Keelin Saoirse MacLear
Aug 16, 2015 21:48:48 GMT -8
Post by keelin on Aug 16, 2015 21:48:48 GMT -8
Keelin Saoirse MacLear
Species: Selkie
Element: Weather
Occupation: Exchange Student at University of Washington, Seattle. Intern in Marine Biology Program. Marine Life Activist.
Physical Appearance:
"Come away, O human child.
To the waters of the wild.
With the faerie hand in hand.
For the World's more full of weeping
Than you can understand."
Hair Color: Chestnut Brown
Hair Length/Typical Hairstyle: Asymmetrical cut, longer on left side. Hair generally hangs loose and is relatively straight and smooth, if not a bit messy.
Height: 5'11
Weight: 153lbs
Skin color: Pale, often sunburned.
Noticeable Qualities: Skin is lightly freckled and she has large eyes that always seem to have an underlying sadness. Retains these features in seal form.
Curse Effects Showing: Whiskers, small brown patch of smooth fur between shoulder blades.
History
Keelin has always been fascinated with the sea. Even as a small child when other children were running around playing tag or other silly games, Keelin could be seen curled up on a great rock peering out at the ocean tides. She loved the way the sunlight made the blue waters glitter. She grew up in the Orkney Isles of Scotland, raised by loving parents in a small ocean side cottage who often told her old stories about magical creatures. Keelin believed wholeheartedly that these creatures exist, rather or not she could prove it, and retains the feeling that there's something unseen in the world to this day. Being an only child, Keelin had access to many opportunities. In school she excelled in science and the swim team, which later developed into a diving hobby and studying sea life. Her odd beliefs and constant thirst to be out swimming and exploring led her to be a bit of a loner, but that suited her just fine. Besides, fish couldn't make fun of your hair or take your lunch money. Upon graduation, Keelin had devloped a passion for aquatic life preservation and rescue. She obtained a scholarship and internship for the marine biology program at University of Washington, Seattle and is currently an exchange student there. She resides with an uncle who immigrated to the states to marry his love. They have taken Keelin on vacation several times, one of which being to Disneyland during her first summer there.
Around the age of 5, Keelin was out climbing on rocks when the tide seemed to suddenly roll in and she was swept beneath the waves. Her only memory of the incident was the way the sunlight refracted through the water, casting golden arms into the sea that seemed to call her to the surface. And round silhouettes streaking through the murky blue in her peripheral vision. Hours later her parents found her washed up on the shore. Quite superstitious, they thanked the faerie kin for rescuing their daughter and each year make a small offering on that day in their honour. Keelin still often has dreams of being deep in the ocean dark, floating in the nothingness and feeling shadows all around her. The only comfort being a pinprick of sunlight that she strives to reach, nearly choking on her held breath as her arms? reach for the warmth. Just as she's about to breach the surface.. she wakes up.
How Your Character is Special:
Your bonuses to stats:Charm: 1
Cool: 2
Sharp: 1
Tough: 1
Weird: 2
Your Special Moves:
Complication[Phobia] - Aaah it's so high! ;n;
Rogue: The Accounting of All Things - Once you have successfully stolen something small enough to fit in a pocket, it is gone until you choose to reveal it again. No amount of searching—or even stripping—will reveal the purloined item. You may only have one such item at a time hidden in this fashion.
This is an automatic success and requires a luck point to hide successfully if someone does an intense search.
You can opt for a 50/50 roll (success/failure) if you don't wish to spend a luck point.
Rogue: Preferred Target - [ Precious Stones ] Thieves have specialties, just like scientists. Pick a type of location or object (e.g. banks, apartments, handbags). You gain +1 to your rolls when using it against that type of target. (+Sharp)
I AM A NINJA!!!! You are an expert at hiding and stealth. You either had a lot of time as a child sneaking around to give your friends heart attacks, or perhaps you just have a natural knack to fade into the background. Regardless when you sneak roll a +Cool roll.
On a 10+ You are a sneaky, sneaky bastard- you practically could walk out at noon in an empty street and no one would notice you! (Free Surprise attack against any opponent.)
On a 7-9 You are sneaky! Choose one of the following:
You are sneaky if you go slow and stay to the shadows.
You are sneaky if you go slow and stay low to the ground and bolt from cover to cover.
You are sneaky! Unfortunately *target of your choice* still manages to spot you no matter what you do.
You are sneaky! that won’t save you from electronic equipment/sensors or some types of magic.
On a miss- ... Your're as sneaky as a long tailed cat in a room full of rocking chairs. Everyone knows where you are. Everyone.
Trust Me: When you tell a normal person (Read: NPC) the truth in order to protect them from danger, roll +Charm.
On a 10+ they'll do what you say they should, no questions asked.
On a 7-9 they do it, but the Storyteller chooses one from:
They ask you a hard question first.
They stall and dither a while.
They have a “better” idea.
On a miss, they're going to think you're crazy and maybe dangerous too.
Natural Flare: You get +1 Charm
Unfazeable: [x2] You get +1 Cool
Soothe: If you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions. This works even if the thing that freaked them out is still present, as long as your voice can be heard. For PC’s this acts as a “Manipulate someone roll” without needing to offer something in return.
Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm. On a miss, you fail to get them out, and you've attracted hostile attention.
Magical Aptitude(2): You get +1 Weird. (max +3).
Unnatural Appeal(2): May roll Weird instead of Charm when using manipulation.
The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (maybe even make deals with) the spirits you can see, and you have
more opportunities to spot clues when you investigate a mystery.
Oops! If you want to stumble across something important, roll +Weird. Treat the results as if you had investigated a mystery, but anything you discover is by dumb luck rather than skill (e.g. literally tripping over a clue).
Helping Hand: When you successfully help another hunter, they get +2 instead of the usual +1.
Oh! SHINY!: What others can do with patience and observance, you can do by just being cute, or obnoxious (eye of the beholder?) when you do something to interfere with a cute word, or a shiny smile that threatens to give people toothaches your roll can be made with Charm instead of with Cool.
Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, and important to the current mystery.
*Bonus*
What I Need, When I Need It [5]:
You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.
Empathy [10]:
Your character can detect strong, powerful emotions radiated by individuals in their presence. Roll+Weird. On a 10+hold 2. On a 7-9 hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1:
• What is the strongest emotion in your character at this moment?
• Does your character currently have mixed feelings, if so, what are the two biggest emotions?
• Is there a way that can sooth your character’s emotional state?
• In what ways are your character’s Heart vulnerable?
• What is your character’s greatest Fear?
• What is your character’s greatest Joy?
Night-Night! [15]:
Sometimes you just need a way to knock someone out. Some people use drugs, other people use magic...you? You have mastered the art of the Night-Night, using a bludgeoning object of any kind (chairs, clubs, frying pans.... other people’s bodies, you know ‘just’ where to hit someone to make them go--- night night! *Non Lethal Damage, this can’t, by definition kill anyone*
The Mind Is The Greatest Mountain [20]: So far as social skills are concerned, you do not exist. You cannot be swayed, befriended, intimidated, or otherwise moved. Your speech reveals nothing about you or the veracity of your words. When being manipulated/seduced/read/intimidated, you can choose to use 1 luck to avoid anything from that particular person (or in the case of NPCs, group of people) for a night.
Battlefield Grace: While you are caring for people, not fighting, you get +1 armor.
Inspiring Speech: When you rally a group with your ringside style, roll +Charm.
-On a 10+, they are pumped and ready to risk life and limb for the cause.
-On a 7-9, they are ready to pitch in their help, as long as there is little personal risk.
-Choose one thing for them to do:
-Act as an angry mob, unleashed at the target you name.
-Be a vigilant watch force.
-Go wherever you tell them to.
-Help construct a trap.
-On a miss, you lose face with the bystanders.
Psychometry: whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the ST questions. On a 10+, ask 3. On a 7–9, ask 1:
• who handled this last before me?
• who made this?
• what strong emotions have been most recently nearby this?
• what words have been said most recently nearby this?
• what has been done most recently with this, or to this?
• what’s wrong with this, and how might I fix it?
On a Miss, you can not distinguish anything specific from the item, even the most obvious.
Precognition: You occasionally have premonitions that foretell the future, or a possible future. Usually these are warnings of vague approaching danger. This attribute is appropriate to characters with a natural danger sense or psychic abilities, but it can also be used for those who wish to use techniques like astrology or spells to divine the future. Premonitions can also occur in dreams, while the character is awake, or perhaps when the character uses some form of fortune telling. The visions will rarely be detailed, but may provide a clue or warning. The timing, nature and content of these visions are up to the ST/ASTs.
Your Special Bonuses:
Species Traits
Danger Sense - Because of their need to protect their totems, Selkies and other Sea changers have gained and learned a danger-sense that helps them get the surprise on any who would take from them their other self. (Roll 2D6+Sharp. On a 10+ Gain an extra full round to do something, on a 7-9 take half damage to any incoming danger. On a Miss- you’re oblivious.
Telepathy - You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery or read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people won't expect the weirdness of your mental communication.
Equipment:
Owen's Twin Sword - nonmagical, with sheath. [2-Harm, Hand, Quick, Messy, Balanced]
2 Shiny Ninja Stars - Magic, returning.
Heavy Mace - (2harm, hand, ingore armor)
Light leather - (1soak)
Goodies:
A gift!- Dark Opal Ring
Bottle of Rum [1/2]
Lucky stone
Morgan's Arrow
Total Harm (HP): 7
Total Magic (MP): 3/10
Total Luck: 6
Player Information
Best Contact information for you? Skype: otaru.kiriyama
How did you hear about our game? Sven & Kat