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All that lives, must eventually die. That which is dead, will then nourish and protect the...
Character Creation
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All that lives, must eventually die. That which is dead, will then nourish and protect the living. This is the great cycle of life, a balance. It is a necromancer's solemn duty to protect this balance.

The words echoed through your mind as you lay in your room on the girl's side of the orphanage. You had read those words in an odd book you found in the public library of all places. No matter what you do, no one else seems to be able to notice the book.

Granted, they might try and take the book away if they could. After all, the magic inside does work. It tires you out, but it does work. You managed to use the spell that created a bone dagger, though your not sure how much you will need that.

You wish you knew who put it in the library, why they did it, and why you are the only person who can see the book. There are so many questions that you have about this book, and you have no answers.

You sigh, as you open the book up once more. Perhaps the answers lay within.

Your Name is...
[ ] Write-in

And you are now a necromancer.


Character Points:
[120]

You may spend Character points on Attributes, Merits, and Maluses

You may have no fewer than 0 points when completing character Creation

Each Character point remaining when completing character creation will be added as 3 skill points

All Attributes must be at a minimum of 5 to prevent story problems.
All Attributes begin at 1(e-), with Point cost going
2(e), 3(e+), 4(d-) - Costing one point each
5(d), 6(d+) - 2 points each
7(c-), 8(c) - 3 points each
9(c+), 10(b-/E--) - 4 points each
11(b/E-), 12 (b+/E) - 5 points each
13(a-/E+), 14(a/E++) - 6 Points each
15(a+/D--), 16(a++/D-) - 7 Points each
17(D), 18(D+) - 8 Points each
19(D++), 20(C--) - 9 Points each
21(C-), 22(C) - 10 Points each
23(C+), 24(C++) - 11 Points each
25(B--), 26(B-) - 12 Points each
27(B), 28(ex/B+) - 13 Points each
29(B++), 30 (A--) - 14 Points Each
31(A-), 32(A) - 15 Points Each
33(A+), 34(A++) - 16 Points Each

Might - A measurement of the amount of physical force you are capable of generating
Finesse - A measurement of the dexterousness and skill that you have
Stamina - A measurement of your brawn and physical durability

Intellect - A measurement of your mental fortitude, wittiness, and wisdom
Appearance - A measurement of how attractive you are
Charisma - A measurement of how personable and approachable you are

Willpower - A measurement of how stout your heart is, and your ability to stick to your beliefs.
Soul - A measurement of how magically powerful you are.
Inertia - A measurement of how well you are able to resist other magical effects

Health - Might + Stamina
Magical Core - Willpower + Soul
Initiative - Finesse + Intellect

Merits
[1 CP] Code of Honor - Since gaining your abilities, you have created a strict personal code that you follow - Write in a Minimum of 3 Rules that you stand by and refuse to break. +5 to resisting all mind control effects. You get an additonal +5 for each additonal 3 rules that you create, however, once one of those rules has been intentionally broken, it changes from a positive bonus to a negative malus.

[1 CP] Loyalty - You are deeply devoted to a person, cause, or ideal, and easily resist attempts to persuade you away from the source of your loyalty. +3 to resisting effects that would place you against the source of your loyalty

[1 CP] Cross Dominant - You have trained yourself to the point where neither hand is particularly stronger than the other. You suffer no Penalties for using your 'Off-hand' and only a minor increase in difficultly for doing different things with both hands at the same time

[1 CP] Born into the Light - Maybe its the way you walk, or perhaps its how you talk, whatever it is those that are considered 'good' will follow your lead. +3 to all social interactions with 'Good' Characters. The Media is less likely to see your actions in a negative light

[1 CP] Marked by Shadows - There's just... something about you, but the scared and shunned, the hated and the feared, they flock to you. +3 to all social interactions with 'Evil' Characters. The Media is more likely to see your actions in a negative light.

[1 CP] Would I lie to you? - You just have one of those faces who people can't believe would tell a lie. Which makes it all the easier to do so. +3 to all acts of lying and deceit.

[1 CP] Green Thumb - It's not that you are good with plants, it's more that they seem to burst into bloom with a single touch.

[1 - 5 CP] Enhanced Senses - One of your fives senses are extraordinarily sharp! For each level choose one of the five senses to enhance.

[1 - 4 CP] Creature Comfort - You seem to have a knack when it comes to animals. They are naturally drawn to you, and while you may not be able to commune with them in the same way you can people, they can still understand some of what you mean by tone, emotion and movement. 1 Point is a single type of animal, 2 points is a single group of creatures, 3 points is all natural animals, 4 points includes spectral animals.

[1 CP] Shining Soul- Your body is brimming with potential, unlike many others, something that brings out those who see you as prize unlike any other.

[2 CP] Moxie - You've got da Mox, kiddo. +5 to all Social Situations involving backbone

[2 CP] Eidetic Memory - You've got a brain like a steel trap! You can accurately recall anything with a successful Int + Will Roll. The more successesthanthe more accurate, and more things you can remember.

[2 CP] With Grace - You are extremely agile and delicate in your movements! +6 to all Dex rolls.

[2 CP] Foreboding Feelings - With a sense like a breath on your neck and fingers running down your back - you simply know. Something bad is about to happen.

[2 CP] Bravery - You gain complete Immunity to Supernatural Fear effects.

[2 CP] Cat-like Balance - +6 to all rolls involving balance

[2 CP] Double Jointed - +6 to all rolls involving flexibility

[2 CP] Silken Voice - You've a voice like velvet with a tongue like silk. +6 to all social actions involving using your voice to your advantage.

[3 CP] Crack Driver - Despite having never even been in the front seat of a ship, you've got what it takes to pick up driving, boating, piloting, whatever for anything you end up in control of as if you were born doing it.

[3 CP] Daredevil - You have an inborn need to take insane risks, and your lucky that you are damn good at living through them. Decreased Difficulty on dangerous feats, and you can ignore a single 1 on those rolls.

[3 CP] Antivenin in the vein - You are naturally hardy and poisons and venoms seem to have less of an effect on you.

[4 CP] Spiritual Well - You are practically brimming with magical energies, a well of power at your fingertips. Treat your Soul as being [INT/2] higher for the purpose of Max Spirit Pool

[4 CP] On Your Toes - You have an instinctual grasp of your surroundings, and it is much harder to catch you off guard than it is other people. Treat your Finesse as being [Fin/2] higher for the purpose of Initiative.

Maluses
[+1 CP] A world in Monochrome - You have been raised by an order of monks with a hatred for the dark side, is there really any way that you could have grown to see the dark side as anything but the Enemy? And worse, you have come to view the world is sharp contrast. Good, and Evil, Right and wrong, and nothing in between. Can not be taken with A world in Technicolor.

[+1 CP] A world in Technicolor - No one is the villain of their own story, and everyone has a reason for what they do. You will ALWAYS try to understand what your enemies are thinking and planning, even when they are trying to kill you, and if you can come to understand them, you will not be willing to kill them. Can not be taken with A world in Monochrome.

[+1 CP, +3 CP] Nightmare - You suffer from horrible nightmares, and have trouble sleeping. You suffer effects from loss of sleep faster than others, and after particularly bad nights, you gain a general -1 to all rolls the following day. Rank 3 - You are more likely to suffer from Nightmares, and there is a chance of Night Terrors, which give a -5 to all rolls that day.

[+1 CP] Over confident - You know you can do everything, and anything, and you are more than determined to prove those who say you can't wrong.

[+1 CP] Airhead - Maybe you have trouble paying attention, maybe your a little forgetful, whatever it is, there is something about you that people have trouble taking seriously. Various alterations to Social rolls

[+1 CP] Deep Sleeper - Good luck trying to get anywhere in the morning. You are near impossible to awaken, and getting to understand what is going on is even harder.

[+1 / 3 CP] Phobia - There exists something out there that you are completely terrified of to the point of madness. 1 point version, you must make a will roll, or be unable to even approach the thing you are afraid of. 3 point version, you must make a will roll, or suffer a minor psychotic break.

[+1 / 3 CP] Shy - You're no social butterfly, that's for sure. -3 to social interactions, and if you are the center of attention it is a -6. The 3 point version is a -5 to social interactions, and a -8 if you are the center of attention.

[+2 CP] Curiosity - You know what they say about Curiosity, but even so, your need to know can override your common sense if you fail a Will Roll.

[+2 CP] Sensation Junkie -You love the feeling of feeling. New things all the time. Make a Will save whenever you get a chance to do something new and interesting, if you fail the save, you have to do it. Watch out for Dares.

[+2 CP] Graceless - You can trip over your feet even when standing still... -6 difficulty to all social situations involving making a good impression.

[+3 CP] Absent-Minded - You have lousy short term memory and commonly get distracted from your goals.

[+3 CP] Loathing - there is something out there which you hate with all the rage of the sun, and when you come across it, everything else falls to the wayside until it is destroyed. +20 to all rolls dealing with whatever is the source of your Loathing, but so long as the target is within your reach, you get -30 to all other rolls.

[+4 CP] Shallow Soul - You do not have the magical energies that one would expect from a necromancer like yourself. Treat your Soul as being [INT/2] lower for Max Spirit Pool
 
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Character Sheet

Alicia Starwood
Stat Human
Sex Female
Height  
Age 9?
Health - Might + Stamina 10
Initiative - Finesse + Intellect 15
Magical Core - Willpower + Soul + (Intellect/2) 22
-=-
Stat Score Rank Description
Might 5 d  
Finesse 7 c-  
Stamina 5 d  
Intellect 8 c  
Appearance 8 c  
Charisma 9 c+  
Willpower 8 c  
Soul 10 b-/E--  
Inertia 8 c  
-=-
Skill Score Rank Description
Academia 7 Neophyte  
Acting 2 Neophyte  
Athletics 1 Neophyte  
Ballistics      
Disguise      
Drive      
Empathy 8 Neophyte  
Etiquette 1 Neophyte  
Expression 5 Neophyte  
Heavy Weapons      
Intimidation      
Investigation 2 Neophyte  
Leadership      
Martial Arts 1 Neophyte  
Medicine 2 Neophyte  
Meditation 2 Neophyte  
Melee      
Occult 7 Neophyte  
Psychology      
Slight of Hand 2 Neophyte  
Streetwise 1 Neophyte  
Subterfuge 2 Neophyte  
Survival      
Technology 4 Neophyte  
Flight      
Necromancy 12 Novice  
Danger Intuition 3 Neophyte  
-=-
Merits and Maluses
Moxie You've got da Mox, kiddo. +5 to all Social Situations involving backbone
Foreboding Feelings With a sense like a breath on your neck and fingers running down your back - you simply know. Something bad is about to happen.
Silken Voice You've a voice like velvet with a tongue like silk. +6 to all social actions involving using your voice to your advantage
Spiritual Well You are practically brimming with magical energies, a well of power at your fingertips. Treat your Soul as being [INT/2] higher for the purpose of Max Spirit Pool
Shining Soul Your body is brimming with potential, unlike many others, something that brings out those who see you as prize unlike any other.
Green Thumb It's not that you are good with plants, it's more that they seem to burst into bloom with a single touch.
Eidetic Memory You've got a brain like a steel trap! You can accurately recall anything with a successful Int + Will Roll. The more successes than the more accurate, and more things you can remember.
A World In Technicolor No one is the villain of their own story, and everyone has a reason for what they do. You will ALWAYS try to understand what your enemies are thinking and planning, even when they are trying to kill you, and if you can come to understand them, you will not be willing to kill them. Can not be taken with A world in Monochrome.
Airhead Maybe you have trouble paying attention, maybe your a little forgetful, whatever it is, there is something about you that people have trouble taking seriously. Various alterations to Social rolls
Curiosity You know what they say about Curiosity, but even so, your need to know can override your common sense if you fail a Will Roll.
Inventory

Bone Dagger



Damage: 1-2
A bone dagger that you made with necromantic magics.
Necromanic Grimore



The Grimore that you learn all of your necromantic and dark magics from, it's your greatest treasure. It even has a built in sheath in the spine to hold a dagger, it's where you keep your bone dagger.
 
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Grimoire
The Book

Bone Creation

- School: Necromany
- Cost: 3
- Spell Lvl: 1

Bone Creation is a spell that creates bones that can be used for a great many of the necromantic spells. All bones made with this spell is geneticaly the same as your own bones, and the default size is about the size of a adult humerus. This can be used to create things that aren't bones, but is made out of bones.

???




 
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[X] Loyalty - The Way of the Necromancers.
119
[X] Cross Dominant
118

[X] Marked by Shadows
117
[X] Would I lie to you? - You just have one of those faces who people can't believe would tell a lie. Which makes it all the easier to do so. +3 to all acts of lying and deceit.
116
[1 - 5 CP] Enhanced Senses - One of your fives senses are extraordinarily sharp! For each level choose one of the five senses to enhance.

I kinda want to get the five point version of this just because.

[X] Creature Comfort - 4CP
112
[X] Eidetic Memory
110
[X] With Grace - You are extremely agile and delicate in your movements! +6 to all Dex rolls.
108
[X] Foreboding Feelings - With a sense like a breath on your neck and fingers running down your back - you simply know. Something bad is about to happen.
106
[X] Bravery - You gain complete Immunity to Supernatural Fear effects.
104
[X] Antivenin in the vein - You are naturally hardy and poisons and venoms seem to have less of an effect on you.
101
[X] Spiritual Well - You are practically brimming with magical energies, a well of power at your fingertips. Treat your Soul as being [INT/2] higher for the purpose of Max Spirit Pool
97
[X] Airhead
98
[X] Shy - 1CP
99

[+3 CP] Loathing - there is something out there which you hate with all the rage of the sun, and when you come across it, everything else falls to the wayside until it is destroyed. +20 to all rolls dealing with whatever is the source of your Loathing, but so long as the target is within your reach, you get -30 to all other rolls.

Restless Dead maybe?

Might - 1 => 6 (-7)
Finesse - 1 => 8 (-13)
Stamina - 1=> 6 (-7)

Intellect - 1 => 8 (-13)
Appearance - 1 => 6 (-7)
Charisma - 1 => 5 (-5)

Willpower - 1 => 7 (-10)
Soul - 1 => 9 (-17)
Inertia - 1 => 8 (-13)

7 leftover points

[X] Born into the Light

6 point, we already are going to have an uphill struggle with the necromancy thing. Probably.
[X] Plan Shadow
-[X] Loyalty - The Way of the Necromancers.
-[X] Cross Dominant
-[X] Born into the Light
-[X] Marked by Shadows
-[X] Would I lie to you? - You just have one of those faces who people can't believe would tell a lie. Which makes it all the easier to do so. +3 to all acts of lying and deceit.
-[X] Enhanced Senses - 5CP - All senses
-[X] Creature Comfort - 4CP
-[X] Eidetic Memory
-[X] With Grace - You are extremely agile and delicate in your movements! +6 to all Dex rolls.
-[X] Foreboding Feelings - With a sense like a breath on your neck and fingers running down your back - you simply know. Something bad is about to happen.
-[X] Bravery - You gain complete Immunity to Supernatural Fear effects.
-[X] Antivenin in the vein - You are naturally hardy and poisons and venoms seem to have less of an effect on you.
-[X] Spiritual Well - You are practically brimming with magical energies, a well of power at your fingertips. Treat your Soul as being [INT/2] higher for the purpose of Max Spirit P-Pool
-[X] Airhead
-[X] Shy - 1CP

-[X] Might - 1 => 6 (-7)
-[X] Finesse - 1 => 8 (-13)
-[X] Stamina - 1=> 6 (-7)

-[X] Intellect - 1 => 8 (-13)
-[X] Appearance - 1 => 6 (-7)
-[X] Charisma - 1 => 5 (-5)

-[X] Willpower - 1 => 7 (-10)
-[X] Soul - 1 => 9 (-17)
-[X] Inertia - 1 => 8 (-13)

1 point leftover.
 
I forgot to make a name. I suck at names though, so I'll leave that up to someone else I guess.

Also, this reminds me of another old quest. Fem!Harry Potter, got into necromancy cause we accidentally'd our way into the ruins of Camelot and got raised by the spirit of Lancelot. Err, Fem!Lancelot.

Really, it's only the necromancer thing.
 
[X]Plan Supreme Soul with Magic Res.

Morgan Jackson
Character Points: 120/120

Might - (d/5) (-6 CP)
Finesse - (d/5) (-6 CP)
Stamina - (d/5) (-6 CP)

Intellect - (d/5) (-6 CP)
Appearance - (d/5) (-6 CP)
Charisma - (d/5) (-6 CP)

Willpower - (d/5) (-6 CP)
Soul - (a/E++ 14) (-43 CP)
Inertia - (b-/E-- 10) (-21 CP)

Health - Might (5) + Stamina(5) = 10
Magical Core - Willpower(5) + Soul(16,5) = 21.5
Initiative - Finesse(5) + Intellect(5) = 10


Merits (-19 CP)
[1 CP] Shining Soul- Your body is brimming with potential, unlike many others, something that brings out those who see you as prize unlike any other.
[2 CP] Eidetic Memory - You've got a brain like a steel trap! You can accurately recall anything with a successful Int + Will Roll. The more successesthanthe more accurate, and more things you can remember.
[1 CP] Cross Dominant - You have trained yourself to the point where neither hand is particularly stronger than the other. You suffer no Penalties for using your 'Off-hand' and only a minor increase in difficultly for doing different things with both hands at the same time
[2 CP] Foreboding Feelings - With a sense like a breath on your neck and fingers running down your back - you simply know. Something bad is about to happen.
[2 CP] Bravery - You gain complete Immunity to Supernatural Fear effects.
[2 CP] Silken Voice - You've a voice like velvet with a tongue like silk. +6 to all social actions involving using your voice to your advantage.
[2 CP] With Grace - You are extremely agile and delicate in your movements! +6 to all Dex rolls.
[3 CP] Daredevil - You have an inborn need to take insane risks, and your lucky that you are damn good at living through them. Decreased Difficulty on dangerous feats, and you can ignore a single 1 on those rolls.
[4 CP] Spiritual Well - You are practically brimming with magical energies, a well of power at your fingertips. Treat your Soul as being [INT/2] higher for the purpose of Max Spirit Pool

Maluses (+5 CP)
[+1 CP] Deep Sleeper - Good luck trying to get anywhere in the morning. You are near impossible to awaken, and getting to understand what is going on is even harder.
[+2 CP] Curiosity - You know what they say about Curiosity, but even so, you need to know can override your common sense if you fail a Will Roll.
[+2 CP] Sensation Junkie -You love the feeling of feeling. New things all the time. Make a Will save whenever you get a chance to do something new and interesting, if you fail the save, you have to do it. Watch out for Dares.

(0/120 CP)

Our name is Morgan Jackson

As stats go, this is heavily focused on soul and magic res while leaving others at the minimum.I assume all other stats are easier than increasing our fucking Soul and Magic Res. Learned a new thing about WW system :D Anyway, It still foceses on Soul and M.R.

We don't have any maluses that put us into danger as all malus perks are what we are going to do.
Our merits make us magical powerhouse and give us decent saves on mundane, social and dangerous research/places/spider-sense-lite.
 
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I assume all other stats are easier than increasing our fucking Soul and Magic Res.
:eyebrow: Umm, no? I'm not sure why you think they would be. Pixie and Luna jailbroke the White Wolf system to make this one. Soul and Inertia are just attributes to be raised.
We don't have any maluses that put us into danger as all malus perks are what we are going to do.
If a QM isn't using or finding ways to make your maluses screw you over, they're doing it wrong or saving it for later.

That being said, Curiosity is probably one of the single most dangerous maluses on the list if the QM is ever feeling mean. Especially if they combine it with a situation where sensation junkie would trigger.

Loathing is probably the only worse one honestly.

Those three get you in danger. Absent-Minded is just a bitch to deal with and might leave one crippled because they can't train properly, among other things, and Graceless just runs on auto-pilot comparatively.
 
:eyebrow: Umm, no? I'm not sure why you think they would be. Pixie and Luna jailbroke the White Wolf system to make this one. Soul and Inertia are just attributes to be raised.

Seeing as I didn't use WW system before at all, forgive me for assuming it :p Still, We are staring with higher soul and higher magic core.It's what my plan focuses on.

If a QM isn't using or finding ways to make your maluses screw you over, they're doing it wrong or saving it for later.

That being said, Curiosity is probably one of the single most dangerous maluses on the list if the QM is ever feeling mean. Especially if they combine it with a situation where sensation junkie would trigger.

Loathing is probably the only worse one honestly.

Those three get you in danger. Absent-Minded is just a bitch to deal with and might leave one crippled because they can't train properly, among other things, and Graceless just runs on auto-pilot comparatively.

Thing is, I chose the maluses that we would, as SV, naturally do.Curious about anything/everything even if it may kill us? Trying, researching, running away from new/shiny things? Yep, we do it.We even sworded ourselves for power-ups.

The only one I chose for extra CP was the deep sleeper and I think we can work around it.We are a Necromancer.We should have undead guarding us.
 
[X] Plan: Defeat Means Friendship!
  • Moxie (-2)
  • Foreboding Feelings (-2)
  • Silken Tongue (-2)
  • Shining Soul (-1)
  • Spiritual Well (-4)
  • A World In Technicolor (+1)
  • Airhead (+1)
  • Curiosity (+2)
    • (-7 total)
  • Might - 5 (-5)
  • Finesse - 7 (-10)
  • Stamina - 5 (-5)
    • (-20 total)
  • Intelligence - 8 (-13)
  • Appearance - 8 (-13)
  • Charisma - 9 (-17)
    • (-43 total)
  • Will - 8 (-13)
  • Soul - 10 (-21)
  • Inertia - 8 (-13)
    • (-47 total)
-117CP total, 3CP leftover
Health -> 10
Magical Core -> 19
Initiative -> 15


Taking Curiosity because I agree with @Maragas that we'll end up acting on it the majority of the time anyway, but I'm definitely willing to change that.

This is a more social build than the other options so far, trading in some physical stats for decent improvements to Appearance and Charisma. IMO there's a couple of reasons for this, but a major one is that as a kid we're going to be spending a lot of time dependent on others for our advancement. By putting in higher social stats, we'll be able to better show our worth to prospective teachers and get aid in advancing in other ways. I've also set soul to be higher than average for the same reason -- having a high baseline magical core should help in convincing people of our worth as students.

Taking airhead/technicolor helps to establish a personality for our character. Willing to drop them, as we still have CP available, but they should both be fun quirks to play around throughout the quest, whereas some of the other maluses don't seem like they would heavily influence our decision making but would heavily influence in game mechanics.

edit: I don't have a name that immediately pops to head, so whatever other people want as a name is good with me.
 
Taking airhead/technicolor helps to establish a personality for our character. Willing to drop them, as we still have CP available, but they should both be fun quirks to play around throughout the quest,
I'd say keep them. That's honestly the best reason to take Merits and Maluses. Mine, for example, is a high natural charisma (Born in the Light and Marked by Shadows), but got stunted by general being withdrawn and "Strange" (because Necromancy and Magic in general) leading to Shy and Airhead. Also, Creature Comfort.

There's also the fact that... I think our normal stat range at our age should be 6~10? It's a bit hard to pin down because muggles might have inertia, but I'm fairly sure they don't have a Soul stat. Or at least never get a chance to raise it up. So effectively they have 1 or 2 less stats they have to worry about period.
 
[X] Plan Shadow 2.0
-[X] Loyalty - The Way of the Necromancers.
-[X] Rekha Sherwani
-[X] Cross Dominant
-[X] Marked by Shadows
-[X] Would I lie to you? - You just have one of those faces who people can't believe would tell a lie. Which makes it all the easier to do so. +3 to all acts of lying and deceit.
-[X] Enhanced Senses - 2CP - Sight and Touch
-[X] Creature Comfort - 4CP
-[X] Antivenin in the Vein - 3CP
-[X] Eidetic Memory - 2CP
-[X] Silken Voice - You've a voice like velvet with a tongue like silk. +6 to all social actions involving using your voice to your advantage. - 2CP
-[X] Foreboding Feelings - With a sense like a breath on your neck and fingers running down your back - you simply know. Something bad is about to happen. - 2CP
-[X] Moxie - 2CP
-[X] Spiritual Well - You are practically brimming with magical energies, a well of power at your fingertips. Treat your Soul as being [INT/2] higher for the purpose of Max Spirit P-Pool. - 2CP
-[X] Curiosity + 2CP
-[X] Phobia - Thunder + 1CP

-[X] Might - 1 => 6 (-7)
-[X] Finesse - 1 => 8 (-13)
-[X] Stamina - 1=> 6 (-7)

-[X] Intellect - 1 => 8 (-13)
-[X] Appearance - 1 => 6 (-7)
-[X] Charisma - 1 => 5 (-5)

-[X] Willpower - 1 => 7 (-10)
-[X] Soul - 1 => 9 (-17)
-[X] Inertia - 1 => 8 (-13)
 
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I'd say keep them. That's honestly the best reason to take Merits and Maluses. Mine, for example, is a high natural charisma (Born in the Light and Marked by Shadows), but got stunted by general being withdrawn and "Strange" (because Necromancy and Magic in general) leading to Shy and Airhead. Also, Creature Comfort.

I'm not sure the point in taking Born in the Light, Marked by Shadows & Shy. It seems like the three of them end up canceling each other out almost entirely, with the net result being a slight malus to us in situations where we are the center of attention. I guess, as part of that, taking Shy and Airhead together also seems like a subpar choice -- taking both of them is going to practically destroy our ability to have good social interactions, because we'll be too shy to initiate and we'll be too airheaded to handle conversations that are initiated very well.
 
[x] Alicia Starwood
[x] Plan Through Fires and Flames
Might 7
Finesse 7
Stamina 10

Intellect 7
Appearance 7
Charisma 6

Willpower 10
Soul 7
Inertia 7

[1 CP] Cross Dominant - You have trained yourself to the point where neither hand is particularly stronger than the other. You suffer no Penalties for using your 'Off-hand' and only a minor increase in difficultly for doing different things with both hands at the same time
[1 CP] Born into the Light - Maybe its the way you walk, or perhaps its how you talk, whatever it is those that are considered 'good' will follow your lead. +3 to all social interactions with 'Good' Characters. The Media is less likely to see your actions in a negative light
[2 CP] Moxie - You've got da Mox, kiddo. +5 to all Social Situations involving backbone
[3 CP] Daredevil - You have an inborn need to take insane risks, and your lucky that you are damn good at living through them. Decreased Difficulty on dangerous feats, and you can ignore a single 1 on those rolls.
[3 CP] Antivenin in the vein - You are naturally hardy and poisons and venoms seem to have less of an effect on you.
[+2 CP] Curiosity - You know what they say about Curiosity, but even so, your need to know can override your common sense if you fail a Will Roll.

3 left
 
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