Lisa Jenkins

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Lisa Jenkins

Concept: Sneaky files clerk

Aspirations

Short-Term Aspiration:

Short-Term Aspiration:

Long-Term Aspiration:

The Curse

Entanglement:

Curse Dice:

Damnation

As ceaseless predators, Primal feel the impulse to snarl, snap, lash out, and exert their primacy, no matter their surroundings. This may take the form of mental belittlement, social intimidation, or physical assault, with different impulses present in each Family’s Creature. Any time the character’s curse dice pool reaches 0, the need to exert themselves as a force of nature takes over. The character shifts into a wild form heavily influenced by the Creature, being an elemental beast at its most mind-fracturing (imposing the Dazed status effect on any mortal who witnesses the shift if their bond rating with the Primal is lower than 2). The player assigns shifts based on the character’s Major Path. She suffers a Major Complication on her next action. If not bought off, the Creature dictates the kind of aggressive impulse the Primal should take. She cannot gain curse dice until this Damnation is resolved

Resolution:

The Primal must satisfy the elemental Creature’s impulse. She must complete an action that imposes at least 1 injury and a status effect that differs depending on her Major Path. Completing this action allows her to revert to her human form. The Primal recovers 1 curse die and resolves her Damnation. If the action inconveniences her crew, she gains 1 Momentum as well.

Inheritance

The Creature heightens a Primal’s senses, driving them to curiosity and exploration. These exceptional hunters and trackers can’t miss the smallest clues. When taking an action to hunt or track a target, add the Primal’s Entanglement as hits that apply before the roll. Additionally, the first time in a session a Primal gains a piece of evidence, they may gain a second without spending anything.

Torments

Accursed Torment


Personal Torment


Spells

Spell Cost Attunements Effect Advances

Lineage/Family Special Traits

Attributes

Intellect: '

Cunning: '

Resolve: '

Might: '

Dexterity: '

Stamina: '

Presence: '

Manipulation: '

Composure: '


Skills

Artistry (F): '

Athletics: '

Close Combat (L,F): '

Culture (R): '

Empathy (L,R): '

Enigmas: '

Esoterica: '

Larceny: 0

Leadership: '

Medicine: 0

Persuasion(L,F,R): '

Pilot: 0

Ranged Combat: 0

Science: 0

Survival: 0

Technology: 0

Other Traits

Defense

Integrity

Injuries

Armor ---

Bloodied OO

Wounded OO

Maimed OO

Near Death O

Taken Out O

Edges

Contacts

Bonds

Bond - 0 notes

Gear

Paths

Primal (Major) Sphinx (Minor)

Role

Path Skills: Athletics, Close Combat, Science

Path Attributes: Mental 2, Physical 6, Social 2

Extra Skills:

Backstory