J. Ilkin Aylesworth (Retired)

   
J. Ilkin Aylesworth (Retired)

Line: Mage
Path: Acanthus
Shadow Name: Marduk




Character Sheet

Order Free Council, Legacy None
Path Acanthus

Mental Attributes: Intelligence 2, Wits 3, Resolve 2
Physical Attributes: Strength 3, Dexterity 3, Stamina 4
Social Attributes: Presence 4, Manipulation 3, Composure 3

Mental Skills
-3 untrained
: Academics 0, Computer 0,
Rote Specialty (+1 to spellcasting rolls)
Crafts 0, Investigation •, Medicine (First Aid) ••, Occult (Magic) •, Politics ••,
Rote Specialty (+1 to spellcasting rolls)
Science
Physical Skills
-1 untrained
: Athletics ••••, Brawl •, Firearms (Handguns) •••, Larceny 0, Stealth •, Survival •, Weaponry 0
Social Skills
-1 untrained
: Animal Ken 0, Empathy ••, Expression (Writing) ••, Intimidation •,
Rote Specialty (+1 to spellcasting rolls)
Persuasion ••••, Socialize ••••, Streetwise •, Subterfuge ••

Merits:
Five dots suggest significant wealth: $50,000 a
month and as much as $5,000,000 worth of assets.
Resources •••••,
+1 to Socialize and Persuasion on people impressed by his status
Fame •, Allies (Seelie Court, Unseelie Court) •••,
+1 to Speed per dot
Fleet of Foot •••, High Speech •, Iron Stamina ••,
+1 to Presence or Manipulation when using looks
Striking Looks ••

Special Movement Parkour
when running negate terrain penalties equal to dots, gauge jump distance reflexively
when using Dex+Ath to reduce falling damage gain one suxx, and add dots to max damage reduction possible
use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft

Status Affiliations Media ••••, Film ••••, London Consilium •••, Free Council ••, London Freehold (Fearsome Reputation) •
Friends Ben Dranais •••••, DS Chavez ••, David Iventsky •••, Lisa/01 ••••, Marcus Beverly ••••, Melissa Westly •••, Seventeen ••••,
Retainers Daniel "Spike" Farrell (Executive Assistant) ••••, Kertenkele (Hedge Beast) ••••
Sanctum (Penthouse of the Justinian at Harrow): Size ••••, Security •••, Guardian Spirit ••••, Hallow ••,
Chinese mythology
Library
Russell House Contributions Hallow •

Gnosis: •••••
Mana: 14/5
Fate: •••••, Time: ••••, Life: •••, Mind: ••, Spirit: •

Willpower: 5
Clarity: 7
Virtue: Prudence
Vice: Lust

Initiative: 6
Defense: 3
Armor: 0 (5 with Fortune's Protection active)
Size 5
Health: 7
Speed: 13



Remaining XP: 2
Last Cut-Off: NPCs (Pietro, Cedric, Marcus, Mark, Donny) = 15 XP to Ilkin

Daniel "Spike" Farrell, Executive Assistant

Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 3, Dexterity 3, Stamina 2
Social Attributes: Presence 3, Manipulation 2, Composure 3

Mental Skills
-3 untrained
: Academics 0, Computer •, Crafts •••, Investigation 0, Medicine 0, Occult 0, Politics 0, Science •
Physical Skills
-1 untrained
: Athletics •••, Brawl •••, Firearms 0, Larceny •••, Stealth ••, Survival •, Weaponry •
Social Skills
-1 untrained
: Animal Ken 0, Empathy 0, Expression •, Intimidation •, Persuasion •, Socialize ••, Streetwise •••, Subterfuge •

Merits: Resources ••,
Petty criminals, drug dealers
Contacts ••, Toxin Resistance ••, Strong Back •, Barfly •, Status (Film) •

Fighting Style: Dirty Fighting ••

Willpower: 6
Morality: 6
Virtue: Faith
Vice: Lust

Initiative: 5
Defense: 2
Armor: 0 (5 with Fortune's Protection active)
Size 5
Health: 7
Speed: 10

Kertenkele, Temperamental Hedge Lizard

Mental Attributes: Intelligence 2, Wits 5, Resolve 1
Physical Attributes: Strength 0, Dexterity 4, Stamina 2
Social Attributes: Presence 1, Manipulation 2, Composure 3

Mental Skills
-3 untrained
: Academics 0, Computer 0, Crafts ••, Investigation ••••, Medicine 0, Occult •••••, Politics 0, Science •
Physical Skills
-1 untrained
: Athletics •••, Brawl 0, Firearms 0, Larceny 0, Stealth •••••, Survival •••, Weaponry 0
Social Skills
-1 untrained
: Animal Ken 0, Empathy 0, Expression •, Intimidation 0, Persuasion 0, Socialize 0, Streetwise 0, Subterfuge 0

Merits:
Your character is exceptionally grounded and pragmatic, and can usually be depended upon to make sound, straightforward decisions after a few moments' thought.

The Storyteller can make a reflexive Wits + Composure roll once per chapter for your character if he is about to embark on a disastrous course of action, or if you find yourself at a point in the story where you're completely stumped for ideas. If the roll succeeds, the Storyteller may point out the risks of a particular course, or suggest possible actions that your character can take that might get events back on track. Note: While you're free to ask the Storyteller for a Common Sense roll when you're out of ideas, he is under no obligation to comply. It's an aid, not a crutch.
Common Sense ••••,
You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack.

Your character has a well-developed survival instinct that warns him of impending danger. Perhaps he's adept at reading subtle clues in his environment or he possesses an uncanny "sixth sense" when it comes to avoiding trouble.
Danger Sense ••,
Your character has learned how to avoid the notice of her Keeper by remaining utterly motionless for hours at a time. Whenever she wishes, she can remain perfectly still for an entire scene. Except for breathing softly and silently, your character can stand without moving a muscle for an entire scene, even if the position she is in would be exceedingly uncomfortable for
others. In addition to various other uses of this Merit, if your character remains stationary while hiding, all rolls to notice or locate her are made at a –2 penalty. This Merit is common among Fairest Muses, some of whom spent much of their time in Arcadia as living statues.
Perfect Stillness •,
The Goblin Markets are notorious for trading in anything, and while keeping track of currency exchange
rates in the mundane world can be difficult enough, trying to translate how many enamored sighs a knife that glows in the presence of child molesters is worth is a Herculean task. While value is a relative term, those with the Market Sense Merit
can generally tell whether a certain transaction is roughly equal or not. It doesn’t force a fair deal, and a changeling who dares to tell a hob that he’s being cheated on the basis of a “hunch” may well have social ramifications to deal with. Characters with
this Merit receive a +3 bonus to any rolls made to see through cheating in a trade or to resist any powers that would occlude the character’s perception of a deal’s fairness.
Market Sense •,
Goblin Market Merchants, Hobgoblins
Contacts ••

Contracts
The changeling can instantly tell if anyone she is looking at suffers from a derangement. She also gains some insight into the precise nature of any derangements she sees.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The changeling is dressed as a medical professional and behaves as such a person.

Roll Results
Dramatic Failure: For the next full scene, the character receives utterly random and false information about who does or does not possess which derangements.
Failure: The clause fails, and character gains no information about the mental health of people she observes.
Success: By spending one point of Glamour, the character instantly knows the nature of any and all derangements
suffered by anyone she can see clearly. She can tell a paranoid from a schizophrenic at a glance and can also easily see if someone is completely sane.

She can also tell details about the particular type of madness the person has, such as what someone with a phobia is afraid of, what behavior an obsessive compulsive is driven to perform and what a multiple personality’s different personalities are roughly like. This ability lasts for the next full scene. Each success on this roll also provides the character with one die for
any attempt to help someone she observes to overcome his derangement. Alternatively, the character can use these dice as a bonus to any attempt to trigger a particularly severe episode of the target’s madness.
Exceptional Success: The character is also able to have some sense of what event triggered the person’s derangement.
Moon •,
Witches' Intuition (p 156-7)
The character dredges knowledge of one fear from the subject’s mind or subconscious.
Prerequisites: None
Cost: 1 Glamour
[b]Dice Pool:[/b[ Wits + Wyrd – subject’s Composure
Action: Instant
Catch: The Contract’s subject does not know the character’s name.

Roll Results
Dramatic Failure:
The character fails to discern one of the subject’s fears. Worse, the next time the character
speaks to the subject, the character will accidentally let the subject know one of hers.
Failure: The character learns no fears.
Success: The character acquires knowledge of one of the subject’s fears. See the list of suggested modifiers below
for guidelines on what fear the character learns.
Exceptional Success: The character learns two fears of the targeted level, if there are two such fears to be had.
Fleeting Autumn •,
Cupid’s Eye (•) (p. 149)

This clause takes the first step in fulfilling a person’s desires — or teasing him and stringing him along — by revealing what those desires are.

Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Wyrd vs. subject’s Composure + Wyrd
Action: Contested
Catch: The character has kissed the subject within the past 24 hours, or the subject’s object of desire is the character.

Roll Results
Dramatic Failure:
The changeling receives false impressions, becoming absolutely sure that the subject’s desire is something it is not.
Failure: The character cannot discern the subject’s desires.
Success: The changeling learns one of the subject’s desires. See the suggested modifiers list that follows for specific
depths to which this power can plumb.
Exceptional Success: Exceptional success at Cupid’s Eye provides the character with two desires of the targeted level, or the knowledge that there is only one desire at that level.
Fleeting Spring •,
Favored Fate (••)

As with Fickle Fate, this clause alters the flow of fortune when a subject attempts an action. Favored Fate, though, makes for more appealing results: songs sound a little better, bullets find their mark and the acid-tongued critic thinks of just the right thing to say at the very moment he needs to say it. Favored Fate is a more lofty clause than Fickle Fate (that is, it’s classified as a higher dot rating) because it’s harder to create than destroy, and the results of this power are typically more positive.
Cost: 1 Glamour
Effect: The beneficiary of Favored Fate makes the roll for his next actively attempted instant action at a +4 dice
bonus. Again, actively attempted actions are those things the character consciously undergoes the effort of doing, as described above.
Action: Instant
Ban: If Favored Fate is used to augment the same specific type of action — shooting at an enemy, climbing a balcony,
chasing prey — before the sun has risen or set since the last attempt it affected, the powers that be frown on the abuse of their attentions. Each time this occurs, one action, decided upon by the Storyteller for dramatic effect, automatically fails, with no dice roll involved. This is just a standard failure and will not yield a dramatic failure result, so it’s best used on actions that would normally not depend upon a chance die
Hearth ••,
Gift of Warm Breath (•) (p 151)

The character’s power rejuvenates a single living target, filling the target with energy and vigorous life.

Prerequisites: None
Cost: 1 Glamour
Dice Pool: Resolve + Survival + Mantle (Spring)
Action: Instant
Catch: The subject of the Contract has freely offered the changeling some form of sustenance since the last sunrise.

Roll Results
Dramatic Failure: The subject suffers starvation and fatigue as if he had been without food and sleep for a number
of days equal to the changeling’s Wyrd, and without water for half that long. (See the World of Darkness Rulebook,
pp. 175–176 and 179–180, for information on such things.) For things that can endure longer periods of deprivation without penalty, increase the base time until they are adversely affected (cacti, for example).
Failure: The character does not aid the subject.
Success: The Contract’s subject gains energy. He becomes as healthy and alert as though he has just risen from
a full night’s rest and had a full breakfast. All fatigue penalties disappear, and any bashing damage or damage suffered
from food or water deprivation is fully healed.
Exceptional Success: The subject gains +1 Stamina for the duration of the scene.
Eternal Spring

Willpower: 4
Clarity: 7
Virtue: Prudence
Vice: Pride

Initiative: 7
Defense: 4
Armor: 0 (5 with Fortune's Protection active)
Size 1
Health: 3
Speed: 7





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