Guy Clary

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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*, Virulent Rage; (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.
  • Virulent Rage: Spend one Willpower and roll Presence + Expression + Purity (15 dice) - Resolve after touching the target's flesh to force a werewolf to check for Death Rage or infect a human with rage (spreads by touch, Stamina to resist), lasting for Primal Urge turns.
  • 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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