Campaign:Equinoctial/Lobsterman: Difference between revisions
Jump to navigation
Jump to search
Line 236: | Line 236: | ||
:42/149 EXP for 3/24, Open Hearth Surgery | :42/149 EXP for 3/24, Open Hearth Surgery | ||
:46/153 EXP for 3/31, Hunting Warwelfs | :46/153 EXP for 3/31, Hunting Warwelfs | ||
:6/153 EXP for Stone 4 | |||
== Description and Background == | == Description and Background == |
Revision as of 19:15, 7 April 2011
Name: Lobsterman
Concept: Boogeyman of Maine
Seeming: Beast (spend glamour to add to presence and composure, 8-again with animal ken, specialty with lobsters, no rerolling tens with intelligence, -4 untrained penalty to mental skills)
Kith: Swimmerskin/Hardshell (1/0 armor, 1 glamour to turn one bladed weapon attack into bashing, +3 to defense with willpower, hold breath for 30 minutes, swim at full speed)
Entitlement: Scarecrow Ministry
Court: Autumn
Chronicle: Equinoctial
Attributes
- Mental Attributes
- Intelligence: ●●
- Wits: ●●
- Resolve: ●●
- Physical Attributes
- Strength: ●●
- Dexterity: ●●
- Stamina: ●●●●
- Social Attributes
- Presence: ●●
- Manipulation: ●●●
- Composure: ●●
Skills
- Mental Skills
- Crafts (Traps): ●●
- Investigation: ●
- Occult: ●● [His Own Legend]
- Politics: ●
- Physical Skills
- Athletics: ●●● [Swimming]
- Brawl: ●●●● [PINCHY HANDS]
- Stealth: ●● [Lurking Beneath The Waves]
- Survival: ●●●
- Social Skills
- Animal Ken: ●●●● [Lobsters]
- Empathy: ●
- Intimidation: ●●●
Merits
- Dual Kith ●●
- Hedge Gate Sense ●
- Mantle (Autumn) ●●●●
- Lethal Mien ●●
- Soul Sense ●●
- Volatile Mien ●●
- Long of Days ●● [Bonus]
- Hob Kin ●● [Bonus]
- Token ●●● [Bugbear Mask, from Entitlement]
- Strong Lungs ●●●
- Iron Stamina ●●● [Motley]
- Court Goodwill [Equinox] ●●
- Court Goodwill [All Others] ●
Advantages
Willpower: ●●●●
Virtue: Charity
Vice: Wrath
Initiative: 4
Defense: 2
Armor: 1/0
Speed: 9
Clarity: 5
Wyrd ●●●
Glamour/per turn: 12/3 (out of 12)
Health: □□□□□ □□□□
Contracts
- Fang and Talon (Lobsters) ●●●●
- Tongue of Lobster
- Cost: 1 Glamour
- Roll: Wyrd + Animal Ken, instant action
- Catch: Lobsterman gives the lobster a new name.
- Dramatic Failure: Lobsterman angers or frightens the lobster and cannot use the clause again for one scene.
- Failure: No communication occurs.
- Success: Lobsterman can speak lobster for a scene.
- Exceptional Success: Lobster loev Lobsterman and volunteers help or information as best as its tiny lobster brain can allow.
- Lobster's Keen Senses
- Cost: 2 Glamour
- Roll: Wits + Wyrd, instant action
- Catch: Lobsterman can see or touch a lobster.
- Dramatic Failure: Lobsterman gets -1 to Perception rolls for a scene.
- Failure: Nothing happens.
- Success: Lobsterman gets +4 to all Wits rolls relating to perception.
- Exceptional Success: An additional +1 to wits-based perception rolls.
- Haunting Cry of the Lobsterman
- Cost: 2 Glamour
- Roll: Wyrd + Animal Ken, instant action
- Catch: Lobsterman asks the lobsters to guard or watch his dwelling.
- Dramatic Failure: LOBSTER UPRISING! The lobsters attack or catastrophically misinterpret Lobsterman.
- Failure: Nothing happens.
- Success: Up to a dozen lobsters follow Lobsterman's commands.
- Exceptional Success: Lobsterman can spend one glamour to communicate with the lobsters telepathically for one day, and has an empathetic link to them.
- Tread of the Scuttley Legs
- Cost: 2 Glamour
- Roll: Dexterity + Wyrd, instant action
- Catch: Lobsterman is touching a lobster.
- Dramatic Failure: -1 Speed for a scene
- Failure: Nothing happens.
- Success: Lobsterman can swim at normal speed (which he already can) and can hold his breath ten times his usual limit for one scene.
- Exceptional Success: The enhanced movement lasts until sunrise or sunsset, whichever comes first.
- Carapace of the Dire Lobster
- To be written
- Den ●
- Tresspasser's Spoor (p. 19 Winter Masques)
- Cost: 1 Glamour
- Roll: None
- Catch: Lobsterman must write his name in bloodied chalk on an entrance to his territory.
- Lobsterman gains Wyrd+2 dice to his Perception rolls so long as he is within his territory (the Lobster Isles). This effect fades if he is outside his territory for more than five minutes.
- Wild ●●●
- Wildwalker
- Cost: 1 Glamour
- Roll: Wyrd+Survival, Instant
- Catch: Lobsterman spent the last night sleeping outdoors.
- Dramatic Failure: -Wyrd to all rolls for a scene.
- Failure: Nothing happens.
- Success: For each success on the roll, Lobsterman ignores one -1 penalty due to environmental penalties such as fog, rain, branches, mud, and the like.
- Exceptional Success: Successes are their own benefit.
- Nature's Curse
- Cost: 1 Glamour
- Roll: Wyrd+Intimidation, Instant
- Catch: The target is carrying a gun.
- Dramatic Failure: The target gains +1 to all rolls.
- Failure: Nothing happens.
- Success: All environmental penalties the target is suffering increase by 1 per success, but individual penalties cannot be increased by more than a factor of two. If the target is not suffering any penalties, they get a -1 penalty.
- Exceptional Success: The maximum increase of a penalty increases by 1. If the target has no penalties, they get a -2 penalty.
- Viridian Embrace
- Cost: 2 Glamour
- Roll: Wyrd+Survival, Instant
- Catch: Lobsterman is attempting to come to the aid of a mortal.
- Dramatic Failure: Lobsterman gets -2 to all rolls involving perception, movement, or stealth.
- Failure: Nothing happens.
- Success: Lobsterman's rolls for perception, movement, or stealth get a +1 bonus per success for the next scene. His Speed also increases by 1 per success. Lobsterman must be outside or in the presence of a large number of plants to use this clause.
- Exceptional Success: Successes are their own bonus.
- Calling Wind and Weather
- Cost: 3 Glamour
- Roll: Wyrd+Presence, Instant
- Catch: At least a dozen mortals have asked Lobsterman to provide the weather, or at least hope he does.
- Dramatic Failure: The weather does the opposite of what Lobsterman wants.
- Failure: Nothing happens.
- Success: Lobsterman can change the weather so long as the change is not improbably extreme (e.g. a snowstorm in the desert). This can change any amount of area from one square mile to a large town or small city. Successes determine how fast it arrives and how long it stays: Three hours/One hour, One hour/Three hours, 30 minutes/Eight hours, Ten minutes/One day, Three minutes/Three days.
- Exceptional Success: Nothing beyond benefits of high successes.
Polly
- Int 2/Wit 2/Res 3
- Str 3/Dex 3/Stam 3
- Pre 0/Man 2/Com 3
- Skills: Investigation 1, Occult 3, Athletics 4, Brawl 4, Stealth 4, Survival 4, Animal Ken 4
- Willpower: 6/6
- Speed: 7
- Virtue: Temperance
- Vice: Sloth
- Size: 2
- Health: 5
- Defense: 2
- Initiative: 5
- Glamour: 12/12, 3 per round
- Wyrd: 3
- Contracts: Stone 5, Hearth 1
- Attack: Lobster Pinch 7 bashing
Attacks
- Pinch-Fu 7 lethal
Possessions
- Bugbear Mask
XP and Progression
- 10 EXP from Clarity droppage
- 8/10 EXP for Hedge Gate Sense
- 4/10 EXP for Soul Sense
- 7/13 EXP for 3/25, Party-Crashing
- 1/13 EXP for Strong Lungs
- 6/19 EXP for 4/1, Fuck Slavery
- 3/19 EXP for Empathy 1
- 6/22 EXP for 4/15, Fetch Dickery
- 10/26 EXP for 4/29, The Room
- 12/28 for 5/6, in absentia
- 16/32, prelude
- 18/34 for 5/13, Rusty Earl
- 20/36 for 5/20, Too Many Words
- 21/37 apology exp
- 1/37 EXP, Fang and Talon 5
- 3/39 EXP for 6/3, Damn Kids Get Off My Beach
- 5/41 EXP for 6/10, Loots
- 6/42 EXP for 6/17, in absentia
- 8/44 EXP for 6/24, Boatin'
- 10/46 EXP for 7/1, LOBSTERMAN IS SO LONELY
- 12/48 EXP for 7/8, My Motley Is Fucking Nuts
- 17/53 EXP for 7/22, Fucking Books How Do They Work
- 19/55 EXP in absentia
- 22/58 EXP for 8/5, Liquor Handling Champion
- 24/60 EXP for 8/12, Diner Days
- 0/60 EXP for Contracts of the Wild 3
- 4/64 EXP for 9/2, They See Me Trollin'
- 7/67 EXP for 9/9, Market Time
- 9/69 EXP for 9/16, More Market Time
- 11/71 EXP for 9/23, Bugpack
- 13/73 EXP for 9/30, Morpha Punching
- 1/73 EXP for Hedge Beast Companion 3
- 6/79 EXP for 10/7, Punching Fae In The Face
- 8/81 EXP for 10/14, Pissing Off Bitches
- 10/83 EXP for 10/21, I Hate Ghost Boats
- 13/83 EXP for 10/28, LOBSTER ARMY
- 18/88 EXP for 11/4, Pirate Battle
- 20/90 EXP for 11/12, EXTREME DRINKING
- 22/92 EXP for 11/18, Fuck You Eibon
- 25/95 EXP for 12/2, Niben Times
- 27/97 EXP for 12/9, Hat Investigating
- 30/100 EXP to catch up
- 14/100 EXP for Contracts of the Wild 4
- 2/100 EXP for Crafts 2 (Traps)
- 7/105 EXP for 12/16, WE'RE ALL GONNA DIE
- 17/115 EXP for 12/30, Holy Shit We Didn't Die
- 8/115 EXP for Survival 3
- 11/118 EXP for 1/6, Underworld Trek
- 14/121 EXP for 1/13, More Underworld
- 17/124 EXP for 1/20, FFFFFFFFFFFFFF
- 20/127 EXP for 1/27, A Goddamn Warzone
- 23/130 EXP for 2/3, Black Ops
- 28/135 EXP for 2/10, Spring's Revenge
- 33/140 EXP for 2/17, Underworld Escape
- 33/140 EXP for 2/24, Hollow Gifts
- 35/142 EXP for 3/3, Dan's Keeper
- 37/145 EXP for 3/10, Aegis Kai Doru
- 39/147 EXP for 3/17, Woof Scouts
- 42/149 EXP for 3/24, Open Hearth Surgery
- 46/153 EXP for 3/31, Hunting Warwelfs
- 6/153 EXP for Stone 4