This is a rough draft of my sheet so far. (Not perfect, still need to put stuff in the right places and finish some of it. I just wanted to show progress as I know I'm a bit slow) :)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sheet!</div><div class="spoiler_body"><strong>Mortal Name:</strong> Carlisle Temms<br/><strong>Changeling Name:</strong> Tasket<br/><strong>Concept:</strong> Mouthy Mechanic <br/><strong>Theme Music:</strong> 'Speak Loud' by Trills (https://www.youtube.com/watch?v=0QTXjS_p54o)<br/><br/><strong>Seeming:</strong> Grump<br/><strong>Kith:</strong> Nocker<br/><strong>Court:</strong> Seelie<br/><strong>Seelie Legacy:</strong> Bumpkin<br/><strong>Unselie Legacy:</strong> Pandora<br/><br/><strong>Attributes:</strong><br/>Strength 3, Dexterity 3, Stamina 2<br/>Charisma 1, Manipulation 2, Appearance 3<br/>Perception 3, Intelligence 4, Wits 3<br/><br/><strong>Talents:</strong><br/>Brawl 2, Expression 1, Intimidation 1, Kenning 1<br/><br/><strong>Skills:</strong> <br/>Drive 3, Crafts (Machinery) 3, Survival 2, Larceny 2<br/><br/><strong>Knowledges:</strong> <br/>Investigation 3, Enigmas 2, Gremayre 2, Technology 3 (Jury-Rigging), Science 3 (Mathematics)<br/><br/><strong>Backgrounds:</strong><br/>Holdings 3 [GM Provided], Remembrance 5, Resources 1<br/><br/><strong>Willpower:</strong> 9<br/><strong>Glamour:</strong> 3<br/><strong>Nightmare:</strong> 0<br/><strong>Banality:</strong> 3<br/><strong>Seeming Immunity:</strong><br/><strong>Banality Triggers:</strong><br/><br/><strong>Birthrights:</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Make It Work</div><div class="spoiler_body">Nockers are masters of whipping up items on demand with little more than random materials, some Glamour, and a highly cinematic and honestly self-serving appreciation of<br/>“science.” A nocker can improvise all manner of temporary, but useful, chimerical items from apparently improbable materials, such as creating a crude firearm with little more than a light bulb, a water pistol, and a handful of nails. Such items require an Intelligence + Crafts roll, with a variable difficulty, and cost between one and three points of Glamour depending on the materials available as well as the complexity of the item. A nocker must have some degree of privacy when working on chimerical items. Kithain can be present, as long they do not disturb the nocker, but chimerical materials cannot be worked in the presence of mortals.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fix it!</div><div class="spoiler_body">Nockers can fix just about anything, chimerical or mundane. Sometimes all it takes is a kick and a few harsh words to scare a machine into working again. To fix a device the nocker’s player must make a successful Intelligence + Crafts or Manipulation + Intimidation roll. The difficulty can range from 5 (for a simple problem in a simple device) to 9 (for a difficult problem in a complex machine).</div></div><br/><strong>Frailty:</strong> <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Perfect is the enemy of done</div><div class="spoiler_body"> Nockers strive for perfection in everything they make, and yet they can never succeed. No matter how many successes a nocker rolls when creating something, it always has a minor (but irreparable) flaw. Whenever a nocker-made device is used in a stressful situation the Storyteller can ask the player to roll one die. If the die shows “1,” the device fails or breaks in a particularly spectacular fashion.</div></div><br/><strong>Realms:</strong> Prop 3, Fae 3, Actor 2<br/><strong>Arts:</strong> Pyretics 1 (Kindle), Contract 1 (Done Deal), Dragon's Ire 1 (Burning Thew), Legerdemain 1 (Ensnare)<br/><br/><strong>Merits:</strong> Ambidextrous, Mechanical Aptitude<br/><strong>Flaws:</strong> None<br/><br/><strong>Chimera:</strong> None<br/><strong>Treasures:</strong> None<br/><strong>Other Equipment:</strong><br/><br/><strong>Background:</strong> Carlisle comes from Chicago. Yeah, the Windy City. He had a rough life, but that never seemed to dim the curiosity he felt at the world around him. In particular, he always had this unnerring drive to know how things <em>worked</em>. His mother used to say that his first word was 'how,' reflecting that innate need to know things. He had a promising track academically, but financial woes caused him to drop out of high school at seventeen so he could go to work to support his mom and sister. A different sort of person might have been bitter about this--Carlisle wasn't. Instead, he was excited, because he was getting to work under-the-table at an auto-shop. It didn't always do the most...legitimate...business, so Carlisle picked up a few interesting tips and tricks about living a less-than-honest life.<br/><br/>Eventually he realized without the high school degree, he was going to be highly limited in what he could do with his life. So he got his GED at twenty and started working aggressively to become the best mechanic in the world.<br/><br/>Someday, Carlisle wants to design a car that looks like a dream on wheels. He's not sure how he'll do that. Just that he has to. Other people see a heavy block of metal and mechanical devices; Carlisle sees <em>joy.</em> He's been in trouble a few times thanks to the auto-shop he worked at; he's got a couple of theft or fraud charges on his record thanks to a couple of rip-offs here and there. It didn't make him a bad person; it just gave him the opportunity to be a <em>better</em> person and learn why that was a mistake. Nearing thirty now, Carlisle tries to keep himself on the level with his employment, but business hasn't been good, and truth be told, he's looking for some way out that will let him have his dream on wheels...<br/><br/><strong>Appearance:</strong> As a mortal, Carlisle is a mildly handsome man who would look so much handsomer if he just <em>smiled</em>. Which he won't. He is tall, standing at about 6'2", and he's eerily lean, perhaps only 125 lbs. or so. He has numerous scars on his hands and arms--hallmarks of working with fire and steel and sharp things--and he has a small scar over his right eye thanks to a belligerent bolt gone awry when working on a car one day. He has a small gunshot scar on his left side. He doesn't talk about that. He is blond with gray eyes.   <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">How I envision his changeling mien</div><div class="spoiler_body">As a changeling, he's still tall and eerily thin, but it's almost to an extreme. His hands and feet are both solid red; it looks almost like they've been painted that way, but nope! His eyes remain gray, but the whites of them are instead red. Not like blood--more like paint again, though it's his natural Nocker look. His eyes are huge in his mien, as if he's trying to literally look at the whole world. His face has a bit of a 'battleax' look to it; his nose is a little overly large and sharp, his chin looks like a person could chop vegetables with it, and his cheekbones look like murder weapons. But he <em>smiles</em> as a Nocker (probably because he'd feel he's being his most honest self)--oftentimes cynically, but some hint of a potentially likable person shines through, if one can get through all the sass and mouthiness. </div></div><br/><strong>Personality:</strong> Carlisle is a mouthy bastard. He can't seem to shut up. (Might be related to that gunshot scar...) He is heavily opinionated, and if he's talking about his passion, which is cars? Then as far as he is concerned, sit down and shut up because it's time to go for a ride and learn some things! However, he tries to limit how rude he is around people he respects; he knows he's unlikable and tries his best to understand people even when he feels like he can't. He's naturally a loner...but that doesn't mean he won't socialize. If anything, Carlisle is aware he's been too isolated for too long, so he feels a drive to try to make some connections at last. His dream on wheels will mean nothing if he has no friends to share it with! Sometimes he gets the urge to fast-track things he wants in less-than-legal ways, but he's come to the conclusion he should only do that when necessary...though the right (or wrong?) friends could easily bring that back out in him.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Freebies Spent</div><div class="spoiler_body">2 to gain 1 more dot of Prop, 2 to gain one more dot of Fae, 2 to gain one more dot of Actor, 5 to gain an Art: 1st dot of Legerdemain<br/>4 to gain 4 dots of Willpower--total up to 9. (Grump WP bonus already factored in)<br/><br/>1 pt. to gain Ambidextrous Merit<br/>1 pt. to gain Mechanical Aptitude Merit<br/>1 pt. to raise Remembrance to 5<br/><br/>2 points for 1 more dot of Larceny<br/></div></div></div></div>