Attributes |
Renown |
Mental |
Physical |
Social |
Cunning |
0 |
Intelligence |
2 |
Strength |
2 |
Presence |
1 |
Wisdom |
0 |
Wits |
4 |
Dexterity |
3 |
Manipulation |
4 |
Honor |
1 |
Resolve |
1 |
Stamina |
1 |
Composure |
3 |
Glory |
1 |
Skills |
Purity |
0 |
Mental |
Physical |
Social |
|
-3 Unskilled |
-1 Unskilled |
-1 Unskilled |
Advantages |
Academics |
0 |
Athletics |
1 |
Animal Ken |
0 |
Size |
4 |
Computer |
1 |
Brawl |
0 |
Empathy |
2 |
Health |
5 |
Crafts |
1 |
Drive |
0 |
Expression |
2 |
Defense |
4 |
Investigation |
2 |
Firearms |
0 |
Intimidation |
0 |
Willpower |
7 |
Medicine |
1 |
Larceny |
1 |
Persuasion |
4 |
Initiative |
7 |
Occult |
2 |
Stealth |
1 |
Socialize |
0 |
Speed |
9 |
Politics |
0 |
Survival |
1 |
Streetwise |
2 |
Primal Urge |
1 |
Science |
0 |
Weaponry |
0 |
Subterfuge |
2 |
Default Harmony |
7 |
Skill Specialties
Persuasion Skill: Persuasion Through Cuteness Specialty
Investigation Skill: Finding Shiny Objects Specialty
Subterfuge Skill: Innocent Aura Specialty
Prerequisites: Composure •••, Manipulation •••, Wits •••
Your character can turn any attempt to leverage her into an opportunity. Any time a character initiates a Social Maneuvering action against yours, you may spend a Willpower point to preempt that attempt with one of your own, or another Social action.
(Chargen-only)
Prerequisites: --
Your character is diminutive. He's not five feet, and it's easy to walk into him without noticing. He's Size 4 and thus has one fewer Health box. He gains +2 to any rolls to hide or go unnoticed, and this bonus might apply any time being smaller would be an advantage, such as crawling through smaller spaces.
Available only at character creation.
Drawback: In addition to lower Health, your character might be overlooked or not taken seriously by some people.
Prerequisites: --
Your character is very good at letting others get close. This gives him an edge in getting what he wants. At the beginning of a Social maneuvering attempt, you may choose to accept a Condition such as Leveraged, Swooned, or Vulnerable in order to immediately eliminate two of the subject’s Doors.
Prerequisites: --
You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. Your character's reflexes are honed to the point where nothing's shocking.
Prerequisites: --
Your character has somewhere she can go where she can feel secure. While she may have enemies that could attack her there, she’s prepared and has the upper hand. The dot rating reflects the security of the place. The actual location, the luxury, and the size are represented by equipment. A one-dot Safe Place might be equipped with basic security systems or a booby trap at the windows and door. A five-dot could have a security crew, infrared scanners at every entrance, or trained dogs. Each place can be an apartment, a mansion, or a hidey-hole.
Unlike most Merits, multiple characters can contribute dots to a single Safe Place, combining their points into something greater. A Safe Place gives an Initiative bonus equal to the Merit dots. This only applies to a character with dots invested in the Safe Place.
Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested. If the character desires, the Safe Place can include traps that cause intruders lethal damage equal to a maximum of the Merit rating (player’s choice as to how much damage a given trap inflicts). This requires that the character has at least one dot in Crafts. The traps may be avoided with a Dexterity + Larceny roll, penalized by the Safe Place dots.
Prerequisites: Empathy ••
Your character has seen pain, and can identify it instantly. With a single Wits + Empathy roll, you can identify any mental Conditions from which a character suffers, and his Integrity. A character trying to hide this can contest with Manipulation + Subterfuge, but may roll no more dice than his Integrity or other relevant trait. If he does not have Integrity, you get an idea of his general, abstract state and internal conflicts. For example, a vampire has Humanity instead of Integrity. Your character might know that the vampire struggles with a terrible
addiction, and feels inhuman, but wishes to maintain attachment to what made him
feel like a person.
Any character so discerned is always down one Door in any social maneuvering with your character. After a successful roll, with meaningful, relevant interaction, your character can give the 8-again quality to a subject’s breaking point rolls for the chapter.
If a character takes your character as a Support Network, that character may never roll fewer dice for a breaking point than your character has Empathy dots.
Gifts
Reflected Facets (Wolf Gift: Cunning, Gift of Pack)
Cost: +1 Essence
Duration: Special
Dice Pool: --
Action: Instant
A werewolf is a weapon armed with Gifts. Like an artillery strike, this Facet grants the Uratha’s pack the ability to guide her power.
The Uratha may use her Gifts even against prey she cannot personally sense as long as one of her packmates can. This costs 1 additional Essence on top of the Facet’s normal cost. The werewolf gains no special ability to know when her packmate can see the prey and must use other Gifts, signals, or technology to coordinate.
The character may also transfer Facets that enhance the individual rather than target prey. The Uratha activates the Facet while paying 1 additional Essence, and the effects appear on the chosen packmate. The Uratha can’t reactivate the Facet while it is in use, but may cancel the transfer with a reflexive action. Both uses of this Facet have a range of the Uratha’s Cunning Renown in miles.
War Howl (Moon Gift •; Gift of the Gibbous Moon)
Cost: 1 Essence
Duration: 1 turn per success
Dice Pool: Presence + Expression + Glory
Action: Instant
The Cahalith howls her defiance and spurs her pack to greater heights of violence and fury.
Dramatic Failure: |
A single enemy who can hear the howl regains 1 spent Willpower point. |
Failure: |
The Cahalith’s howl fails to inspire her pack. |
Success: |
All members of the Cahalith’s pack within earshot gain +1L rating on their Brawl and Weaponry attacks for the duration of the Facet. This bonus damage is always lethal, even if the attack deals bashing damage. |
Exceptional Success: |
The Cahalith gains the Inspired Condition. |
Rites
?
Harmony
The elders of your tribe have expressed disapproval in you. You: Seek a compromise with the elders. (+1)
Compared to you, your peers are: Middling. Depends on the peer, really. (+0)
A powerful but corrupt Philodox from another Sept offers you substantial reward if you'll testify against your friend at moot. You: Testify on your friend's behalf, no matter the consequences. (+1)
If imprisoned by the human authorities, would you injure or kill others in order to escape? No. They're just doing their jobs. (+1)
What is the clearest path to wealth? Staying flexible so you can take advantage of opportunities. (-1)
What are some habits or rituals you engage in daily in order to moderate your default Harmony?
Meditation to the tune of a music box. (0)
Frenzy Triggers
Passive Frenzy Trigger: Coming into contact with any hateful emotions.
Common Frenzy Trigger: Hate-fueled actions or emotions.
Specific Frenzy Trigger: Hateful actions specifically towards her or her friends/pack.
Aspirations
Short Term: To have lots of fun RP.
Short Term: To figure out the world of Garou through playing.
Long Term: To grow my character through RP and have it reflected in logs and stats.
Background
1. What do you want to accomplish with this character?
To have fun, learn about the world of werewolves, and see how this character's adventures can shape the lives of those around them. As a personal story they would like to discover their heritage (parents and/or family) or find a place where they 'belong', given they never quite feel part of any whole.
2. How do you see this character's arc concluding?
With the discovery of their parents and/or the final acceptance of being part of someone else's life to a point they can't refute or push away.
3. Does your character have any connections to PC characters? Any important relationships to note, like Allies, Contacts, or Mentors?
None currently present.
4. What does your character do for a living? If not their occupation, what are their hobbies or passions?
Street Urchin for the Black Eye's Bandits. Currently operating in Bloodstone City.
5. Has your character joined any factions? If so, what drew them there?
Black Eye's Bandits. Part of a small group of street rats led by a more notorious bandit member operating out of Bloodstone.
6. In the fight between Nature and Technology, where does your character lie?
In between. Nature is nice but Technology has its perks. She has some computer familiarity and some wilderness survival training.
7. What does your character care about above all?
Happiness. Her own and others. Though she has some inkling that her current 'job' is not right, she also knows that the ones she currently help are like her, and in need of help more than the folks they tend to fleece. She constantly tries to please others, and sometimes overlooks why in favor of the end result.
8.What does your character despise above all?
Hatred and violence. Anathema to making people happy is people being miserable, and her experiences have shown hatred and violence to be the primary causes to unhappiness.
9. At what age did your character have their First Change? What happened?
It is about to happen! Still to be determined in scene!
10. Has your character ever broken the Litany?
Not yet.