Over the Hedge: Journey of the Lost
Alias: James Caldwell
Player: Kyle Wallace
Concept: Drugged up supermodel
Chronicle: Over the Hedge
Mental (-3 unskilled)
Physical (-1 unskilled)
Social (-1 unskilled)
SPECIALITIES: Athletics (tumbling) Socialize (playing to a crowd)
Your character has access to 1500.00 of disposable income every month.
Your character has some notable recognition, which makes socialization much easier.
Striking Looks OO
Your character looks better than the average person, and receives a bonus on Social rolls where her looks are a factor.
a Draconic changeling gains an extra die on Brawl rolls, striking with the power of a chimera’s claw or manticore’s sting. His player can also spend one point of Glamour to re-take one failed Brawl roll, once per scene.
Cost: 1 Glamour
Dice Pool: Persuasion+Manipulation
Catch: You have complimented an enemy within the last 24 hours.
Results: The target perceives you as a trusted friend, and will speak freely to you for the rest of the scene.
Cost: 1 Glamour
Dice Pool: Manipulation+Wyrd
Catch: You must lick the target’s neck.
Results: The target takes on the full effects of any non-medicinal drug the changeling has consumed within the last four hours. The effects last for a number of minutes equal to the number of successes gained.
These changelings really are the Fairest of Them All, and their magic only emphasizes this. The player can spend Glamour to improve dice pools that include Presence, Manipulation and Persuasion. Each point spent increases one dice pool by one point. A changeling counted among the Fairest also suffers no untrained penalty for using Social skills in which she has no dots.
The Fairest, similar to the creatures who stole them, can be callous and unfeeling, vicious and prone to toy with others, even people who love them. Their inner balance suffers for this. One of the Fairest suffers a -1 die penalty on dice pools to avoid losing Clarity (for example, the player of a Fairest with Clarity 5 who kills another changeling rolls two dice to avoid losing Clarity, rather than three).
Health———0 Bashing, 0 lethal, 0 aggravated
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 1/2 maximum (determined by Wyrd).
- Improvised Mace
- Kevlar Clothes (+3 Armour)
- Half of ‘The Great Gatsby’
- Bone Shiv
- LSD (2 doses)
Notes on FIREARMS
Roll FIREARMS+DEXTERITY to hit.
Anything higher than your weapon’s ACCURACY is a success.
Damage can be SOAKED by rolling STAMINA.
Calibre: 9 mm
Short range: >20 feet (no penalty)
Medium range: >40 feet (-1 penalty)
Long range: >60 feet (-3 penalty)
Notes on WRATH
The Vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to vent their anger and frustration on people or objects at the slightest provocation. In most cases the reaction is far out of proportion to the perceived slight. A wrathful person cut off on the freeway might try to force another driver off the road, or a wrathful cop might delight in beating each and every person he arrests, regardless of the offense.
Notes on CHARITY
True Charity comes from sharing gifts with others, be it money or possessions, or simply giving time to help another in need. A charitable character is guided by her compassion to share what she has in order to improve the plight of those around her. Charitable individuals are guided by the principle of treating others as they would be treated themselves. By sharing gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and the gifts they give will eventually return to them in their hour of need.