Worst Poetry In Great Britain/Laurence Ashton-Fairholm

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Revision as of 16:36, 13 January 2025 by MishkaTormoz (talk | contribs) (Pillars of Sanity)
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Character

Laurence Ashton-Fairholm

Occupation: Alienist

Drive: Ennui

Investigative Build Points: 16

General Build Points: 65

Pillars of Sanity

Breeding Will Tell - believes in the superiority of hereditary aristocracy.

The human mind is the ultimate tool

A good name is more desirable than great riches

Sources of stability

Wilfred Schyllingprice - manservant and former mentor

Lydia Victoria Chatterlane (nee Ashton-Fairholm) - older sister

Features

Alienist
By using Medicine or an Interpersonal ability, you have access to mental records and sanitarium wards generally off limits to the public. If you are a licensed MD (a Medicine rating of 2 or more), you can do the same for medical records and hospital wards.
You make Psychoanalysis tests for Psychological Triage (see p. 79) at a Difficulty of 3, instead of 4. It costs you only 1 Psychoanalysis point instead of 2 to stabilize an erratic character. You can recover your own Stability, but you only recover 1 point for each Psychoanalysis point you spend.
Athletics
your Hit Threshold is 4
Hypnosis - Mesmerise
You may attempt to use hypnotism on subjects who aren’t actively willing to be hypnotised. Your subject must still be somewhat open to your influence — you could hypnotise someone that you’re in conversation with, or the doorman at a club, but you couldn’t hypnotise the mugger who’s about to rob you, or the cultist who’s intent on sacrificing you to some alien god. Increase the difficulty of any hypnotism tests using this ability by +2 (so, putting someone into a trance without their co-operation is difficulty 5; planting false memories is difficulty 7).
Psychoanalysis - Insight
A Psychoanalysis rating of 8 or more gives one free pool point in Reassurance or Assess Honesty (player’s choice).
Scuffling - The Old One Two
You may make an extra Scuffling attack per round, as long as you hit with your first attack. To make the second attack you must pay a number of Scuffling pool points equal to the result of the damage die from the first attack (so, if you roll damage of 2, you must pay 2 Scuffling pool points for another swing).

Academic Abilities

   Accounting
   Anthropology
   Archaeology
   Architecture
   Art History
   Biology *
   Cryptography
   Forbidden Lore
   Geology
   History
 4 Languages * (English, Latin, Greek, French, German)
 1 Law
 2 Library Use *
   Medicine
 1 Occult
   Physics
   Theology

Interpersonal Abilities

 2 Access Honesty *
   Bargain
   Bureaucracy
 1 Cop Talk
   Flattery
 4 Interrogation *
   Intimidation
   Oral History
 4 Reassurance *
   Streetwise

Technical Abilities

   Art
 1 Astronomy
 1 Chemistry
   Craft
 1 Evidence Collection
   Forensics
   Locksmith
   Outdoorsman
 2 Pharmacy *
 1 Photography

General Abilities

 8 Athletics
   Conceal
 4 Correspondence
   Disguise
 2 Driving
 3 Explosives
   Filch
 3 Firearms
 3 First Aid
   Fleeing
 8 Hypnosis
   Mechanical Repair
 4 Piloting
   Preparedness
 8 Psychoanalysis
   Riding
 8 Scuffling
   Sense Trouble
   Shadowing
   Stealth
   Weapons

Characteristics

 4 Hit Threshold (from 8+ Athletics)
 8 Health
 6 Stability
10 Sanity
 5 Credit Rating

Weapons

-2 Fist, kick
-1 Cane
+0 Hunting double-barrel (usually kept at home)