Campaign:Equinoctial/Lobsterman
Name: Lobsterman
Concept: Boogeyman of Maine
Seeming: Beast (spend glamour to add to presence and composure, 8-again with animal ken, specialty with lobsters, no rerolling tens with intelligence, -4 untrained penalty to mental skills)
Kith: Swimmerskin/Hardshell (1/0 armor, 1 glamour to turn one bladed weapon attack into bashing, +3 to defense with willpower, hold breath for 30 minutes, swim at full speed)
Entitlement: Scarecrow Ministry
Court: Autumn
Chronicle: Equinoctial
Attributes
- Mental Attributes
- Intelligence: ●●
- Wits: ●●
- Resolve: ●●
- Physical Attributes
- Strength: ●●
- Dexterity: ●●
- Stamina: ●●●●
- Social Attributes
- Presence: ●●
- Manipulation: ●●●
- Composure: ●●
Skills
- Mental Skills
- Crafts (Traps): ●●●●
- Investigation: ●
- Occult: ●● [His Own Legend]
- Politics: ●
- Physical Skills
- Athletics: ●●● [Swimming]
- Brawl: ●●●● [PINCHY HANDS]
- Stealth: ●● [Lurking Beneath The Waves]
- Survival: ●●●
- Weaponry: ●●●● [Spears]
- Social Skills
- Animal Ken: ●●●● [Lobsters]
- Empathy: ●
- Intimidation: ●●●
Merits
- Dual Kith ●●
- Hedge Gate Sense ●
- Mantle (Autumn) ●●●●
- Lethal Mien ●●
- Soul Sense ●●
- Volatile Mien ●●
- Long of Days ●● [Bonus]
- Hob Kin ●● [Bonus]
- Token ●●● [Bugbear Mask, from Entitlement]
- Strong Lungs ●●●
- Iron Stamina ●●● [Motley]
- Court Goodwill [Equinox] ●●
- Court Goodwill [All Others] ●
Advantages
Willpower: ●●●●
Virtue: Charity
Vice: Wrath
Initiative: 4
Defense: 2
Armor: 1/0
Speed: 9
Clarity: 4
Wyrd ●●●
Glamour/per turn: 12/3 (out of 12)
Health: □□□□□ □□□□
Contracts
- Fang and Talon (Lobsters) ●●●●
- Tongue of Lobster
- Cost: 1 Glamour
- Roll: Wyrd + Animal Ken, instant action
- Catch: Lobsterman gives the lobster a new name.
- Dramatic Failure: Lobsterman angers or frightens the lobster and cannot use the clause again for one scene.
- Failure: No communication occurs.
- Success: Lobsterman can speak lobster for a scene.
- Exceptional Success: Lobster loev Lobsterman and volunteers help or information as best as its tiny lobster brain can allow.
- Lobster's Keen Senses
- Cost: 2 Glamour
- Roll: Wits + Wyrd, instant action
- Catch: Lobsterman can see or touch a lobster.
- Dramatic Failure: Lobsterman gets -1 to Perception rolls for a scene.
- Failure: Nothing happens.
- Success: Lobsterman gets +4 to all Wits rolls relating to perception.
- Exceptional Success: An additional +1 to wits-based perception rolls.
- Haunting Cry of the Lobsterman
- Cost: 2 Glamour
- Roll: Wyrd + Animal Ken, instant action
- Catch: Lobsterman asks the lobsters to guard or watch his dwelling.
- Dramatic Failure: LOBSTER UPRISING! The lobsters attack or catastrophically misinterpret Lobsterman.
- Failure: Nothing happens.
- Success: Up to a dozen lobsters follow Lobsterman's commands.
- Exceptional Success: Lobsterman can spend one glamour to communicate with the lobsters telepathically for one day, and has an empathetic link to them.
- Tread of the Scuttley Legs
- Cost: 2 Glamour
- Roll: Dexterity + Wyrd, instant action
- Catch: Lobsterman is touching a lobster.
- Dramatic Failure: -1 Speed for a scene
- Failure: Nothing happens.
- Success: Lobsterman can swim at normal speed (which he already can) and can hold his breath ten times his usual limit for one scene.
- Exceptional Success: The enhanced movement lasts until sunrise or sunsset, whichever comes first.
- Carapace of the Dire Lobster
- To be written
- Stone ●●●●●
- Might of the Terrible Brute
- Cost: 1 Glamour
- Roll: Strength + Wyrd, reflexive
- Catch: Lobsterman is fighting multiple opponents with his bare hands.
- Dramatic Failure: Lobsterman overextends, and gets -2 to his next Strength action.
- Failure: Nothing happens.
- Success: Successes add to the next Strength roll taken.
- Dramatic Success: 8 again to the next Strength roll.
- Ogre's Rending Grasp
- Cost: 2 Glamour
- Roll: Strength + Wyrd, instant
- Catch: Lobsterman is trying to remove a barrier, like a door or wall.
- Dramatic Failure: Lobsterman strains something, and gets -2 to his Strength rolls for the rest of the scene.
- Failure: Nothing happens.
- Success: Lobsterman removes one point of Durability from a targeted object per success, which lasts until the end of the scene.
- Dramatic Success: No additional benefit.
- Display Grandiose Might
- Cost: 2 Glamour
- Roll: Athletics + Wyrd, instant
- Catch: Lobsterman is using this for the express purpose of showing off.
- Dramatic Failure: Lobsterman seriously pulls something, and has half Strength for the rest of the scene.
- Failure: Nothing happens.
- Success: Lobsterman adds his Wyrd to his Strength for non-combat purposes for the rest of the scene, or until he takes violent action.
- Dramatic Success: Lobsterman gains 9-again to applicable Strength rolls.
- Gluttonous Feast of Health
- Cost: 3 Glamour
- Roll: Stamina + Wyrd, instant
- Catch: Lobsterman is offered a large amount of food by a stranger.
- Dramatic Failure: Lobsterman eats way too much and takes a point of lethal damage.
- Failure: Nothing happens, aside from Lobsterman getting bloated.
- Success: Each success converts two lethal to two bashing, or one aggravated to two bashing. Lobsterman must spend at least an hour stuffing his face before using this contract.
- Dramatic Success: No additional bonus.
- Red Rage of Terrible Revenge
- Cost: 3 Glamour + 1 Willpower
- Roll: Resolve + Wyrd
- Catch: Lobsterman is avenging a loved one being gravely injured or killed.
- Dramatic Failure: Lobsterman loses his cool and gets -2 to all actions until the end of the scene.
- Failure: Nothing happens.
- Success: Lobsterman becomes an unstoppable juggernaut of rage. Each success adds one to his Initiative, Strength, Stamina, armor, and negates one point of wound penalties. He will never retreat unless facing overwhelming odds, cannot dodge, and seeks victory over his foes at all costs.
- Dramatic Success: No additional benefit, but one isn't really needed.
- Den ●
- Tresspasser's Spoor (p. 19 Winter Masques)
- Cost: 1 Glamour
- Roll: None
- Catch: Lobsterman must write his name in bloodied chalk on an entrance to his territory.
- Lobsterman gains Wyrd+2 dice to his Perception rolls so long as he is within his territory (the Lobster Isles). This effect fades if he is outside his territory for more than five minutes.
- Wild ●●●●
- Wildwalker
- Cost: 1 Glamour
- Roll: Wyrd+Survival, Instant
- Catch: Lobsterman spent the last night sleeping outdoors.
- Dramatic Failure: -Wyrd to all rolls for a scene.
- Failure: Nothing happens.
- Success: For each success on the roll, Lobsterman ignores one -1 penalty due to environmental penalties such as fog, rain, branches, mud, and the like.
- Exceptional Success: Successes are their own benefit.
- Nature's Curse
- Cost: 1 Glamour
- Roll: Wyrd+Intimidation, Instant
- Catch: The target is carrying a gun.
- Dramatic Failure: The target gains +1 to all rolls.
- Failure: Nothing happens.
- Success: All environmental penalties the target is suffering increase by 1 per success, but individual penalties cannot be increased by more than a factor of two. If the target is not suffering any penalties, they get a -1 penalty.
- Exceptional Success: The maximum increase of a penalty increases by 1. If the target has no penalties, they get a -2 penalty.
- Viridian Embrace
- Cost: 2 Glamour
- Roll: Wyrd+Survival, Instant
- Catch: Lobsterman is attempting to come to the aid of a mortal.
- Dramatic Failure: Lobsterman gets -2 to all rolls involving perception, movement, or stealth.
- Failure: Nothing happens.
- Success: Lobsterman's rolls for perception, movement, or stealth get a +1 bonus per success for the next scene. His Speed also increases by 1 per success. Lobsterman must be outside or in the presence of a large number of plants to use this clause.
- Exceptional Success: Successes are their own bonus.
- Calling Wind and Weather
- Cost: 3 Glamour
- Roll: Wyrd+Presence, Instant
- Catch: At least a dozen mortals have asked Lobsterman to provide the weather, or at least hope he does.
- Dramatic Failure: The weather does the opposite of what Lobsterman wants.
- Failure: Nothing happens.
- Success: Lobsterman can change the weather so long as the change is not improbably extreme (e.g. a snowstorm in the desert). This can change any amount of area from one square mile to a large town or small city. Successes determine how fast it arrives and how long it stays: Three hours/One hour, One hour/Three hours, 30 minutes/Eight hours, Ten minutes/One day, Three minutes/Three days.
- Exceptional Success: Nothing beyond benefits of high successes.
Polly
- Int 2/Wit 2/Res 3
- Str 3/Dex 3/Stam 3
- Pre 0/Man 2/Com 3
- Skills: Investigation 1, Occult 3, Athletics 4, Brawl 4, Stealth 4, Survival 4, Animal Ken 4
- Willpower: 6/6
- Speed: 7
- Virtue: Temperance
- Vice: Sloth
- Size: 2
- Health: 5
- Defense: 2
- Initiative: 5
- Glamour: 12/12, 3 per round
- Wyrd: 3
- Contracts: Stone 5, Hearth 1
- Attack: Lobster Pinch 7 bashing
Attacks
- Pinch-Fu 7 lethal
Possessions
- Bugbear Mask
XP and Progression
- 10 EXP from Clarity droppage
- 8/10 EXP for Hedge Gate Sense
- 4/10 EXP for Soul Sense
- 7/13 EXP for 3/25, Party-Crashing
- 1/13 EXP for Strong Lungs
- 6/19 EXP for 4/1, Fuck Slavery
- 3/19 EXP for Empathy 1
- 6/22 EXP for 4/15, Fetch Dickery
- 10/26 EXP for 4/29, The Room
- 12/28 for 5/6, in absentia
- 16/32, prelude
- 18/34 for 5/13, Rusty Earl
- 20/36 for 5/20, Too Many Words
- 21/37 apology exp
- 1/37 EXP, Fang and Talon 5
- 3/39 EXP for 6/3, Damn Kids Get Off My Beach
- 5/41 EXP for 6/10, Loots
- 6/42 EXP for 6/17, in absentia
- 8/44 EXP for 6/24, Boatin'
- 10/46 EXP for 7/1, LOBSTERMAN IS SO LONELY
- 12/48 EXP for 7/8, My Motley Is Fucking Nuts
- 17/53 EXP for 7/22, Fucking Books How Do They Work
- 19/55 EXP in absentia
- 22/58 EXP for 8/5, Liquor Handling Champion
- 24/60 EXP for 8/12, Diner Days
- 0/60 EXP for Contracts of the Wild 3
- 4/64 EXP for 9/2, They See Me Trollin'
- 7/67 EXP for 9/9, Market Time
- 9/69 EXP for 9/16, More Market Time
- 11/71 EXP for 9/23, Bugpack
- 13/73 EXP for 9/30, Morpha Punching
- 1/73 EXP for Hedge Beast Companion 3
- 6/79 EXP for 10/7, Punching Fae In The Face
- 8/81 EXP for 10/14, Pissing Off Bitches
- 10/83 EXP for 10/21, I Hate Ghost Boats
- 13/83 EXP for 10/28, LOBSTER ARMY
- 18/88 EXP for 11/4, Pirate Battle
- 20/90 EXP for 11/12, EXTREME DRINKING
- 22/92 EXP for 11/18, Fuck You Eibon
- 25/95 EXP for 12/2, Niben Times
- 27/97 EXP for 12/9, Hat Investigating
- 30/100 EXP to catch up
- 14/100 EXP for Contracts of the Wild 4
- 2/100 EXP for Crafts 2 (Traps)
- 7/105 EXP for 12/16, WE'RE ALL GONNA DIE
- 17/115 EXP for 12/30, Holy Shit We Didn't Die
- 8/115 EXP for Survival 3
- 11/118 EXP for 1/6, Underworld Trek
- 14/121 EXP for 1/13, More Underworld
- 17/124 EXP for 1/20, FFFFFFFFFFFFFF
- 20/127 EXP for 1/27, A Goddamn Warzone
- 23/130 EXP for 2/3, Black Ops
- 28/135 EXP for 2/10, Spring's Revenge
- 33/140 EXP for 2/17, Underworld Escape
- 33/140 EXP for 2/24, Hollow Gifts
- 35/142 EXP for 3/3, Dan's Keeper
- 37/145 EXP for 3/10, Aegis Kai Doru
- 39/147 EXP for 3/17, Woof Scouts
- 42/149 EXP for 3/24, Open Hearth Surgery
- 46/153 EXP for 3/31, Hunting Warwelfs
- 6/153 EXP for Stone 4
- 11/158 EXP for 4/7, Massacre
- 14/161 EXP for 4/14, Interrogating The Wolf
- 16/162 EXP for 4/28, Movie Night
- 19/165 EXP for 5/5, Dungeons And Derps
- 24/170 EXP for 5/12, Traps Ahoy
- 26/172 EXP for 5/19, Visions
- 29/175 EXP for 5/26, LOBSTERWOMAN!?
- 30/176 EXP for 6/2, Do Not Taunt The Lobster
- 10/176 EXP for Stone 5
- 14/180 EXP for 6/9, RAGE
- 18/184 EXP for 6/16, Plot Bombs
- 20/186 EXP for 6/23, Vampire Plotan
- 22/188 EXP for 7/14, Maskan
- 26/192 EXP for 7/21, THIS WAS A BAD IDEA
- 33/199 EXP for 7/28, IT BEGINS
- 12/199 EXP for Crafts 4
- 15/204 EXP for 8/4, Bunkering Down
- 3/204 EXP for Weaponry 2 (Spear)
- 7/208 EXP for 8/11, God of Fear
- 15/216 EXP for 8/18, Feeding God To The Wyrm
- 18/219 EXP for 9/1, Spring
- 19/222 EXP for 9/8, Discussion
- 22/225 EXP for 9/22, The Great Mask Heist
- 1/225 EXP for Weaponry 4
- 5/229 EXP for 9/29, Paradox Monster
- 8/232 EXP for 10/6, Dream Warriors
- 8/232 EXP for Contracts of Fleeting and Eternal Autumn 5, A Chat With Autumn
- 11/235 EXP for 10/20, Arcadia