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Shiloh
Sept 5, 2014 23:08:37 GMT -5
Post by shiloh on Sept 5, 2014 23:08:37 GMT -5
NAME: | Shiloh | DEED NAME: | One-Eye | AUSPICE: | Ahroun | BREED: | Lupus | CHRONICLE: | Peyote Creek | TRIBE: | Wendigo | CONCEPT: | Wild Born Wolf |
ATTRIBUTES |
| PHYSICAL |
| SOCIAL |
| MENTAL |
| STRENGTH: | 5 [Steely Grip] | CHARISMA: | 2 | PERCEPTION: | 3 | DEXTERITY: | 4 [Lightning Reflexes] | MANIPULATION: | 2 | INTELLIGENCE: | 3 | STAMINA: | 4 [Resilient] | APPEARANCE: | 2 | WITS: | 4
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ABILITIES |
| TALENTS |
| SKILLS |
| KNOWLEDGES |
| ALERTNESS: | 3 | ANIMAL KEN: | 1 | ACADEMICS | 0 | ATHLETICS: Sidestep | 5 | CRAFTS: Sculpture | 4 | COMPUTERS: | 0 | BRAWL: Claws | 4 | DRIVE: | 1 | ENIGMAS: | 1 | EMPATHY: | 1 | ETIQUETTE: | 0 | INVESTIGATION: | 1 | EXPRESSION: | 0 | FIREARMS: | 4 | LAW: | 0 | LEADERSHIP: | 0 | LARCENY: | 0 | MEDICINE: | 3 | INTIMIDATION: | 4 | MELEE: | 4 | OCCULT: | 3 | PRIMAL-URGE: | 3 | PERFORMANCE: | 0 | RITUALS: | 2 | STREETWISE: | 0 | STEALTH: | 2 | SCIENCE: | 0 | SUBTERFUGE: | 0 | SURVIVAL: | 3 | TECHNOLOGY: | 0 |
Talents |
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| Skills |
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| Knowledge |
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| Instruction: | 0 | [Specs] | Archery: | 0 |
| Cosmology: | 0 |
| Search: | 0 |
| Kalindo: | 0 |
| Herbalism: | 0 |
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| Klaive Dueling: | 0 |
| Linguistics: | 0 |
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| Pilot: | 0 |
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| Repair: | 0 |
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| Meditation: | 0 |
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MERITS | Effortless Shift [6] | Code of Honor [1] | None | None | None |
FLAWS | One Eye [2] | Flashbacks [3] - Fire | None | None | None |
BACKGROUNDS | Years - 2 | Kin - 2 | Fetish - 1 | Totem - 5 | None |
Lore | Garou - 3 | Wendigo - 2 | Spirit - 2 | Wyrm - 1 | None |
GIFTS | Heigtened Senses | Razor Claws | Resist Pain | Sense Prey | Battle Sense | Truth of the Hunted | Mother's Touch [1/day] | True Fear
| Gift of the Salamander
| Spirit of the Fray
| Falling Touch
| Claws of Frozen Death
| Flame of the Wind Rider
| Leap of the Kangaroo
| Brother's Scent - child of Gaia (Eleanor )
| Sense the Unnatural
| Silver Claws
| Strength of Gaia
| Sky Running
| Cat Feet
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RENOWN |
| TRAITS |
| GLORY | 6
| RAGE | 5 | HONOR | 5
| GNOSIS | 5 | WISDOM | 1
| WILLPOWER | 7 |
Freebie Points Use | Previously Approved | None | None | None | None |
GEAR | Backpack | Rifle | Hand Gun | None | None | None | None | None | None | None | None | None | None | None | None | None | None | None |
AGE: | 00 | HEIGHT: | 0'0" | WEIGHT: | 000 lbs | EYE COLOR: | (Insert HERE) | HAIR COLOR: | (Insert HERE) | BIRTH MARKS: | (Insert HERE) | TATTOOS: | (Insert HERE) | SCARS: | (Insert HERE) |
DESCRIPTION: | Like the other wolves of the North, he's large and gray in his lupine form. His left eye is missing, and in all his forms, the scar is obvious, though he prefers to wear an eye patch when walking around on two legs. He prefers to keep his hair short, his clothing unremarkable. He's learned that much, at least, from watching people. Some call him a 'functional mute' but those are only people who know him well enough to know he is not actually mute. He isn't shy. He just doesn't bother to speak unless he thinks it's important. |
BACKGROUND: | He was just a pup a lightning storm started a fire. The pack retreated as far as they could, to their den, and then the pups were picked up, carried by the scruffs of their neck farther. Only two of the pups survived, though, and neither unmarked. Shiloh lost an eye, and still has a terror of fire. His First Change came in front of men, a few Kin who had come to the woods to investigate the way the land land recovered from the fire. They were trapping the wolves, tranquilizing, and weighing them. Unfortunately, one of those wolves was a Garou. It ended up working for the best, though, since one of those men was a Kin who had contacts with other Garou. Shiloh was helped, taught how to blend in with humans, including human speech. ... that was years ago. He's avoided most people since then. But his pack is dead, now, all of them. He'd stayed near them, watching as they fought the encroachment of other packs, then of man. Their territory had grown ever smaller, until they were no more. Now he was alone, and moving into Peyote Creek. |
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Shiloh
Sept 5, 2014 23:12:48 GMT -5
Post by shiloh on Sept 5, 2014 23:12:48 GMT -5
Heightened Senses (Lupus Rank 1) The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally potent. This gift is taught by Wolf-spirits. System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three; +1 to Primal-Urge Dice Pools.
Sense Prey (Lupus Rank 1) Werewolves used this ancient Gift during hard winters to feed their packs. The Gift letes Garou locate enough prey to feed a pack. In the urban environment, This Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans and wolves do no register as prey animals (as per the Litany), but it is said that the Red Talons know a variant of this Gift that acts otherwise. A wolf spirit teaches this Gift. System: The Garou makes a roll using Perception + Primal-Urge against a difficulty of 7. Success will lead the Garou to a suitable animal sufficient to feed a pack of up to 12 wolves. The range extends up to 50 miles. Taught by: Wolf spirit
Leap of the Kangaroo (Lupus Rank 1) This Gift was originally developed by the lost Bunyip tribe. By invoking the Gift, Garou may leap incredible distance. Despite its name, this Gift is taught by Hare- or Cat-spirits (marsupial-spirits seem loath to aid the Garou these days...). System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance. See the Jumping Chart, pg212.
Sense the Unnatural (Lupus Rank 2) The Garou can sense any unnatural presence and determine its approximate strength and type. supernatural presences can include: magic, spirits, the Wyrm, wraiths, etc. This will detect vampires, but only those with Humanity scores below 7. This Gift is taught by any spirit servant of Gaia. System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the more information is gained. However, understanding the information might require an Intelligence + Occult roll (Storyteller's option). Alternative Versions
From: WW20 (Lupus Rank 3) The Garou can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, Wyrm taint, ghosts, vampires, faeries, and any other such unnatural manifestation - although it won't pick them out specifically as such. A werewolf may sense a person plagued by haunting as easily as a ghost. Any spirit servant of Gaia can teach this Gift System: The player rolls Perception + Enigmas (difficulty 6). The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of clotted blood, fear, corpse-meat or whatever else the Storyteller finds appropriate. Taught by: Gaian spirits
Battlesense (Ahroun Rank 1) The Garou can sense the best direction from which to make an attack, taking into account the terrain of the battlefield, the numbers and placement of the enemy and the available forces at the Garou's command or allied with her. System: The player spends a point of Gnosis and becomes aware of the tactical forces involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character's advantage.
Razor Claws (Ahroun Rank 1) The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit. System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard surface, such as a stone. Claw attacks then do an additional die of damage for the remainder of the scene.
Gift of the Salamander (Ahroun Rank 2) The Ahroun with this Gift can become virtually impervious to flame. She can walk through a blazing building, hold her hand in a torch flame or even plunge her arm into a cauldron of boiling oil without ill effect. This Gift is taught by a fire elemental, most often a Salamander. System: The player spends one Rage to activate the Gift; the effects last for one scene. While under the Gift's protection, the Ahroun receives four extra dice for the purposes of soaking any form of heat or fire damage, whether supernatural or not. She also becomes immune to the effects of smoke inhalation, althouh she still needs oxygen to survive. Taught by: Fire elemental, most often a Salamander
Resist Pain (Wendigo Rank 1) Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit. System: The Garou, by spending one Willpower point, may ignore all wound penalties for the duration of the scene.
Truth of the Hunted (Wendigo Rank 1) This Gift enables the Wendigo to follow his prey's passage regardless of the user's tracking skills. The Gift reveals course, speed, size and even the health of the target. All of the clues an accomplished tracker notices become blatantly obvious to the user of this Gift, which is taught by a Wolf-spirit. System: The player rolls Perception + Survival (difficulty 7). He needs only one success to follow the target precisely. Multiple successes eliminate false trails and provide more detail - height, weight, state of mind (panicked, calm, etc.), general health (healthy, tired, wounded), etc. Taught by: Wolf-spirit
True Fear (Wendigo Rank 2) The Ahroun can display the true extent of her power, scaring one chosen foe into quiesence for a number of turns. This Gift is taught by a spirit associated with fear. System: The Garou rolls Strength + Intimidation (difficulty of the target's Willpower). Ech success she achieves cows the enemy for one turn; the victim cannot attack. He may defend himself and otherwise act normally, although given the chance he will probably flee.
Flame of the Wind Rider (Wendigo Rank 2) This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armour, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm. System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. THe effects last for one scene. Taught by: Katanka-Sonnak
The Falling Touch (Ahroun Rank 1) This Gift allows the Garou to send her foe sprawling with just a touch. The Gift is taught by any aerial spirit. System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the opponent to the ground.
Claws of Frozen Death (Wendigo Rank 2) Blue smoke rolls off of the werewolf's claws and teeth, which are transformed into curving daggers of hardened ice. Wounds inflicted with these terrible weapons turn black and fester, all the warmth and life driven out of them. A snow-spirit teaches this Gift. System: The player spends one Gnosis point and rolls Wits + Survival (difficulty 7). The transformation lasts for the rest of the scene, or until banished voluntarily. Any individual wounded by the werewolf's fangs or claws suffers a -1 penalty for the rest of the scene as chills wrack her body. Additionally, such wounds heal badly; mortals are likely to lose injured limbs as the tissue necrotizes, and beings capable of supernaturally swift healing (such as vampires or Black Spiral Dancers) are unable to heal these wounds for one day per success on the Gift's activation roll. This Gift can't be used in Homid, but applies fully to the claws and/or fangs of all other forms.
Spirit of the Fray (Ahroun Rank 2) The Garou may opt to attack first in any given turn, no matter what his initiative roll may be. This Gift is taught by a Cat spirit. System: The Garou using this Gift acts either on his initiave segment as he rolled it, or at one success higher than any of his opponents, whichever is higher. There is no mandatory point cost or roll for this Gift, but Gnosis may be spent to ensure extra speed. If more than one Garou combatant has this Gift, the one who spends the most Gnosis goes first. Alternative Versions From: WW20 (Ahroun Rank 2) A cat-spirit grants the Ahroun the Gift of blinding speed and lightning reflexes, permitting her to strike before any foe. System: Once the Ahroun learns this Gift, its effects are permanent. She adds 10 to all her initiative rolls, and if she chooses, may spend a Gnosis point to add another 10 to an initiative roll (such an expenditure prevents spending Rage for extra actions, however).
Brother's Scent (Child of Gaia Rank 1) (Eleanor helped Shiloh learn it) Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child's presence simply overlook her. A servant of Unicorn teaches this Gift. System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Garou's appearance -- for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn't invisible, he simply doesn't stand out when he otherwise should, and his appearance is considered unremarkable even when he's interacted with. If the werewolf's actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift's illusion is immediately broken. Those specifically on the lookout for individuals who don't belong (security guards at a private facility, for example) don't succumb to this Gift unless their Willpower is lower than the Garou's successes on the activation roll. Taught by: Servant of Unicon
Strength of Gaia (Lupus Rank 3) The Goddess blesses her child with enhanced strength to defeat her enemies. The Garou must maintain her Lupus form, but she retains the might of the Crinos. System: The player must spend one Rage point to activate the Gift. Her base strength increases by four, rather than the normal one, in her Lupus form. The Gift works only in Lupus form and its effects cease if she shapeshifts. In any case, the Gift's effects last one scene. Book: Wild West Companion
Silver Claws (Ahroun Rank 3) The Garou can turn her claws into silver, making her a terror against other Garou on the battle field. This Gift is taught by a Lune. System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each turn she gains an automatic Rage point; furthermore, all noncombat difficulties are increased by one because of the distraction. When her Rage points exceed her Willpower, she must check for Frenzy.
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