Freddy Cloversmith

Freddy Cloversmith, true name Bonetwiddle Fibskin, is a fae creature who, for a price, can help his customers achieve their goals.

Biography

Description

You want to be great? You want to be a contender? You want to be the best of the fucking best? Crème de la crème? All that shit? I can make that happen for you. But if you want that, and you really have to want that, this is what you’re gonna have to do…

Little is known about Freddy Cloversmith, even by himself. He believes he was once human and that the Gentry were somehow involved in his past, but he lacks the memory to corroborate, and, having memories stretching back over a century, even a changeling would likely show signs of age. Cloversmith thinks that he is probably a hobgoblin, though he lacks a sense of connection to them.

Regardless, Freddy Cloversmith is Fate’s fixer, setting up history’s greats with his dealings, trading the public’s discarded emotions and memories in exchange for concessions to his clients. Those he aids come to great power, but their star tends to wane, in some cases more explosively than others. The price Cloversmith himself asks of the clients inevitably ruins them.

Appearance

Freddy is remarkably sleazy in appearance. His Mask bears long, pale features, with a thin, crooked nose, a prominent chin, and hair that looks permanently oiled. One eye is bright green, the other a rotten olive color, with a yellow ring in the iris. His breath smells of embalming fluid. Beneath the Mask, these features are exaggerated, with a bifurcated tongue, a chin projecting past his nose, and skin that gives off an impression of being coated in sweat.

Character Sheet

Mental Attributes: Intelligence 3, Wits 3, Resolve 3


Physical Attributes: Strength 2, Dexterity 3, Stamina 3
Social Attributes: Presence 2, Manipulation 4, Composure 3
Mental Skills: Academics 2, Crafts 2, Investigation 3, Occult (The Hedge) 3, Politics 3
Physical Skills: Athletics (Jumping) 2, Brawl 2, Larceny 4, Stealth 4, Survival 3, Weaponry (Knife) 1
Social Skills: Animal Ken 2, Empathy (Desires) 3, Expression 2, Intimidation 2, Persuasion (Cutting a Deal) 4, Socialize 1, Streetwise (Goblin Market) 4, Subterfuge 3
Merits: Contacts (Goblin Market, Gentry, Changelings, others as needed) 5, Court Goodwill (Autumn) 3, Danger Sense, Fast Reflexes 2, Fleet of Foot 3, Fresh Start, Iron Stomach
Willpower: 6
Virtue: Fortitude
Vice: Envy
Initiative: 8
Defense: 3
Speed: 13
Health: 8
Wyrd: 4
Glamour/per Turn: 14/5
Armor: 1/0
Weapons/Attacks:

Type Damage Range Dice Pool Special
Swipe 0(B) NA 4 NA
Knife 1(L) NA 5 NA
Knife (Thrown) 1(L) 6/12/24 6 NA

Fae Aspects

Sneak Thief: Freddy may spend Glamour points to increase Wits, Dexterity, Subterfuge, and Stealth dice pools. The effect lasts for one roll. Freddy also gains the 9-again rule on Stealth dice pools.

Careful Whispers: Freddy gains the 9-again rule on Empathy and Subterfuge rolls involving conversation or gathering information. He can spend one Glamour point to whisper to anyone within earshot, whether he can see them or not. The target hears Freddy as if he were right beside her, whispering into her ear.

Master of Mystery: Freddy can spend one Glamour and roll Stamina + Wyrd to change his appearance to that of any kith or change one specific feature per use to that of an individual he has seen in the past. Freddy may spend one Glamour point to change all signs of his passing to those of anything other than a human entity. By spending a Glamour point and successfully rolling Intelligence + Wyrd, Freddy can erase all signs of his passage. By spending a Glamour point and successfully rolling Wits + Wyrd, he can cloak himself in shadows, granting him a +3 bonus to all Stealth-based dice pools. Freddy may spend one Glamour point to attempt to blind an opponent for a scene; on a successful roll of Intelligence + Wyrd (contested by the target’s Resolve + Wyrd), the character is blinded.

Fate Fixer: Freddy may spend 1 Glamour to cause any of the following effects: cause a character to suffer a –2 penalty to the next attempted action (this power can be used once per hour per subject), grant a subject a +4 bonus to the next attempted action (this power can be used on a single type of action only once per sunrise and sunset), ensure that a character automatically gets one success on an action without rolling (this power can be used once per day per subject), or grant a subject the 8-again rule on a single roll (once per day per subject).

Friend of the Gentry: By spending three Glamour points and one Willpower point and rolling Manipulation + Wyrd against the target’s Resolve + Supernatural Power Trait, Freddy can mark an individual in a manner that attracts hobgoblins and the Gentry. If Freddy wins the contested roll, the target is marked by a baleful green halo of light visible to only hobgoblins and Gentry in the material world but visible to anyone in the Hedge. The glow lasts for one day per success on the roll, and inflicts a –5 penalty on all attempts to hide from any entity that can see the light. The power also tends to attract such malign creatures to the character, but the game effects of that aspect of the power are left in the hands of the Storyteller. A character who realizes he has been cursed instinctively knows that Freddy is responsible for the foul magic. Freddy can also spend 1 Glamour and 1 Willpower while within sight of the Hedge to call upon the Gentry, though this cost is waived within the Hedge itself. On a successful Presence + Wyrd roll, the Gentry arrive within 10 minutes.

Wyrd Magics: Freddy may spend one Glamour point to attempt to glean the knowledge of one of a subject’s fears. He rolls Wits + Wyrd penalized by the subject’s Composure to do so. He can spend one Glamour point and bring a plant to full ripeness, ready to harvest, with a successful Manipulation + Wyrd roll. Finally, he may spend 1 Glamour and roll Presence + Science to cast a withering glance at a plant, animal or person. A plant thus affected withers. Animals and people gain their Defense against the attack, and the malign assault inflicts one level of bashing damage per success on the activation roll. 

References

This article is issued from Whitewolf. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.