Sleepless Detective

Yellow...'s page

59 posts. Alias of goodwicki.


Classes/Levels

of the Five Fathers and Ten Secrets; the Awakened Dream

About Yellow...

Yellow, in progress

Name "Yellow"
Chronicle Dunwall
Nature Visionary
Essence Dynamic
Demeanor Deviant
Tradition NA
Concept Living Dream
Cabal

Freebie Pts:

Freebie Pts Total 35
Freebie Pts Spent 34
Details, ex: Strength 5 pts

XP:

Max Trait Rating ●●●●●
XP Earned 0
XP Spent 0

XP Expenditures


Arete ●●● 8 FB
Willpower ●●●●●
Quintessence: ●●●
Paradox:

Attributes:

Attributes (7/5/3)

Physical 5
Strength ●● Dexterity [Fluid] ●●●●● Stamina [Tireless] ●●●

Social 7
Charisma [Magnetic] ●●●●● Manipulation ● Appearance [Awe-Inspiring] ●●

Mental 3
Perception ● Intelligence ● Wits [Intuitive] ●●●●

Abilities:

Abilities (13/9/5)

Talents 13
Alertness
Athletics [Acrobatics] ●●●●
Awareness [Resonance] ●●●●
Brawl
Dodge - Now a function of Athletics
+Empathy - ie Sense Motive ●
Expression [Metaphor] ●●●●
Intimidation
Leadership
Streetwise
Subterfuge

Skills 9
+Animal Ken
Crafts
Drive - not relevant to campaign
Etiquette [Spirits] ●●●●
Firearms
Meditation - really just slows down gameplay
+Larceny - criminal skills; lock picking, safecracking, forgery, sleight of hand, finding holes in security, + setting up security (ie defending against these acts)
Melee [Improvised Weapons] ●●●●
Performance ●
Stealth
Survival
Technology

Knowledges 5
Academics
Computer - not relevant to campaign
Cosmology - combine with Occult
Enigmas [Symbols] ●●●●
+Finance/Commerce
Investigation
Law
Linguistics
Medicine
Occult ●
+Politics
Science


Spheres:

Spheres (6)[/ooc] 14 FB

Correspondence
Entropy
Forces
Life
Matter
Mind ●●●
Prime ●●
Spirit ●●●
TIme

Resonance (1)

Dynamic ●
Entropic
Static

Foci

Mind: the color blue, caves/subterranea (un/subconscious mind), attics/cellars (memory), heights (abstract thought)
Prime: the color white/silver, quaternity,
Spirit: reflective surfaces (especially water and mirrors), liquid (especially water), feathers, birds


Rotes:


Backgrounds:

Backgrounds (5) 4 FB

Arcane ●●●●●
+Allies
Avatar not relevant to campaign
Contacts
Destiny
Dream ●●
+Fame
Influence
Library
Mentor
Node
Resources
Wonder ●● (dark goggles)


Merits & Flaws:

Merits 8 FB
Light Sleeper ●●● (Does not sleep)
For three points, your mage is truly sleepless. You may suffer penalties from exhaustion, but he does not need shut-eye... the only time your mage sleeps is if he's drugged or beaten unconscious.

Natural Channel ●●●
Your mage is a natural weak point in the Gauntlet between worlds. The difficulty to use magic to pierce it is one less, and spirits react a bit more favorably to the mage. If your mage finds an especially weak spot in the Gauntlet (with Awareness or Spirit 1), he can step between worlds without magic.

Unaging ●● (Does not age)
Your mage does not age, ever... she remains unchanged as the years pass by, save for scars and accumulated knowledge.

Flaws +20 FB

Primal Marks ●● (Bright irises - one yellow, the other white)
Alternately, your mage may just look the part of her profession too well. Students of ancient lore recognize these signs, and your mage may easily become the victim of witch-hunters. However, some witches, changelings, shapeshifters, and others may accord you more status in their societies if you "look the part."

Compulsion ●●●● (Supernatural; cannot remember proper names)
There is something your mage is compelled to do or not do, and whether or not he likes this fact is immaterial. This Flaw may be psychological, physiological or supernatural in nature. However, if it's physiological or supernatural, it doesn't matter how willing the mind is, since the spirit is bound or the body is crippled, and he is unable to do this thing no matter how hard he tries. The Flaw is worth two extra points if such is the case.

The Bard's Tongue ●
Your character speaks the truth, uncannily so. Things he says tend to come true. This Flaw is not a facility for blessing or cursing, or an Effect ruled by any conscious control (use Time 2 instead.) However, at least once per story, an uncomfortable truth regarding any current situation will appear in your character's head and come out his mouth. To avoid speaking prophecy, the owner of this "gift" must expend a Willpower point and take a wound of one bashing health level from the strain of resisting (especially if he bites a hole in his tongue.)

Foe ●●● [From the Original Yellow]
An enemy from a past life wants to do you harm. A -1 version of this flaw is approximately as powerful as the pc while -2 is approximately twice as powerful as the PC while a -3 foe is incredibly powerful. The enemy does know why they hate you.

Curiosity ●● [From all Yellows]
You are a naturally curious person, and find mysteries of any sort irresistable. In most circumstances, you find that your curiousity easily overrides your common sense. To resist the temptation requires a Will roll versus a varying difficulty depending on the task.

One Eye ●● [From Veteran Yellow]
Your character is missing an ear or eye, or else has suffered damage or a birth defect that makes such an organ useless. The difficulties of all Perception rolls with the appropriate sense increase by 2. Furthermore, a character with one eye increases the difficulty of all rolls involving depth perception by 1 (including ranged attacks).

Sensation Junkie ●● [From Punk Yellow]
To you everything is an endless source of stimulation and sensation that you want to continue to experience. You stop and smell the flowers, or make love to a beautiful woman. Whenever you are offered a chance for a new or wonderful sensation make a Will roll (difficulty depending on how dangerous it is and how badly you need to be elsewhere).

Faust's Burden ●●● [From Wizard Yellow]
Either your mage or one of her prior incarnations cut a deal with a potent Umbrood, and now she must uphold her end of the bargain. For three points, your mage owes a significant service to this creature. This service might include a dangerous quest in its name, the freedom to possess you at any time of its choosing thrice in your life, or frequent sacrifices of property or Tass.

Babbling Brook/Long-Winded ● [From Gentleman Yellow]
You have to comment on everything; you can't seem to stop talking. In highly stressful situations you may need to make a Willpower roll to fall silent.

Description:

History:

The warmth of the Sun and sound of trickling water gently wake him from a deep slumber. Blinking away the sleep from his eyes he finds himself in a small clearing in an unknown wood. Surveying the area he finds a well-kept path leading to the north, one he feels compelled to take. It slopes upward until he finds himself at the top of a hill. Sitting in a circle around a small campfire he sees himself - five times over. As he approaches the nearest him stands, and with a gesture of his hand he bids himself join the circle.

"Welcome, we have been waiting for you."

He is him, much older. Closely cropped white hair frames his weathered face, his left eye scarred shut, his left hand brass clockwork.

He sits down within the circle and studies himselves. Each of him meet his gaze a give a nod of acknowledgement, and looking clockwise around the circle he notes he gets progressively older in appearance; he realizes he is simultaneously the youngest and the oldest of all of him, which seems not at all a contradiction.

To his left he wears dark goggles and a yellow scarf, his skin a curious purple. Next he sports a top hat and monocle, a cane laid on his lap, a handlebar mustache on his lip. Then he wears tattered vest and pants, head shaved but for a lengthy strip of hair stretching front to back down the middle, piercings sprinkled between strange tattoos that slither and reshape themselves of their own accord. Finally, next to elder him, shapeless grey vestments conceal him except for his eyes, which glow a vivid yellow.

Seeing that he's acclimated himself, he stands, his scarred eye itching as it always does in times of peril.

"We are gathered here by the will of The Throneless King. He has bent the Dreaming to His will so we may converse with ourselves for this first - and last - time. We have learned something meant not to be known, and thus have allowed things long undone to once again be." All of him turn his head to regard him, the last in attendance.

"All of us save you. Do you understand?"

He nods as the story forms in his mind. The gods employed the demon, the demon... ?... the demon of murder to undo a rival god, to kill this god so thoroughly that it would have never been. The Untimely Death did so by cutting the tongues from the mouths of all who knew the god's name so it could not be spoken, by erasing the name from every writing in which it appeared. The god simply ceased to be; however if it's name was ever spoken or written again, so to would it again be.

"These things are for our Lord to know, but not for us. We have set the end of everything in motion; the undoing of reality can only be stopped by the undoing of us five." He sweeps his arm, his metal hand indicating all of him save the new attendee. Saddened, he nods his heads in understanding.

"You will endure, for we have dreamt you into existence. Into you our patterns will flow and we will become one. Our Lord has shown this to be the way. You will be dream made flesh, and as such will never dream as mortals do. But you will forever be able to travel here entire - body, mind, and soul - be it through the doorways or your own magical means.

"Come now, we must hasten, for the Undoing is near. The Witness has allowed each of us to share two secrets, unrelated to the Undoing, to help you survive. Then our patterns will merge and you will be whole."

One by one he approached, grasping his hand, whispering his secrets in his ear, and slowly fading out of existence. With the passing of each if him he feels himself grow more... real. The penultimate him removes his goggles to reveal sparkling eyes set in circles of pink skin and whispers his secrets. As he begins to fade away he removes his bright yellow scarf, placing it around his neck.

"We have no name, nor do you - we do not define you, so that you may define yourself." Now little more than a shadow, he smiles. "But others may know you as Yellow." He winks and is gone, leaving himself alone atop the hill.