Lost: The Edge of Everything
Anthony De Leon
Anthony De Leon
|Standing just under Six feet in height the well muscled man holds himself with a relaxed strength and moves with easy confidence. His hair a wild orange mess that fans out around his head like a mantle or mane. His well defined jaw is accentuated by a well trimmed beard of the same hue and luster. Most often he can be found dressed in dark denims and black leather.
But the real world does not see the true depths of the man’s fierceness. To the supernatural community his amber eyes take on distinctly feline intensity. His disheveled hair blooms out around his head, a mane of coarse flaming orange hair that dances about like a summers bon-fire. His facial features distort around his mouth and nose taking on leonine grace and power. His strong hands end in dangerous gleaming white claws of the African predator. The heat of summer days precede him and summer breezes follow in his wake.
|Virtue: Justice||Vice: Pride|
|Seeming: Beasts||Kith: Hunter Heart|
|INTELLIGENCE: 2||STRENGTH: 4||PRESENCE: 3|
|WITS: 3||DEXTERITY: 3||MANIPULATION: 1|
|RESOLVE: 2||STAMINA: 4||COMPOSURE: 2|
|Crafts: 1||Athletics: 4||Animal Ken: 2 (+1 Lions)|
|Investigation: 2||Brawl: 4 (+2 Single Combat)||Empathy: 1|
|Politics: 1||Weaponry: 2||Persuasion: 2|
|Athletics: 4||Streetwise: 2 (+1 Everybody’s Friend)|
Mantel – Summer: 2
Harvest – Emotions: 2
Fighting Finesse: 3
Brawling Dodge: 1
Fast Reflexes: 2
Fighting Style Boxing: 4 (1,2,3,4)
Danger Sense: 2
Defense: 3 | Brawling Dodge: 7/9 (single combat)
Fang and Talon
Tongues of Birds and Wolves
Beasts Keen Senses
Son of the Hearth
Might of the Terrible Brute
Tongues of Birds and Words of Wolves
The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or at- tempt to imitate whatever sounds the animal uses to ex- press itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate un- less immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water.
Cost: 1 Glamour Dice Pool: Wyrd + Animal Ken Action: Instant
Catch: The changeling gives the animal a new name.
Dramatic Failure: The character angers or scares the animal he tries to approach and cannot use this clause for one full scene.
Failure: No communication occurs.
Success: The changeling can speak to all animals of the specified type for the next scene.
Exceptional Success: The animal feels affection and loyalty toward the character. The animal is actively help- ful and volunteers information unasked if it considers that information important (so far as its intelligence allows).
+1 –1 The animal is frightened or hurt.
The character imitates the animal’s sounds and body language.
Beast’s Keen Senses (••)
The changeling gains the senses of a specific type of animal, selected when the changeling learns this clause. This clause enhances the changeling’s natural senses, and may well grant him entirely new senses such as a viper’s infrared pits or a bat’s echolocation.
Cost: 2 Glamour Dice Pool: Wits + Wyrd Action: Instant
Catch: The changeling sees or touches an animal of the type being imitated.
Dramatic Failure: The character’s senses become slightly muddied and confused. The character experiences a –1 die penalty to all Perception rolls for the next scene.
Failure: The Contract fails, and the character’s senses are unaffected.
Success: The character gains a +2 dice bonus to all Wits rolls relating to perception for the next full scene. In addition, he gains the chosen animal’s most notable sensory ability — a wolf or dog’s sense of smell, including the ability to identify people and track by scent, an owl or cat’s night vision and so on. If the character’s particular animal has no significant exceptional sense (such as a goat or monkey) , he instead gains a +4 dice bonus to all Wits rolls relating to perception. These bonuses last for the next full scene.
Exceptional Success: The character gains an addition- al +1 die to all Perception rolls for the scene.
+1 The changeling is touching an animal of the correct type.
+1 The changeling is wearing a mask or other large image (such as a painting on the back of a jacket of an animal of the correct type).
–1 The environment is one that the animal would find uncomfortable and unnatural, such as a
jungle animal in winter snow.
Pipes of the Beastcaller ( •••)
The changeling can command the animal specified in the Contract. The character can call any single animal of this type that she can see or hear, causing the animal to come rapidly to her aid, and then instruct the animal on what she wants it to do. Particularly small animals may be called in groups. The changeling can call and command up to a dozen tiny animals, such as rats, mice or small bats, if she can see or hear them all. Changelings can also call an entire hive of insects such as bees or wasps. The animal (or animals) obeys to the best of its ability, but its nature and intelligence might cause the animal to inter-pret its orders in unusual ways. The animal attempts to carry out commands for the next full day, after which it ceases to obey the character. The animal will not cooperate with anything obvi-ously self-destructive, such as standing still in front of an on-coming car. Large groups of small animals such as rats or bees act as one and cannot be split up to perform different tasks.
Cost: 2 Glamour
Dice Pool: Wyrd + Animal Ken Action: Instant
Catch: The changeling asks the animal to guard or watch the changeling’s dwelling.
Dramatic Failure: The animal either attacks the char-acter or completely misunderstands the instructions and does the exact opposite of what he commands it to do.
Failure: The character cannot communicate with or command the animal.
Success: The animal can both understand the char-acter’s wishes and obeys the character’s orders to the best of its abilities.
Exceptional Success: The character retains an empath-ic bond with the animal, allowing him to roughly sense its location and emotional and physical condition. For the next full day, the character can spend one point of Glamour to communicate for one scene with the animal at any distance.
Suggested Modifiers Modifier Situation
+1 The changeling offers the animal appropriate foodstuffs.
–1 The animal is frightened or injured.
Son of the Hearth (•)
The character is comfortable in all temperatures, and may even heat a chamber with his power. Prerequisites: None Cost: 1 Glamour, or 1 Glamour + 1 Willpower (see below) Dice Pool: Wyrd + Survival Action: Instant Catch: The character spits on a fading ember or spark.
Dramatic Failure: Rather than remaining comfort-ably warm, the character treats his surroundings as very hot or very cold (whichever is more appropriate) and may not activate this Contract again. See the World of Darkness Rulebook, p. 181, for rules on temperature extremes. Failure: The character fails to keep out the cold or conquer the heat.
Success: The character heats himself or expels excess heat to avoid growing too hot. He remains at a personally comfortable temperature. If he spends a point of Willpower, he can keep an entire room at the same temperature (and thus avail his companions of the same warmth). The effects last for one hour.
Exceptional Success: The effects last for a full day. With the point of Willpower, the area around the character remains comfortably warm no matter what (i.e., heated air will not be lost when doors are opened).
Suggested Modifiers Modifier Situation
–1 Every 20 degrees below zero or above 120 degrees Fahrenheit.
–1 The space to be heated is Size 10.
–2 The space to be heated is Size 20.
Ulf’s Heart (••)
The character shines the light of high Summer on his surroundings. Prerequisites: Mantle (Summer) • or Court Goodwill (Summer) •••
Cost: 1 or 2 Glamour Dice Pool: Strength + Occult + Mantle (Summer) Action: Instant
Catch: It is within five minutes of midnight.
Roll Results Dramatic Failure: The character becomes unable to see for five minutes. Failure: No light appears. Success: The character shines with a light as bright as the Summer noonday sun. The light illuminates an area 200 yards around the character and does not hinder his vi-sion. It does significantly hinder any attempts at stealth the character may make. This is not true sunlight and cannot harm creatures susceptible to light (such as vampires), but it might frighten them. The light remains for the rest of the scene, but the character may spend two points of Glamour at activation to instead summon the light for a full hour. Exceptional Success: The character may also dim the light at will for the Contract’s duration, allowing at least the possibility of stealth.
Noonday Grasp (•••)
The character borrows some of Summer’s immense strength to increase his own. Prerequisites: Mantle (Summer) •• or Court Good-will (Summer) ••••
Cost: 2 Glamour Dice Pool: Stamina + Brawl + Mantle (Summer) Action: Instant
Catch: The character eats a chunk of naturally formed ice.
Dramatic Failure: The character loses a dot of Strength for the rest of the scene. Failure: The character fails to bolster his Strength.
Success: The character successfully increases his Strength by one point, plus one point for every three suc-cesses after the first (to a maximum of three points). Note that increased Strength may change other values, such as Speed. The increase lasts for the rest of the scene.
Exceptional Success: The character also increases his Stamina by one for the rest of the scene.
Suggested Modifiers Modifier Situation
+1 The sun is in the sky and clearly visible.
–1 It is after dark.
Totals: 154 / 155
Strength 4 – 20xp
Fast Reflexes (2) – 4xp
Social (1) – 3xp
Fighting Style: Boxing (1) – 2xp
Danger Sense (2) – 6xp
Fighting Style: Boxing (2) (3) (4) – 6xp
Wyrd 2 – 8xp
Athletics – 12xp
Survival 1 – 3xp
Hollow 2 – 6xp
Stamina 3 – 15xp
Mantle 1 & 2 – 6xp
Ulfs Heart – 8xp
Noon Day Grasp – 12xp
Talon and Fang 3 – 12xp
Stamina 4 – 20xp
Subterfuge 1 – 3xp
Subterfuge 2 – 6xp