Ruth "Rut" Garcia [Level 18]
Dec 4, 2015 9:06:16 GMT -8
Post by Rut on Dec 4, 2015 9:06:16 GMT -8
Ruth “Rut” GarciaClan Name: --
Species: Alicorn
Element: Shadow
Occupation: Rutt is a senior at a boring high school in Seattle. She's upper middle class and is currently attempting to decide on a future.Physical Appearance:
Eye Color: Blue-Green
Hair Color: Brown
Hair Length/Typical Hairstyle: Rut's hair gives off a soft wave. Her hair reaches to just about her waist. It appears to be in slight layers towards the end. Her bangs are often held up with clips to be kept out of her face. Sometimes her hair is tied up as well.
Height: 4'10” ft
Weight: 89lbs
Skin color: Pale Peach
Any noticeable marks, scars, tattoos, piercings, species/racial qualities: --HistoryRut hails from a fairly average family in Seattle, Washington. She's from a small no name town and lived a fairly peaceful life. Her two elder brothers caused some havoc here and there, but for the most part, nothing ever truly bad happened to her. As a child she had a reputation for being a bit weird, but she outgrew it soon enough. Or rather, she stopped showing it. To those that lived in her neighborhood or were in her elementary school classes, Rut had a bad habit of staring off into the distance and watching things. She would talk to herself and run off at a moment's notice. Whenever she came back, her clothes would be dirty and hair looked as if it had been pulled. Little did most know that the girl had always been naturally good at seeing what others could not. Rut could see spirits due to be being born prematurely and having nearly died in her infancy. In fact, that's where her nickname came from. Her teachers would always say "Ruth's just in a little bit of a rut" when the girl acted strangely. It took Rut until she was in middle school to get with the program.
In middle and high school, she became just an average student. Rut stopped talking about seeing anything, and she blatantly ignored any spirits who came across her. If they didn't know she could see them, they wouldn't bother her, right? She joined track and choir- maybe a couple other clubs here and there, but it was never as one of their star players. Sometimes a weird event would happen- like a spirit realizing Rut could see her and chasing her, but she managed to keep everything calm. Now, as a senior in high school, Rut is currently trying to decide what to do with her life. She has the gift of choice due to her family's financial stability, but her relative apathy towards her life has made her choice more difficult than she initially thought it would be. It appears that she's in another rut.
How Your Character is Special:
Your bonuses to stats:
Charm: 3
Cool: 2
Sharp: 2
Tough: -1
Weird: 3
Your Special Moves:
Connect the Dots: At the beginning of each mystery, if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+, hold 3 and on a 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions:
- Is this person connected to current events more than they are saying?
- When and where will the next critical event occur?
- What does the opponent want from this person?
- Is this connected to previous mysteries we have investigated?
- How does this mystery connect to the bigger picture?
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.
Natural Flare: You get +1 Charm x2
Magical Aptitude: You get +1 Weird. x2
Direction Sense: You are rarely lost. You always know where North is and can orient yourself easily without any external cues.
Astral Projection: The ability to leave your body behind as if asleep and move through the world as a spirit. This spirit can appear to be a true, future or idealized form (thus not look like your physical form.) Those with The Sight: Spirits will be able to sense you even in your non-physical form. You are unable to effect the physical world in any tangible way- however you can go through walls, and other solid objects, and perform other ghostly feats.
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.
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.
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.
Angel-Face: You have the ability to appear innocent (even when you’re not) through your sweet, angelic demeanour. Your big brown eyes, sugary voice or childlike manner can get you out of trouble. You get +2 any Charm rolls when you actively seek to appear innocent. Likewise, the difficulty rating for anyone trying to pin any misdeed on you is a +1 you’re just far too sweet to have done anything of the sort! Of course, gentlemen with this talent might come off as slightly too effeminate to be appreciated in polite society, though some charming fellows are sure to pull it off.
(Note: Once someone figures out your not as innocent or as polite as you appear to be your bonuses drop 1. If you attack someone and are caught, this bonus will no longer apply to who you attacked- they aren’t that dumb.)
Let's Get Out Of Here!: If you protect someone by telling them what to do, or leading them out, roll +Charm instead of +Tough.
Inspired Guesswork: Once per mystery, observing an opponent in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed: you work it out by deduction (okay: guessing).
Empathy: 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?
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.
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.
Person With The Plan: At the beginning of each mystery, roll +Sharp.
On a 10+ hold 2, and on a 7-9 hold 1.
Spend your hold to be where you need to be, totally prepared and ready for what is there.
On a miss, the Keeper holds 1 they can spend to have you be in the wrong place, unprepared and unready.
Unfazeable: You get +1 Cool (max +3).
Complications:
Absent-Minded: You sometimes forget important things, even if they have only recently happened. Once per story the ST can decide you have forgotten something. You will need at least a 10 on a sharp roll to recall what you forgot.Your Special Bonuses:
Bad Liar: You have tremendous trouble lying. the spontaneous excuses that you come with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush and generally look guilty. (You.. can't lie..) Increases the difficulty of any roll that involves verbal deception by two.
FATE: Some weirdo told you; Mystical Inheritance, The end of monsters, You Can't Save Everyone, Treachery
SPECIES BONUS | Flight
SPECIES BONUS | Healing Touch: Healing touch allows light wounds to be cured, and only light wounds. It can only be used once on a wound and does 1 Heal.
SPECIES BONUS | Purifying Touch: Purifying touch clears poison and bad things from water and blood. Negates all poisons and diseases. ***Joy said it was ok because Rut is a special snowflake.
SPECIES BONUS | 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 withRout speaking. You still roll the moves as normal, except people won't expect the weirdness of your mental communication.
Total Harm (HP): 7
Total Magic (MP): 10
Total Luck: 5
Player Information
Player Name, or Nickname you perfer: Laura, Rori, Jojo idk
Best Contact information for you? MY SKYPU IS RORIWART