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Viewing Kylie_Pritchard

Character Type: Classic World of Darkness
Name: Kylie_Pritchard
Gender: Female
Apparent Age: 20s
Actual Age:
Character Type: Changeling
Nature: Nature: Nature: Nature: Nature: Nature: Legacies: Nature: Nature: Nature: Nature: Nature: Panderer / Rogue
Demeanor: Demeanor: Demeanor: Demeanor: Demeanor: Demeanor: House: Demeanor: Demeanor: Demeanor: Demeanor: Demeanor: Danaan
Clan: Tribe: Tribe/Type: Tradition: Society: Kith: Primary Virtue: House: Guild: Auspice: Nocker
Essence: Numina: Generation: Breed:
Auspice:
Breed:
Auspice:
Former Tribe:
Seeming: Starting Conviction: Faction: Faction: Breed:
Dynamic Dynamic     Sire:     Auspice:     Auspice: Former Tribe: Wilder 1
Concept: Nocker, low-tier Noble, tech repair, part-time slob
Description:

Kylie-Anne Beth Pritchard, Esq.
she/her
Born: August 29th, 1998

    

Kylie has bleached blonde hair that is literally always showing its brunette roots, and a chipper disposition, often bordering on goofy, and at times, quite annoying, though her laugh is as infectious as it is occasionally inappropriate. She wears whatever clothes she grabbed out of the dresser that morning; some very few events call for dressing nicely (such as meetings with Fae nobles or snooty Mortal customers), and in those cases, she makes sure to be extra inappropriate to make up for having to look like a fucking doll.

To that end, Kylie pays the rent by working at a tech shop called "eData Solutions", a name she openly mocks during work hours every day. She works in the back, repairing broken hardware and performing the occasional IT miracles (though the latter part isn't her job, her bosses just don't know shit about networks). She bitches and whines about her job daily, but the truth is she absolutely loves it, and her manager shows his appreciation by giving occasional raises (and plenty of isolation).

    

Seeing no reason to make things overly complicated, her job for the Fae is essentially the same: give her broken shit, and she'll make it ... not be broken. After flying across country to get away from her family and her mortal life (more on that below), she met up with Lady Bannaugh from House Danaan, who hired her for some freelance data entry work. Basically, Danaan Sidhe have even less of a grasp on the mortal world than non-Danaan Sidhe*, and Kylie's resume spoke for itself.

One job led to another, and she went from steady employment to an official title: Esquire. She chose it herself; Lady Bannaugh initially insisted she take the title of Squiress, but Kylie assured her "well that's never gonna fuckin' happen". The Title ceremony was short and sweet, for the best interest of everybody involved, and while Kylie's relationship with higher nobility is rocky at times, she's a trusted and respected asset of House Danaan, and below her cynical exterior, she genuinely believes in them and their goals of reaching across Court aisles and finding peace among the Banality of the mortal realm, and the chaos of the Fae realms..

  

The story of Kylie's life before her chrysalis isn't something she likes to tell, and there are many reasons for that. First and foremost, it was boring; while she exhibited many tell-tale traits and talents that most Nockers do in their young mortal lives, that doesn't always make for adventures and treasure. In fact, Kylie was a class clown who excelled at Electronics and Woodworking, and often got in trouble for telling teachers to "kindly go fuck yourself, I'm working".

All right, that part she does like to talk about.

But second, and perhaps more annoying, members of House Danaan find details of their lives slipping out of their mind over the years, and while she may not be a "native" member of the house, her memory has been affected all the same. When she was a senior in high school, she failed her final Woodworking project because she couldn't remember where the fuck she left it. During her first (and only) semester of college, she forgot one of the classes she enrolled in, and didn't remember until she got her final grade (spoiler alert: it was an incomplete). For one incredibly awkward month, she couldn't remember either of her parents' names, and had to sneak into their house and look at their IDs to remember.

Eventually, it was just easier to move across the country and start over again. At least when she forgets that a friend exists now, it's not someone she's known her whole life. Parties are much less awkward when you're not expected to know who anybody is.


"Who are you? Haha no, seriously, I literally can't fucking remember."

    

  This one's for the satyrs.  

* - "non-danaan" is fun to say

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Attributes

Physical   Social   Mental
Strength   Charisma   Perception
Dexterity   Manipulation   Intelligence
Stamina   Appearance   Wits

Abilities

Talents   Skills   Knowledges
Alertness   Animal Ken   Academics
Athletics   Crafts   Computer
Awareness   Drive   Cosmology
Brawl   Etiquette   Enigmas
Dodge   Firearms   Investigation
Expression   Meditation   Law
Empathy   Melee   Linguistics
Intimidation   Performance   Medicine
Leadership   Stealth   Occult
Streetwise   Survival   Science
Subterfuge   Technology      
       
       
       
       

Advantages

Willpower


Backgrounds

Merits

Flaws

Secondary Traits

Humanity / Path

Path:

Virtues

Conscience/Conviction
Self-Control/Instinct
Courage
Blood Pool

Disciplines

Secondary Traits

Renown

Glory
Temporary
Honor
Temporary
Wisdom
Temporary

Rage

Gnosis

Gifts

Secondary Traits

Renown

Power
Temporary
Infamy
Temporary
Cunning
Temporary

Rage

Gnosis

Gifts

Secondary Traits

Spheres

Correspondence: Life: Prime:
Entropy: Mind: Spirit:
Forces: Matter: Time:

Arete

Quintessence
Paradox

Resonance

Dynamic
Entropic
Static

Secondary Traits

Mana

Paths/Numina

Resonance

Dynamic
Entropic
Static

Secondary Traits

Arts

Realms

Glamour

Temporary

Banality

Temporary

Secondary Traits

Secondary Traits

Virtues

Mercy
Temporary
Vision
Temporary
Zeal
Temporary

Conviction

Edges

Secondary Traits

Renown

First Renown
Temporary
Second Renown
Temporary
Third Renown
Temporary

Rank

Rage

Gnosis

Gifts

Secondary Traits

Advantages

Faith
Faith
Torment
Temporary
Willpower
Temporary

Lore

Secondary Traits

Virtues

Corpus
Temporary
Willpower
Temporary
Pathos

Passions

Equipment and Other Notes

 


 

Make It Work — Nockers are masters of whipping up items on demand with little more than random materials, some Glamour, and a highly cinematic and honestly self-serving appreciation of “science.” A nocker can improvise all manner of temporary, but useful, chimerical items from apparently improbable materials, such as creating a crude firearm with little more than a light bulb, a water pistol, and a handful of nails. Such items require an Intelligence + Crafts roll, with a variable difficulty, and cost between one and three points of Glamour depending on the materials available as well as the complexity of the item. A nocker must have some degree of privacy when working on chimerical items. Kithain can be present, as long they do not disturb the nocker, but chimerical materials cannot be worked in the presence of mortals.

Fix-It — Nockers can fix just about anything, chimerical or mundane. Sometimes all it takes is a kick and a few harsh words to scare a machine into working again. To fix a device the nocker’s player must make a successful Intelligence + Crafts or Manipulation + Intimidation roll. The difficulty can range from 5 (for a simple problem in a simple device) to 9 (for a difficult problem in a complex machine).

*

Perfect is the Enemy of Done— Nockers strive for perfection in everything they make, and yet they can never succeed. No matter how many successes a nocker rolls when creating something, it always has a minor (but irreparable) flaw. Whenever a nocker-made device is used in a stressful situation the Storyteller can ask the player to roll one die. If the die shows “1,” the device fails or breaks in a particularly spectacular fashion.

 


 

House Danaan members can withstand the rigors of life in the Dreaming far better than most Kithain. Pathfinders are in no danger of Bedlam from simply living in the Dreaming, even for extended periods of time. They are also experts at finding and navigating trods. Danaan members can never botch a roll involving locating, opening, or navigating a trodA player may also spend one point of Glamour to have her character locate the Silver Path after a full minute of contemplation, provided it has not been magically concealed.

Once per session, a player of a House Danaan character may spend one Glamour point to invoke the Oath of the Dragon for a scene, allowing the player to add the character’s Title rating to all Social rolls related to chimera and other inhabitants of the Dreaming. While under this effect, a Pathfinder may converse normally with such beings, even feral chimera (within the limits of their intelligence). By ancient and sacred oath, chimera and natives of the Dreaming will not attack a Danaan under this effect, even if magically commanded, though this effect is immediately and permanently broken for any witnesses if the Pathfinder breaks faith and attacks, abuses, or trespasses against such beings, or orders others to do so. Cantrips and Birthrights count as attacks for the purpose of this effect, unless specific consent is granted for their use.

*

Due to their deep ties to the Dreaming, Danaan suffer from a curious version of the Mists when it comes to the Autumn world. Any dramatic moment where a Danaan must remember an important detail about her mortal life or the mundane world in general, from where she left her keys to where she works to her girlfriend’s name, the player must make a Willpower roll (difficulty 8). This difficulty may vary based on factors such as the obscurity of the information and how much pressure the Pathfinder is under. A botch on this roll means the information is lost completely, and must be relearned anew. In addition, a similar Willpower roll must be made each full week the Danaan spends in the Dreaming, with failure meaning some memory of the mortal world slips away until properly refreshed (or relearned outright).

This memory loss does not cause a Danaan to lose Abilities or Backgrounds — she won’t forget how to Drive, for instance, though she might not remember who taught her — but could impact difficulties on relevant rolls at the Storyteller’s discretion. A player may choose to add her character’s Banality rating to this roll, at the cost of accepting one Banality point. 


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