Name: Tayrn Sparks | Player: Traci | |
Kith: Nocker | Seeming: Wilder | |
Court: Seelie | House: Commoner | |
Legacies: Crafter \ Fatalist | ||
Concept: Metal welding artist and forge smith |
Attributes
Physical | Social | Mental | |||
---|---|---|---|---|---|
Strength | 3 | Charisma | 2 | Perception | 3 |
Dexterity | 3 | Manipulation | 2 | Intelligence | 3 |
Stamina | 3 | Appearance | 2 | Wits (change of plans) | 4 |
Abilities
Talents | Skills | Knowledges | |||
---|---|---|---|---|---|
Alertness | 2 | Animal Ken | 0 | Academics | 1 |
Art | 0 | Crafts | 2 | Computer | 2 |
Athletics | 1 | Drive | 2 | Enigmas | 1 |
Brawl | 0 | Etiquette | 0 | Greymare | 1 |
Empathy | 0 | Firearms | 2 | Esoterica | 0 |
Expression | 2 | Larceny | 1 | Investigation | 0 |
Intimidation | 0 | Melee | 2 | Law | 0 |
Kenning | 1 | Performance | 0 | Medicine | 0 |
Leadership | 0 | Stealth | 1 | Occult | 0 |
Streetwise | 0 | Survival | 1 | Research | 1 |
Subterfuge | 1 | Technology | 2 | Science | 1 |
Other Talents | Other Skills | Other Knowledges | |||
Intuition | 1 | _________ | 0 | Expert Knowledge (welding and metal work) | 2 |
Advantages
Advantages | |
---|---|
Backgrounds | |
Certification | 0 |
Chimerical | 2 |
Mentor | 2 |
Resources | 1 |
Contacts | 0 |
Arts | |
Legerdemain | 2 |
Pyretics | 3 |
Realms | |
Actor | 1 |
Fae | 2 |
Nature | 3 |
Prop | 3 |
Scene | 0 |
Time | 0 |
Misc | |
Glamour | 4 |
Willpower | 4 |
Banality | 3 |
Ravaging/Musing Threshold:
Exhaust Creativity\\Inspire Creativity
Antithesis:
Willfully destroying a Treasure or any other irreplaceable faerie artifact.
Birthrights | |
Make it Work | |
Fix-it | |
Frailty | |
Perfect is the Enemy of Done |
Merits | 0 |
Flaws (short) | 1 |
Health Levels (Physical) | ||
---|---|---|
Bruised | -0 | |
Hurt | -1 | |
Injured | -1 | |
Wounded | -2 | |
Mauled | -2 | |
Crippled | -5 | |
Incapacitated | - | |
Health Levels (Chimerical) | ||
Bruised | -0 | |
Hurt | -1 | |
Injured | -1 | |
Wounded | -2 | |
Mauled | -2 | |
Crippled | -5 | |
Incapacitated | - |
BIO
Description
Mortal Seeming
Lean and Lithe with some tone to her arms, Taryn stands at 5’6, with a plain freckled face, dressed in overalls and a white tank top, and heavy work oxfords.
Fae Mein
Her face becomes stark white with her lips bright red. Her blue eyes take on a purple hue and her hair is a wild tangled mess of red.
NOTES:
Equipment
Wielding equipment, mask, mag light, protective wielding gear, laptop, metal working tools, Googles
Whatchamagootchit (Treasure2) An all-purpose chimera-making tool. It gives the user +2 successes when crafting chimerical items; however, Nockers receive a +3 bonus. Each Whatchamagootchit is quite unique; however many look like Swiss army knives. Flaw: unknown
Background Explanation
Backgrounds
Mentor : 2(Nocker Uncle who Fostered her)
Resources: 1 (Sale of Artwork, side jobs)
Chimerical: 2 (Wrench-changes sizes)
Mentor
Her mentor is an uncle who has visited her and corresponded with her after her chrysalis and provided much of the mentorship for her when she was fostering.He works at the Golden Anvil in Salt Lake City, and Lives in Stark, which is now where Taryn lives.
Resources Taryn sells her work online and at craft fairs and the like. It gets her enough money to buy equipment and tools (mundane) as her rent is free with her uncle.
BIRTHRIGHTS
Make it Work
Nockers are masters of whipping up items on demand with little more than random materials, some Glamour, and a highly cinematic and honestly self-serving appreciation of “science.” A Nocker can improvise all manner of temporary, but useful, chimerical items from apparently improbable materials, such as creating a crude firearm with little more than a light bulb, a water pistol, and a handful of nails. Such items require an Intelligence + Crafts roll, with a variable difficulty, and cost between one and three points of Glamour depending on the materials available as well as the complexity of the item.
A Nocker must have some degree of privacy when working on chimerical items. Kithain can be present, as long they do not disturb the Nocker, but chimerical materials cannot be worked in the presence of mortals.
Fix-It Nockers can fix just about anything, chimerical or mundane. Sometimes all it takes is a kick and a few harsh words to scare a machine into working again. To fix a device the Nocker’s player must make a successful Intelligence + Crafts or Manipulation + Intimidation roll. The difficulty can range from 5 (for a simple problem in a simple device) to 9 (for a difficulty problem in a complex machine).
FRAILTY
Perfect is the Enemy of Done
Perfect is the Enemy of Done Nockers strive for perfection
in everything they make, and yet they can never succeed. No matter
how many successes a Nocker rolls when creating something,
it always has a minor (but irreparable) flaw.
Whenever a Nocker-made device is used in a stressful situation
the Storyteller can ask the player to roll one die. If the die shows
“1,” the device fails or breaks in a particularly spectacular fashion.
HISTORY:
Taryn Sparks was raised in the fair green mountains of Vermont. Raised in a small quaint town of Chelsea, Vermont, Taryn grew up with a sheltered but lovely existence. Her father was the local mechanic and her mom was a local Artisan. Life was often lean on money, but high on fun. Her parents raised Taryn to enjoy the simpler things, and to make the most of what she could As a result, she gravitated towards taking parts discarded and attempting to make them into something new. She quickly fell into metal art, learning how to solder and wield from her father, and picking up ideas on how to arrange pieces from her mother. As she grew in her talent, she gain more and more notice. At age 19, she finally got the chance to exhibit at the Tunbridge Fair that she felt that she was reaching the height of her career. She was presenting one of her pieces, a dedication to the Vermont mountain ranges made out of colored metals and pieces. When she revealed it, the reaction was spectacular. Her piece captured the hearts and imagination and love of the Green mountains, and the Glamour swelled, wrapping around her. She gasped, moving back from the stage as her skin grew pail, her fingers longer, and the world brighter to her eyes. When she went to look at a polished peace of metal, she saw her face was stark white, and her normally red hair was now bright like fire. Her Kinain parents were thrilled that their daughter had crystallized and soon engaged the local Kithain to ensure she was fostered properly. Brought into the fold of other Nockers, Taryn was taught how to create from the dreaming’s materials, and expand beyond what she had thought her were her limits. Once she had completed her fosterage, she spent time learning from the local forge master and Nocker artisans, and even a Doughal now and again. Now she is ready to attempt to strike out on her own. Taking an invite from a distant uncle who needed a hand in his own shop, Taryn is arriving to Stark, Florida to strike out on her own.