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pc:samildanachtheskald-sheet

Samildanach the Skald

'Name:' Samildánach the Skald 'Player:' Dethpunk
'Kith:' Clurichaun 'Seeming:'Wilder
'Court:' Seelie 'House:' Scathach
'Legacies:' Paladin \ Rake
'Concept:' Reluctant Knight Errant

—-

'Attributes'

'Physical' 'Social' 'Mental'
Strength 3 Charisma 3Perception 2
Dexterity 3 Manipulation 2 Intelligence 2
Stamina 4 Appearance 3 Wits 2

Speciality - Stamina: Tireless


'Abilities'

'Talents' 'Skills' 'Knowledges'
Alertness 1Animal Ken 0 Academics 0
Art 0 Crafts 0 Computers 1
Athletics 3 Drive 2 Cosmology 0
Brawl 3 Etiquette 1 Enigmas 0
Carousing 1 Firearms 0 Greymare 1
Empathy 0 Larceny 2 History 0
Expression 0 Martial Arts 0 Investigation 1
Intimidation 0 Meditation 0 Law 1
Intuition 1 Melee 1 Lore 0
Kenning 1 Performance 2 Medicine 0
Leadership 0 Stealth 1 Occult 1
Streetwise 2 Survival 0 Research 0
Subterfuge 1 Technology 0 Science 0

Speciality - Performance: Ballads

'Additional Abilities:'

!!Advantages

'Backgrounds'
Title 2
Chimera 2
Mentor 1
Resources 1
Remembrance 2
Holding 2


'Arts'
Dragons Ire 1
Naming 1
Wayfare 2
'Realms'
Actor {-1 Diff} 2
Fae 2
Nature 0
Prop 0
Scene 1
Time 1


'Misc'
Glamour 5
Willpower 5
Banality 3


{+ ' Ravaging / Musing Threshold: ' +}
Create Hope / Create Anger


{+ ' Antithesis: ' +}
Systemic abuse of power - When ever it is obvious how powerless he is to make any true change to stop it, he gains banality.



'Birthrights'
Twinkling of an Eye Unless the Clurichaun is bound with iron, it can vanish in a blink, even from someone's physical grasp, reappearing within the same area but out of thier observer/captor's line of sight. If someone is physically touching the Clurichaun, or they are tied up or otherwise restrained, disappearing costs one point of Glamour
Fighting Words The Clurichaun can prod anyone into throwing the first punch, which the target can resist through a Willpower roll (difficulty 8). This birthright can be use to incite a fight between the Clurichaun & the target, or between the target & another person
'Frailty'
Hoard For Clurichaun, collecting isn't a mere hobby, but a consuming obsession. They must spend time with their collection frequently to satisfy this aspect of their nature. Spending more than a week away from their collection triggers Banality
'House Boon' +1 Die on Brawl & Melee rolls & -1 Diff on Stealth & can never botch a Stealth roll
'House Flaw' +2 Diff of all Social rolls with nobles & royalist commoners (Except House Liam & House Danaan)



'Merits' Points Effect
Regeneration7 Your faerie nature is hardy, and as a result, you heal much faster than other Kithain. For every turn spent resting, you recover one Health Level of chimerical damage. Physical damage regenerates at a rate of one Health Level per hour. While in a freehold, your wounds heal at twice this speed. This Merit does not heal wounds inflicted by cold iron.
Fae Eternity 1 As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you begin to age normally.
'Flaws'
Changeling Eyes1 No matter his mein, nor how wasted/drunk he is, his eyes are always an eye catching piercing blue. Some still remember the old stories & recognise the signs.




Character Bio:

  After my Saining in 76, I was quickly snapped up by the most balls deep crew there is, the Gray Walkers. I travel like Caine from Kung-Fu, as my mates Metallica say (did I mention how I toured with em in '86 on the Puppets tour? Ask me later. ) Where I lay my head is home, yeah, & the earth becomes my throne, is kind of referring to me, ergo, I follow my dreaming &sort out what just ain't right. So, that is why I am currently gracing your doorstep, Mi Lordship. So, we gonna scuffle a bit, then we have a laugh about it all &we can be mates! I mean it isn't like I am trespassing, you just haven't invited me yet, I can't be blamed for that. Besides, I got stuff to attend to here.\\

Description:

  '''Seeming''' - Derek Miller appears as a typical mid-twenties something guy travelling around the back end of the States, looking for something to pass the time. He is slightly under 5'10", with a pale complexion & dark hair. His eyes are of a startling blue colour. Typically dressed in jeans, skate boots & a loose fitting shirt, he typically has something yellow as part of his ensemble, even if it is just a smiley T-shirt or one of his shoelaces.
  '''Fae Mein''' - Samildánach is a small, stocky built Clurichaun that is just over 5ft tall in his boots. With his pale skin, long, bright golden hair flowing above subtly pointed ears & mischievous blue eyes, he fits the part of a strutting rooster more than a warrior of legend. His square chin is lightly dusted with dark gold stubble & his smile is often more a smirk of self assurance than a grin. All framed by a braided blond moustache that hangs past his adams apple. With a Scathach Greatsword at his back & Fae Mail upon his chest, he seems less like he is bluffing.


HISTORY

  Son of a failed songwriter, turned salesman &an absent mother actress wannabe, Derek spent much of his youth moving from town to town, only settling down, if you can call it that, during his college years in Austin Texas. He never saw much of his mother, who was trying to make it big in LA, but never did more than a few radio commercials &the occasional photo shoot for a small clothing line.
 While at college, on a track & field scholarship in the '70s, he fell into the music scene. With his athletic background, natural charisma & glib tongue, he was naturally invited to join various musical events, including going on tour as a roadie. It was during one of the backstage parties, he began to experience the precursors of his Chrysalis. In the weeks that followed, he assumed it was flashbacks from a nasty acid trip, the occasional glowing eyes looking at him from within the crowd, the scent of whisky as he opened a new milk carton, the sound of a lively fiddle whenever he turned off the tv etc. He really thought he was going crazy when the roads began to look like they were paved with heather. It was with some resignation he turned to follow a flower lined grass path &that is when the Dream Dance hit him, the moment he crossed into a circle of yellow clover.
 With his wireless stage mic becoming a huge sword & being clothed in Chimerical chainmail, he re-lived his previous incarnation as a mighty warrior in New York, & another in Ulster, & before in a land he didnt know, & another fighting a blue skinned giant, & again with warriors of near shining armour, & again against an eagle with the legs of a lion, & again, & again, more than he can fully remember, even to this day.
 With his Dream Dance closing, he found himself surrounded by an odd assortment of characters, some people so thin as to surely be in pain, &others in masks that seemed to move with their face, the skies literally sang that night &he had never felt so at home.
 His Fosterage was with an old Grump Pooka Hare, Johan, who despite the many differences between his own fun loving nature &the more extreme nature of Dereks personality, they both managed to come to a mutual agreement of respect, which led to Derek to his Saining, where he was revealed to be Samildánach, a Skald &warrior renowned for his mastery of blade &song. After he was recognised as Samil it wasn't long before Samil was introduced to a wandering Bounty Hunter of sorts called Culain. After a friendly scuffle Samil was accepted as a squire to Sir Culain of House Scathach. A mere 10 yrs later &Samildánach was recognised as a knight of Scathach in his own right, leaving the side of his mentor, to travel the USA searching for those requiring justice to be meted out, using his mortal profession as a Roadie & Bounty Hunter to fund his travels in the mortal world. That was over 20 years ago.

He has recently taken a stint of missing people investigations to pay the bills, &to see if it the work of despicable mortals, or of a greater evil. His latest case ended with a bus ticket stub to Starke, Florida. The Scathach Oracle did mention his future was stark…

'NOTES'


Kith Frailty Hoard: Collects guitar picks from celebrities & those he admires, has 3, one used by Slash from Guns'n'Roses, one used by Flea of Red Hot Chilli Peppers & the pick his father gave him when Derek left for college.
House Boon +1 die on Brawl & Melee rolls & -1 Diff on Stealth & can never botch Stealth
House Flaw +2 Diff of all Social rolls with nobles & royalist commoners (Except House Liam & House Danaan)

—- Background - Title: 2 Knight of House Scathach Background - Chimera: 2 (Items)

Great Sword with the seal of House Scathach
Fae Mail with the seal of House Scathach

Background - Mentor: 1 Sir Culain of House Scathach, Autumn Sidhe Knight Errant Background - Resources: 1 Roadie jobs with some freelance bounty hunting/detective jobs on the side has left Derek with some available cash & bank savings. Background - Remembrance: 2 Samildánach, a Skald renown for his mastery of blade & song Background - Holding: 2 Due to some pact/arrangement or favour, Samildánach is provided basic access to one of the Royal holdings.
Flaw: Changeling Eyes

  No matter his mein, nor how wasted/drunk he is, his eyes are always an eye catching piercing blue. Some still remember the old stories & recognise the signs. 

Merit: Faerie Eternity

  In a previous reincarnation, Samildánach won his long years with a game of chance. He cant recall what game, nor with whom he was playing. He will invent a new story each time he is asked. 

Merit: Regeneration

   Due to some previous blessing with the dreaming, he is as hardy physically as his eternal optimism. While not invincible, he bounces back quickly from most knocks.

'EQUIPMENT'


Motorcycle with saddle bags Brass knuckles
Leather belt with 3 guitar picks in small pockets/slits in suede within the belt
Chimerical GreatSword (his gold plate wireless microphone)
Chimerical Fae Mail
Old SmartPhone


Combat
Weapon/Manoeuvre Traits Diff Damage Notes
Strike Dex+Brawl 6 Str/B ( - )
Brass Knuckles Dex+Brawl 6 Str/L (P)
Great Sword Dex+Melee 5 Str+6/L (H)

Armour

Type Soak Penalty Chimerical
Fae Mail 3 0 Yes

Dragon's Ire * Burning Thew Type: Chimerical

The Realm used determines who or what is empowered. If the subject is a living creature, then this cantrip raises her Strength rating. If the subject is an object, then all attacks made with that object gain extra damage dice. Successes on this cantrip’s activation roll must be split between efficacy and duration. Each success allocated to efficacy adds one dot of Strength or one die of damage. Each success allocated to duration extends the effects of Burning Thew by one round; if no successes are allocated to duration, this cantrip lasts for only a single round.

Wayfare * Hopscotch Type: Wyrd

The Realm selected determines who or what jumps. Living creatures gain the ability to make a prodigious leap, or can be forced to do so. Objects targeted with Hopscotch leap wildly as the caster wills them to. Anyone in contact with a leaping object may attempt to stop its wild flight with a Strength + Athletics roll (difficulty 7) against the changeling’s successes in invoking the cantrip. The exact result of failing to stop an object from taking flight are up to the Storyteller and depend on the object. A set of clothing is likely to rip itself free as it soars skyward, but a leaping smart car could have significantly more serious results. The Scene Realm allows multiple subjects to jump, rather than making roads or buildings hurl themselves about — although such terrifying acrobatics have been observed in the wake of Wayfare Unleashings. The number of successes rolled dictates the strength of the jump: 1 success One story straight up; 30-foot broad jump. 2 successes Two stories straight up; 60-foot broad jump. 3 successes Five stories straight up; 150-foot broad jump. 4 successes 10 stories straight up; 300-foot broad jump. 5 successes The changeling can leap as far as the eye can see, even onto the wing of a passing plane or across the mighty Mississippi River.

Wayfare ** QuicksilverType: Wyrd

The Realm determines who or what speeds up, although it doesn’t grant objects the power to move if they’re not moving already. Each success grants a subject one extra action or doubles her movement speed on her next turn. Successes may be divided between extra actions and extra speed as the player desires. Hurled objects treat successes on the activation roll as bonus dice on the damage roll if they strike a target. Enchanted vehicles cannot gain extra actions, and simply speed up instead, enjoying the same damage bonus as a hurled object if they strike something.

pc/samildanachtheskald-sheet.txt · Last modified: 2020/Oct/17 17:26 (external edit)