Maddox/Merits and Flaws
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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.