Name: Beatrix Ibsen
Concept: Useless little gunbunny
Seeming: Beast
Kith: Truefriend/Moonborn
Virtue: Prudence
Vice: Envy


Mental Physical Social
Intelligence 2 Strength 2 Presence 2
Wits 3 Dexterity 4 Manipulation 1
Resolve 2 Stamina 2 Composure 3


Mental Physical Social
-4 untrained -1 untrained -1 untrained
Academics 1 Athletics 3 Animal Ken 3
Computer 2 Brawl 0 Empathy 2
Crafts 2 Drive 1 Expression 0
Investigation 1 Firearms 3 Intimidation 0
Medicine 3 Larceny 0 Persuasion 0
Occult 0 Stealth 3 Socialize 1
Politics 0 Survival 1 Streetwise 1
Science 0 Weaponry 0 Subterfuge 0


  • Firearms: Pistols
  • Athletics: Acrobatics
  • Animal Ken: Rabbits
  • Empathy: Counseling
  • Medicine: First Aid


  • Dual-Kith 3
  • New Identity 2
  • Quick Draw 1
  • Resources 1
  • Status: Medical 1
  • Striking Looks 2
  • Combat Marksmanship 2
  • Parkour 2


Contracts of the Moon

  • Lunatic's Knowing Glance 1 Glamour, Wits + Wyrd, Instant action. Catch: The changeling is dressed as a medical professional and behaves as such a person.
  • Maddening Eye 2 Glamour, Manipulation + Wyrd - Composure, Instant Action. Catch: The changeling is currently suffering from at least one derangement.
  • Touch of Bedlam 2 Glamour, Presence + Wyrd vs. Composure + Wyrd, Instant and Contested action. Catch: The subject has broken an oath to the changeling.

Contracts of Fange and Talon (Canines)

  • Tongues of Birds and Words of Wolves 1 Glamour, Wyrd+Animal Ken, Instant action. Catch: The changeling gives the animal a new name.
  • Beast's Keen Senses 2 Glamour, Wits+Wyrd, Instant action, Catch: The changeling sees or touches an animal of the type being imitated.

The Rest

Wyrd: 2
Glamour: 5 / 11
Defense: 3
Size: 5
Heath: 7
Clarity: 7
Speed: 11
Willpower: 5

Special Qualities


  • Gains 8 again on all rolls involving the Animal Ken skill, and a free specialty for that skill with the animal she's most similar to.
  • May spend 1 point of glamour to add one die to a dice pool involving presence or composure.
  • Suffers a -4 die untrained penalty to mental skills. Does not reroll tens on rolls involving intelligence.


  • May spend 1 glamour to grant an ally 3 extra dice on any roll. This is a standard action, and she must be able to both see her friend, and speak and be heard.
  • Once per 24 hour period, may inflict herself and a target she touches with a derangement. This costs a point of glamour and involves a roll of Intelligence + Wyrd vs. Resolve + Wyrd (or other supernatural tolerance trait). Success gives her a mild derangement and her subject a severe version of the same derangement. The madness lasts until the next sunrise for supernatural beings, or for the next lunar month, for humans.


  • She gains a bonus to her initiative rolls equal to her firearms skill, if she has a firearm already in hand. This bonus is added retroactively starting the second round of combat if she draws a firearm in the first.
  • Once per turn, she may reload a firearm with a detachable magazine, or a revolver that may use a speed-loader, as a reflexive action.
  • When running or using the foot chase rules, she may negate hazardous terrain penalties up to her rating in the parkour merit, and the roll to judge jump distance is is a reflexive action.
  • When using dexterity + Athletics to reduce falling damage, she gains one automatic success, and may add one per dot in the parkour merit to the threshold of damage that can be removed through the roll.


16 Merit XP, 25 Regular XP


  • Combat Marksmanship 2: 6 merit XP
  • Quick Draw: 2 merit XP
  • Resources 1: 2 merit XP
  • Status 1: 2 merit XP
  • Parkour 2: 2 regular XP, 4 merit XP
  • Empathy 2: 6 XP
  • Streetwise 1: 3 XP
  • Socialize 1: 3 XP
  • Investigation 1: 3 XP
  • Computer 2: 6 XP
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