

Dramatic Failure: The character misinterprets the device’s suggestions and suffers a –2 penalty when using the device for the next scene.

Failure: The clause does not affect the character’s use of the device.

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.

Exceptional Success: The bonus lasts for the entire scene.


Inanimate Communion (•••) 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. Cost: 1 Glamour Dice Pool: Wyrd + Empathy Action: Instant Catch: The object has not been used or handled for at least a year Roll Results Dramatic Failure: The character gains a few vague and utterly incorrect impressions from any object he touches. Failure: The character gains no impressions from the object. 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 maintenance on the various objects.

Charakterbeschreibung

Maske: Eine zierliche ca. 30 Jahre alte blonde Frau mit großen blauen Augen, Kopf und Hände sind im Vergleich zum Rest des Körpers etwas größer

Mien: Klein und dürr mit riesigem Kopf, riesigen Katzenaugen, großen Luchsohren und extrem langen " Spinnenfingern ". Die Haut ist bläulich die Nasenspitze und die Wangen sind knallrot, die Lippen schmal und grau. Dennoch wirkt das Gesamtpaket eher niedlich und schutzbedürftig.

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!!!

Virtue: Prudence

Vice: Lust

Charaktercreation

Drei freie Spezialisierungen: Werden umgetauscht in drei Crafting- Roteaktions Schneiderei, Lederverarbeitung und Gärtnern

Eine freie Spezialisierung Stealth, Athletics oder Brawl durch Changeling- Template ( Siehe Template )

Drei Spezialisierungen durch PT: Professional Academics ( Handel ), Crafts ( Hedgespun, Token )

Mundane Vorteile bei Erschaffung: PT: Professional 4: Assetskills- Academics, Persuasion, Crafts; Fence 2

4 zusätzliche Vorteilspunkte durch Clarity 5

Template

Kostenlose Spezialisierung auf Stealth ( Schleichen )

Vorteile: -Dualkith ( 3 Punkte ), Tokenmaker ( 3 Punkte ), Wyrd 3- Insgesamt 12 Punkte ( 4 wg. Clarity, 1 Übertrag wg. nur 6 benutzter Vorteile für die mundanen Vorteilspunkte)

(Seeming) Wizend:

- Blessing: for one point of glamour the character can use the 9 again rule on all dice pools involving Dexterity for the rest of the scene. The player can also spend one point of Glamour to add the character’s Wyrd dots to his Dodge total.

- Curse: Wizened don’t benefit from the 10 again rule on dice pools involving Presence. They also suffer a –2 dice untrained penalty when trying to use a Social Skill in which they have no dots, rather than the usual –1.

Kith 1: Artist- Impeccable Craftsmanship: The changeling enjoys the benefit of the 8 again rule on any dice pool using Crafts, and can choose to spend a point of Glamour to re-roll any failed dice on one Crafts roll (so if, for example, an Artist who rolls five dice and gets 1, 4, 6, 8 and 9 can spend a point of Glamour and re-roll the 1, 4 and 6). This blessing can be used only once per roll.

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 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

Powers and Powerstat

Wyrd 1 + 2 = 3

XP

Auftritte: 1

  • 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
  • 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

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;-)