Amber
Amber Fanin
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Played by: Elçin (Eltchin) Sangu
Birthday: September 28
Apparent Age: late 20's
Tribe: Red Howlers
Occuption: Scavenger
Faction:

I am a Strong-Willed Kinfolk who Becomes A Beast

Might Speed Intellect
Max Pool 10 10 18
Edge 0 0 1

Effort: 1

Abilities:

Spirit: Fire Spirit (usually in the form of a wolf)
TRIGGER: Losing her temper

First Tier
Tier 1: Beast Form. Whenever you encounter your trigger, you change into a monstrous Beast for up to one hour each day. In this new form, you gain +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. While in beast form, you can't spend Intellect points for any reason other than to try to change to your normal form before the one-hour duration is over (a difficulty 2 task). In addition, you attack any and every living creature within short range. After you revert to your normal form, you take a –1 penalty to all rolls for one hour. If you did not fulfill your Beast's nature while in this form, the penalty increases to –2 and affects all your rolls for the next 24 hours. Action to change back. This usually involves killing at least one substantial creature.

Esoteries

  • Onslaught (1 Intellect point): You attack a foe using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (and thus ignores Armor). Some creatures without minds (such as automatons) might be immune to mindslice. Action.
  • Push (2 Intellect points): You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this esotery to pull a lever or even close a door. Action.

Skills/Inabilities:

Skill: You're trained in resisting mental effects.
Skill: You're trained in tasks requiring incredible focus or concentration.
Spiritcraft Training: You are trained in fetishes and talens and can attempt to understand and identify their properties.

Equipment:

Additional Equipment: You have a fetish — a device that sprays inanimate objects to make them fire-resistant. All your starting gear has already been treated unless you don't want it to be.


XP

Total XP: 0

Logs


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