Warlord

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*'''Physical Skills:''' Athletics 5, Brawl (Claws) 6, Stealth 5, Survival (Tracking) 5, Weaponry (Hammer) 6.
*'''Physical Skills:''' Athletics 5, Brawl (Claws) 6, Stealth 5, Survival (Tracking) 5, Weaponry (Hammer) 6.
*'''Social Skills:''' Animal Ken 4, Empathy 2, Expression 3, Intimidation 6, Persuasion 5, Socialize 1, Subterfuge 2.
*'''Social Skills:''' Animal Ken 4, Empathy 2, Expression 3, Intimidation 6, Persuasion 5, Socialize 1, Subterfuge 2.
-
*'''Merits:'''  
+
*'''Merits:''' Danger Sense 2, Fighting Style (Tooth and Claw) 5, Fighting Style (Savage Fury) 5, Giant 4, Iron Stamina 3.
*'''Primal Urge:''' 9
*'''Primal Urge:''' 9
*'''Willpower:''' 8
*'''Willpower:''' 8
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*'''Virtue:''' Prudence
*'''Virtue:''' Prudence
*'''Vice:''' Envy
*'''Vice:''' Envy
-
*'''Size:''' 5 (6/7/6/4)
+
*'''Size:''' 6 (7/8/7/5)
-
*'''Health:''' 11 (13/15/14/11)
+
*'''Health:''' 12 (14/16/15/12)
*'''Initiative:''' 10 (10/11/12/12)
*'''Initiative:''' 10 (10/11/12/12)
*'''Defense:''' 6 (7 with spear)
*'''Defense:''' 6 (7 with spear)
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==Alphaskin==
==Alphaskin==
*'''Strength:''' 6/8/11/9/7
*'''Strength:''' 6/8/11/9/7
-
*'''Size:''' 5/6/7/7/5
+
*'''Size:''' 6/7/8/8/6
*'''Speed:''' 17/18/21/25/24
*'''Speed:''' 17/18/21/25/24
-
*'''Health:''' 11/13/15/15/12
+
*'''Health:''' 12/14/16/16/13
==Combat==
==Combat==
{| border=1
{| border=1
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*'''Wolfslayer Gifts'''
*'''Wolfslayer Gifts'''
**'''Human Health:''' Spend one Essence and roll Wits + Medicine + Purity (12 dice) versus Composure + Primal Urge to force an Uratha to heal like a human for an hour (EX: day), only able to spend Essence to heal Bashing damage (unless EX).
**'''Human Health:''' Spend one Essence and roll Wits + Medicine + Purity (12 dice) versus Composure + Primal Urge to force an Uratha to heal like a human for an hour (EX: day), only able to spend Essence to heal Bashing damage (unless EX).
 +
==Merits==
 +
*'''Savage Fury'''
 +
**'''Caged Fear:''' Gains +1 Defense versus grappling initiation and can swap Dexterity for Strength to escape.
 +
**'''Beast's Bluster:''' Spend one Willpower and roll Presence + Intimidation (12 dice) to strip a point of Willpower and force -2 (EX: -4) on attacks against him next turn.
 +
**'''Predatory Defense:''' Spend one Willpower and gain +3 Defense for the scene but at -2 to Death Rage rolls.
 +
**'''Baiting:''' Spend one Willpower and reflexively roll Strength + Subterfuge (8 dice) versus Wits + Empathy to gain +2 Defense on incoming attacks from foe. Gain +3 next turn if that foe attacked.
 +
**'''Furious Assault:''' Gain +6 on an all-out attack but roll immediately at -3 for Death Rage.
 +
*'''Tooth and Claw'''
 +
**'''Hunter's Eye:''' Observe enemy for one turn to lower Defense by one for the scene.
 +
**'''Slip Through:''' Attack for no damage to make foe lose Defense on next attack.
 +
**'''Pounce:''' If attack does more successes than foe's Size, they are knocked prone (+2 to attack), but you get -2 to Defense when you use it.
 +
**'''Fury:''' Lose Defense and attack with claw and bite at +1 in the same round.
 +
**'''Throat Tear:''' Spend one Willpower and reserve +2 on Bite to add as automatic successes.
==Background==
==Background==
==Renown==
==Renown==

Revision as of 21:24, 28 March 2008

Predator King Alpha (Lodge of Night's Fear)

The Warlord is leader of the Mountain-Walkers Confederation.

Description

Hishu

Urhan

Storytelling Hints

Stats

  • Mental Attributes: Intelligence 3, Wits 6, Resolve 4.
  • Physical Attributes: Strength 6 (7/9/8/6), Dexterity 6 (6/7/8/8), Stamina 6 (7/8/8/7).
  • Social Attributes: Presence 6, Manipulation 4 (3/-/1/4), Composure 4.
  • Mental Skills: Crafts 3, Investigation 5, Medicine 2, Occult 6, Politics 4.
  • Physical Skills: Athletics 5, Brawl (Claws) 6, Stealth 5, Survival (Tracking) 5, Weaponry (Hammer) 6.
  • Social Skills: Animal Ken 4, Empathy 2, Expression 3, Intimidation 6, Persuasion 5, Socialize 1, Subterfuge 2.
  • Merits: Danger Sense 2, Fighting Style (Tooth and Claw) 5, Fighting Style (Savage Fury) 5, Giant 4, Iron Stamina 3.
  • Primal Urge: 9
  • Willpower: 8
  • Harmony: 4 (-1 Social rolls with spirits)
  • Ban: Compelled to take trophies of his vanquished foes.
  • Virtue: Prudence
  • Vice: Envy
  • Size: 6 (7/8/7/5)
  • Health: 12 (14/16/15/12)
  • Initiative: 10 (10/11/12/12)
  • Defense: 6 (7 with spear)
  • Speed: 17 (18/21/24/22)
  • Perception: 10 (12/13/13/14)
  • Essence: 50/10 (-4 Social rolls with humans, 1 Essence drain every 8 hours)
  • Renown: Cunning 4, Glory 5, Honor 3, Purity 4, Wisdom 3.
  • Gift Lists: Father Wolf, Mother Luna, Nature, Predator, Rage, Savagery, Strength.
  • Gifts: (1) Bestial Fellowship, Find Conflict, Mask of Rage, Partial Change, Predator's Presence, Speak with Beasts; (2) Anybeast, Father Wolf's Speed, Hone Rage, Hunter's Fortitude, Notice Defeat, Unending Fury; (3) Challenger's Instinct, Forest Communion, Leech Rage, Primal Howl, Savage Hunt, Whispers on the Wind; (4) Beast Ride, Echoes of Opposing Brilliance, Human Health, Rekindled Rage, Savage Rending; (5) Nature's Vengeance, Savage Might, Shared Battle Mind, Soured Rage.
  • Rituals: 5; Rites: All first through fifth-level rites in the main book, plus: (1) Taste of the Ancestors; (3) Rite of the Found; (4) Rite of Purity, Offering of Blood and Silver.
  • Fetishes: Face of Blood (Talen; Instant; spirits in Hisil get -1 to attack rolls until sunrise), Breath of Agony (Reflexive; roll Strength + Athletics attack that does three Bashing but doubles wound penalties for three turns) 1, Chargebreaker (Instant; short out an electrical device within sight once a week) 1, Soulsoother (Instant; treat Harmony as 8 for purposes of activating fetishes for the scene) 3, Parasite Shard (Reflexive; burrows into target, who has a single turn to do a Strength + Athletics roll needing an extraordinary success to remove it, and starves them for 10 - Stamina days, then pushes out for two more Lethal) 4, Sequoia's Spear (Instant; when thrust into the ground, if user stays within 10 years, he gains +1 Strength, +1 Size, and +1 Composure) 4, Decay Tattoos (Reflexive; deal aggravated damage to human-made objects or their spirits, ignoring Durability) 5, Alphaskin (Reflexive; gain boosts to forms for one minute per success, but at -1 to degeneration rolls) 5, Bane of Power (Reflexive; doubles its damage rating versus supernaturals for the scene, drains places of power if it kills a supernatural within one) 5.

Alphaskin

  • Strength: 6/8/11/9/7
  • Size: 6/7/8/8/6
  • Speed: 17/18/21/25/24
  • Health: 12/14/16/16/13

Combat

Type Damage Hishu Dalu Gauru Urshul Urhan Shots Notes
Bite 2 (L) 17/19 16/17 14/15
Claw 1 (L) 17/19 16/17
Grapple 0 (B) 12 13/14 15/17 14/15 12/13
Spear 3 (L) 15 16/17 +1 Defense
Hammer 4 (B) 17 18/19 20/22
Hammer (against supernaturals) 8 (B) 21 22/23 24/26

Number after the slash is with Alphaskin active.

Abilities

  • Father Wolf's Gifts
    • Father Wolf's Speed: Spend one Essence reflexively to double Speed for the scene.
    • Primal Howl: Spend one Essence and roll Presence + Expression + Purity (13 dice) versus Composure to induce Lunacy in everyone within 90 yards.
    • Savage Rending: Spend one Essence reflexively to do aggravated damage for the scene with claws and bite.
  • Mother Luna's Gifts
    • Anybeast: Spend one Essence to appear as another predator for the scene.
  • Nature Gifts:
    • Speak with Beasts: Reflexively roll Manipulation + Animal Ken + Purity (12 dice) to speak with animals for one minute.
    • Forest Communion: Spend one Essence and roll Manipulation + Survival + Cunning (13 dice) to sense goings on within 500 yards plus 100 per success.
    • Beast Ride: Spend one Essence and roll Wits + Animal Ken + Wisdom (13 dice) - animal's Resolve to ride an animal's sense for one hour per success.
    • Nature's Vengeance: Spend one Essence and roll Intelligence + Survival + Glory (13 dice) to animate 25 square yard of vegetation to cause -2 Speed, -1 to actions, and inflict one to three Bashing per turn for the scene.
  • Predator Gifts
    • Bestial Fellowship: Spend one Essence reflexively to get +4 to Animal Ken rolls with predators until the moon next rises or sets.
    • Hunter's Fortitude: Spend one Essence and roll Stamina + Survival + Honor (14 dice) to remain focused on the hunt for three hours per success without need for food, water, or sleep.
    • Savage Hunt: Spend three Essence and one Willpower and roll Dexterity + Athletics + Purity (15 dice) to mark prety, giving +1 to track or find them and doing aggravated damage with tooth and claw until the next moon rises or sets.
  • Rage Gifts
    • Mask of Rage: Spend one Essence to induce Lunacy for the scene.
    • Hone Rage: Spend one Essence and roll Stamina + Survival + Purity (15 dice) to sacrifice a round of Gauru to boost Strength or Dexterity while in Gauru.
    • Leach Rage: Spend one Essence and roll Presence + Empathy + Cunning (12 dice) - subject's Composure to enter Gauru and steal one round per success from the target in Gauru.
    • Rekindled Rage: Spend one Willpower and roll Stamina + Expression + Glory (14 dice) to be allowed to enter Gauru a second time for two less turns than the first time.
    • Soured Rage: Spend one Essence and roll Manipulation + Intimidation + Purity (14 dice) versus Composure + Primal Urge to force a target in Gauru into flight Death Rage for the scene.
  • Savagery Gifts
    • Predator's Presence: Spend one Willpower and roll Presence + Intimidation + Purity (16 dice) to impose their Primal Urge Social penalty on nearby humans (EX: -1).
    • Unending Fury: Spend one Essence reflexively to ignore the flight reflex in Death Rage.
    • Challenger's Instinct: Spend one Essence reflexively and roll Wits + Investigation + Cunning (15 dice) analyze the Rage of an Uratha in Gauru (EX: +1 Brawl and +1 Defense versus target).
  • Strength Gifts
    • Savage Might: Spend one Essence for every three added to Strength for the turn.
  • War Gifts
    • Find Conflict: Roll Composure + Investigation + Cunning (13 dice) to become aware of the fiercest conflict within one mile, plus one per success. (EX: numbers on each side)
    • Notice Defeat: Spend one Willpower reflexively and roll Wits + Empathy + Wisdom (11 dice) to learn about units in trouble. He knows instinctively that someone is, the Willpower and roll are for details.
    • Whispers on the Wind: Spend one Essence to have his words carry up to three miles to people he commands. Targets hear the words a minute later.
    • Echoes of Opposing Brilliance: Spend one Essence and roll Wits + Investigation + Wisdom (14 dice) to hear words spoken by enemy commanders, giving a +2 (EX: +3) on tactical rolls.
    • Shared Battle Mind: Spend two Essence and roll Presence + Socialize + Purity (11 dice) in an extended roll (5 success + 1 per werewolf affected, one minute per roll) to give those under him an instinctive sense for his desires.
  • Wolfslayer Gifts
    • Human Health: Spend one Essence and roll Wits + Medicine + Purity (12 dice) versus Composure + Primal Urge to force an Uratha to heal like a human for an hour (EX: day), only able to spend Essence to heal Bashing damage (unless EX).

Merits

  • Savage Fury
    • Caged Fear: Gains +1 Defense versus grappling initiation and can swap Dexterity for Strength to escape.
    • Beast's Bluster: Spend one Willpower and roll Presence + Intimidation (12 dice) to strip a point of Willpower and force -2 (EX: -4) on attacks against him next turn.
    • Predatory Defense: Spend one Willpower and gain +3 Defense for the scene but at -2 to Death Rage rolls.
    • Baiting: Spend one Willpower and reflexively roll Strength + Subterfuge (8 dice) versus Wits + Empathy to gain +2 Defense on incoming attacks from foe. Gain +3 next turn if that foe attacked.
    • Furious Assault: Gain +6 on an all-out attack but roll immediately at -3 for Death Rage.
  • Tooth and Claw
    • Hunter's Eye: Observe enemy for one turn to lower Defense by one for the scene.
    • Slip Through: Attack for no damage to make foe lose Defense on next attack.
    • Pounce: If attack does more successes than foe's Size, they are knocked prone (+2 to attack), but you get -2 to Defense when you use it.
    • Fury: Lose Defense and attack with claw and bite at +1 in the same round.
    • Throat Tear: Spend one Willpower and reserve +2 on Bite to add as automatic successes.

Background

Renown