Guy Clary

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A lanky Caucasian man  
A lanky Caucasian man  
===Urhan===
===Urhan===
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A compact brown and black wolf with a white spot in the middle of his chest.
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==Storytelling Hints==
==Storytelling Hints==
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Chucho is filled with the pain of what he has done but the firm conviction that it needed to be. This is his approach to life now. He is not happy with the lengths he must go to, but is sure that there is no other way. He is fond of humanity, but they are corrupt and their sickness is infecting the world. Father Wolf would not want his children to act as policemen as the world decayed around them, he would want them to take action and do what needed to be done. He does not come off as judgmental or fanatical, just sure of himself and filled with sorrow that it must be this way.
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==Stats==
==Stats==
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*'''Mental Attributes:''' Intelligence 2, Wits 2, Resolve 4
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*'''Mental Attributes:''' Intelligence 3, Wits 4, Resolve 5.
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*'''Physical Attributes:''' Strength 3, Dexterity 3, Stamina 3
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*'''Physical Attributes:''' Strength 3, Dexterity 4, Stamina 4.
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*'''Social Attributes:''' Presence 2, Manipulation 2, Composure 3
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*'''Social Attributes:''' Presence 6, Manipulation 4, Composure 3.
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*'''Mental Skills:''' Academics (Religion) 1, Crafts (Carpentry) 2, Investigation 3, Occult 3.
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*'''Mental Skills:''' Computer 1, Investigation 3, Medicine (Disease*) 3, Occult 5, Politics 2.
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*'''Physical Skills:''' Athletics 1, Brawl (Claws) 2, Stealth 1, Survival 2.
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*'''Physical Skills:''' Athletics 3, Brawl (Bite) 5, Drive 1, Larceny 3, Stealth 3, Survival (Tracking) 2.
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*'''Social Skills:''' Animal Ken 1, Empathy 2, Expression 2, Intimidation 2, Persuasion 3, Socialize 1, Streetwise 1, Subterfuge 2.
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*'''Social Skills:''' Empathy 2, Expression 5, Intimidation 4, Persuasion (Conversion) 4, Socialize 1, Streetwise 2, Subterfuge 3.
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*'''Merits:''' Fighting Style (Tooth and Claw) 1, Language (First Tongue, Spanish) 2, Quick Healer 4, Strong Back 1.
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*'''Merits:''' Eidetic Memory 2, Inspiring 4, Languages (First Tongue) 1, Resources 3, Striking Looks 4.
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*'''Willpower:''' 7
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*'''Willpower:''' 8
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*'''Harmony:''' 7
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*'''Harmony:''' 8
*'''Virtue:''' Faith
*'''Virtue:''' Faith
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*'''Vice:''' Envy
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*'''Vice:''' Pride
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*'''Health:''' 8
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*'''Health:''' 9
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*'''Initiative:''' 6
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*'''Initiative:''' 7
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*'''Defense:''' 2
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*'''Defense:''' 4
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*'''Speed:''' 11
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*'''Speed:''' 12
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*'''Primal Urge:''' 3
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*'''Primal Urge:''' 6
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*'''Essence:''' 12/1
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*'''Essence:''' 15/3
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*'''Renown:''' Cunning 1, Purity 4, Wisdom 2.
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*'''Renown:''' Cunning 3, Honor 1, Purity 4, Wisdom 5.
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*'''Gift Lists:''' Disease, Father Wolf, Fervor, Fever, Insight, Inspiration, Mother Luna. ('''Formerly:''' Evasion, Father Wolf, Mother Luna, New Moon, Stalker's Moon, Stealth.)
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*'''Gift Lists:''' Disease, Father Wolf, Fervor, Fever, Insight, Inspiration, Mother Luna.
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*'''Gifts:''' (1) Eyes of Gurim, Fever Dreams, The Right Words; (2) Gurim's Comfort, Virulent Rage; (3) Glorious Agony; (4) Lingering Bite.
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*'''Gifts:''' (1) Eyes of Gurim, Fever Dreams, Partial Change, Symptom; (2) Anybeast, Gurim's Comfort, Touch of Fever*; (3) Fevered Visage, True Leader, Trust in Gurim; (4) Gurim's Might, Soul Read, Spirit Skin; (5) Gurim's Bite, Wasting Sickness.
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*'''Rituals:''' 4; '''Rites:''' All 1st through 4th level rites from the main book and the Pure.
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*'''Rituals:''' 5; '''Rites:''' All 1st through 3rd level rites from the main book and the Pure and: (1) Rite of Penance, Taste of the Ancestors; (2) Rite of Purgation; (3) Expiate the Sin, Rite of the Found, Rite of Purity; (4) Offering of Blood and Silver, Rite of Scorched Earth; (5) Rite of the Final Moonrise.
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*'''Fetishes:''' ''Spirit Drum'' (Instant; placates spirits while played, +2 to social rolls) 1.
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*'''Fetishes:'''  
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==Abilities==
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*'''Eyes of Gurim:''' Roll Intelligence + Investigation + Purity (10 dice) to know the compulsions, derangements, and Vice of her target.
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*'''Fever Dreams:''' Spend one Essence and roll Presence + Medicine + Wisdom (15 dice) versus Resolve + Power and touch the target's flesh to infect them with a spiritual illness that gives a penalty equal to his Primal Urge on Mental and Social rolls and Initiative for the rest of the scene.
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*'''Fevered Visage:''' Spend one Willpower and roll Presence + Intimidation + Purity (14 dice) - Stamina to inflict a negative modifier to Skill and Combat rolls equal to the successes rolled for six turns up to twelve yards away.
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*'''Gurim's Bite:''' Spend one Essence and reflexively roll Presence + Persuasion + Cunning (16 dice) versus Resolve + Power after a successful bite attack to cause the target to cease attacking him or his allies for the rest of the scene. On an exceptional success, they fight by his side.
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*'''Gurim's Comfort:''' Roll Resolve + Composure + Wisdom (13 dice) when out of Willpower to regain a number of points equal to Primal Urge.
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*'''Gurim's Might:''' Spend one Willpower and roll Resolve + Composure + Honor (9 dice) to be able to spend one Essence per roll for the rest of the scene to boost Strength, Presence, and Intelligence by two.
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*'''Soul Read:''' Spend one Essence and roll Intelligence + Empathy + Purity (9 dice) versus Resolve + Power to gain knowledge of the subject's secrets, fears, and weaknesses (one per success). On an exceptional success, the subject knows he knows and has -1 on Social rolls to influence or resist him for the scene.
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*'''Spirit Skin:''' Spend one Essence to gain +6 to Social rolls to impress, persuade, inspire, or intimidate for the scene. Opponents must roll Composure + Primal Urge - 6 to attack the werewolf, except in self-defense.
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*'''Symptom:''' Roll Manipulation + Larceny + Cunning (10 dice) versus Stamina + Power to inflict symptoms of illness for one hour per success, causing a -1 to Physical, Social, or Mental rolls.
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*'''Touch of Fever:''' Spend one Essence and roll Resolve + Survival + Wisdom (12 dice) versus Stamina + Power to infect a target with a virulent disease. They are at -1 to all rolls and take one level of Bashing (EX: Lethal) damage a day that can't be healed until the it is shaken. They need to match the successes on the original roll with Stamina + Resolve, rolled once a day.
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*'''True Leader:''' Spend one Essence and roll Manipulation + Expression + Glory (9 dice) to grant all allies within one hundred feet a point of temporary Willpower per success for the scene.
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*'''Trust in Gurim:''' Spend one Willpower and roll Strength + Expression + Glory (8 dice) to be forced to make all-out attacks for the rest of the scene, but at +4 instead of +2. On an exceptional success, spend one Willpower per turn to use Defense.
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*'''Wasting Sickness:''' Spend three Essence and roll Manipulation + Medicine + Cunning (11 dice) at one roll a turn until ten accumulated to become the carrier of a disease transmitted by bite. Werewolves resist with Stamina + Resolve versus Primal Urge + 5. Infected characters take three lethal a day, resisted with Stamina + Resolve - 3, and are at -3 to all actions. Uratha must accumulate 10 successes to shake it, humans must get 20. On an exceptional success, it is contagious.
==Combat==
==Combat==
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Revision as of 21:08, 24 April 2008

Fire-Touched Alpha (Lodge of Fevered Light)

Early 60s. From a minor French wolf-blooded line that has been in the city from the very beginning (full of whores, sailors, laborers, and failed miners). Born during WWII to an absent father who died overseas. Lived in abject poverty until his Change, when the church found him and took him in. PU 6.

Description

Hishu

A lanky Caucasian man

Urhan

Storytelling Hints

Stats

  • Mental Attributes: Intelligence 3, Wits 4, Resolve 5.
  • Physical Attributes: Strength 3, Dexterity 4, Stamina 4.
  • Social Attributes: Presence 6, Manipulation 4, Composure 3.
  • Mental Skills: Computer 1, Investigation 3, Medicine (Disease*) 3, Occult 5, Politics 2.
  • Physical Skills: Athletics 3, Brawl (Bite) 5, Drive 1, Larceny 3, Stealth 3, Survival (Tracking) 2.
  • Social Skills: Empathy 2, Expression 5, Intimidation 4, Persuasion (Conversion) 4, Socialize 1, Streetwise 2, Subterfuge 3.
  • Merits: Eidetic Memory 2, Inspiring 4, Languages (First Tongue) 1, Resources 3, Striking Looks 4.
  • Willpower: 8
  • Harmony: 8
  • Virtue: Faith
  • Vice: Pride
  • Health: 9
  • Initiative: 7
  • Defense: 4
  • Speed: 12
  • Primal Urge: 6
  • Essence: 15/3
  • Renown: Cunning 3, Honor 1, Purity 4, Wisdom 5.
  • Gift Lists: Disease, Father Wolf, Fervor, Fever, Insight, Inspiration, Mother Luna.
  • Gifts: (1) Eyes of Gurim, Fever Dreams, Partial Change, Symptom; (2) Anybeast, Gurim's Comfort, Touch of Fever*; (3) Fevered Visage, True Leader, Trust in Gurim; (4) Gurim's Might, Soul Read, Spirit Skin; (5) Gurim's Bite, Wasting Sickness.
  • Rituals: 5; Rites: All 1st through 3rd level rites from the main book and the Pure and: (1) Rite of Penance, Taste of the Ancestors; (2) Rite of Purgation; (3) Expiate the Sin, Rite of the Found, Rite of Purity; (4) Offering of Blood and Silver, Rite of Scorched Earth; (5) Rite of the Final Moonrise.
  • Fetishes:

Abilities

  • Eyes of Gurim: Roll Intelligence + Investigation + Purity (10 dice) to know the compulsions, derangements, and Vice of her target.
  • Fever Dreams: Spend one Essence and roll Presence + Medicine + Wisdom (15 dice) versus Resolve + Power and touch the target's flesh to infect them with a spiritual illness that gives a penalty equal to his Primal Urge on Mental and Social rolls and Initiative for the rest of the scene.
  • Fevered Visage: Spend one Willpower and roll Presence + Intimidation + Purity (14 dice) - Stamina to inflict a negative modifier to Skill and Combat rolls equal to the successes rolled for six turns up to twelve yards away.
  • Gurim's Bite: Spend one Essence and reflexively roll Presence + Persuasion + Cunning (16 dice) versus Resolve + Power after a successful bite attack to cause the target to cease attacking him or his allies for the rest of the scene. On an exceptional success, they fight by his side.
  • Gurim's Comfort: Roll Resolve + Composure + Wisdom (13 dice) when out of Willpower to regain a number of points equal to Primal Urge.
  • Gurim's Might: Spend one Willpower and roll Resolve + Composure + Honor (9 dice) to be able to spend one Essence per roll for the rest of the scene to boost Strength, Presence, and Intelligence by two.
  • Soul Read: Spend one Essence and roll Intelligence + Empathy + Purity (9 dice) versus Resolve + Power to gain knowledge of the subject's secrets, fears, and weaknesses (one per success). On an exceptional success, the subject knows he knows and has -1 on Social rolls to influence or resist him for the scene.
  • Spirit Skin: Spend one Essence to gain +6 to Social rolls to impress, persuade, inspire, or intimidate for the scene. Opponents must roll Composure + Primal Urge - 6 to attack the werewolf, except in self-defense.
  • Symptom: Roll Manipulation + Larceny + Cunning (10 dice) versus Stamina + Power to inflict symptoms of illness for one hour per success, causing a -1 to Physical, Social, or Mental rolls.
  • Touch of Fever: Spend one Essence and roll Resolve + Survival + Wisdom (12 dice) versus Stamina + Power to infect a target with a virulent disease. They are at -1 to all rolls and take one level of Bashing (EX: Lethal) damage a day that can't be healed until the it is shaken. They need to match the successes on the original roll with Stamina + Resolve, rolled once a day.
  • True Leader: Spend one Essence and roll Manipulation + Expression + Glory (9 dice) to grant all allies within one hundred feet a point of temporary Willpower per success for the scene.
  • Trust in Gurim: Spend one Willpower and roll Strength + Expression + Glory (8 dice) to be forced to make all-out attacks for the rest of the scene, but at +4 instead of +2. On an exceptional success, spend one Willpower per turn to use Defense.
  • Wasting Sickness: Spend three Essence and roll Manipulation + Medicine + Cunning (11 dice) at one roll a turn until ten accumulated to become the carrier of a disease transmitted by bite. Werewolves resist with Stamina + Resolve versus Primal Urge + 5. Infected characters take three lethal a day, resisted with Stamina + Resolve - 3, and are at -3 to all actions. Uratha must accumulate 10 successes to shake it, humans must get 20. On an exceptional success, it is contagious.

Combat

Type Damage Hishu Dalu Gauru Urshul Urhan Capacity Notes
Bite 2 (L) 10 9 7
Claw 1 (L) 10 9
Grapple 0 (B) 5 6 8 7 5

Background

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