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Phase One
Cross Plains Texas isn't a place for big dreams and great starts. Ben Pierce was no different than most of the kids other than being physical gifted. He was the star of every sports team the tiny high school had and he lifted the Buffaloes further than they'd ever gone before. His father, Jason "JC" and his mother Karen encouraged the boy to compete in sports. JC was reliving his glory days through his boy, Karen saw it as a way to get Ben into college. Truth was, with money tight and work hard to come by, things were always strained at home. TO Ben, hours at practice were just another way to stay out of the way. And, when he was winning, everyone seemed happier. When boy feels driven to sports to keep his family together and a small town starts to count on him to bring them up, something is bound to give. And when you come through time after time, always going the distance, people start to count on that. And so do you. When you finally start to believe that you're the hero everyone needs, you have to have a flaw. Ben's was the roiling temper that had put him on the road before he was seventeen. It started with a late hit on the quarterback. Roger Pennington was one of Ben's friend, and the defensive end put a hurt on him. Ben's helmet was off and the fight was on before the whistles finished and the flags hit the ground. It wasn't really a fight though, it was a beating and left him squaring off with the entire opposing team. Blenches cleared and the cops came in to break things up. That was the first time the anger, the seething animal that roared to get out had it's way. Before there had been glimpses, a hair trigger temper, never backing down from a fight, but this had been different. Ben ended up in a cell for the night and was due to land in juvey. He never got there. He ended up on the road looking for a way to control what lived inside of him.
First Aspect
Second Aspect
Phase Two
Time blended and bleed into a series of towns and brawls, with Ben slowly figuring out that the lunar phases took control of him. The epic, bar clearing brawl with a Kerny Strukk outside of Kansas City ended with two things. Ben's first concussion and a new home at the "Den" a fighting gym that handed out wisdom the old fashioned way. Through sweat and blood, trial and error. What Kerny taught was that there were three kinds of people in the world. Wolves, sheep and shepherds. And you had a choice to make on where you stood. Ben learned about the wider world, the darker world that existed just past the corner of your eye. Back on the road Ben made his choice when facing down bikers in the Big Apple. They had him dead to rights and he wouldn't back off when the chips were down. There was a girl involved, isn't there always?, and they thought she was the night's entertainment, she thought otherwise. Ben did his best to change their minds. When a couple of them turned out to be honest to God vampires, Kerny's advice in how to handle them was the edge he needed to get out with his skin.
Patron
First Aspect
Second Aspect
Phase Three
Ben was making it day to day, trying to teach a handful of younger Lycanthropes to get a handle on the anger that lived just under their skin when Jenny called him up and asked a favor. No big deal, just give her friend a ride up state to see some friends. She never mentioned the guy was some kind of fae love child. Caught in the middle of a brawl between Wylde Fae who wouldn't chose, a and Winter Sihde on a recruiting drive he couldn't find a way out. Ben went with his gut and threw in with the Wylde Fae, might have been a pretty face he saw that helped with the decision. There's more to the fight than meets the eye and Ben will need help to navigate the maze of Fae politics and come through whole on the other side.
Guest Starring
First Aspect
Second Aspect
Phase Four
First Aspect
Second Aspect
Phase Five
First Aspect
Second Aspect
Personality / Description
Statistic Block
[table=2,2] [r=1,1][b][size="3"]Benjamin Pierce[/size][/b] [i]Up to Your Waist[/i][r=2,1][b]Adjusted Refresh (Base Refresh):[/b] 1 (10) [b]Current Fate Points:[/b] 1 [r=1,2][b][size="3"]High Concept[/size][/b] [OOC="Lycanthrope Shepherd"]Invoke: When trying to guide someone with a disquieted spirit, when standing in harms way for others, or when searching for the endangered. Compel: When he steps in and help is not wanted, when lured into trouble by the presence of danger, or when his anger might endanger a charge[/OOC] [b][size="3"]Trouble[/size][/b] [OOC="Can't Take Me Any Where"]Invoke: When brash, blunt behavior is an advantage, when dealing with criminal elements, or when digging in his heels is to his benefit. Compel: When delicacy or subtly is called for, when dealing with situations requiring I.D. or might involve background checks[/OOC] [b][size="3"]Other Aspects[/size][/b] [OOC="Always the Damned Hero"]Invoke: When Ben puts himself in harms way without invitation, when over matched while taking a stand or when doing the right thing, not the smart thing. Compel: When someone asks for help, when discretion is the better part of valor, or when giving aid may interfere with his personal needs[/OOC] [OOC="From the School of Hard Knocks"]Invoke: When a bit of Lore from his time with Kerny might come in handy, when life in the wind might play to his advantage, or when dealing with someone of a blue-collar background. Compel: When dealing with high society situations, where formal education might be an advantage, or when called on for help by Kerny or his associates[/OOC] [OOC="A Walk on the Wylde Side"]Invoke: When associating with Wylde Fae, when dealing with fae magics, or when dealing with beasts of the Nevernever Compel: When dealing with Summer and Winter Court associates, when called on for aid by Wylde Fae, or when trying to resist the pull of the Wylde Hunt.[/OOC] [OOC="Bound with Blood"]Invoke: When fighting with those he's sided with previously, when searching for close friends, when his instincts might benefit those friends Compel: When Ben's instincts interfere with his friends actions, when they are attacked through blood, when that link allows them all to be exploited . [/OOC] [OOC="Demon's Hands, Saint's Heart"]Ben is as good a man as you'll ever met. Need a hand, he'll throw in and help, literally give you the shirt off his back. But, he's got a bloody temper. The kind where he doesn't even know what he's done until it's over. Invoke: When forced to do bloody violence, when calm and peaceful actions is needed, when that duel nature may be needed. Compel: When his temper may carry him to harm innocents or friends. When his better angels are used to corner him into actions.[/OOC] [b][size="3"]Stress[/size][/b] [b]Physical:[/b] OOOO (OO) [b]Mental:[/b] OOO [b]Social:[/b] OOO [b]Consequences:[/b] - [r=2,2][b][size="3"]Skills[/size][/b] [b]Superb (+5):[/b] Athletics [b]Great (+4):[/b] Alertness, Fists, Might [b]Good (+3):[/b] Endurance, Discipline, Intimidation [b]Fair (+2):[/b] Conviction, Empathy, Weapons [b]Average (+1):[/b] Drive, Lore, Presence, Stealth, Survival [b][size="3"]Stunts[/size][/b] [ooc=Corner of My Eye (Alertness)]When successfully rolling Alertness passively to pick up on details, gain an additional 2 shifts. This reflects the ability to pick up on more pieces of information, but it does not improve the depth of that information.[/ooc] [ooc=Lethal Weapons (Fists)]Your hands are lethal weapons. When using Fists to strike an unarmored opponent, you are considered to have Weapon:2. Against opponents with Armor:1, your Fists attacks are Weapon:1. There is no benefit against more heavily armored opponents.[/ooc] [ooc=Martial Artist (Fists)]As a result of advanced training, you are able to recognize many styles of martial arts, using Fists as a knowledge and perception skill focused on unarmed fighting. This enables you to make assessments and declarations related to fighting styles and fighting culture using your Fists skill. Such rolls are made at +1.[/ooc] [ooc=Supreme Concentration (Discipline)]Your Discipline is considered to be Fantastic whenever Discipline would restrict, complement, or otherwise modify (page 214) another skill. This has no effect on your actual Discipline rating when the skill itself is being rolled.[/ooc] [b][size="3"]Powers[/size][/b] [-1] [ooc=Echoes of the Beast (Wolf)][b]Beast Senses.[/b] Whether in human form or otherwise, your senses are strongly tuned in a fashion fitting a wolf. Whenever it seems reasonable that you’d have some sort of beast-born advantage of the senses, you get a +1 on the roll. [b]Beast Trappings.[/b] You are able to track by scent, much like a wolf. This ability works like an extra skill trapping (see page 120) for the Alertness skill. [b]Beast Friend.[/b] You may achieve at least an instinctual understanding (if not actual communication) with canines. This can allow you to make assessment actions (see page 115) to suss out a particular animal's motives.[/ooc] [-1] [ooc=Pack Instincts][b]Pack Communion.[/b] When near another member of your pack, gain +1 to your Alertness. When in the same zone as others of your pack, you may communicate with one another wordlessly. Only single words and simple concepts may be communicated: attack, protect, follow, distract. By focusing your senses, you may make an Investigation roll to pick out the approximate location of others of your pack. When ambushed, if any one of your pack spots the ambush (by succeeding at an Alertness roll), all packmates are considered to have won the Alertness roll as well.[/ooc] [+0] [ooc=Human Form][b]Regular Joe.[/b] The Inhuman Recovery, Inhuman Strength, Inhuman Toughness[/ooc] [-2] [ooc=Inhuman Strength][b]Improved Lifting.[/b] Whenever lifting or breaking inanimate things, you gain a +3 to your Might score. [b]Bruising Strength.[/b] Roll Might at +1 whenever using that skill in conjunction with grappling (page 211). This also allows you to inflict a 2-stress hit on an opponent as a supplemental action during a grapple. [b]Superior Strength.[/b] Whenever using your Might to modify (page 214) another skill, it always provides a +1 regardless of the actual comparison of your Might score to the skill in question. [b]Hammer Blows.[/b] With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +2 to damage, increasing the stress dealt by two on a successful hit.[/ooc] [-2] [ooc=Inhuman Recovery][b]Total Recovery.[/b] You're able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any consequence (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal you completely. [b]Fast Recovery.[/b] Out of combat, you may recover from physical consequences as if they were one level lower in severity. So, you recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene. [b]Vigorous.[/b] Endurance never restricts (page 214) other skills due to a lack of rest. You may skip a night of sleep with no ill effects. [b]Shrug It Off.[/b] In combat, once per scene, you may clear away a mild physical consequence (page 203) as a supplemental action (page 213).[/ooc] [-2] [ooc=Inhuman Toughness][b]Hard to Hurt.[/b] You naturally have Armor:1 against all physical stress. [b]Hard to Kill.[/b] You have two additional boxes of physical stress capacity (page 201).[/ooc] [+3][ooc=The Catch]The Catch. Ash painted in a warrior's blood. Ash and blood are easy to obtain, (+2) but knowledge of the catch does require specific knowledge (+1).[/ooc][/table]
Background & Other Notes
Jenny Hullburt- Bar tender at the Coal Yard. Bit of a talent, she gave him some pointers while he was working the bar for a while. Still a little tension where something didn't happen, but maybe should have. Eithne Gaelache- Unaligned sihde whom he met at Glimmerglass. There is something she wants from him. A debt owed? Or a promise not kept? Coal Yard Bar, 102 on 1st, East Village