Player Name: Derrick
Google Handle: DSmith8807
Nyx “the Tráthnónasruth” Eveningstream
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: Unseelie (Winter Court Fae)
Attributes: Agility d6-1, Smarts d6, Spirit d8, Strength d6-1, Vigor d6-1
Pace: 5(d6-1); Parry: 5(1); Toughness: 7(2);
Skills
- Academics d6
- *Athletics d6
- *Common Knowledge d6
- Fighting d4
- Focus d12
- Intimidation d6
- *Notice d6
- Occult d6
- *Persuasion d6
- Research d6
- *Stealth d4
- Cold and Calculating (Racial): The Fae of the Winter Court are cruel and calculating. They gain the Bloodthirsty edge.
- Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.
- Driven (Major): Nyx is constantly searching for ways to indebt other sentients to him, especially the long lived, and use them to further his influence.
- A “vow” is a commitment to others. Driven characters want something for themselves. It may be to protect the realm, become a decorated officer, prove you’re the best gladiator in Rome or the best pilot in the galactic fleet.
As a Major Hindrance it’s an overriding desire that comes up frequently or causes peril for the heroine and those around her.
- A “vow” is a commitment to others. Driven characters want something for themselves. It may be to protect the realm, become a decorated officer, prove you’re the best gladiator in Rome or the best pilot in the galactic fleet.
- Pact Master (Major): Nyx is an ancient and powerful Sidhe. However, he trades that power away to mortals (and others) who indebt themselves to him in exchange for said power. What strength remains to Nyx leaves him barely more directly capable than a human of similar talents. However, he has enormous influence amongst the Winter Court as a result of his dealings.
- “Your adventurer is getting on in years, but he’s not quite ready for the nursing home yet. His Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1”). He also suffers a −1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.
On the plus side, the wisdom of his years grants the hero 5 extra skill points which may be used for any skills linked to Smarts.”
- “Your adventurer is getting on in years, but he’s not quite ready for the nursing home yet. His Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1”). He also suffers a −1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.
- Tell No Lies (Racial): The Sidhe are bound by their word. They may not tell a lie without dire consequence. They are, however, masters of twisting words to their whim. Sidhe gain the Vow (Major) Hindrance.
- The character has sworn an oath to someone or something he believes in.
The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. A Major Vow makes long-term and frequent demands on the servant’s time and results in great risks to his life.
- The character has sworn an oath to someone or something he believes in.
- AB (Gifted - Racial): Arcane Skill: Focus (Spirit); 1 Power, disguise, 15 PP
- Artificer (S3): Artificers can create Arcane Devices and give them to their allies. See page 153.
- Channeling (N3): When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.
- Charismatic (Racial): You get one free reroll on Persuasion rolls.
- Connections (Winter Court; I1): Your heroine is connected to people or organizations who can help her when the chips are down. It might be the mob, the Feds, a union, or even other adventurers.
Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor.
The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker or scholar. - Extra Effort (S1): Extra Effort increases a Focus total after it’s rolled by +1 for 1 Power Point, or +2 for 3 Power Points. It may not be used to improve a Critical Failure.
- New Powers (N1): Gain two new powers of Novice rank.
- New Powers (S2): Gain two new powers of Seasoned rank.
- Power Points (N2): Gain 5 PP.
- Strong Willed (I2): Self-confidence is powerful armor against those who attempt to attack this individual's will. He adds +2 to his total when resisting Tests with Smarts or Spirit.