Gwen
Aug 31, 2015 19:38:06 GMT -8
Post by gwen on Aug 31, 2015 19:38:06 GMT -8
Gwen
(First, Middle, Last)
Clan Name: (Will be filled out in character if/when you join a clan) Species: Unicorn
Element: air
Occupation: What you do to provide food for your mouth. If it's work as a secret spy, you probably still have a "cover" occupation... On Earth this would be your day job, the thing you do on a day to day basis.
Physical Appearance:
Eye Color: Bright Blue
Hair Color: Golden Blonde
Hair Length/Typical Hairstyle: Down loose, generally slightly messy
Height: 5'5"
Weight: 135lbs
Skin color: pale
Any noticeable marks, scars, tattoos, piercings, species/racial qualities:
History
My name is Gwen. I grew up with my family in a small home with a few pets. We had a nice quite life. I enjoyed going camping on the weekends. One of my favorite things to do while camping was to climb to the highest point I could find and feel the wind through my hair. This could be the closest jungle gym or to the top of a mountain or a pile of rocks. I could spend hours up there watching what was going on below.
I enjoyed these nice relaxing weekends exploring as many places as possible until we had to move for my father's job. Then the camping trips slowly came to an end until we maybe went camping once a year. I found other ways of exploring the sky above me. I started to take flying lessons. As soon as I got my pilot's license, I was flying every minute I can. As I was getting ready to graduate high school I was discovering that I wouldn't be able to fly for a living. I started exploring some of my other passions. That was when I discovered my love for the medical field.
After high school I decided to go to school in Oregon. I was a pre-med major and flew and camped on the weekends. On one of my three day weekends during the summer I decided to fly up to Alaska to go hiking and exploring away from the hustle and bustle of others. I was having a great time hiking up mountains and exploring hidden lakes. One night I fell asleep under the stars by a beautiful still lake. The only sounds were the distant cry of a lone wolf and the hoot of a mighty owl.
When I woke up I was in some sort of drawer with a male stranger looking down on me. There was a bunch of commotion and a bunch of people, some were not people but wierd animals, fitting strange shadows. That is how I was introduced to Harpeah.
How Your Character is Special:
Your bonuses to stats:
Charm: 2
Cool: 0
Sharp: 1
Tough: 1
Weird: 1
Your Special Moves:
DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, stabilize the injury and heal 1-harm. On a 7-9 pick one:
Stabilize the injury but the patient takes -1 forward.
Heal 1-harm and stabilize for now, but have it return as 2-harm (and become unstable) later.
Heal 1-harm but the patient takes -1 ongoing until it's fixed properly.
On a miss, the Keeper chooses what damage you did.
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.
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.
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.
Wallop When you use an improvised weapon to attack something, you may choose one of these:
Inflict +1 harm.
Momentarily stun them with a blow to the head.
Trip or entangle them.
Inflict +2 harm but the improvised weapon breaks.
Eek!: When a opponent (or anyone really) appears on the scene and you find a hiding spot, roll +Sharp. On a 10+, you hide in the best nearby spot before the opponent sees you. On a 7-9, pick one of these:
You hide okay, but the opponent is now between you and escape.
You hide okay for now, but your hiding spot is bound to be spotted soon.
You hide okay, but leave something important out in the open.
On a miss, the opponent gets an opportunity to create chaos and attack before you have a chance to find the perfect (or nearly perfect) hiding spot. .
Direction Sense: You are rarely lost. You always know where North is and can orient yourself easily without any external cues.
Haggler: When you’re poor, or just miserly, you learn to get things for the cheapest possible price. An adventurer with a talent for haggling can lower the cost of one item per shopping trip by 25% if she spends 30 minutes haggling with the storekeeper. The player is encouraged to role-play at least part of the haggling process.
Mountaineer: You are used to mountainous terrain. When you are faced with a climbing challenge
Preparedness: When you need something unusual or rare, roll +Sharp.
On a 10+, you have it here right now.
On a 7-9 you have it, but not here: it will take some time to get it.
On a miss, you know where it is, but it's somewhere real bad.
Battlefield Awareness: You always know what's going on around you, and what to watch out for. Take +1 armour (max +2 armour) on top of whatever you get from your gear.
Returning Throw: When an ally misses with a thrown weapon attack, you can catch the weapon and use it to attack the original target. This also works if someone throws something at you and they miss. (Act Under Pressure)
On a 10+ You manage to perfectly grab the thrown object and send it back toward your target with a flair. (+1 Harm, + weapon bonuses if any)
On a 7-9 You manage to grab the thrown item and throw it back, but it’s a wobbly thing and probably only does 1 harm, regardless of weapon bonuses.
On a miss, You manage to get hit by the thrown item instead of catching it and take +1 harm.
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.
Perfect Instincts: When you’ve read a bad situation and you’re acting on the ST’s answers, take +2 instead of +1 on going.
Noble Heroism: When you successfully Protect Someone, give a nearby hunter +1 forward.
Your Species Bonuses:
Resilience: You heal faster than normal people. Any time your harm gets healed, heal an extra point. Additionally, your wounds count as 1-harm less for the purpose of the Keeper's harm moves.
Purifying Touch: Purifying touch clears poison and bad things from water and blood. Negates all poisons and diseases.
*Regular moves are not included because they are with everyone. You are welcome to C/P them here if you want them for reference purposes.
(No need to adjust, this is the same for all unless you have a bonus that says otherwise)
Total Harm (HP): 7
Total Magic (MP): 10
Total Luck: 7
Player Information
Player Name, or Nickname you perfer:
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