Winfrith Kennard

High Chairman Winfrith Anne Kennard- Stockard (a.k.a. Winnie)

World Views

She doesn't have any personal dislike for those who have been changed by the virus nor does she have anything against the automatons. But she is also practical and understands that there are limits to what the laws can to in regards to making communities fair. There are no laws that can force people to be nice and respectful to each other. She wishes that there were because she would write them into being without hestitation. Rather then trying to save everyone or make everything perfect for everyone, she stays focused on the big picture. There are too many things going wrong in the world to try to handle all the little things while the big stuff hasn't been addressed yet.

But she does wonder if there is any value in finding a cure at this point. There are many who have been changed who have never known being anything else. Would they want such a cure? She doesn't feel that it would be right to make that choice for someone else, but she also feels that the choice should exist. Having the power over the body is want makes Humanity powerful.

Quest Seeds

She is always looking for art supplies and is willing to pay well for these. This includes things that can be made into paint such as pigments.

Additionally, she is looking for someon to go to the Albany Institute of History & Art. She is willing to pay for any art pieces that can be salvaged.

Tenets of Faith

She believes in The Maker deeply. In her personal life, she does her best to follow his teachings. But she does not believe that she has the right to force her religious view onto everyone in the camp. Because of this, she does her best to keep her faith out of her political decision making. To her, both the church and the government serve important functions, but they perform them the best when they remain seperated. This is not currently required at Camp Hope, but is something that she is hoping she can see put into law before she dies. Protecting the rights of everyone means the leadership cannot be allowed to rule with the guidance of their faith. This has been the issue that has put her most at odds with the Church of Hope despite her deep personal believe and faith.

Mental characteristics

Personal history

Background: Intellectual

It’s not a matter of how smart she is but more her choice to never stifle her curiosity about the world. She always asked questions. If parents didn’t satisfy, she pestered teachers, and when they failed, she took matters in her own hands and embraced books or other sources. Regardless of her capacity to solve problems or retain complex theories, she refused to accept an explanation without evidence.
Skill Proficiencies:
Science
Languages:
French and Italian
Equipment:
A set of common clothes, a handful of textbooks and 15 credits

Origin

Mother is still alive. Her father died of natural causes. Her mother is an Elder in the Church of Hope. She was raised in the faith. She is an only child.

Life Events

1. Friendship She is good friends with Merryn Iosif, the librarian. They share a deep love for learning and books.
2. Enemy She has made a political enemy of Lisha Eryka Keys. She doesn't always make decisions in favor of the Church of Hope Lisha considers that a betrayal. Adding insult to injury is the fact that she has gone on the record more then once stating that she cannot put the wishes of the church before the desires and needs of the camp as a whole.
3. Enemy Her political decisions and relationship with Lisha have led to a falling out with her mother as well. Marybelle Stockard has not outright disowned her, but she has made it known that she is disappointed in her daughter's failing to follow the true path set for them by The Maker.
4. Windfall She was given 80 credits for a commision for the writing of some documents. It is the only time in her life that her ability to write in pretty handwriting seem to actually be useful rather then something to do to pass the time.
5. Friendship 2461252 has become a source of knowledge and comfort. They seem to be the one thing that is constant and never changing within the flow of her life. She knows that they are a machine, but she cannot help but see them as something more.
6. Friendship Enzo Cosima is the bounty collector in the camp and has become someone that she spends every morning with while they have their tea. It is an odd and quiet friendship.
7. Romance She had a lover, Mark Andrews, when she was young. He was a scavanger that was killed while out in the city. She will forever consider him her one true love. He was unremarkable in every way except that he made her heart race and her breath catch in her throat.
8. Friendship Of all of her friendships, the one that has bloomed with her yooungest daughter Nissa Kennard, is the one that she considers the most important and special.
9. Romance Children are required for Humanity to continue and she did her duty. She married Alexander Michael Kennard and had children. But there was never any love between them, not that he was ever a bad person. He was just never Mark.

Leaving the Doctors

Upon taking the position of High Chairman, she decided to leave her position as a Doctor in the hsopital. This had never been done before and was contraversial, raising the question of whether or not she still qualified for the position. However, it was determined that there were no laws that demanded she remain in her position as a Doctor. She declared that her remaining a Doctor made for a conflict of interest and that she could rule the camp more fairly if she was not connected to any one faction within it.

Personality Characteristics

Motivation

She wants Camp Hope to not only survive but to thrive. She wants her people to be happy and safe.

Reign

She was voted into the High Chairman position in 103. During her reign she has made an enemy of the Church of Hope because she has not favored them with her rulings. In general, she is known as being a fair ruler.

Relationships

Winfrith Kennard

wife

Towards Alexander Michael Kennard

0
0

Alexander Michael Kennard

husband

Towards Winfrith Kennard

0
0

Lisha Eryka Keys

Enemy (Vital)

Towards Winfrith Kennard

0
0

Dishonest


Winfrith Kennard

Enemy (Vital)

Towards Lisha Eryka Keys

-2
0

Subversive


Winfrith Kennard

Friend

Towards Merryn Iosif

4
0

Merryn Iosif

Friend

Towards Winfrith Kennard

5
0

Winfrith Kennard

Enemy

Towards Marybelle Stockard

0
0

Marybelle Stockard

Enemy

Towards Winfrith Kennard

-3
0

Winfrith Kennard

Friend (Important)

Towards 2461252

5
0

2461252

Friend (Vital)

Towards Winfrith Kennard

5
0

History

Over the years, Winfrith Kennard has managed to find a special place in 2461252's heart. The feelings that they have for her, they rather imagine to be close to love. They would give up being alive in order to protect her and they cannot explain to themselves, let alone anyone else, why it is that she matters so much to them. But she has visited them since she was young and over time has become an important part of thier life. They fear the inevitable time of her passing that every human faces and often hopes that they will meet their end first rather then having to be the witness to hers.

They get her painting supplies whenever they are able to find or afford them. Seeing her painting bringings them a warmth that does not otherwise come. They don't think that she is a techniquely good painter, but something about the joy that it bring her makes them want her to keep doing it anyway. A painting of a dog hangs in their section of the power station. It was the first painting she did when she was very young. It is awful, but they never see the painting when they look at it. They only see the small child who held it up to them with shy pride.

They often wonder if these are the feelings that parents have for their children.

Winfrith Kennard

Friend

Towards Enzo Cosima

4
0

Enzo Cosima

Friend

Towards Winfrith Kennard

5
0

Winfrith Kennard

Friend

Towards Nissa Kennard

4
0

Nissa Kennard

Friend

Towards Winfrith Kennard

5
0

Current Location
Species
Currently Held Titles
Year of Birth
47 SE 66 Years old
Birthplace
Spouses
Siblings
Current Residence
Housing District
Pronouns
She/Her/Hers
Sex
Female
Gender
Female
Presentation
Female
Eyes
Grey
Hair
Salt and Pepper
Skin Tone/Pigmentation
Pale
Height
5' 10"
Weight
132#
Quotes & Catchphrases
Just because I'm old doesn't me I can't find a way to end you.
Belief/Deity
Aligned Organization
Other Affiliations
Related Plots
Known Languages
English, Spanish, French Italian
Ruled Locations

Biases

Positive Biases

She favors people who are intelligent. Characters with Intelligence scores of 15 or greater are effected by this bias.

Negative Biases

She has a difficult time being patient with people who are not intelligent. Characters with intelligence score of 10 or less are effected by this bias.

The pen really is mightier than the sword. While a sword might slay a man, words can change him which is far more powerful.
— Winfrith Kennard

Personal Code

  1. Camp Hope must survive
  2. What serves the most people is the best choice
  3. Laws must be upheld and obeyed by all people regardless of rank or they mean nothing
  4. Responsibility: She does what she must and obeys just authority. (Lawful)
  5. Nation. Her camp and people are all that matter. (Any)
  6. Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
  7. Logic. Emotions must not cloud our logical thinking. (Lawful)
  8. Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

The greatest responsibility and honor for the old, is the stewardship of the world for the young. For we do not own this place that we reside in, but rather we hold it in trust for those that will follow after us. It is they who we must always answer to for it is they who will be forced to live with the choices that we make.
— Winfrith Kennard

Camp Relationships

She does her best to keep her personal relationships and even her political opinions of people from swaying her decisions for the camp. She believes that allowing these kinds of emotions to cloud leadership decisions is irresponsible. Because of this, it can be difficult for her to make deep and lasting friendships. Many times, people become offended or feel betrayed if she feels that she has to make a decision against what is in that person's personal interest. But she believes that being the High Chairman is a higher calling than being a person's friend.

The result is that she has a few enemies and only a few deep friendships. Those friends, however, do understand the nature of her position and the manner in which she makes decisions. They understand that she is not making choices based upon her friendships. Most of the the people that she can maintain friendships with it is because they admire this trait about her as a leader and believe that it makes her more fair and noble.

Calligrapher’s Supplies
Generic article | Jan 6, 2025

Guilty Pleasure

She rarely has many creadits because she usually spends every extra credit she has on getting art supplies. There are times that she feels incredibly guilty about this hobby and sees it as a waste of both time and money. But she always finds herself coming back to it as a way to relax and to focus her thoughts. There are other times that she tells herself that art is part of what makes Humanity special and because of that it must be continued in order to preserve everything that Humanity is. But she never really believes herself.

 

Winfrith Kennard

Medium Human, High Chairman, Lawful Neutral

Armor Class 15
Hit Points 150
Speed: 30 Feet

STR

12
( +1 )

DEX

14
( +2 )

CON

14
( +2 )

INT

16
( +3 )

WIS

18
( +4 )

CHA

24
( +7 )

Saving Throws INT +9, WIS +10, CHA +13
Skills

Deception +13, History +9, Insight +10, Intimidation +13, Investigation +9, Medicine +10, Perception +10, Performance +13, Persuasion +13, Stealth +8

Senses

Passive Perception 20

Languages English, Spanish, French Italian
Challenge Rating CR 20 (25,000xp)
Proficiency Bonus +6

Description

Poised with timeless elegance, she exudes quiet strength and wisdom etched into the fine lines of her serene expression. Her silver hair is impeccably styled, framing a face that carries the dignity of years well-lived, and her gaze is both contemplative and keen—an observer of history and a keeper of secrets. The intricate patterns of her clothing suggest a refined taste and a connection to cultural or artistic heritage, while the large, ornate earrings add a subtle flair of confidence. She is someone who commands respect not with volume, but with presence—perhaps a matriarch, a scholar, or a figure of influence in a world rebuilt from the ashes of a fallen one.

Ideals

She believes in reasoned leadership, individual choice, and the separation of faith and governance, striving always to serve the greater good with wisdom and fairness.

Bonds

She shares a deep emotional bond with her youngest daughter, Nissa, cherishing their connection as the truest and most fulfilling relationship in her life.

Flaws

She struggles with impatience toward those she deems less intelligent, often dismissing their perspectives before fully hearing them out.

Suggested Environments

Camp Hope


VIG 12 and SAN 10

Class: Face

She is all talk. Thankfully, her strengths depend on that. Some call her empathic, while others claim she just possesses good instincts. She can spot a liar by their puckering lips and lazy eyes. She sense the heat of attraction and the searing loathing of those obsessed with violence. Her words have been known to disarm, sooth, or enrage. When shooting is not the solution, she's the only one that can save the situation. She's the smooth talker, the negotiator, and the haggler. When a gun is pointed at her head or when dangling off a cliff, her first response is, “can’t we discuss this?”

Proficiencies

Armor. Light armor
Weapons. All simple weapons and one-handed small arms
Tools. Disguise kit, all ground vehicles and aircraft
Skills. Perception, Insight, History, Intimidation, Investigation, Persuasion

Bulletproof Ego

As long as she wears light or no armor, she gains a bonus to AC equal to half her proficiency bonus (rounded down).

Double Your Efforts

She is not a fighter. She's a… well… everything that’s not a fighter. Once per turn on her turn, she can make a DC 10 Wisdom (Perception) check as a free action; if she passes, she can take an additional action on top of her regular action. She cannot use the Attack action or cast spells with this extra action.

Life Insurance

She is not expecting to be in a fight, so best to use her resources more constructively. Spend a Hit Die on her turn, regain the hit points, and she gains all the following benefits (this requires no action).

  • She automatically passes the Double Your Efforts skill check to gain the additional action.
  • She has advantage on all attack rolls, ability checks, and skill checks until the beginning of her next turn.
  • Any Charisma saving throws she forces a target to make before the end of her next turn gains a +3 bonus to the DC.
  • Her speed increases by 5 feet and she gains a +2 bonus to AC until the beginning of her next turn.
  • The bonus to Save DCs increase by +5.
  • She regains 2 to her Hustle Pool.

Way of Protagonist

She knows, deep in her heart that she is a hero. Even if her skill set is different then the usually hero, she still has something special. She has skills that enable her to manipulate people through force of while, a winning smile and the right sequence of words.

  • DC 21 for all her protagonist abilities

Biting Taunt

She is able to scream an obscenity that is shockingly personal and vile to her opponent. As an action, she can target an enemy that can hear and understand her. It makes a Charisma saving throw. If the target fails, it has disadvantage on attack rolls and ability checks until the beginning of her next turn. A target that succeeds on the DC has advantage on additional saving throws against this effect until she finishes a long rest.

Cognitive Empathy

The truth is written in their faces. Through interpreting micro-expressions, body language, and other aspects of applied psychology, she can read the thoughts of certain individuals. As an action, she can focus her mind on any one creature that she can see within 30 feet of her and that has an Intelligence of 4 or higher. It makes a Charisma saving throw. If it fails, she learns the surface thoughts of the creature—what it is most likely to do in the immediate future and what could possibly be on its mind. She also gains insight into its reasoning (if any) and/or its emotional state. This effect lasts until the end of her next turn or until she breaks line of sight.

Faceman

It’s all about personality. As an action, double her proficiency bonus with the next persuasion check. She can select faceman a second time and select another skill or item.

Fascination

(Taken Twice)

She is, in fact, the most interesting person in the world…at least to her target. As an action, she can attempt to charm a target. It must be able to hear and understand her. It makes a Charisma saving throw. If it fails, the creature is not only charmed by her but by all her allies the target can see. The charmed effect ends if the target suffers damage or five minutes have passed. She can use this feature twice after each long rest. If the target makes the saving throw, she recovers the use of fascination but cannot use it against the same target until she finishes a long rest.

Know the Signs

Advantage against any Charisma and Wisdom saving throws.

Hustle Pool

She is a born talker and loves to debate, regardless if its versus friends, enemies, or entities. She can alter the natural result of any non-attack d20 roll she makes. She gain a pool equal to double her Charisma modifier and can pull from said pool to modify the result of a d20 roll she just made. Her hustle pool refills after she finishes a long rest.

Make Them Flinch

She can force a creature that made a Charisma saving throw she imposed to re-roll. When she uses this feature, she cannot use it again until she finishes a long rest. If the target still succeeds on the saving throw, she recovers the use of make them flinch but cannot use it against the same target until she finishes a long rest.

Automatic Improvisation

She is really good at giving the illusion that she knows what she is doing. She has proficiency with all tools.

Archetype: Diplomat

She's the one brought in when weapons cannot be used, when even the brandishing of firearms is considered a total failure. She cannot give the appearance of aggression, not even when the situation goes out of control. She's the wave of the future, where words rather than bullets will solve disputes.

Proficiencies

Deception and Performance

Volume and Presence

Her opponent’s argument is invalid and ridiculous, and her tolerance for their ignorance is over. She can select one target her size within 25 feet that can understand her. The target makes a Wisdom save against her psychological attack. The save DC = 21. If the target fails, either she has advantage on all contested Wisdom or Charisma ability checks and skill checks until the end of her next turn, or the target is frightened of her until the beginning of her next turn. If she targets the same creature on her next turn, the DC increases by +2 (consecutively to +6). This ability does not work on a target that has suffered damage from her or an ally in the past minute.

The Art of Compromise

Double proficiency bonus with Persuasion, Intimidation and Deception.

Confidence Comes with the Position

She can never have disadvantage with any Charisma skills checks, ability checks, or saving throws.

I Think We Got Off on the Wrong Foot

She can expend a Hit Die as a bonus action (recovering no hit points) to set her next Charisma or Wisdom skill check to a natural 20 instead of making the roll.

Everything You Got

Her arguments are so compelling, her opponent is having a difficult time concentrating. As an action, she can select one target within 25 feet that can understand her. The target makes a Wisdom save against her psychological attack. The save DC = 21. If the target fails, it is stunned until the start of her next turn. This ability does not work on a target that has suffered damage from her or an ally in the past minute.

Ladder: Born Leader

She has always displayed confidence in the way she talks and presents herself. She was the head scribe at the library. She simply projects a presence that encourages followers. Thankfully, beyond the simple aura of her charisma, she is also clever enough to know what to say at the right times to have the greatest effect. She knows that how you speak means more than the words themselves. Even if she ise not the leader of the group, she often does most of the talking when the need arrives. In her spare time, she socializes with others.

  • Key Abilities. Charisma, Intelligence

Brains and Good Looks

After taking a long rest, if she is wearing no armor and wields no weapons, she gains a +2 bonus to Charisma until she makes an attack roll or casts a spell.

Compelling Directive

After she finishes a long rest, roll a d20, and put the result aside. She can swap out any roll she or an ally that can communicate with her makes for that result. She should always have a d20 result put aside this way, but after swapping four die rolls, she cannot swap another until she finishes a short or long rest. After she finishes a long rest, she always rolls a new d20.

Presence of Leadership

After taking a long rest, if she wears no armor and wields no weapons, she has advantage with Charisma skill checks until she makes an attack roll or casts a spell.

Earned Loyalty

She can turn a short rest into a long rest without an extension of time. This affects her and all allies she can see. After she uses this ability, she cannot use it again until she has completed four additional long rests.

Just Stop

She can take a moment to focus and gather her wits, as well as the wits of her allies. Use an action, and she and all allies able to communicate with her gain the benefit of a short rest. This takes no time other than the action on her turn. After she uses this ability, she cannot use it again until she finishes a long rest.

Ladder Gains

  • +2 Persuasion
  • +1 Armor Class
  • +1 bonus to attack and damage rolls.

Race: Human

Frail Frame (Genetic Shortcoming)

She does not handle pain very well. Each time she suffers damage, she loses 1 additional hit point.

Extreme Fortitude (Genetic Benefit)

She gains 2 additional hit points at 1st level, plus 1 additional hit point every additional level.

Limber (Genetic Benefit)

She gains a +5-foot bonus to speed.

Skill/Tool Proficiency (Genetic Benefit)

Calligraphers Supplies

She is adept at one thing since birth, a calling. She gains proficiency in one skill or tool.


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