Difference between revisions of "Hexen Ward: Character 1"

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(Character Quote)
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[[File:Metermann.png|250px]]
 
[[File:Metermann.png|250px]]
 
==''Character Quote''==
 
==''Character Quote''==
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"A watch that can't be opened to change out the gears is a bad watch. Everything breaks, everything needs to be fixed - or improved."
  
 
==Attributes [[file:d6a.png|32px|d4]][[File:Arrow03.png|24px]]==
 
==Attributes [[file:d6a.png|32px|d4]][[File:Arrow03.png|24px]]==

Revision as of 08:29, 7 February 2024

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Silas Woof

Metermann.png

Character Quote

"A watch that can't be opened to change out the gears is a bad watch. Everything breaks, everything needs to be fixed - or improved."

Attributes d4Arrow03.png

GUILE d6 | NERVE d10 | REFLEXES d6 | SAVVY d8


Check002.png Hexen SFX: Once per scene, step up or double an Attribute. 1s and 2s count as hitches.


d6 d8 d10 d12


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Roles d6Arrow03.png

CON d6

FIXER d10

HELPER d6

INFILTRATOR d6

LEADER d4

RESEARCHER d8

SCRAPPER d4


d4 d6 d8 d10 d12


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Distinctions d8

Streetwise Distinction - The Generous Pawnbroker

Check002.png Hinder SFX: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png

Hexen Distinction - The Horological Cursebreaker

Check002.png Hinder SFX: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png

Fae Distinction - The Brother to Iron

Check002.png Hinder SFX: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png

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Tricks d6Arrow03.png

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Mastery d10

Ur Hexen d10



Check002.png Umbral Aura SFX: Spend a PP to make someone in your line of sight immune to the next magic effect directly used against them in the scene. Aura will not affect passive effects.


Check002.png Limit: Shut down this Mastery until the end of the following scene to earn a pp.


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Focus

Dwergaz Loupe 1d6 [ ] [ ]

d4 d4 d4

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Backstory/Bio

"He's a bit of an odd duck, that Wood." This was more or less the constant refrain describing Silas Wood, second son of the Wood family of mechanics and horologists, and it took him until he was nine to realize that was partly an insult. It seemed like a descriptor; other children did not actively look forward to maths class, or thought "may we have a drink?" was asking about physical capability to drink and the availability of water, and could stare absolutely mesmerized at the process of winding gears or a snowflake melting. He was, in comparison, quite strange and different from the norm - but strange in very useful ways (see - active talent at maths class for the son of a businessman). Not unkind though - he regularly also got known for his ability to fix the toys of other children easily, and at ten learned how to use his orthogonal understanding of reality and his tendency to classify it into discrete categories and components into a reputation for wit and absurdist comedy - a class clown of sorts, albeit one who knew when to shut up. He didn't inherit the family business, but his mind made him perfect to branch out into other businesses - the Woods were good friends of a pawnbroker by the name of Robert Ehrlich, who took the young man in as an apprentice, amused and thankful for his blunt assessment of the attitude particularly recalcitrant clients or snotty elites who seemed to deeply resent Ehrlich's presence in the shop they had come to when it came to his faith - "irrational, dumb, and desperate to excuse their own faults."

At 22, he discovered that part of his oddness was that this wasn't his first life. A stylish man in a plain white fine suit came in and talked to him like an old friend, and while he knew that wasn't something he should enjoy at all, what he felt was annoyance, instead of fear or anger. The man explained he was a representative of the Unseelie Court, and that he had come to call in an old favor from the Wild Hunt where he had been a part - when he was a knocker, a miner-goblin distinctly related to Norse dwarves. He had agreed to be made into a human babe to learn the new technologies and economies of the human world, and now that he had, and was about to develop a full-scale pawn shop, he was to keep a particular bottle safe for reimbursement, in return for his old fob back. And on some level, breaking the promise, no matter how obviously the bottle screamed "poison" and "curse" to him, even as he looked into it and saw how to pull out the magic's inner workings to neutralize it for whatever the man wanted, was utterly unthinkable.

To never, ever agree to another favor though, even one that would grant him great wealth? Far easier. Perhaps it's a human perspective, but the sheer patronizing tone the man took, combined with his anger and outright befuddlement at Silas' trepidation? It reminded him a great deal of the bad clients, and the belief the world revolved around them for things like "I have better clothes" or "I live in a large house", as well as the vacant stare he got when he asked what they planned to use the wealth for that would improve their circumstances beyond social acclaim. Money without purpose is literally not using it as intended, it is currency that is meant to serve as tender for exchange of goods and services - the raw material, not the end goal. Those clients tended to try and cheat him, and grow utterly enraged at Ehrlich's faith if he dared call them out (and tended to darkly mumble in frustrated confusion when Silas himself pointed out he is an Anglican man and his father never shut up about Protestant Work Ethic). Quite simply, the Fae nobility seem...unearned to him. In need of a middle class that considers practical matters - nothing he has seen since then has dissuaded him.

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