Over the Hedge: Journey of the Lost
Alias: Mackenzie MacIntosh
Player: Aleena Beckett
Concept: Teenage sociopath
Chronicle: Over the Hedge
Mental (-3 unskilled)
Physical (-1 unskilled)
Social (-1 unskilled)
SPECIALITIES: Larceny (shoplifting) Expression (writing)
Your character has access to 150.00 of disposable income every month.
The character can distance himself from his emotions, becoming cold and emotionless, but also less prone to stress and pressure.
You can make an intelligence + wits roll in order to recall some sort of trivia or other factoid relevant to the situation.
The Manikin’s anatomy is like that of a doll, allowing her to bend into unnatural shapes. The Manikin gains the benefit of the 9 again rule on all Athletics rolls involving agility and all rolls involved in escaping bonds.
Still the Heart
Cost: 1 Glamour
Dice Pool: Composure+Wyrd
Catch: Your target is feeling the same emotion you are.
Results: When the changeling looks into their target’s eyes, the target is rendered emotionless for a number of rounds equal to the number of successes gained.
Elementals, touched as they are by the stuff of the world, are able to channel the forces and materials that define them into their bodies, giving them an uncanny ability to shrug off punishment. Once per day, an elemental may spend a point of glamour to add her wyrd to health dots for one scene.
The Elementals are further removed from humanity than other changelings, and find humans harder to understand and to influence. Elementals lose 10 again on all social rolls.
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).
- Cheese+ Bologna
- 2 t-shirts
- Pocket Knife
- Firebird Meat
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.
Short range: >40 feet (no penalty)
Medium range: >80 feet (-1 penalty)
Long range: >100 feet (-3 penalty)
Notes on SLOTH
The Vice of Sloth is about avoiding work until someone else has to step in to get the job done. Rather than put in the effort—and possibly risk failure—in a difficult situation, the slothful person simply refuses to do anything, knowing that someone else will step in and fix the problem sooner or later. The fact that people might needlessly suffer while the slothful person sits on his thumbs doesn’t matter one bit.
Notes on TEMPERENCE
Moderation in all things is the secret to happiness, so says the doctrine of Temperance. It’s all about balance. Everything has its place in a person’s life, from anger to forgiveness, lust to chastity. The temperate do not believe in denying their urges, as none of it is unnatural or unholy. The trouble comes when things are taken to excess, whether it’s a noble or base impulse. Too much righteousness can be just as bad as too much wickedness.