Attributes |
Renown |
Mental |
Physical |
Social |
Cunning |
0 |
Intelligence |
3 |
Strength |
3 |
Presence |
3 |
Wisdom |
0 |
Wits |
3 |
Dexterity |
2 |
Manipulation |
1 |
Honor |
0 |
Resolve |
2 |
Stamina |
3 |
Composure |
2 |
Glory |
2 |
Skills |
Purity |
1 |
Mental |
Physical |
Social |
|
-3 Unskilled |
-1 Unskilled |
-1 Unskilled |
Advantages |
Academics |
1 |
Athletics |
1 |
Animal Ken |
0 |
Size |
5 |
Computer |
0 |
Brawl |
3 |
Empathy |
3 |
Health |
8 |
Crafts |
1 |
Drive |
0 |
Expression |
4 |
Defense |
3 |
Investigation |
0 |
Firearms |
0 |
Intimidation |
3 |
Willpower |
5 |
Medicine |
1 |
Larceny |
0 |
Persuasion |
2 |
Initiative |
6 |
Occult |
0 |
Stealth |
0 |
Socialize |
0 |
Speed |
10 |
Politics |
0 |
Survival |
3 |
Streetwise |
0 |
Primal Urge |
1 |
Science |
1 |
Weaponry |
0 |
Subterfuge |
0 |
Default Harmony |
7 |
Skill Specialties
Brawl: Tearing shit apart in Crinos
Empathy: Calming
Intimidation: Violence
Prerequisites: --
Your character has established an alternate identity. The level of this Merit determines the amount of scrutiny it holds up to. At one dot, the identity is superficial and unofficial. For example, your character uses an alias with a simple costume and adopts an accent. She hasn't established the necessary paperwork to even approach a bureaucratic background check, let alone pass one. At two dots, she's supported her identity with paperwork and identification. It's not liable to stand up to extensive research, but it'll turn away private investigators and internet hobbyists. At three dots, the identity can pass a thorough inspection. The identity has been deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real, even to trained professionals.
Additionally, the Merit reflects time the character has spent honing her persona. At one or two dots, she gains +1 to all Subterfuge rolls to defend the identity. At three dots, she gains +2.
This Merit can be purchased multiple times, each time representing an additional identity.
Prerequisites: --
Contacts provide your character with information. Each dot in this Merit represents a sphere or organization with which the character can garner information. For example, a character with Contacts ••• mught have Bloggers, Drug Dealers, and Financial Speculators for connections. Contacts do not provide services, only information. This may be face-to-face, via email, by telephone, or even by seance in some strange instances.
Garnering information via contacts requires a Manipulation + Social Skill roll, depending on the method the character uses, and the relationship between the characters. The Storyteller should give a bonus or penalty, dependent on how relevant the information is to that particular Contact, whether accessing the information is dangerous, and if the character has maintaned good relations or done favors for the Contact. These modifiers should range from -3 to +3 in most cases. If successful, the Contact provides the information.
One use of a Contact is to dig dirt on another character. A Contact can find another character's Social Merits, and any relevant Conditions (Embarrassing Secret is a prime example). A character can have more than five Contacts, but the Merit's rating is limited to five, for the purposes of Allies blocking.
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.
Prerequisites: Wits ••• or Dexterity •••
+1 Initiative per dot. Your character's reflexes impress and astound; she's always fast to react.
Prerequisites: Wits •••+ and Empathy •••+
Your character is keenly attuned to indications of imminent violence, and knows techniques to soothe hot tempers and calm emotions. At two dots, the character may act first in a violent scene to attempt to deescalate the behavior. He spends a point of Willpower and forces his opponent into a social maneuver. The opponent’s base number of Doors is equal to the higher of her Resolve or Composure for this maneuver.
The character rolls each turn as if he had a perfect first impression. If the character fails a roll, his opponent may attack him next turn unless he spends another point of Willpower to continue the social maneuver, but his opponent adds two Doors to her remaining total. If the character dramatically fails, his opponent may attack him immediately without the chance to reinitiate the social maneuver.
If the character removes his opponent’s final Door, her will to fight is exhausted — Storyteller characters will seek a nonviolent resolution to the scene. Players’
characters may either take a Beat and seek a nonviolent alternative, or gain the Reluctant Aggressor Condition.
When facing groups of attackers, this Merit allows the character to single out the leader of the group, or an individual the others look to for guidance. While the social
maneuver continues, the other attackers wait to see the outcome. If the leader gains the Reluctant Aggressor Condition, so too do all her allies. The social maneuver automatically fails if the character’s allies initiate any violent actions while the character attempts to avoid violence.
At three dots, the character’s soothing voice and actions are almost supernatural in effect. He may use this Merit against opponents suffering supernaturally inspired anger, including vampires in frenzy or werewolves in Death Rage. These opponents have an additional number of Doors equal to their Supernatural Tolerance traits — talking down an enraged werewolf is very difficult, but the character can do it.
Drawback: The character’s first instinct is to reduce violence, not join it. He suffers –1 to his dice pools for attacking opponents until he suffers damage, which overcomes his deeply-held reluctance to injure others.
(Style)
Prerequisites: Strength •••, Stamina •••, Brawl ••
Your character fights with complete abandon. She throws herself at her opponents without thought or hesitation, turning herself into a ruthless killing machine. She’s the first into the fight, and the last out of a fight. While this Style is more useful in Hispo and Crinos form, a Garou can use it in any form. It only applies to attacks using the Brawl Skill, but can be used when in Frenzy.
• |
Drop of a Hat |
Your character goes from zero to ballistic at the start of a fight. She always goes to strike first. In the first turn of a fight, your character gets +3 to her Initiative score so long as she makes an all-out attack (see p. 168). After the first turn, this bonus goes away. |
•• |
Eye of the Tiger |
Your character can focus on a single target to the exclusion of all others. This tunnel vision makes her fearsome against her primary target, but vulnerable to others. Choose a target. When making an all-out attack against that target, your character retains her Defense against him. |
••• |
Dig Deep |
Your character doesn’t strike for her enemy’s skin; she strikes for a spot a few feet behind it. To her, overkill is the only acceptable kill. You can choose to remove one die from your dice pool before rolling an attack. If you do, increase your character’s claws or teeth weapon modifier by +1. |
•••• |
Grin and Bear It |
Your character stops caring about her own safety in order to take down her opponents, and this single-minded lethality helps her to shrug off blows that might cripple others less ferocious. Any time she makes an all-out attack, she gains 1/1 armor against all attacks for the turn. This combines with any other armor she may benefit from. |
••••• |
The Warpath |
Your character kills, but this does not stop her assault. Any time she fills an opponent’s last health box with lethal or aggravated damage, she may immediately make an additional attack against any other character within her reach. If her second attack deals damage, she immediately enters Hard Frenzy without a chance to resist. |
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: --
Your character has a relationship to a totem spirit, either personally or to a pack totem. Each dot invested in this Merit adds a totem point to create the totem. Note that any character can only have five points in this Merit. A pack totem is limited by the number of pack members, but can be massive with enough invested members. The Totem Merit also adds dice equal to its dots to any Social action with the totem spirit in question.
Drawback: Being tied to a totem leaves a character beholden to the totem. If your character angers the totem, the invested totem points fade. This may require the pack to re-negotiate their totem advantage. The points can return if your character makes reparations with the totem, but must be re-purchased.
Gifts
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. |
Voice Of Glory (Moon Gift ••; Gift of the Gibbous Moon)
Cost: 1 Essence
Duration: 1 scene
Dice Pool: --
Action: Instant
The voice of the Cahalith is powerful, reassuring, and inspiring. She holds audiences in thrall to her words, both her allies and hapless prey who don’t understand the threat she poses.
The Cahalith adds her Glory Renown to her all dice pools for Expression and Persuasion. If using this Gift when meeting someone for the first time, the Cahalith automatically improves her first impression (p. 164) by one step. If she is attempting to inspire or incite violence and aggression, increase her impression by another step.
The Father's Form (Wolf Gift: Purity, Gift of Change)
Cost: --
Duration: --
Dice Pool: --
Action: No Action
The Garou may take Crinos form without having to constantly attack or risk falling to Frenzy. This Gift brings forth Father Wolf's form while suppressing Mother Luna's bloodthirsty madness.
The Garou can shift to Crinos form outside combat without falling to Frenzy, and is not limited by the number of turns it can spend in Crinos. The character loses several of the form's advantages using this Gift:
- It regenerates as per other forms
- It does not automatically benefit from Down and Dirty combat
- It can perform Mental and Social actions as normal
- It inflicts Lunacy as if it were in Hispo form.
The suppressed rage burns fierce and builds pressure beneath the flimsy locks. If the Garou makes an attack, or suffers more than its Purity Renown in lethal damage during the scene, this Gift ends and it follows the normal rules for Crinos. If the Gift ends in this way, the Garou cannot use this Gift again for rest of the scene.
The rest to be chosen after she's initiated into a tribe!
Rites
Harmony
The elders of your tribe have expressed disapproval in you. You: Accept the criticism and change your ways. (+1)
Compared to you, your peers are: Worthy. Their words guide my actions. (+1)
A powerful but corrupt Philodox from another Sept offers you substantial reward if you'll testify against your friend at moot. You: Refuse the offer and attend the moot but try to avoid being seen. (+0)
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?
N/A
Frenzy Triggers
Passive Frenzy Trigger: Violence of any kind.
Common Frenzy Trigger: Being restrained.
Specific Frenzy Trigger: The taste of blood.
Aspirations
Short Term: Meet a new friend!
Short Term: Get pulled into the sept!
Long Term: Start to remember past her amnesia.
Background
1. What do you want to accomplish with this character?
Someone who has a fun personality that I can play with; a long-term plot arc to play with; seeing what it's like to be a Lost Cub in this setting.
2. How do you see this character's arc concluding?
Recovering her memories, dealing with her trauma, learning how to be a productive member of Garou society.
3. Does your character have any connections to PC characters? Any important relationships to note, like Allies, Contacts, or Mentors?
None yet!
4. What does your character do for a living? If not their occupation, what are their hobbies or passions?
She's a confused homeless wolf wandering around Diopside! Very lucrative.
5. Has your character joined any factions? If so, what drew them there?
Nope!
6. In the fight between Nature and Technology, where does your character lie?
She's closer to nature, though that might change over time.
7. What does your character care about above all?
Kindness, perseverance, pacifism.
8.What does your character despise above all?
Violence, cruelty, abuse, anger.
9. At what age did your character have their First Change? What happened?
Only a year or so ago; there was some serious violence.
10. Has your character ever broken the Litany?
She doesn't know it, but she's certainly broken it several times: refusing to accept surrender, murdering other Garou, even devouring man.