Particle man, particle man Doing the things a particle can What's he like? It's not important Particle man
Is he a dot or is he a speck? When he's under water does he get wet? Or does the water get him instead? Nobody knows Particle man.
― They May Be Giants, Particle Man
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~ The Good Folk ~
Nock Offs Need Not Line Up
xxxxxAlready having a good time only now arriving in Prospect Madtop has had commissions form the very top of the Fae food chain. Leras himself has asked him to be the Nocker to build the golem that will be place in the new library being constructed in the freehold. After this a few other things have been discussed for trade and coin, step up and get in lone now the points he can spend per month are limited for making things.
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General Forgery and FUBARs
xxxxxHe loves to talk tech and the difference between Nocker forged items and anything any other kith can craft or forge. But most agree and its a simple fact that Nocker made items are superior to any others or they wouldn't had out such sweet warranties on everything with the clause that it wasn't broken by another Nocker item. Chat him up about it and how he is far faster at making things then even most Nockers would be. This doesn't leave out general RP as well.
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~ Mundies ~
General RP
xxxxxTechie and Mechanical t hings are a good lead in or the simple fact someone likes his hat or his vernacular he spouts out. He is very sociable and anything can be talked about really as he loves many different subjects. You may have to think a little about the words he is using as some are completely made up and sometimes replace others and not just describe other ones with a Shatten this and a Farken that.
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~ Treasure ~
Delta-Wave Helmet
Treasure Level: 3
It was designed to look like the mad hatters top hat with the copper ticket in the hatband that has the words "In this Style" in script and 10/6 etched on it and lined with rubber strips and metal foil. It is not only the Mad Hatter day, but also the day that Maddox went through his Chrysalis and has been learning what it is to be a Nocker and the crafts that he can perform. Delta-wave helmets are used to collect various Dream energies, especially ana nomads, to attempt to travel to various Dreamrealms. The helmets also collect strange monads for the casting of the Gilgul cantrip. A Nocker can attune a helmet to collect other energies as well (Intelligence + Gematria, difficulty 9, to do so),
Wearing this Helmet also reduces the difficulty of using Dream-Craft, Infusion and Wayfare Arts by one.
Chimerical Exoskeleton w/ Razor Claws
Treasure Level: 2
Bonuses: Armor: 3 Difficulty (Claws): 4 Damage (Claws): Strength + 2 (Lethal)
The armor is done up in copper that has been made more red, there are black and white diamond patterns painted here and there on the chest, pauldrons and thigh plates. The helmet is the same copper red with a top hat like portion on the top and opens down the front, around the left eye and then crossing over to run along the breather unit at the mouth so that the wearer can unlock and fold back under power and also accommodates Maddox ever present top hat. This particular armor has a very aged Victorian, medieval look to it, with some notable exceptions, a large canister rests high on the back, and rolls over the shoulders of the armor and out, where water vapor is forced to be vented down and back. Thick wires snake down and around the upper arms, making a copper hued design in the icy blue color of the armor itself. The wires on each bicep making top hat outline before forming into hearts, spades, diamonds and clubs, one near each knuckle that is a little overly large where the claws in each hand would extend out in loud chinking sounds and incredibly fast when the operator needs them. Chimerical exoskeletons are large suits of automated metal armor that provide the wearer with protection, and impose fewer Dexterity penalties then conventional armor does. An advanced or larger suit can also increase its wearer's Strength. Chimerical exoskeletons are typically powered by FUBARs and steam-driven hydraulics, as well as ingenious systems of gears, pulleys and counter weights. An exoskeleton is custom made for the client, who may specify the armor's general appearance and any additional features that he/she would like to add. A suit must be activated with one point of Glamour to function for a scene, no matter how many features are built into it.
~ Mundane Treasure (For Nockers) ~
Hatter Sword
Difficulty:.......................6 Damage:...................Str+2 Damage Type:...............L Conceal:...................T
The Hatter Sword is Maddox's personal hand to hand weapon when not crammed into his armor. It is a blade two and a half fee long from pommel to blade tip, one handed and deadly sharp, The cross guard is in the shape of a top hat, providing a stylized basket guard for the hand, and the blade extends out of the top of the hat. In the real world it appears as nothing more than a walking cane with a dark-green velvet hat handle on top with a wide pink hat band with trailing pink cloth dangling.
Hatter Auto Shotgun
Damage:......................8 Range:.........................20 Rate:.........................3 Clip:.............................8+1 Conceal:...................T
The shotgun is very ornemtal and looking like something that came out of a Buck Rogers movie mixed with Alice in Wonderland done in copper and wood. The handle is all wood with the main mechanical parts made of a metal that looks like copper in color mostly, the end of the barrel a top hat that the brim flares out, a wedge on the top cut out of the brim and formed into a site line for the site further back. Words written on the left side down the barrel read, "It isn't a fucking rabbit I'm pulling out of this hat" And on the right it reads, "Don't ask how deep; ask how fast your ass needs to move to dodge it". In the real world the shotgun looks like a copper courier tube that is two feet long that he keeps under his trench coat.
~ Golem ~
Name: HARE (Hydraulics Accelerated Robotic Eco-accomplice)
Glamour: 5
Physical:
Strength: 5 Dexterity: 5 Stamina: 5
Willpower: 1
Health Levels: 8
Abilities: Crafts: 3, Brawl: 3
Redes:
Aggravated Damage: Chimera may use this Rede in tandem with the Wyrd Rede (see below) to cause aggravated, real-world damage.
Shapeshift: The Golem can change its appearance in almost any way it desires. It may appear to grow larger or smaller. It may turn into a creature of dazzling beauty or a monstrosity from the Nightmare Realms. This image is completely illusionary, and gains no additional abilities from this Rede. This power affect all five senses, but cannot be used to cause damage with illusionary weapons. Use Cost: 1 per shape change
Traverse Dreaming: This Rede allows the golem to travel to the mortal world from the Dreaming, or to enter the Dreaming from the mortal world. The Golem can travel only through established trods and portals, though some travel chimerical trods known only to their kind. Use Cost: 1
Wyrd: A Golem that invokes this Rede becomes a solid creature in the real world and can cause physical damage. Use Cost: 1 Willpower per scene.
Description: The original form of this Golem looks like a copper colored steam powered round and smooth except for the copper rivets where the seams split it from where arms, legs and top hat head with Rabit ears. The seams and indented spaces all ow the arms legs and head to fit into the rounded body for ease of movement on a ball form fashion that also has a large pocket watch display that shows the gears and workings inside the Golem. The golems hands can slip into the arms and produce some commonly used tools for use as an assistant to Maddox's creations and help cut down on time for mundane building tasks.
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~ Notable Quotes ~
Craig Fergusen
- "For every Obiwan you have you got to have your Fucking Jar Jar Somewhere."
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~ Merits ~
Crafting Aptitude
- -2 the the difficulty of all Crafting rolls.
Mechanical Aptitude
- -2 the the difficulty of all mechanical type rolls.
Ambidextrous
- You are equally dexterous, or nearly so, with both hands, and use your "off" hand at no penalty. Difficulties to do two different tasks at once (one with each hand) are at +1 for both rolls.
Cat-like Balance
- -2 difficulty to rolls relating to balance.
Higher Purpose
- All changelings have some vision of their path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with the Storyteller.
Madtop believes that FUBARs are the way of the future that they are what will save the Fae with the Winter encroaching on the Autumn and that the fear of what Nockers create is not bringing on the banality, but that it will help defeat it and keep Glamour in the world.
Speedy Hammer
- You are a fast and talented worker, even for your kith. When building or repairing something the difficulty of your craft roll is reduced by one. Additionally, you require one to three fewer success on an extended rolls required when working on large or complex projects. This merit also reduces the difficulties of all mining rolls by two.
~ Flaws ~
Alien Appearance
- His eyes remain the same color in human and Fae mien, bit also he has bright orange hair in his Fae form and not the characteristic white.
Compulsion
- Has to fix things if they are broken, gets twitchy if he can't get his hands on the broken machinery he has come across..
Obsession
- Hats, he loves hats, he has to comment to anyone that has one on and address any in a good way if they complement his, but it's fighting words if they put it down.
Offensive to Animals
- or some reason, animals fear you or just don't like you. Add 2 to your difficulty or subtract 2 dice from rolls involving interacting with animals.
Youthful Appearance
- You look like you're still in high school. You always get carded at bars and often have to produce identification even to buy cigarettes. In order to gain entry to clubs, concerts, bars or to purchase alcohol, you need to present a valid-looking ID.
~ Birthrights ~
Forge Chimera
- Nockers can create simple, nonliving chimera. If an artisan has basic working knowledge of how a device operates, she can conceive of how to build a better version. In general, her creation cannot involve electricity, magnetism or chemical reactions, though Storytellers can feel tree to allow Nocker characters to break this rule for extremely creative devices.
- To create chimera, the Nocker needs raw chimerical material and a forge or machine shop of some kind. The creative process is represented by extended rolls of Intelligence + Crafts. The difficulty and number of successes depends on the size and complexity of the project. With five successes at a difficulty of 5 a Nocker can create simple items (doors, baseball bats); 10 or more successes at a difficulty of 9 can result in large or highly complex items (siege engines, semi-automatic knife-throwers, and so on).
- Nockers must have some degree of privacy when constructing chimera. While it is possible for Kithain to be present,: a Nocker cannot work with chimerical materials in the presence of mortals.
Fix-It
- Nockers are masters of machines, and everyone knows it. A few harsh words or well-tinned threats can intimidate a malfunctioning machine into working properly. A Nocker can fix nearly any mechanical device, by making a successful Intelligence + Crafts or Intimidation roll. The difficulty can range from a 5 (for simple, familiar problems) to as high as 10 (complex machine that's really acting up). This takes time and a lot of hostility, but Nockers generally have both in spades.
- Many a balky engine-block has been frightened into working properly by a Nocker simply growling at it.
- In addition, Seelie and Unseelie craft persons can choose different specialties during character creation. Seelie can choose one anachronistic device (waterwheels, steam engine, pully systems) and get a -1 difficulty on any roll to fix, manipulate or control that device. Unseelie get the same bonus with one type of high-tech or modern device.
- This Birthright functions normally when in the presence of Mortals.
- Anachronistic Device: Steam Engines.
Flaw
- Nockers are cynical because they're such perfectionists. They can always see ways for things to work better, but they can never quite achieve their ideals. Some say this is a curse from the First Artisan; others claim it's a karmic debt for their attitude problem. Regardless, anything a Nocker creates will have one trivial (but irreparable) flaw. This serves as a constant frustration to; the artisan who's crafted it. Even if the Nocker scored five or more successes on a creation roll (a complete success), there will still be an elusive, annoying fault.
Quote
Yeah, that's what you think! What would you know about @#&*? I don t take advice from someone who smells as bad as you do! Now either quit stinking the place up, or have a bath in my scrubbing machine.
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