Name: |
Oscar Haar |
Motivations: |
Absolution, Altruism, Pack |
Auspice: |
Irraka | ||
Deedname: | Mage Bane |
Flaws: |
Behavior Blind, |
Tribe: |
Iron Masters |
||
Type: |
Werewolf | Concept: |
Anti-Social Office Drone |
Lodge: |
None |
Player: |
Liam Hayes |
Mental | Physical | Social | |||||||
Power | Intelligence | ●●● | Strength | ●●● | Presence | ●● | |||
Finesse | Wits | ●●●● | Dexterity |
●●●● | Manipulation |
●● | |||
Resistance |
Resolve | ●●● | Stamina | ●●● | Composure | ●●●● |
Mental | Physical | Social | |||||
(-3 Untrained) |
(-1 Untrained) |
(-1 Untrained) |
|||||
Academics |
●●(Research) | Athletics | ●● | Animal Ken | ● | ||
Computer | ●● | Brawl | ●●● | Empathy | ● +1 | ||
Crafts | ● | Drive | |
Expression | ● | ||
Investigation | ●●●(Puzzles) | Firearms | ●●(Revolvers) | Intimidation | ●● | ||
Medicine | ●(First Aid) |
Larceny (A) | ● | Persuasion |
● | ||
Occult | ●(Occult History) | Stealth (A) | ● +1 | Socialize | ● | ||
Politics |
●●(Bureaucracy) | Survival | ●● | Streetwise | ● | ||
Science | ● | Weaponry | ●●(Knives) | Subterfuge (A) |
●(Lying) |
¶ Health |
¶ Willpower |
¶
|
¶ Combat Attacks/Options: |
|
(Size+Stamina)
+3 to penalties from Iron Stamina •••
●
●
●
●
●
●
●
o
o
o
o
0
0
0
0
|
(Resolve+Composure)
●
●
●
●
●
●
●
o
o
o
\
\
\
|
Punch/Claw: Str+bwl+1L+1success
Damage
Dice Pool
Punch (Hishu, Dalu) B
(6/7)+1s
Bite (Gauru, Urshal, Urhan) +2L
11/10/8
Claw (Gauru, Urshal, Urhan) +1L/L/B
10(+1s)/8/6
Tooth of the Death Wolf (H,D,G) +1Lor1A
7/8/10
Ruger RedHawk (Hishu, Dalu) +3L(9 again)
10
Fanning Ruger RedHawk (Dalu) add 1 or 2
11 or 12
Trench Knives (Blades[All]) +2L
8/9/11/10/8
Trench Knives (Dusters[All]) +2B(+1L/1L)
8/9/12/11/8
|
||
¶ Primal Urge |
¶
|
¶ Essence |
¶
|
¶ Advantages |
●●●ooooooo
● Bashing heals at Primal Urge / 3 seconds |
Max
Max/turn
Bleed
12
1
0
\ = used |
Size: 5 Speed: Str+Dex+5=3+4+5+1=13 Defense: 4 Armor: 1vs.B Initiative Mod: Dex+Com=4+4+1=9 Perception: Wit+Com=4+4=8 |
Purity | Glory | Honor |
Wisdom |
Cunning |
●oo | ●oo | ●oo | ooo | ●●● |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
● | ● | ● | ● | ● | ● | ● | o | o | o |
Supernatural Taxa Boon |
¶ Uratha Abilities
¶ Shapeshifting (3 + 2 + 3 = 8) ¶ Stepping Sideways (3 + 2 + 3 - x -[1] = 8 - x -[1])
Modifiers
+2
In the vicinity of a locus with a rating of •••• or above +1
Near a locus with a rating of •• or ••• +1
The werewolf stares into a reflective surface -1
Each for pathfinding unconscious or non-pack member -2
Each for pathfinding non-uratha that can cross the gauntlet -3
Each for pathfinding non-uratha that cannot cross the gauntlet
From Gauntlet
+0
Wilderness -1
Small towns, villages, other built-up areas in the countryside -2
City suburbs & towns -3
Dense Urban Areas -2
Attempting to cross the Gauntlet during the day -1
Leaving the Shadow with the merit Pathfinder’s Blessing ¶ Pinpoint Locus (4 + 3 + 3 + 4 = 14) Dual Senses ¶ Peering through the Gauntlet (4 + 1+1 + 3 - x + 4 = 13 - x) ¶ Seeing into Twilight (4 + 1 + 3 + 4 = 12) Auspice Ability
Pathfinder's Sense (Irraka) Blessed |
Supernatural Taxa Bane |
Uratha Weakness All weaponized silver inflicts aggravated damage. Primal Urge ••• Penalty -2 to all non-intimidation social based rolls & Gift activations made to influence non wolf-blooded Humans & other mortal beings. |
Uratha (Werewolf)
Hishu (Human) |
Dalu (Near-Human) |
Gauru (Wolf-Man) |
Urshul (Near-Wolf) |
Urhan (Wolf) |
Strength: 3 Dexterity: 4 Stamina: 3 Manipulation: 2 |
Strength (+1): 4 Dexterity: 4 Stamina (+1): 4 Manipulation (-1): 1 |
Strength (+3): 6 Dexterity (+1): 5 Stamina (+2): 5 Manipulation: 2 |
Strength (+2): 5 Dexterity (+2): 6 Stamina (+2): 5 Manipulation (-3): 1 |
Strength: 3 Dexterity (+2): 6 Stamina (+1): 4 Manipulation: 2 |
Size: 5 Speed: 13 Defense: 4 Armor: 1vs.B Initiative: 9 Perception: 8 Health: 8 |
Size (+1): 6 Speed (+1): 14 Defense: 4 Armor: 1vs.B Initiative: 9 Perception (+2): 10 Health (+2): 10 |
Size (+2): 7 Speed (+4): 17 Defense: 5 Armor: 1/1 1vs.B Initiative (+1): 10 Perception (+3): 11 Health (+4): 12 |
Size (+1): 6 Speed (+7): 20 Defense: 6 Armor: 1vs.B Initiative (+2): 11 Perception (+3): 11 Health (+3): 11 |
Size (-1): 4 Speed (+5): 18 Defense: 6 Armor: 1vs.B Initiative (+2): 11 Perception (+4): 12 Health: 8 |
● Induces Lunacy; observers have a +4 bonus to their Willpower to resist Lunacy. ● 9 again on non-attack strength rolls |
● Rage invoked. ● Induces full Lunacy. ● Wound penalties ignored and no unconsciousness rolls made. ● –2 to resist Death Rage ● Inflict +2 lethal damage with bite & +1 lethal damage with claws. ● Fail most Mental and Social rolls. ● Duration = Stamina + Primal Urge (+ Cunning during New Moon) turns = 3 + 3 (+3) turns = 6 (+3) turns ● Defense = higher of Dexterity or Wits ● Bullet proof ● 8 again on non-attack strength rolls ● 9 again on strength based attack rolls ● May stay in form for longer than limit by rolling (Res + Com - turns past limit) each turn past limit to resist Death Rage ● All source of bashing equal 1 when in Death Rage ● All Out (+2) and Defenseless in Death Rage |
● Induces Lunacy; observers have a +2 bonus to their Willpower to resist Lunacy. ● Inflict +2 lethal damage bite attack & lethal damage with claw attack. ● Defense = higher of Dexterity or Wits ● 9 again on non-attack strength rolls |
● Inflict +2 lethal damage with bite attack. ● Defense = higher of Dexterity or Wits |
|
Height: 5'8" | Height: 6'1" | Height: 8'2" | Height: 4'3" Length: 7'5" | Height: 2'5" Length: 5'11" |
Weight: 145lbs | Weight: 184lbs | Weight: 372lbs | Weight: 253lbs | Weight: 98lbs 70-110lbs |
Book/Page: Asylum p.51
Effect: Bureaucracy has a pattern, and your character has learned to recognize it. Within any given bureaucratic system, be it a hospital, a government agency or a corporation, he has learned whom to talk to get results, which rules he absolutely must follow and which ones he can ignore because no one pays attention. You receive a +2 bonus to all Social and Mental rolls made to navigate, manipulate or work within a bureaucratic system. Note that this Merit doesn’t accomplish the impossible. Your character isn’t going to get a permit for a heavy assault rifle if such weapons are illegal in his city, no matter how much he flirts with the ladies at the country courthouse.
Bureaucratic Navigator | •• | - |
+2 to navigate a bureaucratic system | Asy p51 |
Book/Page: Asylum p.50
Prerequisite: Resolve ••
Effect: Your character can distance himself from the pain, grief and suffering of his fellow human beings long enough to help them. This might make him seem somewhat aloof, but it also means that he doesn’t second-guess himself when performing delicate surgery. The character ignores penalties stemming from stress equal to his Resolve rating. For instance, if an EMT is trying to perform an emergency tracheostomy while in a moving car with a werewolf on the roof, the EMT might normally suffer a –2 penalty from sheer emotional pressure. If he had this Merit and his Resolve were 2 or higher, he would take no penalty at all.
Emotional Detachment | • | Resolve •• | Ignores stress penalties equal to Resolve | Asy p50 |
Int + Wit = 3 + 4 = 7
Book/Page: World of Darkness p.109
Effect: Your character is a veritable font of useful (and sometimes useless) information on a wide variety of topics. Chances are he can come up with an anecdote pertaining to any situation based on something he's read, witnessed or seen on TV.
You can make an Intelligence + Wits roll any time your character is confronted with a situation or phenomenon outside his normal realm of experience. If the roll is successful, he may recall a "factoid" that he's heard at some point that may shed light on matters.
Available at character creation only. Your character has either been soaking up trivia all his life or he hasn't.
Dramatic Failure: Your character "remembers" something about the situation that is completely inaccurate. "Wait! Wait! I saw something like this in a movie once!" The Storyteller might make Intelligence + Wits rolls on your behalf when a dramatic failure is possible.
Failure: Your character wracks his brain but comes up empty.
Success: Your character remembers a detail or fact that sheds some light on the situation. "You said there was an almond odor? Seems to me I read somewhere that's a sign of cyanide poisoning."
Exceptional Success: Your character recalls a number of useful details that provide extensive insight. "Hey, cool - a little candy skull. They make these in Mexico for the Day of the Dead. It's an offering for a loved one who's died. And they say you can't learn anything on TV."
Encyclopedic Knowledge | •••• •• |
- (CO) |
know obscure facts. choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time | WoD p109 GMCRU p162 |
Book/Page: Asylum p.50
Prerequisite: Academics, Medicine or Science ••
Effect: Years of working with demanding corporations have served your character well. She can make effective use of her time, provided that she’s not relying on anyone else who might slow her down. Each roll in an extended action has the time requirement reduced by one quarter. For instance, if the character is translating a text and each roll would normally require one hour, a character with this Merit only requires 45 minutes for each roll. Characters using Teamwork (see p. 134 of the World of Darkness Rulebook) cannot benefit from this Merit, or characters relying on machines (such as lab equipment).
Good Time Management applies only to mundane actions. It does not apply to magical rituals of any kind, though it does apply to researching such rituals.
Good Time Management | •• | *pre: Academics, Medicine or Science •• | cut time for non-magical Extended rolls by 1/4 | Asy p50, Rel p84 |
First Tongue
(• to •••)
Book/Page: The World of Darkness p. 109
Effect: Your character knows an additional language besides his own. One dot in this Merit means that he can read, write and speak an extra language with minimal fluency. Two dots indicate that he is literate and conversationally fluent. Three dots indicate that he can speak the language like a native and is well-read in it.
You must specify which language your character is familiar with when purchasing this Merit.
Language | • | - |
Speak another language | WoD 109, errata |
Book/Page: The World of Darkness p. 109
Effect: Your character can effortlessly enter a meditative state when she chooses, and can remain in it for as long as she wishes. All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not even wound penalties apply to your character's efforts to focus. See the Meditation Attribute task in Chapter 2, p. 51.
Meditative Mind | • | - | No penalties to meditate | WoD 109 |
Book/Page: Signs of the Moon p.30
Prerequisites: Uratha, must be Irraka
Effect: Irraka are frequently tasked with finding loci, troublesome spirits, and other phenomena native to the Shadow Realm. Some are particularly blessed by Luna in this respect, rolling four bonus dice for Pathfinder’s Sense (see Werewolf: The Forsaken, p. 83), rather than the normal two. Such a Stalker feels somewhat more at home in Shadow than in the material world and her player rolls one fewer die on all rolls for the character to cross through the Gauntlet when departing the Shadow.
As with Beginner’s Luck, above, this Merit is usually available for character creation only, though a Storyteller may allow it to be purchased later, particularly in the case of a character that Changes over the course of a chronicle.
Pathfinder's Blessing | •••• | *pre: Irraka | The Irraka rolls 4 additional dice for Pathfinder's Sense instead of the normal 2. -1 die to leave the Shadow. | SotM p30 |
Book/Page: Guardians of the Veil p.46
Prerequisite: Composure ••, Investigation •
Effect: Your character can remember the events of a single scene or a day’s worth of study perfectly as long as she has a turn to concentrate. During this turn (in which she cannot engage in combat or other stressful situations), the character uses a special technique to commit what she has learned to memory. (You should write a brief note about this on the character sheet.) After that, during peaceful times, you no longer need to make dice rolls to remember details about that event or piece of knowledge, and you can ask the Storyteller to fill in details that you might have forgotten.
Drawback: Just as for any other character, you must make an Intelligence + Composure roll for the character to remember any additional details about a subject during stressful situations (such as combat). You gain no bonus to this roll; your enhanced memory is a matter of training and organized thinking, not off-the-cuff recall.
Trained Memory | • | *pre: Composure ••, Investigation • | Memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input | GotV p46 |
(• to ••)
Book/Page: World of Darkness p.110
Prerequisites: Dexterity •••
Effect: +1 Initiative per dot your character's mix of sharp reflexes and steady nerves helps him get the drop on adversaries.
(• to •••)
Book/Page: God Machine Chronicles Rules Update p.162
Prerequisite: Wits ••• or Dexterity •••
Effect: Your character’s reflexes impress and astound; she’s always fast to react. +1 Initiative per dot.
Fast Reflexes | • or ••(1), • to •••(2) | *pre Dexterity •••(1), *pre Dexterity ••• or Wits •••(2) | +1/dot to Initiative | WoD p110(1), GMCRU p162(2) |
(• to •••)
Book/Page: World of Darkness p.112
Prerequisite: Strength ••
Effect: +1 Speed per dot. Regardless of your character's physical build, he can run quickly when he chooses to.
Fleet of Foot | • to ••• | *pre Strength •• | +1/dot to Speed | WoD p112 |
Book/Page: Reloaded p.98
Prerequisite: Strength •••, Brawl ••
Effect: Your character has a strong upper body, tough knuckles and enough raw aggression to punch harder than most people. Her strikes inflict +1 damage. This even applies when she’s wearing knuckledusters or other blunt fist loads.
Drawback: The benefit does not apply to biting, grappling attacks or sharp weapons (including blades or spiked fist loads) – just standard unarmed strikes.
Heavy Hands | ••• | *pre: Strength •••, Brawl •• | +1 damage to unarmed strikes | Reload p98 |
(• to •••)
Book/Page: World of Darkness p.113
Prerequisite: Stamina ••• or Resolve •••
Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina •• is able to ignore up to a -2 modifier brought on by fatigue. See "Fatigue," p. 179. The Merit also counteracts the effects of wound penalties. So, if all of your character's Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina •, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones. Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets.
Drawback: When your character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he's slept for a minimum of 12 hours, regardless of the situation.
Iron Stamina | • to ••• | *pre: Stamina ••• or Resolve ••• | eliminate fatigue/injury penalties | WoD p112 |
Sta + sur = [3/4/5/5/4] + 2 = [5/6/7/7/6]
Book/Page: The Rage p.105
Prerequisite: Stamina •••
Effect: Your character has more control over his body than most werewolves. This allows him to stop his body from regenerating, at least for long enough to set a wound. In addition, this Merit allows the werewolf to slow down other aspects of his physique. When normal people are out of breath, werewolves normally aren’t. When normal people are shocked by injury, werewolves normally aren’t. This Merit allows your character to appear no better than a normal human, slipping under the radar of anything that would hunt him. Camouflaging himself in this way takes a Stamina + Survival roll, with a success indicating that your character has suppressed his metabolism for one scene, or one day for an exceptional success.
Drawback: Preventing regeneration in a particularly stressful situation may require spending a Willpower point, at the Storyteller’s discretion.
Metabolic Control | •• | *pre: Stamina ••• | May suppress regeneration or other physical advantages of being a werewolf in order to hide | Rage p105 |
(Athletics:Movement; • to •••••)
Book/Page: Tribes of the Moon p.98
Prerequisites: Dexterity •••, Athletics ••
Effect: Your character has become proficient in the art of parkour, whether by specific training with a club or simple necessity because of enemies in his city. Dots purchased in this Merit allow access to special athletic maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Cat Leap” until he has “Flow.” The maneuvers and their effects are described below, most of which are based on the Athletics Skill.
A note on parkour and werewolves: since werewolves can shapeshift reflexively, whether by taking advantage of moon phase or simply expending Essence, they can change form in mid-leap. This allows a Hunter (or any werewolf, as this Merit is by no means limited to the Meninna, or to the Uratha, for that matter) to jump using a strong form such as Urhan or Urshul and then switch to Hishu or Dalu to catch a ledge or another handhold as the jump ends. You can easily find videos of parkour using an Internet search; watch a few and imagine what would be possible with the Gifts and shapeshifting of the Uratha mixed in.
Flow (•): Your character has some basic training in the techniques of parkour, allowing him to react instinctively to obstacles and jumps. When using running or using the Foot Chase rules (see the World of Darkness Rulebook, p. 65), your character may negate hazardous terrain penalties equal to his rating in the Merit: Parkour. In addition, the roll to gauge a jump distance (see the World of Darkness Rulebook, p. 67) is a reflexive action.
Cat Leap (••): Your character has mastered some of the twisting leaps, landing rolls and wall taps used by traceurs. When using a Dexterity + Athletics roll to mitigate damage from falling (see the World of Darkness Rulebook, p. 179), your character gains one automatic success. In addition, add one per dot in this Merit to the threshold of damage that can be removed through this roll. Thus, if the Storyteller decrees that only three successes may be garnered to reduce falling damage, the traceur with three dots in this Merit may actually use six successes (assuming the player accumulates that many, including his automatic success).
Wall Run (•••): Your character has mastered the quick wall-run and leaping climb techniques of parkour. When using Athletics to climb (see the World of Darkness Rulebook, p. 64), your character is capable of scaling heights of 10 feet + five feet per dot in Athletics as an instant action (rather than the normal 10 feet), though every full 10 feet beyond the first imposes a –1 dice penalty.
Expert Traceur (••••): Your character has trained so extensively in this athletic discipline that its maneuvers are normal and instinctive for him. Your character may designate any Athletics roll that involves running, jumping and climbing as being a rote action (see the World of Darkness Rulebook, p. 134).
Drawback: When doing so, he is less able to react to events that don’t have to do with navigating the environment, causing him to lose his Defense for that turn.
Freeflow (•••••): Your character has achieved the freeflow that is the holy grail of traceurs everywhere — he acts without thinking, his movements flowing, graceful and quick when he enters “the zone.” He can perform any Athletics action that involves running, jumping or climbing as a reflexive action, rather than an instant action. Doing so requires that the character has been running for at least a full minute previously; any use of this ability before that minute mark requires the expenditure of one point of Willpower, however.
Parkour | (Athletics) |
StA p74, Tribes p98 | *pre: Dexterity •••, Athletics •• |
• Flow | When running, you may negate terrain penalties equal to dots in Parkour. Also, may gauge jump distance reflexively |
•• Cat Leap | When using Dex+Ath to reduce falling damage (WoD pg 179), gain one success. Add dots to max damage reduction possible |
••• Wall Run | Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft |
•••• Expert Traceur | When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of Defense |
••••• Freeflow | After running for at least a minute or by spending one Willpower, may make any Athletics roll for running, jumping or climbing as Reflexive, rather than Instant Action |
(Knife •, Pistol •)
Book/Page: World of Darkness p.113
Prerequisite: Dexterity •••
Effect: Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character's person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons.
Quick Draw | • | *pre: Dexterity ••• | draw and attack in one turn | WoD p113 |
Book/Page: Asylum p.51
Prerequisite: Resolve, Stamina or Composure ••
Effect: Some people see blood and pass out. Some people hear another person throwing up and get queasy. Your character can watch medicinal maggots being massaged into open, blackened wounds and feel nothing except a bit of curiosity. He never feels nauseated due to unpleasant things he sees in a medical setting, and receives a +2 bonus to any roll to keep composed when offered scenes of violence or carnage, or when exposed to horrific smells.
Tolerance for Biology | • | *pre: Resolve, Stamina or Composure •• | +2 to to keep composed when shown scenes of violence or carnage | Asy p51 |
Dots purchased in these Merits provide access to special combat maneuvers. Each maneuver is a prerequisite for the next in that set, that must be bought sequentially.
(Brawl:Grappling/Throwing; • to •••••)
Book/Page: Armory: Reloaded p.71
Prerequisites: Dexterity ••, Wits •• and Brawl ••
Effect: Your character is a skilled practitioner of aikido, or another martial art that emphasizes throwing the opponent. She knows how to blend with the force of an attack and amplify it to send her enemy sprawling.
Ukemi (“Receiving;” •): Your character knows how to fall properly and get up quickly. He may stand up from a prone position (but not both) once per turn as a reflexive action, and is considered to have one point of armor against bashing damage caused by falls – but not other sources. Aiki (“Harmonious Energy;” ••): Your character is skilled enough to defend with a throw by avoiding the attack and seizing his opponent’s balance. If he forgoes his standard Defense, roll Dexterity + Brawl; if the result exceeds the opponent’s damage roll the character suffers no damage and immediately applies a grappling hold or (once he attains the third maneuver) shihonage. He may employ this maneuver against Brawl, Weaponry or close-range Firearms attacks. Drawback: This maneuver constitutes your character’s action for the turn. Shihonage (“Four Directions Throw;” •••): The character can throw an opponent quickly and forcefully, without getting tangled up in a clinch. Treat a shihonage throw like a standard Brawl strike attack, except that it also knocks the opponent prone up to as many feet away as your Size + Brawl successes in any direction the character prefers. Renzoku-waza (“Combination Techniques;” ••••): The character can attempt multiple grappling or shihonage attacks per turn, or he can defend with multiple throws using the Aiki maneuver. He may make one additional grapple or shihonage for each point of Dexterity that he has above 2. Each extra action is rolled at a cumulative –1 modifier. Thus, he can attempt two grapples or shihonage at Dexterity 3 (with the second at a –1 modifier), three at Dexterity 4 (at a 0, –1 then –2 modifier to dice rolls) and four at Dexterity 5 (at 0, –1, –2 and –3 to each dice roll, in turn). Drawback: If the character’s first action is anything but a grapple or shihonage attempt he cannot use this benefit. Kokyu-ho (“Breath Power;” •••••): Your character’s throws are so strong that he can either throw someone double the usual distance with his shihonage, or inflict lethal damage with it. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Aikido | (Throwing) |
Reload p71 | *pre: Dexterity••, Wits ••, Brawl•• |
• Ukemi (Receiving) | Stand up or drop once per turn as a reflexive action. +1 bashing armor to falling. |
(Firearms:Most Guns; • to •••••)
Book/Page: Armory p.210
Prerequisites: Strength ••, Dexterity ••, Composure •••, and Firearms ••
Effect: Your character is not only proficient with firearms, but has trained extensively to maintain her accuracy in the stress of combat (see “Marksmanship in Combat,” p. 51, for a discussion of these challenges). She most likely has experience in law enforcement or the military, though she may simply be a self-defense advocate or a dedicated hobbyist with uncommon self-possession.
Shoot First (•): Your character’s trained reflexes give her a split-second edge in a gunfight. Whenever she begins a combat with a firearm already in her hand, she gains a bonus to her Initiative roll equal to her Firearms Skill. If she also has the Quick Draw Merit for firearms (see the World of Darkness Rulebook, p. 113) and draws a firearm during the first turn of combat, this bonus is added retroactively, starting at the beginning of the second turn of combat.
Tactical Reload (••): Your character’s muscle memory enables her to reload without conscious thought. Once per turn, she may reload a firearm that feeds from a detachable magazine or use a speedloader to reload a revolver, as a reflexive action.
Double Tap (•••): When using a lever-action, pump-action or semi-automatic firearm, your character may make short burst attacks as if her gun were capable of autofire.
Bayonet Range (••••): Your character can maintain accuracy and control even when facing an opponent at arm’s length. The target’s Defense does not apply to firearm attacks your character makes within close-combat range (see p. 155, the World of Darkness Rulebook).
Rapid Fire (•••••): Your character’s concentration is such that she can unleash a hail of bullets. In a single action, she may make one extra Firearms attack for each point by which her Composure exceeds 2. Each extra attack is made at a cumulative –1 modifier. Thus, she can perform a total of two attacks at Composure 3 (the second of which is at –1), three attacks at Composure 4 (the third of which is at –2) and four at Composure 5 (the fourth of which is at –3). She must declare the targets of all attacks before rolling the first one. Each attack not directed against her initial target suffers an additional –1 penalty. All attacks made with this maneuver must be single shots.
Drawback: Your character cannot use her Defense against any attack in the same turn in which she intends to use this maneuver. If she uses Defense against attacks that occur earlier in the Initiative roster, before she can perform this maneuver, she cannot use Rapid Fire this turn. In addition, your character may not use this maneuver with bolt-action or break-action firearms.
Combat Marksmanship | |
Arm p210 | *pre: Strength ••, Dexterity ••, Composure •••, Firearms •• |
• Shoot First | Add Firearms to initiative |
•• Tactical Reload | Reload as a reflexive action |
••• Double Tap | May make short bursts with additional firearms |
•••• Bayonet Range | Ignores target defence even when within melee range |
••••• Rapid Fire | One additional shot per dot of composure over 2; -1 penalty per additional shot. |
(Brawl:Unarmed; • to •••••)
Book/Page: Armory Reloaded p.65
Prerequisite: Strength ••, Dexterity ••, Stamina ••, or Brawl ••
Effect: This general striking style emphasizes speed, agility and defense. Practitioners block, bob, weave and pick their shots whenever they see their opponent’s defense falter. The core rulebook’s Kung Fu style is a specialized version of this Merit.
It uses the following maneuver progression:
Focused Attack (•): as the Kung Fu • maneuver.
Duck and Weave (••): as the Boxing •• maneuver: Duck and Weave (••): Your character is trained to instinctively duck and evade an opponent's blows. Use the higher of your character's Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). If a combination of Brawl- and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.
Defensive Attack (•••): as the Kung Fu ••• maneuver.
Whirlwind Strike (••••): as the Kung Fu •••• maneuver.
This style uses a new ••••• dot maneuver called Destroy Defense, detailed below.
Destroy Defense (•••••): Your character uses clever combinations, feints, sidesteps and perhaps furtive grabbing (called “sticking” or “trapping” in some martial arts) to progressively destroy your opponent’s ability to defend himself. Whenever he successfully hits an unarmed target with a Brawl attack, he reduces her Defense by 1 against his next attack. This is cumulative across multiple, successive attacks, up to a maximum Defense penalty equal to the lower of the attacker’s Wits or Dexterity. After that, the target recovers her full Defense, and the character must try to impose this penalty once again.
Your character can use Destroy Defense across multiple rounds as long as he does nothing except deliver successful Brawl attacks. If he misses or performs any other action, the running penalty imposed by the Merit automatically “resets” to 0.
The target retains her full Defense against other attackers; she’s only extraordinarily vulnerable to the maneuver user’s Brawl attacks. This maneuver does combine with Combination Blows or Whirlwind Strike. Destroy Defense’s penalty is cumulative with the normal Defense penalty against multiple attacks, if it applies.
Schools: Common Evasive Striking arts include Bruce Lee’s Jun Fan Kung Fu (or “Original Jeet Kune Do”), American or Hawaiian Kenpo, rapid-fire kung fu styles like wing chun and Filipino panantukan boxing. Remember that specific styles may have specialized maneuvers (see p. 106).
Evasive Striking | |
Reload p65 | *pre: Str ••, Dex ••, Sta ••, Brawl •• |
• Focused Attack | Armor and Called shot penalties are reduced by 1 |
•• Duck and Weave | Use higher of Dexterity or Wits against Brawl attacks |
••• Defensive Attack | -2 to Attack for +2 Defense |
•••• Whirlwind Strike | Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. |
••••• Destroy Defense | Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across successive Brawl attacks to lower of attacker's Wits or Dex. |
(Brawl:Unarmed; • to •••••) ○● Evasive Striking branched purchase
Book/Page: World of Darkness p.113
Prerequisites: Strength ••, Dexterity ••, Stamina •• and Brawl ••
Effect: Your character is trained in one of the many forms of Kung Fu, conditioning his mind and body for the purposes of focus and self-defense. He may have begun his training at an early age, following in the footsteps of family or friends, or he may have joined a school as an adult for the purposes of exercise or protection.
Focused Attack (•): Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets are reduced by one. See "Specified Targets," p. 165. Even when a specific part of an opponent is not targeted, armor penalties to your character's Brawl attacks are reduced by one.
Iron Skin (••): Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only.
Defensive Attack (•••): Your character has mastered the ability to fight defensively. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn.
Whirlwind Strike (••••): Your character can unleash a storm of blows against an opponent. He can make a number of extra Brawl attacks for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier. Thus, he can perform a total of two attacks at Dexterity 3 (the second of which is at -1), three attacks at Dexterity 4 (the third of which is at -2), and four at Dexterity 5 (the fourth of which is at -3). All attacks must be on the same target.
Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
Lethal Strike (•••••): By focusing his might and concentration, your character can kill or maim an opponent with a well-placed strike. A strike inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Kung Fu | |
WoD p111 | *pre: Strength ••, Dexterity ••, Stamina••, Brawl•• |
• Focused Attack | Armor and Called shot penalties are reduced by 1 |
•• Iron Skin | Has Armor of 1 against Bashing attacks |
••• Defensive Attack | -2 to Attack for +2 Defense |
•••• Whirlwind Strike | Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. |
(Weaponry:Knife;• to ••••)
Book/Page: Armory p.213
Prerequisites: Dexterity •••, Weaponry ••
Effect: Your character is trained to fight effectively with a knife. This particular form of martial knife training is based upon original Spetsnaz Russian Forces training. This training is now standard among many of the world’s Special Forces. It involves holding a single-edged knife in a downward (or “reverse”) grip. Maneuvers involve a lot of quick, fluid movements complemented by a mixture of slashing and stabbing toward vital areas.
All maneuvers are based on the Weaponry Skill.
Anticipate Attack (•): Those trained in Special Forces knife fighting know to move fast before incoming attacks and in response to them. To do this requires a level of anticipation and strategy even before a combat begins. At this level, your character may substitute his Weaponry score for his Composure when determining his Initiative modifier. This is only during combat situations in which your character is using an edged or pointed weapon of Size 2 or under.
Advantageous Angle (••): Your knife-wielder knows how to make a feinted attack from the side or rear in a way that grants him advantage. While normally such attacks confer no bonuses, the character is aware how to deceive an opponent into mounting a Defense against an attack that isn’t coming — and then stage an attack from a different angle. The foe’s Defense is at –1 during such an attack.
Drawback: This maneuver can only be made every other turn.
Vital Attack (•••): Your character knows how to target his attacks to vital organs and other vulnerabilities. Attacks made with a knife have Armor Piercing 1, and penalties to hit specific targets or body parts (see “Specified Targets,” p.165 of the World of Darkness Rulebook) are reduced by one.
Slash and Stab (••••): Your character’s deftness with a knife allows him to make two attacks against one target in a single action. The first attack is a slash, the second a thrusting stab. The first attack is made as normal, but the second suffers a –1 penalty.
Drawback: This quick maneuver leaves the character somewhat more vulnerable against the next attack coming toward him. His Defense is counted as being one less against the next attack.
Spetsnaz Knife Fighting | |
Arm p213 | *pre: Dexterity •••, Weaponry •• |
• Anticipate Attack | If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for Initiative |
•• Advantageous Angle | Every other attack, opponent gets -1 defense |
••• Vital Attack | Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1 |
•••• Slash and Stab | Make two attacks. The second attack gets -1. Defense reduced by 1 |
(Brawl:Werewolf;Quadruped; • to •••••)
Book/Page: The Rage p. 103
Prerequisites: Strength ••, Dexterity •••, Stamina ••• and Brawl ••
Effect: Your character has spent a long time in her Urshul and Urhan forms, becoming acquainted with the body and senses available in her inhuman forms. Rather than training, instinct has spurred her to practice hunting and killing prey. Very few people expect a werewolf to be fully adept with the flexibility offered by her lupine shapes, expecting her to rely on natural strength and speed the same as in Gauru form. Your character bucks that trend, having tested all her body’s forms to their limit.
These maneuvers can only be used by a werewolf in Urshul or Urhan form.
Hunter’s Eye (•): Your character’s eyes are naturally drawn to signs of weakness, which normally indicate the easiest prey in a group. Your opponent’s Defense is counted as one lower for the duration of the scene if you spend at least one turn observing him.
Slip Through (••): Your character is used to darting around an attacker, confusing him by attacking from many angles at once. Make a normal attack roll, penalized by the opponent’s Defense. This attack does not strike the foe or do any damage; but if you roll even one success, your opponent is distracted as he works out where you will attack from next. Your opponent does not apply his Defense against the next attack he suffers.
Pounce (•••): Your character leaps at her opponent, bearing him to the ground with her full weight. Make a normal attack roll. If you roll more successes than your opponent’s Size, he falls to the ground under you. Getting up counts as an action (see “Going Prone,” the World of Darkness Rulebook, p. 164). Close-combat attack rolls against a fallen opponent receive a +2 bonus.
Drawback: Your character’s Defense suffers a –2 penalty on the turn you make this attack.
Fury (••••): Your character knows how to go all-out, striking with both claws and teeth at the most vulnerable spots on an opponent’s body. She can make both a claw attack and a bite attack against the same opponent in the same turn. The bite attack receives a +1 bonus.
Drawback: Your character cannot use her Defense on the same turn she intends to use this maneuver. If she uses Defense against attacks that occur earlier in the Initiative roster, before she can perform this maneuver, she cannot perform the maneuver in the turn. She is too busy ducking out of the way of incoming attacks.
Throat Tear (•••••): Your character’s jaws are powerful enough to tear a creature’s throat out with a single bite. Do not apply the +2 bonus for size of teeth and jaw to the attack roll (other bonuses apply normally). Instead, if the roll is successful, apply the modifier as automatic successes for the purposes of damage.
Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Tooth and Claw | |
Rage p103 | *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf |
• Hunter's Eye | spend a turn observing your opponent to lower his defense for the remainder of the scene |
•• Slip Through | attack one turn for no damage to null opponents defense from next attack |
••• Pounce | if you roll more successes than the targets size it is knocked to the ground under you |
•••• Fury | make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use defense the same turn as maneuver |
••••• Throat Tear | apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus Drawback: costs 1 willpower |
Man + {per,soc} - X = [2/1/-/1/2] {1p,1s} - X = {[3/2/2/3]p,[3/2/2/3]s} - X
Forensic Accounting ••, Local Spirits •
(• to •••••)
Book/Page: World of Darkness p.114
Effect: Contacts provide your character information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information. If he has Contacts •••, his dots might be assigned to computer hackers, couriers and big business, respectively. Contacts can include individuals whom you or the Storyteller defines, but more likely they comprise an array of people from whom your character can draw information with a phone call, email or face-to-face query. Contacts is strictly information-gathering. Contacts do not come perform services for your character or rush to his aid. Those actions are the purview of other Merits such as Allies and Retainer.
Gaining information from contacts requires a successful Manipulation + Persuasion or Socialize roll, depending on the relationship between your character and the people in question. Penalties might apply if the information sought is little known (-1 to -3), confidential (-3), or if sharing it could get people in trouble or harmed (-3 to -5). Success doesn't guarantee exactly the information for which your character looks. Contacts aren't all-knowing, and the Storyteller is perfectly justified in saying that a particular contact simply doesn't know something.
Dramatic Failure: The contact doesn't tell your character the full extent of what he knows, or provides misleading information. Perhaps he's holding out for money or favors, or simply makes an honest mistake.
Failure: The contact doesn't have the information your character needs.
Success: The contact is able to provide some information that's helpful to your character.
Exceptional Success: The contact is able to provide a wealth of information to your character, providing answers to questions that aren't even asked.
Suggested Equipment: Gift (+1), small bribe (+1), large bribe (+2), an outstanding favor (+1 to +3)
Possible Penalties: Lack of bribe (-1), frequent and recent requests (-1 to -2), information confidential (-1 to -3), information scarce (-2), information obscure (-3)
Contacts | • to ••••• | - |
Individuals that can be called upon for information -- at the GM's discretion, this can include groups or organizations, usually through particular individuals within those groups or organization. Each dot represents overall information-gathering ability, knowledge, accuracy and reliability of that Contact and any information they provide. Contacts are not minions: they may or may not readily supply information sought. Contacts are strictly channels through which information can be gained and serve no other purpose. | WoD p114 |
Book/Page: Signs of the Moon p.30
Prerequisites: Uratha, must be Irraka
Effect: New Moons are often expected to interact with the herd for the good of the pack, though the feral power of a werewolf’s Primal Urge, seething just below the surface, can make dealings with humans — even the wolf-blooded — difficult, at best. Some Irraka, however, are gifted with a facility for temporarily clouding their more bestial natures, enabling them to assuage the fear that normal people quite rightly feel toward the Forsaken. By spending a point of Willpower as an instant action, the Irraka may reduce his Social Attribute/Skill penalty for Primal Urge (see Werewolf: The Forsaken, p. 76) by one die per dot of Cunning Renown, to a minimum of a zero-die penalty, for the remainder of the current scene.
Mercy of Luna | ••• |
Pre: Irraka | May spend a point of Willpower to reduce Primal Urge Social penalties by Cunning score to a max of 0. | SotM p30 |
Lupa ••••
(• to •••••)
Book/Page: World of Darkness p.116
Effect: Your character has an assistant, aide, indentured servant or fanatical follower on whom she can rely. You need to establish how this trusty companion was acquired. He may be paid exorbitant amounts of money that buy his unwavering loyalty. He might owe his life to your character (or to your character's predecessors). Your character might blackmail this person or threaten his family with harm if services are not rendered. Or your character might have a supernatural hold over this poor person. Regardless of the circumstances, this person is constantly loyal and follows almost any order without question.
A retainer can be called upon to perform many duties without fail. A bodyguard might be willing to hurt other people on a mere command. A dedicated street kid might hang on your character's every word and get her information or contacts without being asked. Unless your character has direct control over a retainer's mind, however, this person can't be made to perform any task. He might not risk his own life unduly or perform a task that violates his own morals. You or the Storyteller should detail your retainer with an identity, background and character sheet of his own. The Storyteller usually plays your character's retainer.
Each acquisition of this Merit grants your character one follower. Dots spent in the trait indicate the training, capability or flexibility of the aide. One dot suggests a child, an automaton or a madman with limited capabilities and freedom of thought. Two dots indicate an ordinary person over whom your character has sway. The servant is completely mundane and has no particular training above the human norm (he has two dots in all of his Attributes and Skills). Three dots represent a capable employee with a range of training at his disposal (three or four of his traits have three dots). Four dots represent a valued and irreplaceable assistant (someone with a handful of traits with four dots each). Five dots indicate an extraordinary follower. He is exceptional in many ways (five dots in a couple traits, and four in many others) or he may be capable of supernatural feats.
Retainer is different from Allies in that no roll is ever made to get results from an aide. He performs the task requested, unless subjected to repeated abuse or an utterly intolerable assignment (as decided by the Storyteller based on the assistant's personality).
Drawback: If your retainer is ever hurt he may be incapable of service while recovering. If he is killed, he's lost forever unless supernatural in origin. A retainer who possesses his own will and who is forced to perform a duty that offends his sensibilities or defies his morals may abandon your character, temporarily or permanently. Points spent to acquire a retainer who is killed or driven off are lost.
Retainer | • to ••••• (mult) |
- |
Trustworthy agent of the character. May be a personal assistant, personal bodyguard or even a deputy of the character. Retainers are generally loyal followers of the character but it is rare that they are an actual friend of the character -- their loyalty may also be only as strong as they are compensated by the character. Each dot represents the abilities of the character: 1 dot represents a weak, unskilled or otherwise lowly agent; 5 dots represents a very strong, highly skilled or otherwise outstanding agent who may even be supernatural. | WoD p116 |
(• to •••••)
Group {Securiy ••••,Size ••••}
Book/Page: MtA
Effect:
Sanctum | (• to •••••) {Security, Size} (SH) | M:tA p86 | Mage |
Misfits Krewe •
(• to •••••)
Book/Page: World of Darkness p.116
Prerequisites: Varies (see below)
Effect: Your character has standing, credentials, authority or respect within an organization, group, company or social body. He might have an official position or title, or might simply be revered and honored within the group and therefore accorded a degree of authority. Your character might be a company vice president, a police sergeant or lieutenant, an army corporal or a nurse at a hospital. Or he could be a lowly member of the group whom everyone likes or who has won some acclaim and is allowed more standing than he is officially entitled.
Each acquisition of this Merit is dedicated to one type of authority, whether in an organization, society or circle. Examples include police, City Hall, criminals, unions, banks, a university faculty and hospital staff. In order to have authority in more than one venue, you need to purchase this Merit multiple times, each trait with its own dots. Thus, your character might have Status (Police) ••, Status (Criminals) ••• and Status (City Hall) •, each acquired separately at character creation or during play. You would need to explain how he reconciles all this authority in the setting. The aforementioned character might be a dirty police sergeant who has paid his dues in civil elections and gained some recognition among city officials.
Status represents the privileges and liberties that your character is authorized to take within the confines and definitions of his group. Increasing dots reflect increasing clout. A cop with Status 1 can enter the suspect lockup and interrogation rooms, while a cop with Status 4 can enter the evidence locker without supervision or get involved in a crime-scene investigation without specifically being called in.
The phrase "within the confines and definitions of his group" is emphasized above because Status operates exclusively through official channels. A surgeon might have one patient seen or operated on before another, because that's within the official confines of his authority. Exceeding the confines of authority or proper channels transcends the limits of the Status Merit. Going above and beyond - to ask for favors rather than give orders or to requisition an official request - enters the realm of the Allies Merit. So, a police detective who gets a lower-ranking officer to investigate a case may do so with Status. That request is conducted through proper channels. Meanwhile, a police detective who asks another officer to overlook some evidence or to delay an investigation does so with Allies. The favor is asked outside official channels.
While Status might allow your character to give orders to underlings, the Merit doesn't automatically get results. Subordinates or co-workers might resent their assignments, dislike your character or have personal agendas that interfere with your character's needs. Efforts to get things done through official channels still call for Manipulation + Intimidation, Persuasion or Socialize rolls, whichever Skill is appropriate to the request, circumstances and your character's standing within the organization. Bonus dice equal your character's Status dots. Penalties might apply if your character browbeats someone (-1), uses threats (-2), skirts the limits of his authority (-2) or exceeds his authority (-3 to -5).
Some sample organizations and the basic benefits, perks and privileges of standing in them are listed below.
City Police: A patrol officer has legal powers of search, seizure and arrest, is permitted to carry a firearm at all times and has access to a wide range of local databases. High-ranking officers (•••+) can initiate investigations, coordinate with neighboring county or state police, and call in urban-assault teams.
Clerical Standing: Your character is a licensed minister, gaining access to people and places such as accused criminals, hospital patients, crime and accident scenes, and restricted areas in religious institutions. Prerequisite: Academics Skill Specialty: Religion.
Corporate Executive: A low-level corporate executive has access to much of the company's resources, including corporate credit cards, vehicles, cell phones and computer equipment. Depending on the company, he can also access sources of information and influence not available to the general public. Executives (•••+) have larger salaries, expense accounts, and hiring and firing powers, not to mention social perks and access to connected political figures and/or celebrities.
Diplomat: Your character is a registered diplomat for a sovereign country. If he works in a foreign country he has free lodging, access to his country's embassy and immunity from foreign criminal prosecution. Prerequisites: Politics •• and Persuasion ••.
Licensed Professional: Your character is licensed in a recognized profession that affords him privileges unavailable to most civilians. He might be a private investigator and authorized to carry a concealed weapon and to have access to restricted databases and government files, or he could be a building contractor and be authorized to own and use explosives for professional applications. Prerequisite: Academics Skill Specialty: Law (private investigator), Science Skill Specialty: Demolitions (building contractor).
Medical: Your character is licensed to practice medicine. He can write prescriptions, access medical records and gain access to restricted areas such as crime and accident scenes. Prerequisite: Medicine ••.
Military: An enlisted soldier has a monthly stipend, is permitted to possess military-grade firearms and has access to restricted sources of information and equipment. If he is an active-duty soldier he receives free room and board and medical care. High-ranking soldiers (•••+) are officers who can command units, requisition military equipment and perhaps even initiate foreign insurgencies.
Rotary Club: A basic member in good standing has access to the local meeting hall and a network of members who can provide club-related information or perform club-related duties. A basic member can also benefit from the organization's emergency fund in times of need. High-ranking members (•••+) have access to other clubs around the country, and have sway over connected civic groups and political figures.
Drawback: Your character's standing in a given organization is dependent on the fulfillment of his duties and on abiding by the regulations required of members.
Status |
(• to •••••) (mult) *pre: varies |
WoD p116 |
Reputation, social standing, rank or mixture of all in a group, organization or some other social order. 1 dot represents some small measure of recognition and/or official membership; 5 dots represents being held as a paragon within the social order and/or a senior leadership position within or the actual leader of the social order. |
Suggested Modifiers for Gift Use
Modifier | Situation |
+2 | In the area of influence of a powerful locus (rated ••••+) |
+1 | In the area of influence of a locus (rated • to •••) |
+1 | Character’s auspice moon is in the sky |
–1 to –3 | Character suffers wound penalties |
–1 | Local spirits are actively hostile to Gift user |
–1 | In the presence of a werewolf in Death Rage |
–2 | Afflicted with powerful sensory stimuli (deafening noise, powerful stench, etc.) |
–3 | Character is in a Barren |
–4 | In the middle of a hurricane |
–5 | Bound and gagged with silver manacles (Gifts that require a specific action or ability to speak are impossible |
Book/Page: Lore p.116
Description: Blood pumping, hearts pounding, the Uratha hunt down their prey. Their claws open deep wounds, casting scarlet blood over the ground as their victim breathes his last. Werewolves are inextricably linked with blood as a sign of their violence and Rage, and the Gifts of Blood arise from that. Unlike the bones of the long dead, spilled blood is a sign of action, and these Gifts allow an Uratha to pick up on those signs. Uratha seek predatory animalspirits, especially wolverines and sharks, to learn Blood Gifts.
Sta + med + H = [3/4/5/5/4] + 1 + 1 = [5/6/7/7/6]
Book/Page: Lore p.116
Description: Spilled blood clots, sealing over an injury and giving the skin beneath a chance to heal. Werewolves who possess this Gift can cause any bleeding wound to clot instantly, even if the target is hemophiliac or bleeding from an artery. The Uratha lays her hands on her subject, letting her Essence flow. The blood clots created by this Gift can stop wolf-blooded or even other werewolves from bleeding to death, and the protection they offer allows the wound to heal much faster. The Uratha cannot use this Gift on herself.
Cost: 1 Essence
Dice Pool: Stamina + Medicine + Honor
Action: Instant
Roll Results
Dramatic Failure: The subject of the Gift immediately takes one point of lethal damage as the wound bleeds freely.
Failure: The Gift fails to take effect.
Success: The subject’s blood thickens and clots. If the subject is bleeding to death, (see “Incapacitation,” World of Darkness Rulebook, p. 173) she loses no more points of Health, and her rightmost Health box is changed to bashing damage.
On a less grievously injured subject, the healing time for all bleeding lethal damage taken from a single source is reduced to three-quarters normal. Humans heal the damage at a rate of one and a half days per point, rather than two. Storytellers should use their discretion as to which injuries this Gift can affect.
Exceptional Success: If bleeding to death, the subject’s rightmost aggravated wound is converted to lethal, or her two rightmost lethal wounds are converted to bashing. Characters with lesser injuries heal at twice the normal rate rather than one and a half times.
Blood | None | |||
••• | Clot | Close a wound and increase healing time of the target | ● | Lore 116 |
Book/Page: Werewolf the Forsaken p.113
Description: Cleverness and cunning are essential to survival, for both wolves and humans. Gifts of Evasion embody the shrewdness of the human mind with the instincts and natural intuition of a predatory animal. The Storm Lords have affinity with these Gifts; many Irraka also find them useful. Lunes and animal spirits, both taking the forms of creatures such as ravens, foxes and otters, teach Gifts of Evasion. The Gifts represent a blend of both keen intelligence and “gut feeling” that enables a werewolf to sneak, deceive and mislead with preternatural ease.
Man + soc + W vs. (Com + PowStat) = [2/1/-/1/2] + 1 + 0 vs. X = [3/2/2/3] vs. X
Book/Page: Werewolf the Forsaken p.113
Description: Some folks just have a knack for getting other people to blab incessantly. A werewolf with this Gift can take advantage of that strength, making people feel oddly chatty around her. The werewolf must engage a subject in conversation for at least 30 seconds before she can use this Gift. Success clouds a target’s better judgment, making it difficult to keep secrets from the werewolf.
A contested roll is made for the intended subject with the highest Composure + Primal Urge dice pool. The Gift user need not be alone with the subject of this Gift for the Gift to work. She can isolate a particular subject in a crowd if she wants to. A contested roll is made for that subject alone.
This Gift can be used successfully on only a single subject and only once per scene on that subject.
Cost: None
Dice Pool: Manipulation + Socialize + Wisdom versus Composure + Primal Urge
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The werewolf is infected by the Gift’s effects instead of her targets, suffering a –3 penalty to all Empathy, Persuasion and Subterfuge rolls for the
duration of the scene.
Failure: The character fails to affect the target.
Success: Up to one target in conversation with the werewolf is affected per success. You decide who is affected based on the total successes rolled. Targets under the Gift’s influence suffer a –2 penalty to Empathy and Subterfuge rolls for the duration of the scene, and only toward rolls made against the Gift user. A subject is not suddenly forthcoming with secrets to anyone else who comes along, but he becomes more susceptible to “friendly conversation.”
Exceptional Success: The targets suffer the listed penalties, as well as a –2 penalty to Composure rolls for the rest of the scene.
Evasion | Irraka, Storm Lords | |||
• | Loose Tongue | Make the target speak (-2 to Empathy and Subterfuge against Gift user) | - |
WtF 11 |
Book/Page: Werewolf the Forsaken p.126
Description: Few things are more useful than knowledge, and some spirits know secret shortcuts to learning interesting things. Where Gifts of Insight allow a werewolf to see the world through a different set of eyes, Gifts of Knowledge involve simply reaching out, plucking a fact or piece of data from the greater weave of the world and putting it to use. Iron Masters, with their desire to learn as much as they can about the changing world, are particularly drawn to Knowledge Gifts, but any werewolf can find them useful.
Gifts of Knowledge are typically taught by spirits that represent wisdom or information, and are frequently urban. Spirits of computers are one source, as are rat- and cockroach-spirits.
Int + inv + C vs. (Res + PowStat) = 3 + 3 + 3 vs. X = 9 vs. X
Book/Page: Werewolf the Forsaken p.126
Description: To understand something, one must first know its name. This Gift is a simple trick, but one with potentially wide-ranging applications. With a glance, the werewolf can learn the name of someone she sees in person. The name learned is always one that the person would answer to and consider his own. The character cannot use this Gift on a person that she sees indirectly (through a video camera or in a photograph).
Cost: None
Dice Pool: Intelligence + Investigation + Cunning versus subject’s Resolve + Primal Urge (see below)
Action: Instant or contested; resistance is reflexive
Roll Results
Dramatic Failure: The werewolf picks up a different and wholly inappropriate name. She might learn the name of someone else in the room or of the target’s fourth-grade teacher and assume it belongs to the target.
Failure: The werewolf fails to learn the target’s name. She cannot try to use this Gift on the same target again this scene.
Success: The character learns the target’s name as the target defines it. Using this Gift on a werewolf produces the target’s name among the People, unless the target thinks of himself primarily by his human name.
If the target has some reason to hide his name, such as a vampire who avoids people he knew in life or an undercover cop, then a reflexive, contested Resolve + Primal Urge roll may be made for the target. The target remains unaware of the Gift being used, and of his resistance.
Exceptional Success: The character learns all the names to which the target answers (assuming the subject doesn’t successfully contest the roll). For example, she may learn the birth name, Uratha deed name and current nickname of a subject werewolf.
Knowledge | Cahalith, Iron Masters | |||
• | Know Name | Learn anyone's name | - | WtF 126 |
Book/Page: Werewolf the Forsaken p.128
Description: The ability to change form was a gift to the Forsaken from Luna herself, and assuming the five forms comes as naturally to werewolves as breathing. There are nuances to the art, however, that can be mastered only with experience and instruction. This is an open Gift list; any werewolf character can possess Mother Luna’s Gifts as if they had auspice or tribal affinity with them. Werewolves most often learn Mother Luna’s Gifts from the Lunar Choirs, but they can be taught by various spirits associated with trickery, such as coyote- or monkey-spirits.
Sta + sur + U = [3/4/5/5/4] + 2 + 3 = [8/9/10/10/9]
Book/Page: Werewolf the Forsaken p.128
Description: This subtle Gift allows a werewolf to transform only the parts of himself that he needs in order to complete a task at hand. For example, a werewolf in Hishu form might transform only his nose in order to track someone through the city streets by scent, without drawing the attention to himself that transforming into Urhan would attract. Conversely, a werewolf in Urhan form might transform his eyes to human to gain sharper color vision.
Cost: None (or 1 Essence)
Dice Pool: Stamina + Survival + Primal Urge. The player has the option of rolling this dice pool, with the intended change occurring if even one success is achieved. In this case, the change is an instant action. Or, he may spend one Essence for his character to change automatically as a reflexive action.
Action: Instant or reflexive
Roll Results
Dramatic Failure: Another feature of a different form is assumed instead of the one intended (the Storyteller decides which). Human onlookers are subject to Lunacy as if their Willpower is two dots higher than normal.
Failure: No change occurs.
Success: The werewolf chooses which parts of himself he transforms. The result might allow him to use certain abilities normally restricted to other forms (such as tracking by scent or using claws in Hishu; the Storyteller decides what modifiers transfer over). Though he may change as much or as little as he wishes, the choice is final. To add or subtract any feature requires another use of the Gift (so “undoing” features also requires another application of the power).
The Storyteller decides if and how any human onlookers might spot the character’s features and potentially suffer Lunacy. If it is triggered, normal rules apply and subjects’ Willpower is considered one higher than normal.
Exceptional Success: The change occurs as a reflexive action without the expenditure of an Essence point.
Mother Luna | Any | |||
• | Partial Change | Shapeshift only part of his body | (●) | WtF 128 |
Book/Page: Lore p.88
Description: The lightless Stalker’s Moon grants Gifts of stealth and tracking, ways for an Irraka to disguise his own presence even as he moves in for the kill.
Dex + ste + P = [4/4/5/6/6] + 1+1 + 1 = [7/7/8/9/9]
Book/Page: Lore p.88
Description: Using this Gift, the Irraka can strike in a single moment of blessed silence. Claws tear through flesh without a sound, a victim’s mouth strains to form a scream that will not come. Though the moment of silence is fleeting, a cunning Irraka can turn it into a great opportunity.
This Gift must be invoked during the Irraka’s turn.
Cost: 1 Essence
Dice Pool: Dexterity + Stealth + Purity
Action: Reflexive
Roll Results
Dramatic Failure: The Gift fails, and the Irraka is rattled by its failure. The Irraka suffers a -1 penalty to the action in question.
Failure: The Gift has no effect.
Success: The Irraka’s turn happens in complete silence. If he tears the leg off a victim, the victim’s scream is without sound. If he fires a gun at point-blank range, the report is inaudible.
Exceptional Success: If the Irraka’s target survives, her next turn is also spent in complete silence, preventing her from crying for help.
Stalker's Moon | Irraka | |||
• | Soundless Strike | Invoke a brief silence. An Irraka's turn happens in complete silence. | ● | Lore 88 |
Book/Page: Werewolf the Forsaken p.142
Description:Technology, in the broadest sense, is the way people use discoveries and inventions. It is interdependent and often highly specialized. Technology is the forte of the Iron Masters, who possess affinity with these Gifts. Still, many other werewolves find knowledge of how to thwart high-tech computers and other devices extremely useful, especially in dealing with urban and human affairs. These Gifts also represent how to use existing technology to best advantage. Urban spirits and spirits of various metals and forms of energy such as electricity are the most frequent teachers of these Gifts.
Wit + lar + C = 4 + 1 + 3 = 8
Book/Page: Werewolf the Forsaken p.143
Description: Humans and werewolves alike rely on the power of light for innumerable tasks. This Gift allows the user to extinguish all electric light (i.e., electric lamps, battery-powered flashlights, streetlights) in a specific area.
Cost: 1 Willpower
Dice Pool: Wits + Larceny + Cunning
Action: Instant
Roll Results
Dramatic Failure: The failed Gift alerts local technological spirits. Any spirits in the area associated with technology become increasingly hostile toward the character for one lunar month.
Failure: Nothing happens.
Success: The character must target a specific area within unaided visual range; the Gift does not work on areas viewed remotely via binoculars, security systems or the like. Success extinguishes the light within a home of about 2,000 square feet, with each additional success doubling the size of the area. Three successes, for example, kill the lights on an entire floor of a large office building. This Gift does not simply turn the lights off — it prevents them from functioning at all. The effects last for one scene, or until the character chooses to end the Gift’s effects.
Exceptional Success: The character gains selective control over the technological light sources in the area, and may select one source to still function if she chooses.
Technology | Iron Masters |
|||
•• | Nightfall | Extinguish all artificial light in the vicinity | ○ | WtF 143 |
Rituals | ●● |
Suggested Modifiers
Modifier | Situation |
+2 | Ritemaster meditates successfully prior to ritual (that is, four or more successes are accumulated in a meditation Attribute task — see World of Darkness Rulebook, p. 51) |
+2 | In the vicinity of a powerful locus (rated ••••+) |
+1 | In the vicinity of a locus (rated • to •••) |
+1 | Ritualist has gained goodwill of local spirits |
+1 | Ritemaster is in Dalu form |
+1 | Ritemaster’s auspice moon is in the sky |
–1 to –3 | Performer suffers wound penalties |
–1 | Local spirits are hostile to ritualist |
–1 | City suburb or town (only if rite is performed in physical world) |
–1 | Distracting environment (powerful odors, noisy) |
–2 | Packmates are involved in battle |
–2 | Dense urban area (only if rite is performed in physical world) |
–2 | Ritemaster is struck during rite but takes no damage |
–3 | Rite is performed in a Barren |
Book/Page: Werewolf the Forsaken p.149
Description: This simple, quick ritual forces a living human or animal out of the spirit world and back into the physical. While the Banish Human ritual got a lot of use before the Sundering — when a human might easily enter the spirit world — the Gauntlet serves as a hard barrier today. This rite doesn’t see a great deal of use in the modern world, as humans rarely venture into the spirit world (deliberately or accidentally). It can, however, rescue a human who’s been trapped in the Shadow Realm by accident or malice. Many modern werewolves use this ritual to interfere with the activities of human shamans and wizards who enter the spirit world.
Performing the Rite: This simple ritual takes just one turn to perform. The ritualist must be within arm’s reach of the target but doesn’t have to touch him or her. The ritualist emits a howl of rage and commands the subject to return to his home realm.
Dice Pool: Harmony (versus subject’s Resolve)
Action: Instant or contested; resistance is reflexive
If the human subject of the ritual is capable of performing magic to keep himself in the spirit world, Resolve can be rolled for him to contest the werewolf’s effort. If the human cannot perform magic, the rite involves an instant action alone.
Roll Results
Dramatic Failure: The rite fails, and cannot be used again against the target for the duration of the scene.
Failure: If the human’s successes equal or exceed those rolled for the ritualist, the subject remains where he is. If the subject is incapable of magic and no successes are rolled for the werewolf, the human also remains in the spirit world.
Success: A banished human returns instantly to the physical world in the nearest equivalent location. If he is currently in a place with no earthly analogue (pg. 260), he’s returned to a random location that’s significant to him (such as his home or birthplace).
Exceptional Success: The subject cannot return to the spirit world for a number of days equal to the werewolf’s Harmony dots.
Suggested Modifiers
–3 Target has supernatural powers (such as a ghoul or mage). The modifier applies to the roll made for the ritualist.
• Banish Human | - |
Cast a targeted human out of the spirit world and back into the material (includes Mages) | Forsaken 149 |
Book/Page: Werewolf the Forsaken p.150
Description: A werewolf’s body is suffused with Essence, allowing it to contravene the “laws” of the physical world in ways science deems impossible. For example, a werewolf can bodily enter the spirit world or quadruple his mass in an instant by changing shape. This spirit energy doesn’t automatically infuse the werewolf’s belongings, though. Shifting to Dalu almost certainly damages a werewolf’s clothes, and shifting to any other form destroys them. By the same token, when a werewolf steps into the spirit world, his mundane belongings are left behind. This rite allows a werewolf to ritually tie mundane objects such as clothing, watches or weapons to his Essence.
When the werewolf shapeshifts, a ritually bound or “dedicated” item of clothing or equipment shifts to match his form if feasible, or merges with his flesh. For example, if a werewolf has dedicated a suit of clothes, a necklace and a wristwatch, all these objects change in size to suit his new form when he assumes Dalu. When he shifts to Gauru, the clothes merge with his flesh, but the wristwatch and necklace might shift size again. When he takes Urhan form, the wristwatch also blends with his flesh, while the necklace might remain. In addition, all these objects remain with him when he enters the spirit world, although the un-dedicated flashlight he carries doesn’t.
Performing the Rite: The ritemaster may perform this ritual on himself or on other werewolves. It involves cutting the recipient with a claw and smearing his blood on the item in question, drawing a circular pattern. At the culmination of the rite, the item absorbs the blood, leaving no stain. The ritual takes a few minutes for every item to be dedicated.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one turn)
Roll Results
Dramatic Failure: The rite fails, and all accumulated successes are lost.
Failure: No successes are added to the roll for the current period.
Success: The target may have up to one item bound to him per Primal Urge dot that he has. He may later choose to “release” a dedicated item in order to dedicate another one. The target need not have all items dedicated to him at once. For example, this ritual could bind two new items to a character who already has two items dedicated to him, as long as his Primal Urge is at least 4.
A simple set of clothing counts as one item. A backpack and its contents also count as one item, although only the contents inside the backpack at the time of the rite. If a werewolf later adds something to the backpack, it doesn’t count as dedicated unless the rite is performed again with the new object inside. The contents of an article of clothing’s pockets aren’t considered part of the clothing, unless the werewolf dedicates that particular article of clothing as a separate item. Therefore, if a werewolf dedicates a business suit to himself as “one item,” the watch in his pocket doesn’t count as dedicated. If, however, he dedicates his favorite pair of jeans to himself as one item, the wallet in the pocket counts as dedicated.
Exceptional Success: The item doesn’t count toward the character’s Primal Urge limit on how many items that can be dedicated to him. It is essentially dedicated for free or is extra.
• Rite of Dedication | - |
Imbues an item with the ability to shapeshift along with a designated owner, such that it is not destroyed or dropped during the change. Also allows the item to be brought into the Shadow Realm. A character may bind up to his Primal Urges score number of items. | Forsaken 150 |
Book/Page: Werewolf the Forsaken p.152
Description: This rite returns a wayward spirit from the physical world to the spirit world. In the First Times, the children of Father Wolf used this ritual to force spirits to travel back past the Border Marches. After the Fall, things got easier, in a way. No longer did a werewolf need to force a spirit to the Border Marches and then banish it. Instead, she could simply force the spirit through the Gauntlet and into the Hisil. Unfortunately, this is something of a brute-force ritual. Being shoved through the Gauntlet can be damaging to spirits, who resent having this rite used on them. Most spirits would prefer to leave of their own volition, perhaps after being plied with chiminage or the promise of favors. On the other hand, the pain this ritual inflicts on a wayward spirit makes it a good stick to have around if the carrot of chiminage proves insufficient.
Performing the Rite: The targeted spirit must be bound with the Bind Spirit rite or by physically preventing its host from moving more than a meter or two in any direction. The ritualist approaches the bound spirit and performs a brief snarl of exile and refusal, complete with similar gestures. The ritualist then slowly circles the bound spirit counterclockwise, and sprinkles it with salt water from each of the four cardinal directions.
The key of the ritual is the five-time repetition of the First Tongue phrase, “I banish you from this realm,” Galer za da sar. The ritualist doesn’t have to repeat the phrase five times in a row. He may sprinkle it throughout the performance, but the ritual isn’t complete until the phrase is said for a fifth time.
Dice Pool: Harmony versus the subject’s Resistance
Action: Contested and extended (10 successes; each roll requires a minute’s time)
The first competitor to accumulate the required successes wins, either to be banished to the spirit world or to refuse to go. If the spirit wins, no attempt to banish it can be made again by any werewolf for 24 hours.
Roll Results
Dramatic Failure: The rite or resistance fails outright and all accumulated successes are lost. Either the werewolf cannot attempt to use this rite against the given spirit for a lunar month, or the spirit leaves for the spirit wilds immediately.
Failure: No successes are accumulated at this stage of the contest.
Success: Successes are accumulated toward the total required. If the total reaches 10+ successes, the spirit is banished from the physical world and appears in the Shadow Realm.
Exceptional Success: Tremendous progress is made or resistance is shown.
•• Banish Spirit | - |
Attempts to banish a spirit from the material world back into the Shadow Realm. | Forsaken 152 |
Name:
Description:
Attributes | Corpus/Heath | Willpower | Essence | |||
Power
Finesse
Resistance
|
|
|
X X X X X X X X X X X X X X X X X X X X |
|||
Skills: | Influences: |
Attacks: |
Other Stats |
|||
Initiative: Defense: Speed: Size: |
Bonuses:
Ban:
Numina Details:
Type: Hedgespun
Durability:
Size:
Structure:
Description: Black cloak to non-ensourcelled. Starry night sky that shifts like an aurora to ensourcelled.
Effect: +2 to stealth when in darkness
Type: Hedgespun
Durability:
Size:
Structure:
Description: A standard set of lockpickes to non-ensourcelled. Self working insect-like lockpickes to ensourcelled.
Effect: +2 to lockpicking
Str + bwl + Dmg - Def - Amr = [3/4/6/5/3] + 3 + 2+[1/1] - X = [8/9/12/11/8] - X + [1/1/1] on successes
Str + wpn + Dmg - Def - Amr = [3/4/6/5/3] + 3 + 2 - X = [8/9/11/10/8] - X
Type: Hedgespun
Damage: 2(B[bwl]) or 2(L[wpn])
Durability: 3
Size: 1/S
Structure: 4
Description: Trench Knife (World War I): In the muddy trenches of war-torn Europe, men were forced at times to rely upon their hand-to-hand weapons for survival. Pistols jammed and weren’t reliable in close combat. In the darkness, some soldiers relied upon their trench knives to dispatch enemies.
A trench knife is the precursor to the more modern commando knife. It is double-edged and balanced for fighting. The World War I trench knife has a modification, however, that many modern combat knives do not feature. The trench knife’s knuckle-grip doubles as a set of brass knuckles. The damage is lethal if used as a normal knife (requiring a Strength + Weaponry roll) and bashing if the character chooses to utilize the knuckled grip (requiring Strength + Brawl).
Description (Hedgespun): A pair of glass bladed & handled trench knives.
Effect: Doubles as brass knuckles.
Effect (Hedgespun): Can shift to fit all of my forms, and take the form of false claws in Gauru, Urshal, & Urhan. Damage dealt with brawl attacks stack with the inherent claw brawl die and damage modifiers of the forms.
Activating a Fetish
Most fetishes have a power that is used upon activation. To activate a fetish, a werewolf communes briefly with the inhabiting spirit, spurring it into action. The player must make a Harmony roll (a pool with a number of dice equal to the character’s Harmony dots), with a penalty equal to the fetish’s level (the number of dots that indicate its rating). Willpower may be spent to add three dice to this roll. Alternatively, the player may spend a point of Essence for his character to activate a fetish without need for a roll, in effect bribing the spirit with Essence.
Talens have no dot ranking and, therefore, no activation modifier.
Dice Pool: Harmony - Fetish Rating
Action: Varies by fetish
Roll Results
Dramatic Failure: The Uratha pushes the fetish’s spirit beyond the breaking point. The spirit refuses to function again until the wielder performs the Rite of Contrition (see p. 155).
Failure: The werewolf fails to contact the spirit, and the fetish doesn’t activate.
Success: The fetish functions normally.
Exceptional Success: The werewolf is so courteous that all rolls to activate the fetish receive a +2 bonus for a lunar month, or until a dramatic failure is rolled while attempting to activate it, whichever comes first.
Physical traits
Fetishes automatically have their Durability increased by their rank. This supernatural reinforcement allows them to resist aggravated damage. Talens are fragile, impermanent things and have no supernatural reinforcement.
Book/Page: Werewolf the Forsaken p. 206
Durability: 1 (reinforced to 2)
Size: 1/S
Structure: 3
Description: A favorite fetish of Irraka, this item usually takes the form of a small, sturdy feather or a piece of clay fashioned into the shape of a pair of wings. With a successful activation roll, the werewolf may fall up to 10 feet without making a sound, no matter what he lands on, or he may float 10 feet through the air in a straight line (not more than six inches off the ground). It doesn’t afford any protection if one lands on broken glass, it just deadens the “crunch.” Nor does the fetish silence any yelp of pain. Obviously, this fetish has little application for travel, although its stealth benefits are immense. Any bird-spirit can participate in the creation of this fetish. The item can be used only once per scene and a maximum of three times a day.
Floating 10 feet constitutes moving a character’s Speed in a turn. To float 10 feet and then travel Speed in distance counts as an instant action.
Foot long raven feather.
Action: Reflexive
Attuned for: 8/4 - 9/2
Spirit Wings | 1 | Reflexive | Bird | Fall up to 10 feet without a sound, or float 10 feet in a straight lines, 6 inches off the ground. | WtF Core, 206 |
Book/Page: Blood of the Wolf p. 65
Durability: 1 (reinforced to 3)
Size: 1/S
Structure: 4
Description: This fetish resembles a dog collar, although the styles vary as long as the necklace is tight fitting. When activated, this fetish changes the normal appearance of the Urhan form into a domestic mutt of the same mass for a scene. The Uratha does not need to re-activate the fetish if she slips back and forth within that scene, although the exact look and form of the breed cannot be controlled when the form is taken. So, she might appear to be a mastiff before shifting into Urshul form, and when the Uratha shifts back she appears to be a German shepherd mix. The character’s Attributes are unchanged.
A dog-spirit must empower this fetish.
Plain brown dog collar, no tag.
Action: Instant
Attuned for: 8/5 - 9/3
Wolf in Dog's Clothing | 2 | Instant | Dog | Change Urhan form into a domestic dog breed of the same mass, lasts for scene even through shapeshifts, but each time Urhan is assumed it may be a different breed | Blood of the Wolf, 65 |
Str + wpn + Dmg - Def - Amr = [3/4/6/-/-] + 3 + 1 - X = [7/8/10] - X
Harmony - Fetish Rating = 7 - 5 = 2
Book/Page: Tribes of the Moon p.78
Damage: 1(L)
Durability: 3 (reinforced to 8)
Size: 1/S
Structure: 9
Description: A Tooth of the Death Wolf is a fetish weapon created employing a death-spirit. These weapons vary in form, but sickles, scythes and other curved blades are common. Upon activation, a Tooth of the Death Wolf imposes an aura of ghostly menace over the wielder. The Bone Shadow becomes Death Incarnate — fury disappears, emotion disappears and all that remains is inevitability. In game terms, the Bone Shadow’s player receives three extra dice on all Intimidation rolls (including Gifts that use the Skill), and receives a +2 modifier to avoid Death Rage.
A Tooth of the Death Wolf inflicts aggravated damage once activated, and lethal damage otherwise. Using an activated Tooth of the Death Wolf against another werewolf causes a roll to avoid degeneration at Harmony 4 (roll three dice).
Action: Instant
Attuned for: 7/22 - 8/20
Description (supplement): A dagger made out of Uratha bone and bound with an ancestor spirit.
Tooth of the Death Wolf | ••••• | Instant | +3 on Intimidation, and +2 to avoid Death Rage. Deals agg with lethal damage. Used against another werewolf is a Harmony 4 sin | Tribes 78 |
Dex + frm + Dmg - Amr = [4/4/-/-/-] + 3 + 3 - X = [10/10] - X
Notable Revolvers
Book/Page: Armory p.62
Damage: 3(L)
Ranges: 35/70/140
Range Modifiers to Damage: 0/-2/-2 ; +1/-1/-2 when the laser is on +1 to medium and long range shots to the next 6 shots. = 0/-1/-1 ; +1/0/-1
Capacity: 6
Strength: 3
Durability: 3
Size: 2/J
Structure: 5
Cost: •••
Description: Generic .44 Magnum Revolver: Whereas .357 Magnum revolvers saw widespread use as police sidearms, the larger .44 Magnum cousins have always been primarily hunting and sporting weapons. The .44 Magnum round is considerably stronger than the .357, which makes the .44 unsuitable for use by weak shooters. The firing pressures this round generates are also much higher, which means that a revolver that uses .44 Magnum ammunition has to be a big, sturdy gun to survive. Any .44 Magnum revolver is a large, intimidating weapon, and most designers try to subtly accentuate this fact.
Examples: Colt Anaconda, Ruger Redhawk, Smith & Wesson Model 29 (“the most powerful handgun in the world”), Taurus Model 44
Effect: (9 again)
Sights, Laser
Book/Page: Armory p.166
Durability: 1 Size: 1 Structure: 2 Cost: ••
Description: Laser sights improve accuracy at short and medium range, but are ineffective at long range, as the laser dissipates and becomes useless. At short range, a shooter can add +1 to her attack roll. At medium range, she may halve the standard –2 modifier, making it –1 instead. At long range, the normal –4 penalty still applies. Laser sights do not work with medium burst or long burst autofire. However, laser sights do still provide benefit when using a short burst, as the sights still allow for easier initial target acquisition.
The red dot from a laser sight is visible, however. The target of a surprise attack using a laser-sighted weapon gains a +1 bonus to his Wits + Composure roll to avoid surprise (see p. 151, the World of Darkness Rulebook). If conditions are foggy or dusty, the laser becomes even easier to see, because the airborne debris illuminates the entire beam of light (which is normally hidden). In such circumstances, the bonus to avoid surprise increases to +2.
A variation (Cost •••) uses an infrared laser beam. The infrared dot can normally be seen only by using night vision sights or goggles. Characters using infrared laser sights and a night vision scope benefit from both.
Sights, Telescopic
Book/Page: Armory p.166
Durability: 1 Size: 2 Structure: 3 Cost: •
Description: The scope is a staple of firing a rifle or shotgun at medium or long range. A scope sits mounted on the top of the weapon, and allows the shooter to capture a target in a magnified view.
Range penalties at medium range with a rifle or shotgun are ignored when using a scope. Range penalties for long range are halved. A scope offers no bonus when shooting at short range, but does not hamper the shot, either.
Telescopic sights can be used on a handgun (revolver or pistol), but firing the weapon at short or medium range with a scope offers no aid. When attacking from long range, however, the penalty is once again halved (–4 becomes –2) as above.
Book/Page: Armory p.177
Rating: 2/2
Durability: 3
Size: 2
Structure: 5
Cost: ••••
Description: Legionaries of the Roman Empire wore this complex, fitted armor, which consisted of a number of segmented metal plates overlapping one another at various points. Creation of lorica segmentata (literally, “segmented armor”) was considered an art, and only the legionaries were allowed to wear it.
It’s worth noting that the vampires of the Lancea Sanctum still make use of this armor, as ceremonial garb and in actual combat. Their prophet, the nigh-mythical Longinus, purportedly wore this type of armor as he thrust the spear into the Messiah’s side. Many Sanctified vampires even smear blood upon their armor to imitate how their founder’s own lorica must’ve looked.
Effect: Requires Strength 3. Defense –2, Speed –2
Dedicated with an Exceptional (free)
Book/Page: Armory p.167
Durability: 1
Size: 1
Structure: 2
Cost: •
Description: Most pistols and some rifles can be easily reloaded in the field by keeping extra magazines, but revolvers and internal magazine or action-fed weapons (like autoloader shotguns and some rifles) require that the bullets be placed into the weapon one by one (see p. 55).
A speedloader, however, changes all that. Speedloaders exist for a number of weapons, and allow for a character to quickly slam ammunition back into the weapon without foregoing her Defense. Revolver speedloaders are six to eight bullets (depending on the gun’s capacity) loaded into a carousel. A character opens the cylinder and slams the bullets in all at once. Characters can speed-load other internal magazine-fed weapons such as some shotguns and rifles, dropping in ammunition four at a time.
Book/Page: Armory p.164
Durability: 1
Size: 2
Structure: 3
Cost: ••
Description: A character has no guarantee that her gun is accurate. Any number of variants can screw up a firearm’s accuracy. The sights might be poorly adjusted, the scope might not be mounted to precision or the gun’s barrel might be off by a scant millimeter. A gun suffers bumps and nudges over time, and a series of small collisions can result in general inaccuracy. In fact, assume that most guns aren’t sighted improperly and that their base stats reflect this.
“Sighting in” a gun is a time-consuming procedure and requires any number of different items. Barrel accuracy can be measured with bore-sighter equipment. Sights and scopes can be adjusted with normal tools. The shooter must also fire her weapon at a target time and time again to see how tight the bullet groupings are.
Anybody can attempt to sight in her weapon with an extended Wits + Firearms roll. Ten total successes are required, and each roll takes 10 minutes of time and consumes 10 rounds of ammunition. Using the appropriate sighting tools adds +2 to this roll.
Successfully sighting in a firearm with the proper tools provides a +1 bonus to all medium- and long-range attacks. This effect lasts for a number of uses equal to twice the weapon’s Damage rating. (One “use” is considered to be a single bullet fired from the weapon.)
Compound Rounds: 2 clips for pistols, 2 clips for rifles, 3 shotgun shells
Compound Rounds (• to •••••; Renewable) | Deal Lethal damage (even against supernatural creatures that normally only take Bashing from bullets) and 9-Again. | HMR p56 |
Etheric Rounds: 2 clips for pistols, 1 clip for rifles, 1 shotgun shells
Etheric Rounds (• to •••••; Renewable; Specify weapon) | Can shoot ghosts, spirits or other incorporeal beings. -1 to living targets. | HTV p150 |
1 filled syringe of Muninn Serum
Munin Serium (••••;Renewable) | Equipped with six doses per syringe. Can erase a target's memory for one hour per dose. | HTV p155 |
Grenades: 2 Equalizers, 2 Frequency Pulse, 2 Frag, 2 Stun, 2 Smoke, and 2 Gas
Grenades | Damage | Blast Area | Force | Size | Cost | Description | Book | Page |
---|---|---|---|---|---|---|---|---|
Equalizer Grenade |
••• | Damage rating 4. Prevents beings of Size less than successes rolled to change shape. | HTV |
153 | ||||
Frequency Pulse Emitter | •• | Grenade that causes all Werewolves within 10 yards must roll a Stamina + Composure at a -3 penalty (-5 if in wolf or near-wolf form) to resist being stunned | SpSl | 145 | ||||
Frag, Heavy | 0L+3 | 5 | 3 | 1J | - | 9-again, knockdown | Arm | 104 |
Stun | 1B+2 | 5 | 2 | 1S | •• | Knockdown, Stun | Arm | 104 |
Smoke | -1 | 10 | - | 1J | •• | Provides substantial concealment | Arm | 105 |
Tear Gas | -1 | 10 | - | 1J | •• | Provides substantial concealment, creates tear gas | Arm | 105 |
Appearance:
Statistics:
Age: 31
Apparent Age: 30's
DOB: 5/5/1982
Date Of First Change: 7/7/2013
Hair: Black
Eyes: Brown
Race: Werewolf
Ethnicity: European
Nationality: American
Height: 5'8"
Weight: 145lbs 139 - 169 lbs.
Sex: No, Thank You. What!? Just like that, no dinner, no flowers?
Gender: Male
Goals:
Conflicts:
Meditation
Dice Pool: Composure + Wits + equipment = 4 + 4 + 2 = 10
Action: Extended (4 successes; one roll represents 30 minutes)
Meditation is a means of relaxation and reflection that is useful to counterbalance daily stresses and to restore one's emotional center. It helps to filter out extraneous influences and allows a person to re-dedicate herself to personal beliefs, values and aspirations. For game purposes, this practice has a powerful effect on maintaining emotional balance and bolstering one's moral resolve in the face of potential degeneration (the decline of one's Morality, as explained on p. 91).
Performing a successful meditation session requires at least 30 minutes of uninterrupted time in which your character turns her attention inward and tunes out the world. Each roll represents one such 30-minute segment, and meditation sessions can potentially run for several hours as the practitioner struggles with life's distractions and seeks her focus. Situational modifiers such as the character's mental and physical condition and environmental distractions can apply. Four successes are required for a rewarding effort. If successful, your character gains a +1 bonus on her next degeneration roll. This bonus lasts until that degeneration roll is made or until the character sleeps, whichever comes first. Once she awakens, she has to meditate again in order to reclaim the bonus. Once the degeneration roll has been made, she can meditate again for a bonus on her next roll, even if she hasn't slept yet.
Suggested Equipment: Yoga mat (+1), prayer beads (+1), meditative music or relaxation tapes (+2), meditation room (+3)
Possible Penalties: Loud noises (-1), nearby children (-1), uncomfortable environment (-1), lack of sleep (-1 to -2), lack of food (-1 to -3)
Fanning
The way in which revolvers operate lends itself to a unique method of rapid fire known as fanning. While inaccurate, fanning does allow a shooter to put a lot of lead in the air within a few seconds, effectively simulating automatic fire.
To fan a revolver, a character uses both hands. With her gun hand, she holds down the trigger, keeping the sear disengaged. With her off hand, she rapidly slaps the weapon’s hammer, repeatedly cocking it. Because the sear is disengaged, the hammer springs forward again as soon as the character’s hand comes off it, firing the round in the chamber.
Mechanics: A character must have Firearms 2 with a Revolvers Specialty to fan. She may expend three shots to fire a short autofire burst. If the revolver has at least six shots loaded, she may completely empty it to fire a medium autofire burst (see p. 160, the World of Darkness Rulebook). In either case, fanning raises the revolver’s Strength requirement by 1. A dramatic failure while fanning may result in the character snapping off the hammer or slapping the gun out of her own hand to land at an enemy’s feet.
Motley Pledge
Grandfather Haar's WWII Combat Knife
Book/Page: Armory p.62
Damage: 1(L)
Durability: 3
Size: 1/S
Structure: 4
Cost: •
Description: This basic set of Traits covers everything from archaic daggers to modern commando knives. Almost every simple knife designed and balanced primarily for injuring or killing people falls under these auspices.
Description (supplement): Inscription under the handle wrapping reads Gespenst Jäger (Ghost Hunter). Was enchanted by Leia for the Hunter Kieran Haar under threat of death. Later possessed by his Ghost after he died, ironically charging the magical enhancements with his hate for the supernatural, increasing the potency of the enchantments.
Effect: +1 lethal from being magically enhanced (making it 2L).
Aggravated damage instead of lethal for certain supernaturals accompanied by signature glowing runes based on the variety of supernatural. Works on Demon (Electric Blue), Fey (Green), Mages (Aqua), Promithian (Pale Blue), Spirits (Brown), Vampires (Red), & Werewolves (Rust Brown). This effect doesn't work on Ghosts, Geist, & Sin Eaters. No longer possessed by Kieran Haar's ghost.
An additional +1 damage for certain supernaturals accompanied by signature glowing runes based on the variety of supernatural. Works on Demons (Electric Blue), Fey (Green), Mages (Aqua), Promithians (Pale Blue), Spirits (Brown), Vampires (Red), & Werewolves (Rust Brown). This effect doesn't work on Ghosts, Geists, & Sin Eaters.
In Raven's possession (no pun intended) indefinitely.
Total Exp: 389
Current Exp: 3
Tracking as of 12/26/14 at 40exp.
01/02/15: +2 | 01/05/16: +3 | 01/20/17: +2 |
01/09/15: +2, +3 for scenario completion. | 01/15/16: +2 | 01/21/17: +2 |
01/16/15: +2 | 01/22/16: +3 | 01/27/17: +2 |
01/23/15: +3, +3 for hunter scenario part 1 completion, retro exp. 55 | 01/29/16: +2 | 02/03/17: +2 |
01/30/15: +2 | 02/05/16: +2, +1 for Behavior Blind(Cecilio) |
02/10/17: +3 |
02/06/15: +2 | 02/12/16: +2 165 | 02/17/17: +2 |
02/13/15: +2, +3 for Upton hand off. | 02/19/16: +2 | 02/24/17: +2 |
02/20/15: +2 | 02/29/16: +2, +25 for Blood Farm Arc | 03/03/17: +2, +1 to Primal Urge for Feeling an Anchor Resolve |
02/27/15: +3 | 03/04/16: +2, +1 from disruption jar | 03/14/17: +2 |
03/06/15: +2 | 03/11/16: +2 | 03/17/17: +2 325 |
03/13/15: +2 | 03/18/16: +2, +8 for Murderer Tree, +1 disruption jar 210 | 03/24/17: +3 |
03/20/15: +2 75 | 03/25/16: +2 | 03/31/17: +3, +1 for Behavior Blind(Alex/Donald) |
03/27/15: +2 | 04/08/16: +2 | 04/07/17: +2 |
04/10/15: +2 | 04/29/16: +3, +1 disruption jar | 04/14/17: +2 |
04/24/15: +3, +1 for missing 4/17/15 | 05/15/16: +2 | 04/21/17: +2 |
05/08/15: +2 | 05/21/16: +2 | 04/28/17: +2 |
05/16/15: +2 | 05/27/16: +2, +1 disruption jar | 05/05/17: +2 |
05/23/15: +3 | 06/10/16: +2, +1 for Behavior Blind(Raven/Gordon) |
05/12/17: +2, +3 for Cheriron part 1 |
06/08/15: +3 | 06/24/16: +2 | 05/16/17: +3 |
06/26/15: +2 | 07/15/16: +2 | 05/19/17: +2 |
07/10/15: +2 | 07/22/16: +3 | 05/26/17: +2 355 |
07/17/15: +3 100 | 07/29/16: +2 | 06/02/17: +2 |
07/24/15: +2 | 08/12/16: +3 | 06/24/17: +3, +1 for missing 06/10/17 |
07/31/15: +2 | 08/19/16: +2, +3 Phoenixes 245 | 07/08/17: +2, +10 for GenCon |
08/07/15: +2 | 08/26/16: +2 | 07/22/17: +2, +1 for Behavior Blind(Tisiphony's) |
08/14/15: +2 | 09/02/16: +2 | 08/05/17: +2, +5 for Official Cabal formation |
08/21/15: +3 | 09/05/16: +3 | 09/02/17: +2 |
09/04/15: +2 | 09/16/16: +3 | 09/16/17: +2 |
09/18/15: +2 | 09/30/16: +2, +25 for Evil Corp. main arc., +1 Behavior Blind(Jaquetta) | 10/15/17: +2 |
09/26/15: +2, +6 for black book plot end | 10/14/16: +2 285 | |
10/02/15: +2 125 | 10/21/16: +2 |
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10/09/15: +2 | 10/27/16: +2 |
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10/16/15: +2 | 11/04/16: +2 |
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10/30/15: +2 | 11/11/16: +2 |
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11/06/15: +2 | 11/18/16: +2 |
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11/13/15: +2 | 12/02/16: +2 |
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11/20/15: +2 | 12/09/16: +2 |
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12/04/15: +2 | 12/09/16-01/20/17: +3 for break |
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12/11/15: +2 | Break: +2 for Status (workplace) liquidation |
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12/19/15: +2 | ||
12/26/15: +3 | ||
12/29/15: +3, +1 for persuasion 150 |
Expenditures: Intimidation • (3 points), Good Time Management •• (6 points), Tolerance to Biology • (2 points), Strength •••(rd) (15 points), Streetwise • (3 points), Firearms • (3 points), 01/09/15 Resolve •••(rd) (15 points), 02/13/15 Wits •••(rd) (15 points), 02/20/15 Occult • (3 points), 02/27/15 Aikido • (2 points), 03/6/15 Socialize • (3 points)(70), 03/20/15 Contacts (Financial Community) ••(nd) (4 points), 05/08/15 Manipulation ••(nd) (10 points), 05/16/15 Quick Draw (Knife) • (2 points), 05/23/15 Iron Stamina • (2 points), 06/26/15 Athletics ••(nd) (6 points), 07/10/15 Fleet of Foot • (2 points), 07/17/15 Quick Draw (Pistol) • (2 points), 07/24/15 Fast Reflexes • (2 points)(100), 08/7/15 Intimidation •• (6 points), 09/04/15 Bureaucracy Politics Specialty (3 points), 09/18/15 Computer ••(nd) (6 points), 10/2/15 Firearms ••(nd) (6 points), 10/09/15 Contacts (Financial Community) to Professional Training (Forensic Accounting), 10/16/15 Larceny • (3 points), 11/13/15 Evasive Striking ••••(th) (8 points), 01/05/16 Dexterity ••••(th) (20 points), 01/15/16 Cunning • (free from werewolf template[Irraka]) Stalker's Moon • Soundless Strike (free from Cunning •) & Undo 10/9/15, 01/22/16 Status (Workplace) • (2 points), 01/29/16 Retainer (Lupa) •••• (free for RPing), 02/12/16 Lying Subterfuge Specialty (free from werewolf template[Irraka]), 02/19/16 Survival ••(nd) (6 points)(160), 03/04/16 Heavy Hands ••• (12 points), 03/04/16 Composure •••• (20 points), 03/18/16 Iron Stamina ••(nd) (4 points), 03/25/16 Kung Fu ••(nd) (4 points), 04/29/16 Pathfinder's Blessing ••••(th) (20 points)(220), 05/21/16 Contacts (Local Spirits) • (2 points), 06/24/16 Rituals • (5 points) Rite of Dedication • (free from Rituals •), 07/22/16 Cunning ••(nd) (free from werewolf template[Iron Master]) Technology •• Nightfall (free from Cunning ••), 08/19/16 Primal Urge •• (16 points), 09/05/16 Purity • (7 points) Knowledge • Know Name (free from Purity •), 09/04/15 Revolvers Firearms Specialty (3 points), 09/30/16 Wits •••• (20 points), 10/14/16 Glory • (7 points)(280) Mother Luna • Partial Change (free from Glory •), 10/21/16 Sanctum •• (6 points), 11/11/16 Tooth and Claw • (2 points), 11/18/16 Metabolic Control •• (6 points), 12/02/16 Combat Marksmanship • (2 points), 12/09/16 Spetsnaz Knife Fighting • (2 points), 12/09/16-01/20/17 Parkour • (2 points), 01/20/17 Meditative Mind • (2 points), 01/21/17 Banish Human • (2 points), 01/27/17 Language (First Tongue) • (2 points), 02/10/17 Occult History Occult Specialty and Status(Misfits Krewe) • (Both free from joining the Krewe), 02/17/17 Rituals •• (10 points) Banish Spirit •• (free from Rituals ••), 02/24/17 Emotional Detachment • (2 points), 03/24/17 Animal Ken • (3 points), 03/31/17 Cunning •••(rd) (free from werewolf template[Choice]) Blood ••• Clot (free from Cunning •••), 05/12/17 Primal Urge ••• (24 points)(345), 05/19/17 Honor • (7 points) Evasion • Loose Tongue (free from Honor •), 07/08/17 Mercy of Luna ••• (12 points), 07/22/17 Brawl •••(rd) (9 points), 08/05/17 Knives Weaponry Specialty (3 points), 09/02/17 Iron Stamina ••• (6 points), 09/16/17 Tooth and Claw •• (6 points),
Total: 386