Justine Russel

Played by: Selena (soymalklatte)

Justine Russel (a.k.a. Justy)

Kind, hardworking, and intelligent, Justy is a no-nonsense, do-it-yourself type of woman. She bought her ranch, Saddle Creek, herself, trained her horses herself. Hell, when the newly founded Environmental Protection Agency was looking for local input, Saddle Creek was first on their list of people to interview.   Now, though, things have gotten odd. After the Moon Landing (which, to be perfectly fair, Justy did not watch as she was busy helping birth a new filly), there are parts of herself that she's remembering that she doesn't quite know where they came from.   Standing on the edge of her property at night, she heard and felt a wild, strange disturbance, and following it found herself falling into the Dreaming. It felt like... Home in a way she hadn't understood she was missing. But she's got responsibilities... and now those are in jeapordy, unless she can figure out what she is and what is happening.

Physical Description

Specialized Equipment

Work gloves, belt knife, first aid kit, flashlight, rope
Species
Age
40
Date of Birth
September 13, 1933
Birthplace
Lawton, Oklahoma
Children
Current Residence
Sedona, Arizona
Pronouns
She/Her
Eyes
Brown
Hair
Brunette, usually braided back
Skin Tone/Pigmentation
Pale
Height
5' 9"
Weight
186 lbs

CHARACTER BREAKDOWN

  • Kith: Wolpertinger
  • Court: Seelie
  • Legacies: Squire/Pandora
  • House: N/A
  • Seeming: Childling
  • Birthrights/Frailty: Voracious Grazing and Prey Alertness/Unquenchable Appetite
  • Antithesis: Mistreat a tool while endeavoring to use it.
  • True Name:
  • Musing/Ravaging Thresholds: Foster Trust/Exploit Dependence
  • Glamour 7
  • Willpower 4

STATS

Physical

Strength 2, Dexterity 4 (steady hand), Stamina 3  

Social

Charisma 2, Manipulation 2, Appearance 3  

Mental

Intelligence 3, Wits 4 (instinctive), Perception 5 (vigilant)  

Talents

Alertness 3, Athletics 4 (mountain climbing), Brawl 2, Empathy 1, Kenning 3, Leadership 1  

Skills

Animal Ken 4 (farm animals), Crafts 1 (leatherworking), Drive 2, Firearms 2, Larceny 1, Stealth 2, Survival 4 (desert), Horseback Riding 3  

Knowledges

Academics 2 (geography), Gremayre 2, Investigation 1, Medicine 3, Science 3 (environmental science)  

Arts

Chronos 1, Legerdemain 2, Primal 3, Spring 3, Wayfare 2  

Realms

Actor 2, Fae 3, Nature 5 (affinity), Prop 2, Scene 3  

Backgrounds

Chimera 2, Contacts 2, Remembrance 1, Resources 3  
Merits
Ambidextrous, Friendly Face, Crack Shot, Perfect Balance, Calming Presence, Good Listener, Nature's Child  
Flaws
Curiosity, Chimerical Magnet

Colt Lightning (Weapon •)

Most weapons are meant to kill, but not all of them. When Justy Chrysalized, her side arm was caught up in the process, gaining a status as a chimerical item (with some added benefits).
 
At Justy's will, her shots can become non-lethal, harnessing the power of the storm to stun and down her targets rather than wounding them.
 
Mechanics: Before rolling, declare if you will be using the Lightning's ability or if you will be shooting regularly. After scoring a hit, roll damage as per usual. Each point of damage is considered stun damage, and the target takes all actions at a -3 penalty for a number of rounds equal to the damage dealt.
 
Stun damage can be soaked.

The Dreamcatcher (Weapon •)

Any good rancher needs a lasso, and Justy is no exception. Her lasso just happens to be able to entangle chimerical beasts and denizens of the Dreaming even better than an average lasso.
 
Mechanics: Whenever an attack roll is made to entangle a target that is fae or chimerical, add 2 dice to the pool. Any Redes (chimera) or Cantrips (changelings) attempted while entangled are made at +2 difficulty.
 

Entangle: The character uses her weapon to wrap around the target’s arm or leg. An entangled arm cannot be used to perform actions and an entangled leg prevents the target from moving more than two yards/meters per turn. Once she has entangled a target, the attacker can attempt to pull the target off his feet by making a resisted Strength roll against the target; both Strength rolls are versus difficulty 6. The attacker adds a number of dice equal to the successes she rolled in the initial entangling attack to her Strength. If the attacker wins, the target is knocked down, if the target wins, he remains on his feet. To escape from being entangled, the target must make a Dexterity + Athletics roll in a resisted roll versus the attacker’s Dexterity + Melee, both rolls are also versus difficulty 6. Attempting to pull a target off his feet or to resist this effect take actions, as do attempts to escape from entangling or resisting escape. Only long, flexible weapons like chains or whips can make entangling attacks.
 
Roll: Dexterity + Melee Difficulty: +1
Damage: None


 

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