WEREWOLVES OF THE WEST

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WEREWOLVES OF THE WEST

Post by Admin on Tue Jun 13, 2017 9:10 pm

Fabian Montero 60xp Build


Blood: Challenger — A Challenger never settles for second place. When things look bleak for the Challenger, he steps up his game. For Uratha, this means overwhelming force. Uratha dominate on the hunt, so the hunt is a tool in the Challenger’s pursuit of victory.
Your character recovers a point of Willpower when he ignores safety and reason to look superior. He recovers all Willpower points when he uses Kuruth or the hunt to dom- inate a rival.
Bone: Hedonist — The Hedonist finds truth and answers in immediate gratification. When you’re a fucking werewolf, the world’s your oyster. You’re bigger, stronger, faster, and hotter than everyone around you. Why not revel in that fact?
Your character recovers a point of Willpower when she eschews greater success in favor of personal indulgence. She regains all Willpower when she abandons the hunt for personal pursuits.
Health: 7 (+2 Dalu, +4 Gauru, +3 Urshul)
Willpower: 5
Primal Urge: 000
Essence: 12 (3 per turn, Regeneration 1B, Basu-Im 15 minutes, Feeds on Meat, 1 Month Hunt Time)
Auspice: Elodoth (Auspice Skills: Empathy, Investigation, Politics)
Tribe: Ghost Wolf
Size: 5 {Daru 6}{Gauru 7}(Urshul 6){Urhan 4}
Harmony: 7
Speed: 12 {Daru 13}{Gauru 16} [Urshul 19] {Urhan 17}
Defense: 2 [5] {lowest of Dexterity or Wits}[Instinctive Defense: Use Highest of Dex/Wits in Urhan and Urshul Form] {Daru: Defense vs. Firearms}
Armor: 0/0
Initiative(Dex + Composure)[Fast Reaction +3]{Firefight:Shoot First+5}: +15 {Gauru: 16}{Urshul 17}
Touchstones: His Beautiful Reflection (Physical Touchstone), The Roads (Spirit Touchstone)
------------------------------------ -------------------------------------------------- -------------------------------
ATTRIBUTES

Intelligence: 00
Wits: 000
Resolve: 000

Strength: 00 {Daru +1}[Garu +3](Urshul +2)
Dexterity: 00000 {Gauru +1} (Urshul +2)
Stamina: 00 {Daru +1}{Gauru +2}(Urshul +2){Urhan +1}

Presence: 000
Manipulation: 0 {Daru -1}{Urshul -1}{Urhan -1}
Composure: 000

----------------------- --------------------------------------------------------- ------------------------
Skills  (*Empathy, Investigation, Politics)

Mental (-3 unskilled)
Academics: 0
Crafts, Blacksmith: 0 [Horse Shoes +1]
*Investigation: 000 [Moon Kissed: 9-Again] {Hishu, +1, Daru +2, Urshul +3, Urhan +4 to Perception}
*Politics: 0
Science: 0

Physical (-1 unskilled)
Athletics: 000
Brawl: 000
Firearms: 00000 [Area of Expertise: Revolvers +2]{Profession: 9-Again} ***Can spend 1 Willpower to use as a Rote***
Larceny: 0 (+2 w/ Lockpics)
Stealth: 000 [Profession: 9-Again] (Crowds +1) ***Can spend 1 Willpower to use as a Rote***
Survival: 0

Social (-1 unskilled)
*Animal Ken: 00 [Moon Kissed: No 10-Again]
*Empathy: 0
Expression: 00 [Guitars +1] **Striking Looks +2** ***Fashion +2***
Persuasion: 00 **Striking Looks +2** ***Fashion +2***
Streetwise: 0
*Subterfuge: 00 **Striking Looks +2** ***Fashion +2*** {Profession: 9-Again} (Detecting Lies +1) ***Can spend 1 Willpower to use as a Rote***
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Merits
Native Tongue, Spanish
Languages, English: 0

Resources: 000

Area of Expertise, Revolvers 0 (Resolve 000, Specialization)
+2 to specialization bonus instead of 1.

Fast Reflexes (•••)
Prerequisite: Wits ••• or Dexterity •••
Effect: +1 Initiative per dot
Your character’s reflexes impress and astound; she’s always fast to react.

Quick Draw, Revolvers (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time his Defense applies.

Firefight (•; Style)
Prerequisites: Composure •••, Dexterity •••, Athletics ••, Firearms ••
Effect: Your character is comfortable with a gun. She’s been trained in stressful situations, and knows how to keep herself from being shot, while still shooting at her opponents. This Style is about moving, strafing, and taking shots when you get them. It’s not a series of precision techniques; it’s for using a gun practically in a real-world situation.
Shoot First (•): In a firefight, the person shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.

Professional Training, Outlaw: Firearms & Subterfuge (•••••)
Effect: Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character. Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
•Networking, Smugglers: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.((Effect: Contacts provide your character with information. Each dot in this Merit represents a sphere or organization with which the character can garner information. For example, a character with Contacts ••• might have Bloggers, Drug Dealers, and Financial Speculators for connections. Contacts do not provide services, only information. This may be face-to-face, via email, by telephone, or even by séance in some strange instances. Garnering information via Contacts requires a Manipulation + Social Skill roll, depending on the method the character uses, and the relationship between the characters. The Storyteller should give a bonus or penalty, dependent on how relevant the information is to that particular Contact, whether accessing the information is dangerous, and if the character has maintained good relations or done favors for the Contact. These modifiers should range from -3 to +3 in most cases. If successful, the Contact provides the information. One use of a Contact is to dig dirt on another character. A Contact can find another character’s Social Merits, and any relevant Conditions (Embarrassing Secret is a prime example.))

•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality
••• Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.
•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.

Striking Looks, Stunning (••)
Effect: Your character is stunning, alarming, commanding, repulsing, threatening, charming, or otherwise worthy of attention. Determine how your character looks and how people react to that. For one dot, your character gets a +1 bonus on any Social rolls that would be influenced by his looks. For two dots, the benefit increases to +2. Depending on the particulars, this might influence Expression, Intimidation, Persuasion, Subterfuge, or other rolls.
Drawback: Attention is a double-edged sword. Any rolls to spot, notice, or remember your character gain the same die bonus. Sometimes your character will draw unwanted attention in social situations. This could cause further complications. As well, a Promethean currently showing her disfigurements cannot benefit from this Merit.

MOON-KISSED, INVESTIGATION  (•)
Prerequisites: Auspice Skill at •• or higher
Effect: Your character’s auspice affects her more than most. When taking this Merit, choose one of her three auspice Skills. That Skill has the 9-again quality. If you already have 9-again available, use 8-again. When her auspice moon is visible, spending Willpower gives +4 dice to rolls using that Skill instead of +3.
You can take this Merit multiple times, reflecting different auspice Skills.
Drawback: When taking this Merit, choose a non-auspice Skill your character has dots in. Rolls requiring that Skill do not benefit from the 10-again quality.

INSTINCTIVE DEFENSE (••)
Prerequisites: Primal Urge ••, Athletics ••
Effect: Your character’s instincts protect her when in her canine forms. In Urhan and Urshul, use the higher of your character’s Wits and Dexterity when figuring her Defense, instead of the lower.

COMMAND ARTIFICE (HONOR)
A mere whisper with this Facet, threaded with urging Essence, and technology leaps to comply.
Cost: 1 Essence
Dice Pool: Intelligence + Science + Honor
Action: Instant
This Facet targets a single technological device that the
Uratha can perceive.
Roll Results
Dramatic Failure: The device breaks irreparably. This Facet cannot be used on it again.
Failure: The Facet fails.
Success: The Uratha speaks a one-sentence command and the device obeys if possible. Even if it is malfunctioning or broken in a minor way, it will carry out the command. A command of “sleep” will render the device inert for up to the Uratha’s Honor Renown in hours, during which time it will not work at all.
Exceptional Success: The Uratha may give a more complex command, including conditions or triggers for the device to react to.
______________________________________________________________
Auspice Benefit: Darkness Into Light:
An Elodoth is per- petually aware of the line between light and darkness, and with some effort, he can push another werewolf over that line. Once per chapter, the Elodoth can cure a werewolf of Death Rage. The target thus “cured” suffers the Stunned Tilt for the turn after she leaves Death Rage, if she was in Basu-Im. Alternately, the character can force a werewolf into Death Rage. This requires the player to roll Presence + Empathy + Primal Urge in a contested action against the target’s Resolve + Composure. If the Elodoth wins, the target enters Wasu-Im. This power only works on Uratha, obviously.
------------------------------------------------------ ------------------------------------------ ————
RENOWN Auspice Renown: Honor, Tribal Renown: Ghost Wolves have no Tribal Renown and cannot start play with their two-dot Moon Gift.

Purity:
Glory:
Honor: 00
Wisdom:
Cunning:

---------------------------------------- ------------------------------------------------- ------------------------
GIFTS (1 for Auspice, 0 For Ghost Wolf, 1 of your choice)

SCENT BENEATH THE SURFACE (•)
The keen senses of the Elodoth thresh truth from the chaff of lies with ease.
Cost: 1 Essence
Dice Pool: Wits + Empathy + Honor versus Composure + Primal Urge
Action: Contested
Duration: 1 scene
The Elodoth can use this Facet after at least one turn of conversation with or observation of another character. Roll Results
119
Dramatic Failure: The Elodoth believes whatever the prey says as the truth; after all, his keen senses would never lie.
Failure: The Facet fails.
Success: The Elodoth can sense whether the prey’s words and actions are deceptive or truthful. He can discern whether they are lying outright or by omission, if they are attempting to mislead or trying to dissemble.
Exceptional Success: It becomes trivially obvious how to manipulate the prey. For the remainder of the scene, the Elodoth can add his Honor Renown to all Manipulation-based dice pools targeting the prey.

BINDING OATH (••)
The world is a network of favors, dominance, and submission. With this Facet, the Elodoth can strengthen those ties with Essence.
Cost: 1 Essence
Dice Pool: Resolve + Persuasion + Honor versus Resolve + Primal Urge
Action: Contested
Duration: 1 month
The Elodoth can use this Facet as part of a binding oath
on an agreement between two parties. He may be one of the agreeing parties, or may oversee the pact for others. Sealing the oath requires a symbolic act from those swearing to it — such as signing a document or cutting palms and shaking hands. Usually this oath is voluntarily taken but, when an Elodoth attempts to trick another into such an agreement, the victim of the subterfuge subconsciously attempts to resist the roll.
Roll Results
Dramatic Failure: The Elodoth’s will is not strong enough to bind the oath, and breaking it proves the strength of those whom he would have chained. The first party to break the oath regains two spent Willpower points.
Failure: The Elodoth fails to bind the parties to the oath.
Success: The Elodoth’s will binds both parties. Any attempts to break the oath by either party must fight against the Facet’s power. An action that would break the oath, even unknowingly, suffers a penalty to its dice pool equal to the Elodoth’s Honor Renown. This penalty represents circum- stances conspiring against the would-be oathbreaker as the world flings obstacles in their path.
Exceptional Success: The Elodoth becomes immediately aware if the oath is broken, and by which party.
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RITES

FETISH (••••), Gold Revolver “Belleza”
This rite binds a spirit into a sacred receptacle — a fetish. It’s an ancient pact born from the symbolism of humankind’s first artifice, and one that many spirits resent.
Symbols: Craft, purpose, chains, blood, the spirit’s type
Sample Rite: A common cere-mony for weapon-crafting involves an old forge and furnace wherein the ritemaster chains the fetish; the spirit is bound over blazing fires through ritual magic. As the smith-ritualist hammers and works and chants sacred mantras, he spills his blood upon the hot metal. (Strength + Crafts)
Cost: 1 Essence per dot of the fetish to be created.
Action: Extended (20 successes; each roll represents 1 minute)
Success: The spirit is bound into the receptacle, creating the desired fetish (see Fetishes p. 146).

CREATING AND USING A FETISH
The Fetish Rite is used to create fetishes—a powerful ritual that binds a spirit into a physical prison and harnesses its Essence flow. A fetish possesses unique and often rather strange powers and benefits that are born from the symbolic power of the caged spirit. Fetishes have a dot rating from one to five that indicates the Rank of the spirit bound into the item
and just how powerful the fetish is. Possible effects include (but are by no means limited to):
• A weak fetish with a minor or specialized effect. A minor dice bonus under certain circumstances, such as a bonus Specialty or two, access to an Influence at a single dot (or maybe two for something niche), or a very simple utility like a sturdy padlock that chews up lockpicks used on it.
•• A useful fetish. A weapon with a minor bonus like inflicting a minor Tilt on its first strike in combat, a moderate bonus to a particular Facet such as a +3 to its dice pool, or something that replicates the benefits of a modern technological item and improves on them by adding its rating to the item’s equipment modifier.
••• A potent fetish with serious impact. An entire vehicle benefitting from minor bonuses like a +3 bonus to its Handling or traffic lights always showing green, a serious movement enhancement that only works in the Shadow like the ability to spider-climb or even fly for short bursts, a moderate Influence at three dots, or a modification to a specific Facet that allows it to be used in new ways.
•••• A strong fetish with either very potent or very broad application. A weapon with a powerful enhancement such as increased damage, a moderate bonus to all Social maneuvers — perhaps +3 and 9-again — or a large bonus to resistance against spirits of certain types such as a +3 bonus to Defense and contested rolls.
••••• A legendary fetish of great power. A truly deadly weapon like one that cuts Essence or Willpower as well as flesh, 8-again and the rote quality on particular dice pools, a major bonus to an entire Gift, or something that allows the Uratha to outright break some rules such as using their Defense against mental attacks or to count themselves as the bane of something that doesn’t usually suffer a bane.
NOTE: Using a fetish normally requires the Uratha to succeed at a Resolve + Composure roll penalized by the fetish’s dot rating. This attempt to will the bound spirit into action can be circumvented by spending a point of Essence instead.

____________________________________________________________________
Gear

Double-Action Gold Revolver “Belleza” (Fetish 0000)

Range: 20/40/80, Clip: 6, Initiative Penalty 0 for Double Action, Damage 1L, Minimal Strength: 2, Size: 1, Availability: 2
SPECIAL, FETISH: This pistol can damage any Spirits on the other side of the Gauntlet and in the Twilight, so long as the user can see the creature with their own eyes.

60 Extra Revolver Bullets

1866 Winchester Rifle
Range: 200/400/800, Clip: 7, Initiative Penalty: -5, Damage: 4L, Minimal Strength: 2, Size: 3, Availability: 3

50 Winchester Rifle Bullets

Survival Gear (On Horse’s Saddle Bags) 0
Die Bonus +1 or +2, Durability 2, Size 2 or 3, Structure 3, Availability • or •••
Effect: Survival gear is the catch-all term for the various kits of equipment needed to survive in harsh environments. This could encompass tents, canned foodstuff, raingear, sleeping bags, sterile water, or any of the various things a person can use to survive the world outside their cushy homes. They come in two levels: a basic level and an advanced level. The basic level offers +1 and subtracts one from the effective level of environment (see Extreme Environments, p. 212), while the advanced offers +2 and subtracts two from the effective environment level. This does not help with a Level 4 environment. A resourceful character can rig or scavenge the necessary supplies for basic survival gear, but an advanced set of gear requires very specialized equipment. Basic survival gear can assist with most any environment, but advanced survival gear must target one particular type of environment.

Lockpicking Kit

Die Bonus +2, Durability 2, Size 2, Structure 2, Availability ••
Effect: A lock picking kit consists of picks, tools, and rods for manipulating tumblers and opening locks. A good kit contains a wide array of tools to all but guarantee intrusion of an analog lock. With such a kit and at least a dot of Larceny, a character can pick a lock without a roll if time is not an issue. If time is an issue, the die bonus applies to the Dexterity + Larceny rolls. At Availability •, a character may procure a portable lockpick. It has Size 1, Structure 1, and is far more concealable. However, it only offers a +1 bonus and doesn’t allow for picking without rolls since the kit realistically may not have the right tools for a given job.
A lockpicking kit only works on mechanical locks. Digital locks require more specific hacking and code prediction. A character may procure a digital lockpick at Availability •••, but typically only works on one type of lock, such as the keycard locks used in hotels. Digital lockpicks can be Size 2, or Size 1 if crafted as an extension of a laptop computer or smartphone.

Fashion 00, Mexican Outlaw Digs
Die Bonus +1 to +3, Durability 1, Size 2, Structure 1, Availability • to •••••
Effect: Never underestimate the value of high fashion. Like a disguise, fashionable clothing allows a character to fit in. However, the point of fashion is to draw attention, not to fade into the crowd. As opposed to anonymity, fashion means being noticed. Note that the clothing chosen must be appropriate to the setting. Punk chic will not work at a Senator’s fundraiser, for example. When improperly dressed, the die bonus applies as a penalty to all Social Skill rolls. The die bonus for Fashion is equal to half the Availability rating, rounded up.
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“Renegado”, Paso Fino Horse

The Paso Fino is a naturally gaited light horse breed dating back to horses imported to the Caribbean from Spain. Pasos are prized for their smooth, natural, four-beat, lateral ambling gait; they are used in many disciplines, but are especially popular for trail riding.
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 5, Dexterity 3, Stamina 5, Presence 3,  Manipulation 1, Composure 2
Skills: Athletics 4, Brawl 1 (kicking), Survival 2
Willpower: 5
Initiative: 5
Defense: 7
Speed: 19 (species factor 12)
Size: 7
Health: 12
Weapons/Attacks:
Type Damage Dice Pool
Bite        +0 5
Hoof +2* 6
*A successful strike from a horse’s hoof inflicts the Knocked Down Tilt (GMC pg. 211)
Special: Horses can lift four times as much as a human with comparable Strength and Athletics.

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DICEPOOLS

Sneaking: +8 (Crowds +9), 9-Again ....Can spend 1 Willpower to make it a Rote

Lying: +3 {w/ Fashion & Striking Looks +7}, Detect Lies +4 , 9-Again...Can spend 1 Willpower to make it a Rote

Revolver: +12, 9-Again...Can spend 1 Willpower to make it a Rote, 1L

Rifle: +10, 4L

Unarmed: +5, 0B {Daru +6, 0L Claws} {Gauru +7, Teeth/Claws 2L}{Urshul +6, 2L Teeth, 1L Claws}{Urhan +5, 1L Teeth}

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Re: WEREWOLVES OF THE WEST

Post by Admin on Wed Jun 14, 2017 6:20 am

FIRE-TOUCHED

The Pure of the Fire-Touched — the Izidakh — are mad- eyed zealots filled with fervor and faith, the disciples of Rabid Wolf. They are creatures of the Shadow, serving as prophets and priests for that otherworldly realm, and they choose as their sacred prey those who they see as dishonoring and dis- respecting it. The Fire-Touched see the Forsaken as deluded betrayers, but believe that some can be saved – if they would only listen to the feverish words of Fire-Touched preachers.
Those who would hunt the Fire-Touched must deal with their incredible armory of rites and esoteric Shadow lore — the high priests and templars of the tribe can warp the Shadow and break its laws with ease. They are extremely numerous, and adherents often wield spiritual magics of disease and madness that they will not hesitate to use against the Forsaken and their allies. Worst of all are the insistent promises and persuasive offers of salvation; the Fire-Touched want to talk, and they wield words as adeptly as any weapon.

The Pure have a number of strengths and weaknesses that differentiate them from Forsaken and Ghost Wolves:
• The Pure reject Luna’s blessing, and do not have an auspice or Moon Gifts.
• The Pure have stronger ties with the Shadow and its denizens through worship and pacts. Pure start with an additional Shadow Gift to replace the Moon Gift they lose, and all Pure gain a bonus dot in the Totem merit.
• Pure werewolves suffer a greater reaction to silver than Forsaken do. Simply touching silver deals one point of bashing damage per turn and, under nights of the full moon, this is increased to one point of lethal damage.
As enemies and prey, Pure packs tend to have powerful totems and unusual spiritual powers at their behest. Forsaken hunters can expect to face spiritual enemies at the side of the Pure; disease spirits crippling human allies, pain spirits unleashing debilitating agony during battles, and spirits of rage trying to goad the Forsaken into Kuruth on their own territory. The addition of rites and fetishes gives the Pure a huge toolbox with which to strike at the Forsaken.
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Primal Urge: 4
Willpower: 7
Harmony: 6
Essence: 13
Health: 8 (10/12/11/8 )
Initiative: 5 (5/6/7/7)
Defense: 4 (4/5/5/5)
Speed: 10 (11/14/17/15)

Attributes:
Intelligence 3, Wits 3, Resolve 4
Strength 3 (4/6/6/3), Dexterity 2 (2/3/4/4), Stamina 3 (4/6/5/4)
Presence 4, Manipulation 4 (3/4/3/3), Composure 3

Skills:
(-3 Unskilled)
Academics 3, Investigation 2, Medicine 2, Occult 4

(-1 Unskilled)
Athletics 2, Brawl 3 (Grapple +1){Favored Form: Urshul +1}, Survival 2, Firearms 3 (Rifles +1)

(-1 Unskilled)
Empathy 4, Expression 3 (Preaching +1), Intimidation 2, Persuasion 3
...........................................................................................................................................................
Merits:

Allies (Fire Spirits) 3
Effect: Allies help your character. They might be friends, employees, associates, or people your character has blackmailed. Each instance of this Merit represents one type of ally. This could be in an organization, a society, a clique, or an individ- ual. Examples include a covenant, the police, a secret society, crime, unions, local politics, and the academic community. Each purchase has its own rating. Your character might have Allies (Masons) ••, Allies (Carter Crime Family) •••, Allies (Lodge of Gargoyles) ••••, and Allies (Catholic Church) •.
Each dot represents a layer of influence in the group. One dot would constitute small favors and passing influence. Three could offer considerable influence, such as the overlooking of a misdemeanor charge by the police. Five dots stretch the limits of the organization’s influence, as its leaders put their own influence on the line for the character. This could include things such as massive insider trading or fouling up a felony investigation. No matter the request, it has to be something that organization could accomplish.
The Storyteller assigns a rating between one and five to any favor asked. A character can ask for favors that add up to her Allies rating without penalty in one chapter. If she extends her influence beyond that, her player must roll Manipulation + Persuasion + Allies, with a penalty equal to the favor’s rating. If the roll is successful, the group does as requested. Failed or successful, the character loses a dot of Allies. This dot may return at the end of the chapter. On a dramatic failure, the organization resents her and seeks retribution. On an exceptional success, she doesn’t lose the dot.
One additional favor a character can ask of her Allies is to block another character’s Allies, Contacts, Mentor, Retainer, or Status (if she knows the character possesses the relevant Merit). The rating is equal to the Merit dots blocked. As be- fore, no roll is necessary unless the target’s Merit exceeds the character’s Allies. If the block succeeds, the character cannot use the Merit during the same chapter.

CALL OUT (••)
Prerequisites: Honor ••, Intimidation ••, Composure •••
Effect: Your character fights with honor and dignity. When he calls out his opponent, it must abide by his challenge. When he uses an instant action to call out a potential combatant, that opponent suffers your character’s Honor as a penalty to attack anyone else. If the opponent does attack someone else, you can add your character’s Honor to any attacks against him.
Drawback: If anyone else attacks your chosen opponent, it breaks the challenge. When that happens, your opponent gains your character’s Honor as a bonus to dice pools against your character for the remainder of the scene.

Favored Form (Urshul) 1, Brawl
Prerequisites: Primal Urge at the Merit rating +1
Effect: Your character favors one of her four forms aside from Hishu, and when she takes that form, it’s larger, stronger, and faster than most Uratha. With each dot in this Merit, he gains a specific, additional advantage in that form. Attribute increases from this Merit apply to derived traits.
• Choose a Physical Skill. When using that Skill in the favored form, exceptional successes occur on three successes instead of five.

Iron Stamina 2


Iron Will 2
Prerequisite: Resolve ••••
Effect: Your character’s resolve is unwavering. When spending Willpower to contest or resist in a Social interaction, you may substitute your character’s Resolve for the usual Willpower bonus. If the roll is contested, roll with 8-again.

Living Weapon (Urshul, Bite) 3
Prerequisites: Stamina •••, Survival ••
Effect: Your character has enhanced natural weapons in one form. Maybe her jaws are larger, her teeth are sharper, or her claws are hard as stone. Choose a form (Dalu, Gauru, Urshul, or Urhan) when purchasing this Merit, and choose either bite or claws. With three dots, the attack gains two levels of armor piercing (see p. 169). With four dots, increase the attack’s damage by 1 atop its normal advantages. With five dots, it ignores any non-magical armor.
You can take this Merit multiple times, reflecting different enhancements in different forms.

Sympathetic 2
Effect: Your character is very good at letting others get close. This gives him an edge in getting what he wants. At the beginning of a Social maneuvering attempt, you may choose to accept a Condition such as Leveraged or Swooning in order to immediately eliminate two of the subject’s Doors.

Totem 4

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Renown:
Cunning 2, Honor 2, Purity 3, Wisdom 3
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Gifts:

(Dominance) Primal Allure:
Even when the prey knows that something is wrong, it’s hard to resist the raw magnetism of the predator who speaks in such alluring tones.
Cost: 1 Essence
Dice Pool: Manipulation + Subterfuge + Cunning versus Resolve + Primal Urge
Action: Contested
Duration: 1 scene
This Facet can be used against prey with whom the Uratha
has been socially interacting for at least one turn, enough time to form a first impression.
Roll Results
Dramatic Failure: The prey becomes unnerved by the Uratha’s presence. Add two Doors to any attempts by the Uratha to socially influence her for a week.
Failure: The Facet fails to influence the prey.
Success: The Uratha beguiles the prey with his personality, coaxing her to follow his desires. He has a perfect impression (p. 164) with the prey for the rest of the scene, but only for social goals aimed at making the prey take actions on an immediate time-scale (such as “come outside with me and get away from this crowd” or “sign this contract”). Any attempt to use a Social maneuver that would cause the prey to suffer a breaking point immediately ends Primal Allure and forces a reassessment of the prey’s impression of the Uratha.
Exceptional Success: The Uratha can try to coax the prey to take an action that would cause a breaking point. Primal Allure ends after the action has been taken, as the prey comes to her senses in the face of the consequences.

Lay Low the Challenger:
Sometimes there’s no choice but to establish dominance through blood and violence.
Cost: 1 Essence
Dice Pool: Presence + Intimidate + Honor versus Com- posure + Primal Urge
Action: Reflexive and Contested
This Facet may be used when the Uratha damages an opponent with a Brawl or Weaponry attack.
Dramatic Failure: The Uratha’s disdain stirs the fires of defiance in the prey. The opponent regains a single spent Willpower point.
Failure: The Facet fails.
Success: The opponent gains the Cowed Condition. The Uratha may also add his Honor to the next Presence-based dice pool he rolls this scene.
Exceptional Success: Having asserted his dominance, the Uratha’s sense of power and self is reassured, and he regains a single spent Willpower point.

Snarl of the Predator
When the wolf snarls, the herd hurries to obey.
Cost: 1 Essence
Action: Instant
The Uratha may use this Facet when attempting to force
Doors during a Social maneuver, his snarled demand backed by his dominating presence. Reduce the penalty for the current number of remaining Doors by the Uratha’s Purity Renown.

Lead the Lesser Pack:
At times, outsiders must be brought into the fold of the hunt, whether allies of convenience or fellow hunters of terrible prey.
Cost: 1 Essence per character
Action: Instant
Duration: 1 day
The Uratha can add a character to the pack. She must be informed that she is being brought into the pack in some way, from a simple snarled “you’re in” to a complex ritualistic induction. If the target verbally accepts the offer — even if she’s not really aware of what she’s signing up for — she becomes a member of the pack for one day. The character is now treated as a packmate for all benefits and drawbacks such as Gifts, totem boons and Death Rage triggers. The new pack member feels a strong tie of loyalty to the pack, gaining a bonus equal to the Uratha’s Wisdom Renown to all dice pools resisting coercion and Social maneuvers from outside the pack. She also gains a strong sense of belonging, and may return in pursuit of that feeling once the Facet’s effects have faded. The Uratha can have up to his Wisdom Renown in temporary pack members added at any one time; attempts to use the Facet to add more than this cause it to fail.

(Elemental) Tongue of Flame; (Insight):
The Uratha who possesses this Facet is mistress of flame and smoke. She is a fire-walker to whom the blaze pays obeisance.
Cost: Varies
The Uratha gains Influence (Fire) equal to her dots in Purity. She can use this Influence in the same way as a spirit. Her dice pool for Influence (Fire) rolls is equal to her Presence + Empathy + Purity.

Prey on Weakness:
This Facet tears away the facade behind which the prey hides, revealing his frailties to the hunter.
Cost: 1 Essence
Dice Pool: Presence + Empathy + Cunning versus Com- posure + Primal Urge
Action: Instant
The Uratha may use this Facet against an individual whom he has been able to observe for at least one turn.
Roll Results
Dramatic Failure: The prey remains opaque to scrutiny and gains a +3 bonus to all Subterfuge rolls against the Uratha for the remainder of the scene.
Failure: The Facet fails.
Success: The Uratha immediately becomes aware of the following information about the prey: her Blood and Bone (or other equivalent traits); how much damage she is currently suffering from; any frailties she possesses (including physical and mental Conditions and Tilts); if she is sick, poisoned, or drugged; and whether she is currently in the grip of strong emotions such as anger or grief. If the Uratha uses any of this information against the prey in a Social roll or maneuver during this scene, he gains a +3 bonus to his dice pool.
Exceptional Success: If the Uratha plays on the infor- mation gleaned in a Social maneuver against the prey, he automatically opens one Door in addition to the action’s other results.

Scent of Unnatural:
The Uratha who possesses this Facet can smell the tainted presence of creatures and powers that defy the natural order of Flesh and Shadow.
Cost: 1 Essence
Dice Pool: Wits + Occult + Purity Action: Instant
The Uratha can use this Facet to detect supernatural creatures and effects within 10yards per dot of Purity Renown he possesses.Scent the Unnatural will not detect Uratha or the use of Gifts, nor will it detect spirits and their powers if in the Shadow. It will sense Ridden, Hosts, vampires, ghouls, mages, and other supernatural creatures, as well as active spells, items, enchantments, or other powers of such creatures.
Roll Results
Dramatic Failure: The Uratha gains the Ban Condition. He must carry a scented or perfumed object with him and must breathe from it at least once per scene.
Failure: The Facet fails.
Success: The Uratha catches scent of a supernatural presence nearby. Each success indicates a single supernatural being or effect that is in the Facet’s range, including where it is (and, in the case of an effect or power, what area it covers). The Facet offers no further information about the supernat- ural being’s true nature, except for Hosts and Claimed. The Uratha becomes immediately aware of the latter’s classification, although the Facet does not specify what type of Host, or what spirit is Claiming a victim.
Exceptional Success: The Uratha gains the specific scent of the supernatural individuals or effects nearby, and will easily recognize them without requiring the use of this Facet should he encounter them again.


One Step Ahead (Knowl-edge):
Wherever the prey runs, wherever they flee, the predator is always one step ahead.
Cost: 1 Essence
Action: Instant
When using this Facet, the Uratha must be able to perceive his prey, the building or location that they are currently within, or a map of an area on which the prey’s current location is marked. He gains insight into what the prey’s likely next steps will be on the scale in which he is observing, particularly in terms of the hunt. In person, he can tell which exit the prey might run for in the room, or where her patrol or ambling walk will take her. When observing a building or bolthole, he can tell which exit she will come out of if alarmed, flushed, or lured out. On the scale of a map, he gains an impression of to where she will attempt to flee or travel. The Facet provides information on the basis of current events and can become out-dated if the situation changes dramatically.


(Weather) Hunt of Fire and Ice:
The blazing sun and the chill of ice both sap the strength of the prey, leaving them weakened and desperate for sanctuary from the elements.
Cost: 5 Essence
Dice Pool: Intelligence + Occult + Wisdom
Action: Extended (10 successes; each roll represents 1 minute) Duration: 1 hour per success
Roll Results
Dramatic Failure: The Uratha gains the Ban Condition.
He must carry a source of extreme heat or cold about him at all times.
Failure: The Uratha accumulates no successes and gains the Stumbled Condition.
Success: The Uratha accumulates successes. If the target is met, then the local area is rapidly subjected to either the Extreme Cold or Extreme Heat Environmental Tilt, depend- ing on its normal clime. Hunt of Fire and Ice affects an area with radius of up to the Uratha’s Wisdom Renown in miles.
Exceptional Success: The sheer heat or cold works against the werewolf’s prey in other ways. A human fleeing the Uratha finds that the engine of a car has frozen and refuses to start; a desperately thirsty character finds that a water supply has spoiled.
...........................................................................................................................................................

Unarmed Attack: 7, 9 in Garu, 8 in Urshul (+1 when grappling)
Damage: 3L Urshul Form (Living Weapon: Bite): -2 Armor Piercing, 3L Gauru

Rifle: +7
Range 200/400/800, Clip: 7, Initiative Penalty: -5, Damage: 4L, Minimal Strength: 2, Size: 3, Availability: 3


Last edited by Admin on Fri Jun 16, 2017 9:26 am; edited 10 times in total

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Re: WEREWOLVES OF THE WEST

Post by Admin on Thu Jun 15, 2017 10:36 am

"He Is Anger"


The Pure have a number of strengths and weaknesses that differentiate them from Forsaken and Ghost Wolves:
• The Pure reject Luna’s blessing, and do not have an auspice or Moon Gifts.
• The Pure have stronger ties with the Shadow and its denizens through worship and pacts. Pure start with an additional Shadow Gift to replace the Moon Gift they lose, and all Pure gain a bonus dot in the Totem merit.
• Pure werewolves suffer a greater reaction to silver than Forsaken do. Simply touching silver deals one point of bashing damage per turn and, under nights of the full moon, this is increased to one point of lethal damage.
As enemies and prey, Pure packs tend to have powerful totems and unusual spiritual powers at their behest. Forsaken hunters can expect to face spiritual enemies at the side of the Pure; disease spirits crippling human allies, pain spirits unleashing debilitating agony during battles, and spirits of rage trying to goad the Forsaken into Kuruth on their own territory. The addition of rites and fetishes gives the Pure a huge toolbox with which to strike at the Forsaken.

Blood: Alpha — The Alpha must be in control. He demands rigid hierarchy, even if he’s not inherently on top of that pile. He needs order. The wolf inside him is a tool for establishing and maintaining that order. Anything violating his idea of order sends him into a rage.
Your character recovers a point of Willpower when he puts order above free-thinking logic. He regains all Willpower when he uses the force of his bestial nature to put subordinates in line.

Bone: Guru — The Guru prides herself in knowing practical answers, and sharing that information with others. She guides because her wisdom is valuable.
Your character recovers a point of Willpower when someone achieves success by following her advice. She regains all spent Willpower when her practical advice leads her pack to an alternative solution to the hunt.


Health: 10 **Giant Added**(+2 Dalu, +4 Gauru, +3 Urshul)
Willpower: 7
Primal Urge: 4
Essence: 13 (4 per turn)
Auspice: NONE, FIRE-TOUCHED
Tribe: Fire-Touched
Size: 6 {Daru 7}{Gauru 8}(Urshul 7){Urhan 5}
Harmony: 6
Speed: 13 {Daru +1}{Gauru +4} [Urshul +7] {Urhan +5}
Defense: 8 (10 w/ Axes for 1st attack) (Defensive Combat added) {lowest of Dexterity or Wits}[{Daru: Defense vs. Firearms}<Flurry: Anyone that gets in adjacent square takes 1L from Tomahawks>
Armor: 1/0
Initiative(Dex + Composure) +7 {Gauru: +1}{Urshul +2}
Touchstones: The Tribe (Physical Touchstone), Wilderness (Spirit Touchstone)
------------------------------------ -------------------------------------------------- -------------------------------
ATTRIBUTES

Intelligence: 0
Wits: 000
Resolve: 000

Strength: 00000 {Daru +1}[Garu +3](Urshul +2)
Dexterity: 000 {Gauru +1} (Urshul +2)
Stamina: 00000 {Daru +1}{Gauru +2}(Urshul +2){Urhan +1}

Presence: 00
Manipulation: 0 {Daru -1}{Urshul -1}{Urhan -1}
Composure: 0000

----------------------- --------------------------------------------------------- ------------------------
Skills  

Mental (-3 unskilled)
*Investigation: 0000  {Hishu, +1, Daru +2, Urshul +3, Urhan +4 to Perception}
Occult: 00

Physical (-1 unskilled)
Athletics: 000
Brawl: 00000 (Area of Expertise: Grappling +2)
Stealth: 0
Survival: 0 (Navigation +1 **Direction Sense: Does not suffer Navigation Penalties)
Weaponry:00000 (Area of Expertise: Axes +2)

Social (-1 unskilled)
*Animal Ken: 000
*Empathy: 0000
Expression: 0
Persuasion: 000
------------------------------------------------------ ------------------------------------------ --------
Merits
Native Tongue, Crow
Languages, English: 0

Area of Expertise, Axes 0 (Resolve 000, Specialization)+2 to specialization bonus instead of 1.

_ Area of Expertise, Grappling 0 (Resolve 000, Specialization)+2 to specialization bonus instead of 1.

Direction Sense (•) 
Effect: Your character has an innate sense of direction, and is always aware of her location in space. She always knows which direction she faces, and never suffers penalties to navigate or find her way.

Giant (•••)
Effect: Your character is massive. She’s well over six feet tall, and crowds part when she approaches. She’s Size 6, and gains +1 Health. Available only at character creation.
Drawback: Buying clothing is a nightmare. Fitting in small spaces is difficult at best.

Ambidextrous (•••)
Effect: Your character does not suffer the -2 penalty for using his off hand in combat or to perform other actions. Available only at character creation.

Defensive Combat, Brawl (•)
Prerequisite: Brawl • or Weaponry •; choose one when this Merit is selected
Effect: Your character is trained in avoiding damage in combat. Use her Brawl or Weaponry to calculate Defense, rather than Athletics. Your character can learn both versions of this Merit, allowing you to use any of the three Skills to calculate Defense. However, you cannot use Weaponry to calculate Defense unless she actually has a weapon in her hand.

Defensive Combat, Weaponry (•)
Prerequisite: Brawl • or Weaponry •; choose one when this Merit is selected
Effect: Your character is trained in avoiding damage in combat. Use her Brawl or Weaponry to calculate Defense, rather than Athletics. Your character can learn both versions of this Merit, allowing you to use any of the three Skills to calculate Defense. However, you cannot use Weaponry to calculate Defense unless she actually has a weapon in her hand

Light Weapons (•••••; Style)
Prerequisites: Wits ••• or Fighting Finesse, Dexterity •••, Athletics ••, Weaponry ••
Effect: Your character is trained with small hand-to- hand weapons which favor finesse over raw power. These maneuvers may only be used with one-handed weapons with a damage rating of two or less.
Rapidity (•): Your character moves with swiftness to find just the right spot to strike. You can sacrifice your character’s weapon damage rating to add his Weaponry score to his Initiative for the turn. The weapon becomes a zero damage weapon for the turn.
Thrust (••): Your character knows when to defend himself, and when to move in for the kill. At any time, you can sacrifice points of Defense one-for-one to add to attack pools. This cannot happen if you’ve already used Defense in the same turn. If you use this maneuver, you may not sacrifice your full Defense for any other reason. For example, you cannot use Thrust with an all-out attack.
Feint (•••): With a flourish in one direction, your character can distract an opponent for a cleaner, more effective follow-up strike. For example, if Feinting with a two damage weapon with three successes, the attack causes no damage. However, your next attack ignores five points of Defense, and causes three extra points of damage.
Flurry (••••): Your character moves quickly enough to stab opponents with numerous pricks and swipes in the blink of an eye. As long as your character has his Defense available to him (if it’s not been sacrificed for another maneuver, or denied from surprise, for example), any character coming into his immediate proximity takes one point of lethal damage. This damage continues once per turn as long as the enemy stays within range, and occurs on the enemy’s turn. This can affect multiple opponents, and cannot be used in a turn where the character is Dodging.
Vital Shot (•••••): Your character can use his smaller weapon to get into an opponent’s defenses and hit where it hurts most. Sacrifice your character’s Defense for the turn to use this maneuver. If the attack roll succeeds, the attack causes one point of aggravated damage, in addition to the damage rating of the weapon.

Two Weapon Fighting (••••)
Prerequisites: Wits •••, Fighting Finesse ••, Weaponry ••• Style Tags: Flexible, Light Melee
Effect: Your character fights with a weapon in each hand.
She can amplify her attacks by using them together or balance between attack and defense by using one weapon for each. Different martial arts focus on different sets of weapons. Some employ a rapier and dagger, or a katana and wakizashi, while others use sticks or two light swords. This Style can be used to replicate any of them. Unless your character possesses the Ambidextrous Merit she takes the usual –2 penalty for using a weapon in her off-hand. Neither weapon can be above Size 2 for performing these maneuvers.
Balanced Grip (•): Your character knows how to use her weapons so they’re not awkward to hold. Your character does not count her weapons’ Initiative penalties as long as her off-hand weapon’s rating is the same or the lower of the two.
Protective Striking (••): Your character uses her off-hand weapon to deflect attacks. She adds her off-hand weapon’s bonus to her Defense for the first attack made against her in a turn. If her off-hand weapon has no bonus then add +1 instead.
Dual Swipe (•••): Your character attacks with both of her weapons simultaneously against one target. As part of an all-out melee attack, add her off-hand weapon’s bonus to her attack roll and reduce her target’s Defense by 1. If her off-hand weapon has no bonus then add +1 instead.
Double Strike (••••): Your character attacks two differ- ent targets simultaneously. Spend a point of Willpower and designate two targets in close range of your character. Take the highest Defense and –1 to the dice pool. Choose which weapon’s damage applies to which target. This maneuver cannot be used with Dual Swipe.
For example, if you’re up against two opponents with 4 and 6 Defense, and you have a 2L and 1L weapon, you would take –7 to Double Strike (the 6 Defense, with an additional –1). If you rolled three successes, one opponent would take five points of lethal damage, and the other four points of lethal damage — your choice which.

------------------------------------------------------ ------------------------------------------ ————
RENOWN
Purity: 3
Glory:
Honor: 2
Wisdom: 3
Cunning: 2

---------------------------------------- ------------------------------------------------- ------------------------
GIFTS (Pure-Tribes CAN NOT have any Moon Gifts, but gain an additional Shadow Gift

LAY LOW THE CHALLENGER (HONOR) <Penalize enemies from fear>
Sometimes there’s no choice but to establish dominance through blood and violence.
Cost: 1 Essence
Dice Pool: Presence + Intimidate + Honor versus Com- posure + Primal Urge
Action: Reflexive and Contested
This Facet may be used when the Uratha damages an opponent with a Brawl or Weaponry attack.
Dramatic Failure: The Uratha’s disdain stirs the fires of defiance in the prey. The opponent regains a single spent Willpower point.
Failure: The Facet fails.
Success: The opponent gains the Cowed Condition. The Uratha may also add his Honor to the next Presence-based dice pool he rolls this scene.
**Cowed**Your character has been put in her place through the violence and dominance of another. She suffers a –2 penalty on any Physical and Social rolls to oppose the character who inflicted this Condition if she does not spend Willpower.
Possible Sources: Having another character determine her superiority to yours, some supernatural powers.
Resolution: The character successfully injures or intimi- dates the character who inflicted the Condition. The character regains Willpower through her Blood Archetype.
Beat: n/a

Exceptional Success: Having asserted his dominance, the Uratha’s sense of power and self is reassured, and he regains a single spent Willpower point.

TONGUE OF FLAME (PURITY) <Influence Fire>
The Uratha who possesses this Facet is mistress of flame and smoke. She is a fire-walker to whom the blaze pays obeisance.
Cost: Varies
The Uratha gains Influence (Fire) equal to her dots in Purity (3). She can use this Influence in the same way as a spirit. Her dice pool for Influence (Fire) rolls is equal to her Presence + Empathy + Purity (9 Dice).
FIRE: 3L, +BURNING CONDITION
You have been set ablaze and will continue to burn until you somehow douse the flames. Effect: You take automatic damage each turn equal to the 1 + the heat level of the fire, in addition to suffering the Blinded Tilt.
Causing the Tilt: Being in the blast radius of an incen- diary weapon or flamethrower stream, or being covered in gasoline and set aflame.
Ending the Tilt: You must take at least a turn to douse yourself in water or some suitable substance. You can drop and roll on the ground, which lessens the heat of the fire by one level of intensity each turn you do so until it’s finally out. Others can put out the fire by smothering it or beating it out with rugs or the like, taking an instant action to do so and reducing the heat by one level of intensity each turn


INFLUENCE EFFECTS
The spirit can make minor changes within its sphere of influence, such as slightly changing the nature or target of an emotion, or making minor changes to an animal’s actions, a plant’s growth, or an object’s functioning. The cost is 2 Essence. The spirit can create a new example of its sphere of influence; instill an emotion; create a new sapling or young plant, a young animal, or brand-new object. The spirit can cause a temporary Resonant Condition in a subject for the duration of the Influence. The cost is 4 Essence.
MANIFESTATION

••• Control
The spirit can make dramatic changes within its sphere of influence; twist emotions entirely; or dictate an animal’s actions, a plant’s growth, or an object’s functioning. This Influence can shift the Open Condition to Controlled for its duration. The cost is 3 Essence.


HIT AND RUN (PURITY) <Dodge & Oncoming Attack & then try to hide>
An Uratha with this Facet can disengage from battle and leave her prey in fearful confusion.
Cost: 1 Essence
Dice Pool: Dexterity + Stealth + Purity versus Composure + Primal Urge
Action: Reflexive
This Facet can be used to interrupt an attack action that is aimed at the Uratha. Before the action is taken, the Uratha may immediately disengage and move up to her full Speed away. This alone may foil an attack, but if she is able to move to a location that takes her out of line-of-sight of all of her prey, she then rolls the Facet’s dice pool against the highest Composure of those prey who could previously see her. The Uratha can only interrupt one action per turn in this way.
Roll Results
Dramatic Failure: The prey know exactly where the Uratha has fled to, and gain a +2 bonus to resist all further attempts by the Uratha to use this Facet or any other method of deceiving them for the remainder of the scene.
Failure: The Facet has no further effect.
Success: The prey utterly lose track of the Uratha’s current position. Enemies with Composure equal to or fewer than successes achieved are affected by the Shadow Paranoia Condition for turns equal to the werewolf’s Purity Renown.
Exceptional Success: Not only does the Uratha evade the foe, she may also immediately move her Speed again.

PREY ON WEAKNESS (CUNNING) <Find enemy’s weakness> 
This Facet tears away the facade behind which the prey hides, revealing his frailties to the hunter. 
Cost: 1 Essence 
Dice Pool: Presence + Empathy + Cunning versus Com- posure + Primal Urge 
Action: Instant 
The Uratha may use this Facet against an individual whom he has been able to observe for at least one turn. 
Roll Results 
Dramatic Failure: The prey remains opaque to scrutiny and gains a +3 bonus to all Subterfuge rolls against the Uratha for the remainder of the scene. 
Failure: The Facet fails. 
Success: The Uratha immediately becomes aware of the following information about the prey: her Blood and Bone (or other equivalent traits); how much damage she is currently suffering from; any frailties she possesses (including physical and mental Conditions and Tilts); if she is sick, poisoned, or drugged; and whether she is currently in the grip of strong emotions such as anger or grief. If the Uratha uses any of this information against the prey in a Social roll or maneuver during this scene, he gains a +3 bonus to his dice pool. 
Exceptional Success: If the Uratha plays on the infor- mation gleaned in a Social maneuver against the prey, he automatically opens one Door in addition to the action’s other results. 

UNITY (PURITY) <Get Pack out of Death Rage>
The pack is tighter than a family and more devoted than a cult. With this Facet, those bonds are almost unbreakable.
Cost: 1 Essence
Action: Instant
This Facet can be used during a Social maneuver that
targets a packmate. The Uratha gives the packmate a word or comment of support, or rebuffs the prey who is attempting the maneuver in some way. The packmate then adds the Uratha’s Purity to the number of Doors which the Social maneuver must break through for it to be successful. Unity can only be used once against a particular maneuver.
STILL SMALL VOICE (WISDOM)
Words spoken with this Facet pierce through the raging flames of Kuruth with calm assurance.
Cost: 1 Essence per Uratha targeted
Dice Pool: Presence + Persuasion + Wisdom versus Resolve + Primal Urge
Action: Instant
This Facet can be used against any number of Uratha in Wasu-Im who can hear the speaker’s words. Targets cannot choose not to resist even if they sorely desire to indulge the oncoming fury.
Roll Results
Dramatic Failure: The infectious nature of Kuruth strikes the Uratha and forces her into Wasu-Im herself.
Failure: The Facet fails.
Success: The Uratha’s calming words drag the targets out of Wasu-Im and return them to normal.
Exceptional Success: All Uratha present who can hear the speaker add her Wisdom to dice pools resisting Death Rage for the rest of the scene.

GIFT OF RAGE INCITE FURY (CUNNING) <Force Anything to Go Berserk>
It’s easy to goad the prey into foolish rage when the tongue has a supernatural sting to it.
Cost: 2 Essence
Dice Pool: Manipulation + Subterfuge + Cunning versus Composure + Primal Urge
Action: Instant
This Facet may be used against a single target that the Uratha can perceive and who can hear the mocking or chal- lenging snarl that he gives.
Roll Results
Dramatic Failure: The Uratha enters Wasu-Im.
Failure: The Facet has no effect.
Success: If the prey is an Uratha, she enters Wasu-Im.
Humans and other supernatural beings gain the Berserk Condition. An Uratha can only be targeted with this Facet once per scene, after which her rage tamps down against outside influence.
Exceptional Success: The Uratha adds his Cunning to his next dice pool to resist Death Rage in the scene.

SLAUGHTERER (PURITY) <Garu adds Purity (3) to Damage inflicted> [/i]
Rage is just another source of strength. Drink deep of its power and let the blood flow free.
Cost: 1 Essence
Action: Reflexive
This Facet can only be used when the Uratha is in Gauru form and hits with a Brawl attack. The Uratha adds his Purity Renown to the damage he inflicts. If the Uratha is in Basu-Im, Slaughterer costs no Essence to use and he will use it instinctively.

-------------------------------------------------------- ——————————————————————
RITES

SACRED HUNT (••)
The Sacred Hunt, the Siskur-Dah, is the most holy of all rites. Many werewolves believe that it draws upon the laws of the hunt that the Wolf-Mother herself personified.
Symbols: The hunt, prey, claws or weapons, blood
Sample Rite: Blood Talon ritemasters commonly use a circling dance of participants, with the Urathas’ claws marked with blood or ash. The ritemaster wears a mask representing the intended prey, and what follows is a mock-hunt around the dancing circle as the ritemaster seeks to break free. (Dex- terity + Athletics)
Action: Extended (10 successes; each roll represents 1 minute)
Success: The rite binds hunters and prey into the Sis- kur-Dah. All werewolves present are cast as the hunters. The ritemaster must indicate the intended prey during the rite, which can be an individual or a group, but they do not need to be identified with precise details or names.
The rite has three effects:
All participating werewolves gain the Siskur-Dah Condition. If the Uratha bring down a spirit that is the prey of this rite, they may divide its remaining Essence amongst themselves as they see fit; this can be used to destroy a spirit by draining all its Essence and discorporating it, but doing so is usually a breaking point toward Spirit and is seen as disrespectful if done without good reason. If the Uratha chase down spirit-prey that knows the symbols of a rite or can carve the secret of a Gift, any Uratha hunter present can expend the necessary Experiences to be marked with the Gift or learn the rite from the spirit. If this is done, the hunters do not get any Essence if they then bring the spirit down, and doing so is a breaking point toward Spirit.

____________________________________________________________________
Gear

(2) Tomahawks 2L, -2 Initiative
Reinforced Clothing, Hardened Leather: 1/0 {Size 6}


_____________________________________________________________________
Attack, Tomahawks
+12 (Can be 14 w/ Dual Swipe), +2
{Dual Swipe (•••): Your character attacks with both of her weapons simultaneously against one target. As part of an all-out melee attack, add her off-hand weapon’s bonus (2) to her attack roll and reduce her target’s Defense by 1. If her off-hand weapon has no bonus then add +1 instead.}

{Thrust:Before attacked, can take away from Defense (1-per-1 up to max) in order to add to the attack}
{Feint Can sacrifice damage from one attack to reduce defense with next one. IE: If Feinting with a two damage weapon with three successes, the attack causes no damage. However, your next attack ignores five points of Defense, and causes three extra points of damage.}
{Vital Shot: Sacrifice your character’s Defense for the turn to use this maneuver. If the attack roll succeeds, the attack causes one point of aggravated damage, in addition to the damage rating of the weapon. }

[u] UNARMED [/b]
+12 when grappling (+15 Gauru), Teeth Claws: 2L

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Re: WEREWOLVES OF THE WEST

Post by Admin on Sat Aug 12, 2017 7:27 am

REVEREND CLIVE GARRETT


BLOOD:Alpha
BONE:Community Organizer
TRIBE: FIRE-TOUCHED
PRIMAL URGE: 7 {attribute max 7, Max Essence 25/7 per turn, 3B Regeneration, Basu-Im 2 hours, Carnivore, Hunt Time 1 Week, Lunacy Penalty -2, Tracking Bonus +2}
ESSENCE: 25
FLESH TOUCHSTONE: The Keepers of the Flame Community
SPIRIT TOUCHSTONE: When scouting someone for a conversion
HARMONY: 5
HEALTH: 12 (+2 Dalu, +4 Gauru, +3 Urshul)
WILLPOWER: 10
Size: 5 {Daru 6}{Gauru 7}(Urshul 6){Urhan 4}
Speed: 16 {Daru +1}{Gauru +4} [Urshul +7] {Urhan +5}
Defense: 10 {14 in Urhan and Hirshil form w/ Instinctive Defense}
Initiative:+13 {Gauru: +1}{Urshul +2}
Armor:  0/0 {2/2 in Gauru}

___________________________________________________________________________________________

MENTAL
Intelligence: 3, Wits: 3, Resolve: 5

PHYSICAL
Strength: 4 [Garu +3](Urshul +2){Primal Strength: 1 Essence +5 STR for Scene},
Dexterity: 7{Gauru +1} (Urshul +2)
Stamina: 7 {Daru +1}{Gauru +2}(Urshul +2){Urhan +1}

SOCIAL
Presence: 7, Manipulation: 5 {Daru -1}{Urshul -1}{Urhan -1}, Composure: 5 {Deny Everything: Can spend 1 Essence Reflexively to add +4 to Social Resistances}{Can spend 1 Willpower to add +5 w/ Iron Will Merit and gain 8-again if it's contested}
___________________________________________________________________________________________
Mental Skills
Academics: 00
Computer:
Crafts: 000
Investigation: 00000 {Stake Outs +1}
Medicine: 00
Occult: 000 {Fire-Touched +1)
Politics: 0000
Science: 00

Physical Skills
Athletics: 0000000
Brawl: 0000000 (Claws +1)
Drive: 00
Firearms: 0000
Larceny: 00
Stealth: 00000000 {Hide in Shadows +1}
Survival: 00000 (Stalk +1)
Weaponry: 000

Social Skills
Animal Ken: 00
Empathy: 000
Expression: 0000000 (Oratory +2 w/ Area of Expertise){Gains "Inspired" Condition to everyone when telling a story}
Intimidation: 0000
Persuasion: 00000000
Socialize: 0000
Streetwise: 000
Subterfuge: 000
___________________________________________________________________________________________
MERITS
Language, English: N/A
Language, First Tongue: N/A

Resources: 000

TOTEM (•••••)
Effect: Your character has a relationship to a totem spirit, either personally or to a pack totem. Each dot invested in this Merit adds a totem point to create the totem (see p. 91). Note that any character can only have five points in this Merit. A pack totem is limited by the number of pack members, but can be massive with enough invested members. The Totem Merit also adds dice equal to its dots to any Social action with the totem spirit in question.
Drawback: Being tied to a totem leaves a character beholden to the totem. If your character angers the totem, the invested totem points fade. This may require the pack to re-negotiate their totem advantage. The points can return if your character makes reparations with the totem, but must be re-purchased.

FORTIFIED FORM, GAURU ( •••••){Because of Totem}
Prerequisites: Stamina •••, Survival ••
Effect: Your character has one form that’s particularly durable compared to her others. Choose a form other than Hishu when purchasing this Merit. That form has tougher hide, thicker fur, and stronger bones. At the three-dot version, this offers 1/0 armor in that form. The four dot offers 1/1 armor. The five dot offers 2/2 armor.
You can take this Merit multiple times, reflecting armor in different forms.

LIVING WEAPON, Claws of Gauru ( •••••)
Prerequisites: Stamina •••, Survival ••
Effect: Your character has enhanced natural weapons in one form. Maybe her jaws are larger, her teeth are sharper, or her claws are hard as stone. Choose a form (Dalu, Gauru, Urshul, or Urhan) when purchasing this Merit, and choose either bite or claws. With three dots, the attack gains two levels of armor piercing (see p. 169). With four dots, increase the attack’s damage by 1 atop its normal advantages. With five dots, it ignores any non-magical armor.

SONG IN YOUR HEART (•••)
Prerequisites: Glory ••
Effect: Your character sings, howls, and tells stories like none other. Her words echo and reverberate through listeners, and inspire them to learn from her tales. This Merit acts as the Inspiring Merit (see p. 111). Your character does not need to meet the prerequisites for that Merit, and it can only be used when singing, howling, or storytelling. Listeners may take the Inspired Condition (see p. 308) as a Persistent Condition, gaining a Beat every time they take a significant action inspired by your character’s tale.

CALL OUT (••)
Prerequisites: Honor ••, Intimidation ••, Composure •••
Effect: Your character fights with honor and dignity. When he calls out his opponent, it must abide by his challenge. When he uses an instant action to call out a potential combatant, that opponent suffers your character’s Honor as a penalty to attack anyone else. If the opponent does attack someone else, you can add your character’s Honor to any attacks against him.
Drawback: If anyone else attacks your chosen opponent, it breaks the challenge. When that happens, your opponent gains your character’s Honor as a bonus to dice pools against your character for the remainder of the scene.

INSTICTIVE DEFENSE (••)
Prerequisites: Primal Urge ••, Athletics ••
Effect: Your character’s instincts protect her when in her canine forms. In Urhan and Urshul, use the higher of your character’s Wits and Dexterity when figuring her Defense, instead of the lower.

WARCRY (••)
Prerequisites: Glory ••, Presence •••, Expression ••, Intim- idation ••, may only be used in Gauru, Urshul, or Urhan form Effect: Your character can howl out sharply and shake opponents to the core. Her howls reverberate on both sides of the Gauntlet, quaking spirit-stuff and flesh alike. Roll Presence + Expression as an instant action. The howl affects a number of listeners of your choice equal to the successes rolled. Those affected suffer a –1 penalty to Defense and attack rolls, and –2 to Initiative for the remainder of the scene. A character may
only be subject to this effect once in a given scene. Drawback: This Merit causes alert throughout the Hisil. Within three turns, curious spirits will arrive on the scene.
Depending on the location, they may also be hostile.

AREA OF EXPERTISE, Oratory (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty in exchange for a +2.

IRON WILL (••)
Prerequisite: Resolve ••••
Effect: Your character’s resolve is unwavering. When spending Willpower to contest or resist in a Social interaction, you may substitute your character’s Resolve for the usual Willpower bonus. If the roll is contested, roll with 8-again.

___________________________________________________________________________________________
RENOWN: 21, Rank: 5
Purity: 5
Glory: 3
Honor: 5
Wisdom: 4
Cunning: 4

___________________________________________________________________________________________
GIFTS
(Pure-Tribes CAN NOT have any Moon Gifts, but gain an additional Shadow Gift



BARGHEST (GLORY)
Merely being dead is not enough to save prey from the hunt. Cost: None
Duration: Permanent
The Uratha can perceive ghosts and other disembodied
undead or death-infused beings in Twilight. While in Gauru, Urshul, and Urhan, she is able to attack such Twilight beings and damage them by spending 1 Essence per scene. She adds her Glory Renown to Perception and Empathy dice pools against undead of any kind and, if she damages a corporeal undead while in the above forms, she may reflexively spend 1 Essence to drain it of a single Willpower point. Prey with no Willpower points remaining suffer two additional points of lethal damage instead.

PRIMAL ALLURE (CUNNING)
Even when the prey knows that something is wrong, it’s hard to resist the raw magnetism of the predator who speaks in such alluring tones.
Cost: 1 Essence
Dice Pool: Manipulation + Subterfuge + Cunning versus Resolve + Primal Urge
Action: Contested
Duration: 1 scene
This Facet can be used against prey with whom the Uratha has been socially interacting for at least one turn, enough time to form a first impression.
Dramatic Failure: The prey becomes unnerved by the Uratha’s presence. Add two Doors to any attempts by the Uratha to socially influence her for a week.
Failure: The Facet fails to influence the prey.
Success: The Uratha beguiles the prey with his personality, coaxing her to follow his desires. He has a perfect impression (p. 164) with the prey for the rest of the scene, but only for social goals aimed at making the prey take actions on an im- mediate time-scale (such as “come outside with me and get away from this crowd” or “sign this contract”). Any attempt to use a Social maneuver that would cause the prey to suffer a breaking point immediately ends Primal Allure and forces a reassessment of the prey’s impression of the Uratha.
Exceptional Success: The Uratha can try to coax the prey to take an action that would cause a breaking point. Primal Allure ends after the action has been taken, as the prey comes to her senses in the face of the consequences.

CATASTROPHE (GLORY)
The Uratha can call down cataclysmic levels of elemental destruction.
Cost: 5 Essence per level of Influence being used.
Dice Pool: Presence + Survival + Glory
Action: Extended (15 successes; each roll represents 1 hour)
This Facet is used in conjunction with the Influence granted by another Elemental Facet, augmenting the Influ- ence on a drastic scale. An Uratha who possesses this facet is also unaffected by the Catastrophe-augmented Influences of other Uratha. She can stride down burning streets unharmed or face down the wielder of a howling gale almost untouched by the winds.
Dramatic Failure: The Uratha suffers the Essence Over- load Condition.
Failure: No successes are acquired, and the Uratha gains the Stumbled Condition.
Success: Successes are gained. If the target number of successes is hit, the Influence is unleashed on a massive scale, affecting an area of a radius in miles equal to twice the Uratha’s Glory Renown. Even minor manifestations of ele- mental power can be catastrophic on this scale, from floods to out-of-control blazes.
Exceptional Success: The Uratha is infused with raw elemental power. She can use any of her Elemental Facets’ Influences at no cost in Essence for the next day, although further uses of Catastrophe still cost Essence as normal.

TONGUE OF FLAME (PURITY)
The Uratha who possesses this Facet is mistress of flame and smoke. She is a fire-walker to whom the blaze pays obeisance.
Cost: Varies
The Uratha gains Influence (Fire) equal to her dots in Purity. She can use this Influence in the same way as a spirit. Her dice pool for Influence (Fire) rolls is equal to her Presence + Empathy + Purity.

GIFT OF EVASION FEET OF MIST (CUNNING)
Sometimes, the hunter becomes the hunted. When an Uratha with this Facet is the quarry, all trace of her passing simply disappears. She might as well not exist.
Cost: 1 Essence
Action: Instant
Duration: 1 hour
For the duration of the Facet, all attempts to track or locate the Uratha fail. She leaves no tracks, no device can give up her location, and even the Gifts and divinations of the most powerful supernatural hunters falter. When Feet of Mist causes a Clash of Wills against another supernatural power that would track or locate her, the werewolf benefits from the rote quality on her Clash of Wills dice pool. The Facet does not make her invisible, however — she can be perceived normally by anyone who comes across her.

FOG OF WAR (GLORY)
In the chaos of a battle or a crowded street, it’s easy to miss the intended mark.
Cost: 1 Essence
Dice Pool: Wits + Subterfuge + Glory versus Composure + Primal Urge
Action: Reflexive and Contested
This Facet causes the delivery of something specific to reach the wrong target. It could be a bullet fired from a gun, a text message, a bunch of flowers, or a package. Fog of War only works when there is enough ambient activity and confusion present that the mistake could be a legit- imate one — a distraction causing a wrong key press, the confusion of battle resulting in a tragic mistake, the bustle of a sorting office, and so forth. Whoever is delivering the object resists the Facet — the sniper, deliveryman, or the woman who just sent that text to her fellow monster-hunters about seeing a werewolf.
Dramatic Failure: The Uratha gains the Ban Condition. She cannot willingly give any of her possessions to another for the
Failure: The Facet fails to work.
Success: If used against a ranged attack, Fog of War causes the attack to switch to another target within a number of yards of the original equal to the Uratha’s Glory Renown. The attacker then rolls his dice pool with appropriate mod- ifiers for the new target’s circumstances. If used on a less lethal form of delivery, the object will be given to the wrong person through an unfortunate happenstance. When the werewolf spends a point of Essence, she may choose the new recipient for the item, as long as it is vaguely probable given the means of delivery. A package might end up in the hands of another tenant in the same block, or possibly in the Uratha’s own hands if she positions herself in the lobby at the right time.


DENY EVERYTHING (HONOR)
In the hunting ground of influence, interrogation and manipulation, this Facet provides an excellent defense. Its power elevates dissembling and general evasiveness to an art form.
Cost: 1 Essence
Action: Reflexive
The Uratha may add her Honor Renown to a single roll to resist a Social maneuver or Manipulation-based action.

HUNT OF FIRE AND ICE (WISDOM)
The blazing sun and the chill of ice both sap the strength of the prey, leaving them weakened and desperate for sanctuary from the elements.
Cost: 5 Essence
Dice Pool: Intelligence + Occult + Wisdom
Action: Extended (10 successes; each roll represents 1 minute) Duration: 1 hour per success
Roll Results
Dramatic Failure: The Uratha gains the Ban Condition. He must carry a source of extreme heat or cold about him at all times.
Failure: The Uratha accumulates no successes and gains the Stumbled Condition.
Success: The Uratha accumulates successes. If the target is met, then the local area is rapidly subjected to either the Extreme Cold or Extreme Heat Environmental Tilt, depend- ing on its normal clime. Hunt of Fire and Ice affects an area with radius of up to the Uratha’s Wisdom Renown in miles.
Exceptional Success: The sheer heat or cold works against the werewolf’s prey in other ways. A human fleeing the Uratha finds that the engine of a car has frozen and refuses to start; a desperately thirsty character finds that a water supply has spoiled.

QUICKSILVER FLESH (WISDOM)
The Uratha’s flesh flows like mercury at her urging, blurring the boundaries between the shapes that she can take.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
The Uratha can change a portion of her current form to match that of another, selecting a single benefit from the list below each time she uses this Facet. Each benefit indicates which forms it is available with.
• Honed Senses — +3 to Perception checks (Hishu)
• Grasping Hands — Paws change to hands that can grip and manipulate (Urshul, Urhan)
• Loping Stride — +2 Speed (Hishu, Dalu, Gauru)
• Razor Talons — Claws that deal 1L (Hishu, Dalu, Urhan)
• Maw of Man — Can speak human languages clearly, loses any bite attack (Urshul, Urhan)
Other changes are also possible, based on agreement between the player and Storyteller. Changes while in Urhan or Hishu that are obviously unnatural cause the werewolf to inflict Lunacy as if he were in Dalu form.

PACK AWARENESS (WISDOM)
The pack is an extension of the Uratha’s own spirit, its life intertwined with her own. The pack is everything.
Cost: None or 1 Essence
This Facet grants the Uratha a permanent general sense of where each of her packmates is in relation to herself, as well as his or her general state and wellbeing. The effects reach up to a range of her Wisdom Renown in miles. She cannot be surprised by any enemy that any of her packmates are aware of, making it extremely hard to ambush her when she is with her pack. Finally, the Uratha may spend 1 Essence to speak mind-to-mind with any packmate she can see for one scene.

HIT AND RUN (PURITY)
An Uratha with this Facet can disengage from battle and leave her prey in fearful confusion.
Cost: 1 Essence
Dice Pool: Dexterity + Stealth + Purity versus Composure + Primal Urge
Action: Reflexive
This Facet can be used to interrupt an attack action that is aimed at the Uratha. Before the action is taken, the Uratha may immediately disengage and move up to her full Speed away. This alone may foil an attack, but if she is able to move to a location that takes her out of line-of-sight of all of her prey, she then rolls the Facet’s dice pool against the highest Composure of those prey who could previously see her. The Uratha can only interrupt one action per turn in this way.
Dramatic Failure: The prey know exactly where the Uratha has fled to, and gain a +2 bonus to resist all further attempts by the Uratha to use this Facet or any other method of deceiving them for the remainder of the scene.
Failure: The Facet has no further effect.
Success: The prey utterly lose track of the Uratha’s cur- rent position. Enemies with Composure equal to or fewer than successes achieved are affected by the Shadow Paranoia Condition for turns equal to the werewolf’s Purity Renown.
Exceptional Success: Not only does the Uratha evade the foe, she may also immediately move her Speed again.

ECHO DREAM (HONOR)
The world is filled with spiritual echoes of what has come before, patterns worn into its fabric. An Uratha with this Facet can hear those echoes and glean insight from them.
Cost: 1 Essence
Dice Pool: Wits + Investigation + Honor
Action: Instant
The Uratha focuses on a single object or location that he is handling or touching, no larger than a medium-sized room.
Dramatic Failure: Unable to focus on the visions that wash into his mind, the Uratha is left dazed and loses a Will- power point.
Failure: The Facet fails.
Success: The Uratha gains a spiritually significant vision from the object’s past such as a murder, intense emotional outburst or other event. Echoes usually only linger for a few years, but very potent impressions can persist for much longer, such as a tree where a serial killer strung up a dozen of her victims, or the fetish with which a lesser god of the Shadow was struck down. The vision granted by Echo Dream is clear but often highly symbolic in its depictions of what occurred.
Exceptional Success: The vision provides a wellspring of insight; not only is the symbolism reduced in favor of straight-forward truth, but the Uratha can use Prey on Weakness or Scent the Unnatural on any characters that he perceives in the vision.

LUNATIC INSPIRATION (CUNNING)
With a touch and a whisper of encouragement, the Uratha can serve as a maddening muse.
Cost: 1 Essence
Dice Pool: Manipulation + Empathy + Cunning versus Composure
Action: Instant
Duration: Until the next full moon
This Facet allows the Uratha to infect a human or Wolf-Blooded she touches with Moon-granted inspiration.
Dramatic Failure: The Uratha suffers the Ban Condition. She must mark herself with paint, color or dye in startling pat- terns, and must seek to alter the patterns she bears each scene.
Failure: The Facet fails.
Success: After the prey next sleeps, he gains both the Inspired and Madness Conditions (see pp. 308-309). He is assailed each night with mad dreams that spur him to new heights of creativity and revelation, refreshing the Inspired Condition each day for the Facet’s duration. The prey is driven to create a work of art of some sort by the culmination of the Facet, one that reflects his dream-visions. If he succeeds in doing so, then the Madness Condition is resolved by completing the work. The resulting work of art may, possibly, contain a message, clue, or hint from Luna or the Lunar umia to those who know what to look for.
Exceptional Success: The inspired human gains the Swooning Condition towards the Uratha.

KNOW THY PREY (HONOR)
This Facet whispers in the ears of the Uratha as he looks upon his prey, revealing what others know of it.
Cost: 1 Essence
Dice Pool: Wits + Socialize + Honor
Action: Instant
This Facet can be used on any character present whom the Uratha can perceive. The Anonymity Merit does penalize the dice pool for this power, but the target otherwise gains no resistance — Know Thy Prey reaches out to the wider world for its answers.
Dramatic Failure: The Uratha gains the Ban Condition. He discovers the prey’s names as for a success, but lays claim to one of those names himself, answering to it and trying to inscribe or ink it on his possessions.
Failure: The Facet fails, and cannot be used on the same target this scene.
Success: The Uratha immediately knows every name that the prey is known by, as long as someone else other than the prey knows it. He also knows any Alternate Identity or Fame Merits that the target possesses. In addition, he becomes aware of every Allies, Contacts, Retainer, Resources, Staff, and Status Merit that the target possesses with equal or fewer dots than successes rolled.
Exceptional Success: The Uratha gains an additional piece of knowledge that someone, somewhere knows about the prey. This is likely to be something valuable or relatively secret, such as a compromising piece of information about something the prey did or a Social Security number.

NATURE’S LURE (CUNNING)
The call of the wild can be alluring, drawing the unwary into its clutches.
Cost: 1 Essence
Dice Pool: Manipulation + Survival + Cunning versus Composure + Primal Urge
Action: Instant
Duration: One scene
This Facet can be used on an isolated person or small group of up to the Uratha’s Cunning Renown in number. It does not work on Uratha, and cannot draw people away from a larger group. The prey must be at the edge of an area of wilderness. Nature’s Lure works just as well in the parks and wasteland of the city as it does woodland in the countryside.
Dramatic Failure: Fear strikes the prey and leaves them with the Spooked Condition. They refuse to heed the lure and become aware that something called to them.
Failure: The Facet fails.
Success: The prey is lured into the wilderness, suffering the Lured Condition and feeling a strong urge to try to travel to its heart for the rest of the scene. She may see a desirable object like fruit or discarded money; she may hear interesting sounds that bring her running to the aid of someone she fears is in danger; or she may simply feel the urge to explore the cool darkness beneath the boughs of trees. The prey suffers a penalty to Initiative rolls equal to the Uratha’s Cunning Renown as long as they remain in the wilderness.
Exceptional Success: The prey also suffers a penalty to Perception rolls equal to the Uratha’s Cunning Renown as long as they remain in the wilderness.

KNOTTED PATHS (HONOR)
Once caught in the trap, the prey cannot escape. Every path she flees down just leads her back to the hunter’s waiting jaws.
Cost: 1 Essence per prey targeted
Dice Pool: Wits + Survival + Honor versus Composure + Primal Urge
Action: Contested
This Facet is used against prey who are within an area of wilderness and whom the Uratha can perceive.
Duration: 1 day
Dramatic Failure: The prey is easily able to leave without
obstruction, and benefits from a +3 bonus to Initiative if the Uratha attacks before he leaves.
Failure: The Facet fails.
Success: No matter what they do, the prey cannot escape the area that they are in for the Facet’s duration. Winding woodland paths leave them back at the clearing where they started; crumbling urban wasteland just seems to turn in on itself no matter where they run. A road winding through a remote valley never actually delivers them to the valley’s border.
Exceptional Success: If the prey is in a group, then they rapidly end up split apart, losing track of each other. A lone prey soon gives in to fear, gaining the Shadow Paranoia Condition.

PERFECTED RAGE (HONOR)
The raw, overwhelming fury of Gauru is too much for an Uratha to bear for long, unless his very Essence has been carved with new channels of rage.
Cost: 1 Essence
Action: Reflexive
By activating Perfected Rage upon entering Gauru form,
the Uratha may add his Honor Renown to the number of turns that he can maintain the form.

SHADOW PELT (CUNNING)
This Facet calls the shadows themselves to mask the hunter’s presence.Cost: 1 Essence
Action: Instant
Duration: 1 scene
When this Facet is activated, the Uratha may treat a number of Stealth rolls equal to his Cunning Renown as Rote Actions.

PREDATOR’S SHADOW (GLORY)
The wise fear the dark where the hidden hunter may lie in wait. The unwise let that fear overwhelm them.
Cost: 1 Essence per prey
Dice Pool: Presence + Intimidation + Glory versus Com- posure + Primal Urge
Action: Instant
This Facet can target any number of prey that the Uratha can perceive.
Dramatic Failure: The prey gains the Steadfast Condition.
Failure: The Facet fails.
Success: Each prey who rolls fewer successes than the Uratha suffers the Shadow Paranoia Condition.
Exceptional Success: The Uratha may add his Glory Renown to Stealth rolls against the prey for the remainder
of the scene.

UNCHAINED (CUNNING)
The People are not domesticated dogs to be chained or leashed. Nothing can contain their rage and might.
Cost: 1 Essence
Action: Reflexive
The Uratha may use this Facet to shatter or tear free of any binding or chain that holds her, regardless of the material that it is made of — even supernatural or magical bindings. When Unchained causes a Clash of Wills against another supernatural power that would bind or hold her, the werewolf benefits from the rote quality on her Clash of Wills dice pool. She may also use the Facet to add her Cunning Renown to grappling rolls. If the Uratha is in Basu-Im, Unchained costs no Essence to use and she will use it instinctively.

PRIMAL STRENGTH (PURITY)
With this Facet, the Uratha’s spiritual strength is poured into her blood and bone.
Cost: 1 Essence
Action: Reflexive
Duration: 1 scene
The Uratha adds her Purity Renown to her Strength for
the duration of this Facet. If the Uratha falls into Basu-Im, she will instinctively activate this Facet at no cost.

___________________________________________________________________________________________
RITES

SACRED HUNT (••)
The Sacred Hunt, the Siskur-Dah, is the most holy of all rites. Many werewolves believe that it draws upon the laws of the hunt that the Wolf-Mother herself personified.
Symbols: The hunt, prey, claws or weapons, blood
Sample Rite: Blood Talon ritemasters commonly use a circling dance of participants, with the Urathas’ claws marked with blood or ash. The ritemaster wears a mask representing the intended prey, and what follows is a mock-hunt around the dancing circle as the ritemaster seeks to break free. (Dex- terity + Athletics)
Action: Extended (10 successes; each roll represents 1 minute)
Success: The rite binds hunters and prey into the Sis- kur-Dah. All werewolves present are cast as the hunters. The ritemaster must indicate the intended prey during the rite, which can be an individual or a group, but they do not need to be identified with precise details or names.
The rite has three effects:
All participating werewolves gain the Siskur-Dah Condition. If the Uratha bring down a spirit that is the prey of this rite, they may divide its remaining Essence amongst themselves as they see fit; this can be used to destroy a spirit by draining all its Essence and discorporating it, but doing so is usually a breaking point toward Spirit and is seen as disrespectful if done without good reason. If the Uratha chase down spirit-prey that knows the symbols of a rite or can carve the secret of a Gift, any Uratha hunter present can expend the necessary Experiences to be marked with the Gift or learn the rite from the spirit. If this is done, the hunters do not get any Essence if they then bring the spirit down, and doing so is a breaking point toward Spirit.

CHAIN RAGE (•)
This pact with spirits of rage forestalls fury, but only for a time. In the end, the chained beast must be free.
Symbols: Rage, calm, binding, dawn
Sample Rite: Certain northerly Scandinavian packs work themselves into a frothing fury under the light of the new day’s sun, scream their anger into etched jars and rend their own flesh until exhausted. Then they hurl themselves into frigid waters. (Stamina + Survival)
Action: Extended (10 successes; each roll represents 1 minute)
Duration: 1 month Success: The rite affects all Uratha who take part. It binds a container or focus to each participant, such as a bottle or piece of chain. As long as the Uratha keeps the focus about her person, then achieving five turns of lucidity during a period of Wasu-Im (not continuous) immediately ends the rage. At the end of the month, or should the focus be broken or taken, the Uratha immediately enters Wasu-Im.

URFARAH’S BANE (•••••)
Father Wolf’s death at the hands of his offspring was an event of vast consequences, a moment that sundered the worlds. This rite is but an echo of that moment.
Symbols: Betrayal, Father Wolf’s death, shattering, echoes
Sample Rite: The chosen champion stands apart from her pack as the ritemaster anoints her cheeks with painted tears for the Great Wolf’s death. The ritualists invoke loss and the breaking of bonds, drawing on the champion’s own grief as she feels the bonds of pack and totem slip away. (Wits + Empathy)
Cost: 5 Essence
Action: Extended (15 successes; each roll represents 10 minutes)
Duration: Until sunrise
Success: The rite targets a single Uratha present, enhancing her natural weaponry. For the duration of the rite’s effects, she deals aggravated damage to other werewolves with her claws and bite. At the end of the rite’s duration, the enhanced Uratha suffers a single point of aggravated damage herself and gains the Guilty Condition. Furthermore, for the duration of the rite’s effects, the enhanced Uratha is cut from all pack-ties; she is not treated as a pack member for the benefits of Gifts, rites or totem advantages.

KISS OF FIRE
Father Wolf’s death at the hands of his offspring was an event of vast consequences, a moment that sundered the worlds. This rite is but an echo of that moment.
Symbols: Betrayal, Father Wolf’s death, shattering, echoes
Sample Rite: Running through a path of fire or walking along hot coals  (Wits + Empathy)
Cost: 5 Essence
Action: Extended (15 successes; each roll represents 10 minutes)
Duration: Until sunrise
Success: The rite allows all members to choose one skill. That skill gains the 9-Again Condition (8-again if they already have the first) and they can spend 1 Willpower to make it a Rote Action.

___________________________________________________________________________________________
Equipment
Black Reverend Outfit, Riding Boots, Wide Brimmed Hat, Gunbelt w/ 4 reloads of Heavy Revolver bullets

Double Action Heavy Revolver
Range: 30/6-/120
Clip: 6
Initiative Penalty: -2 for Double Action
Damage: 2
Minimal Strength: 3
Size: 1
Availability: 3

___________________________________________________________________________________________
Dice Pool

Oratory Expression: +16, gives everyone the "Inspired" Condition

Unarmed Attack: +13, +17 w/ 1 Essence for Scene, +20 in Gauru
Damage: +0B, +3L in Gauru and Ignores all non-magical Armor {+3 Aggravated if RFARAH’S BANE ritual casted for the day}
**With Call Out Merit, anyone who does not attack him minus's his Honor (-5) when attacking anyone else**

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Re: WEREWOLVES OF THE WEST

Post by Admin Yesterday at 7:36 am

Gus Kelly


BLOOD: Fox
BONE: Lone Wolf
TRIBE: Ghost Wolf
PRIMAL URGE: 3 (Attribute Max 5, Essence 12/3, Regeneration 1B, Basu-Im 15 min., Meat, 1 Month Hunt Time)
ESSENCE: 12
FLESH TOUCHSTONE: Being on the Road
SPIRIT TOUCHSTONE: Stalking in the shadows
HARMONY: 5
HEALTH: 7 (+2 Dalu, +4 Gauru, +3 Urshul)
WILLPOWER: 5
Size: 5 {Daru 6}{Gauru 7}(Urshul 6){Urhan 4}
Speed: 12  {Daru +1}{Gauru +4} [Urshul +7] {Urhan +5}
Defense: 8
Initiative:+8  {Gauru: +1}{Urshul +2}
Armor:  0/0

___________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 3, Resolve: 2

PHYSICAL
Strength: 2 [Garu +3](Urshul +2}[/color],
Dexterity: 5{Gauru +1} (Urshul +3 w/ Favored Form)
Stamina: 2 {Daru +1}{Gauru +2}(Urshul +2){Urhan +1}

SOCIAL
Presence: 2, Manipulation: 5 {Daru -1}{Urshul -1}{Urhan -1}, Composure: 3
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Mental Skills
Academics:
Computer:
Crafts:
Investigation: 0
Medicine:
Occult: 00 {Fire-Touched +1)
Politics: 0
Science:

Physical Skills
Athletics: 000
Brawl: 00
Drive:
Firearms: 0
Larceny: 0000
*Stealth: 00000 (Hiding +1){Favored Form: 3 Successes are Exceptional){Favored Form: Advanced Action- When you make a roll, you roll your dice pool twice and choose the most beneficial result.}{1 Essence, Instant Action: Make it a Rote w/ Shadow Pelt Gift}
Survival: 000
Weaponry:

Social Skills
Animal Ken: 00
Empathy:
Expression:
Intimidation:
Persuasion: 0
Socialize: 0
Streetwise: 0
Subterfuge: 0000 (Fast Talking +1)
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MERITS
Language, English: N/A
Language, First Tongue: N/A

Resources: 000

FADING (•••)
Prerequisites: Cunning ••
Effect: Your character has a kinship with the shadows, and her ethereality compounds with each person who does not see her. Each time an individual fails to notice your character in a scene, all future attempts in that same scene suffer a cumulative –1 penalty. Once per scene, add your character’s Cunning to any rolls to act unnoticed or unobtrusive.

MOON-KISSED, STEALTH (•)
Prerequisites: Auspice Skill at •• or higher
Effect: Your character’s auspice affects her more than most. When taking this Merit, choose one of her three aus- pice Skills. That Skill has the 9-again quality. If you already have 9-again available, use 8-again. When her auspice moon is visible, spending Willpower gives +4 dice to rolls using that Skill instead of +3.
You can take this Merit multiple times, reflecting different auspice Skills.
Drawback: When taking this Merit, choose a non-auspice Skill your character has dots in. Rolls requiring that Skill do not benefit from the 10-again quality.

FAVORED FORM (•••••), Urshul
Prerequisites: Primal Urge at the Merit rating +1
Effect: Your character favors one of her four forms aside from Hishu, and when she takes that form, it’s larger, stronger, and faster than most Uratha. With each dot in this Merit, he gains a specific, additional advantage in that form. Attribute increases from this Merit apply to derived traits.
•Choose a Physical Skill (Stealth) . When using that Skill in the favored form, exceptional successes occur on three successes instead of five.
•• Choose an Attribute (Dexterity). Take an additional dot in the favored form. This cannot be an Attribute normally penalized in the form (such as Manipulation in Urshul form).
••• Choose a Facet. When using that Facet in the favored form, exceptional successes occur on three successes instead of five.
•••• Choose a different Attribute. Take an additional dot in the favored form. This cannot be an Attribute normally penalized in the form.
••••• ChoosearelevantSkill.ApplytheAdvancedActionquality (see p. 162) to uses of that Skill in the favored form.
Drawback: Her other forms suffer due to her reliance on the favored form. For each dot in this Merit, choose a Mental or Physical Attribute dot for a different form. When taking that form, reduce that Attribute by one, including all derived traits. These penalties may be divided among different forms.
Note: You may only choose this Merit for a single form.
-------------------------------------------------------------------------------------------------------------------------------------
AUPICE BENEFITS: Closer Than You Thought: Under the dark
moon, the prey cannot judge distance or threat. The Irraka can make use of the inherent uncertainty of the new moon. Once per chapter, the Irraka can become suddenly closer to a target. Mechanically, this can be expressed in one of the following manners:
• The Irraka can move her initiative rating to within one point of a target’s, either one above or one below, depending where she is in the initiative relative to the target. She can’t make her Initiative result higher or lower than the target’s if it isn’t already.
• She can move close enough to use her teeth and claws against one opponent who isn’t attacking her.
• She can subtract –2 from the number of Doors needed in Social maneuvering.

TRIGGERS: WOUNDS p.102,103
Passive: Being in the area of a Wound. Common: Interacting with a Wound-born spirit. Specific: Being attacked by a Wound-born spirit.
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RENOWN: 5, Rank: 2 
Purity:
Glory:
Honor:
Wisdom:
Cunning: 5

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GIFTS
Irraka Gifts: Evasion, New Moon, Stealth
Auspice Skills: Larceny, *Stealth, Subterfuge

MOON GIFTS

NEW MOON’S GIFT This Gift is only available to Irraka.
EVISCERATE (•)
The Irraka’s first strike is often the last of the fight.
Cost: 1 Essence
Action: Reflexive
The Irraka may activate this Facet as part of a Brawl or Weaponry attack against an unaware or surprised opponent, turning her attack into a rote action.

SLIP AWAY (••)
The Irraka may use this Facet to leave no memories of her passing.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
Any character who perceives or interacts with the Irraka while this Facet is active finds it extremely hard to remember her presence. If the Irraka takes no memorable actions toward the individual — she was only a face in a crowd, or a dog in the alley, or the other half of a brief conversation — he simply dismisses any recollection. If the Irraka was memorable — she started a fight, asked extremely strange questions, or engaged in an obviously suspicious activity — or if the witness is prompted to examine his memories closely, he suffers a penalty to any dice pools to remember her equal to the Irraka’s Cunning Renown, even if the witness has an otherwise perfect memory. The witness will not simply forget that he had a fight while guarding a building, but he may forget the details of his opponent or recall only a blur.

RELENTLESS HUNTER (•••)
No matter how well the prey believes that they have secured themselves, the Irraka always finds a way.
This Facet can only be activated when the Irraka gains the Siskur-Dah Condition.
Cost: 1 Essence
Action: Instant
Duration: The full duration of Siskur-Dah
For the duration of the Facet’s effects, the Irraka adds her Cunning Renown to the following dice pools as long as she is taking actions to pursue the Siskur-Dah’s prey.
• Stealth dice pools against the prey.
• Attempts to overcome any obstructions and security the prey may have placed between themselves and danger, such as Larceny rolls to break into a building where they are hiding.
•Dice pools to determine entry points to boltholes where the prey are hiding, alternate paths to reach them, and other means of getting to the prey despite their best efforts.

DIVIDE AND CONQUER (••••)
The Irraka sees no need to attack the prey when they are strong and numerous. Better by far to pull them apart with distractions and lures, then pick them off one by one.
Cost: 1 Essence
Dice Pool: Manipulation + Subterfuge + Cunning versus prey’s Composure + Primal Urge
Action: Contested
The Irraka may use this Facet on a single individual whom he can see and who is part of a group. The Irraka has to supply some sort of distraction of movement or sound as part of the Facet, but it can be incredibly minor and only the chosen target will notice it — at least at first.
Dramatic Failure: The prey becomes fearful, gaining the Spooked Condition and desperately clinging to the company of her fellows.
Failure: The Facet fails.
Success: The prey gains the Lured Condition. She will willingly split up from the group and leave their immediate presence to investigate, despite her better instincts.
Exceptional Success: The Facet also affects a number of other characters in the group equal to the Irraka’s Cunning, applying the Lured Condition to them all and scattering them in pursuit of phantasmal figments.

BREACH (•••••)
The Irraka slips across the Gauntlet like a shadow be- tween worlds.
Cost: 3 Essence
Dice Pool: Wits + Stealth + Cunning
Action: Instant
Dramatic Failure: The Irraka’s attempt to breach the
Gauntlet is violently rebuffed. She suffers the player’s choice of the Arm Wrack, Leg Wrack, or Stunned Tilts.
Failure: The Facet fails and the Irraka is unable to cross the Gauntlet.
Success: The Irraka breaches the Gauntlet and reaches the other side, arriving at the corresponding point in Flesh or Shadow. The Irraka does not need to be at a locus to do this.
Exceptional Success: The next time the Irraka uses Breach this scene, it costs her no Essence.

SHADOW GIFTS

GIFT OF THE ELEMENTALS BREATH OF AIR (CUNNING) **Good for pushing boulders**
With this Facet, the Uratha is mistress of the air. The winds howl and dance at her call.
Cost: Varies
The Uratha gains Influence (Air) equal to her dots in Cunning. She can use this Influence in the same way as a spirit. Her dice pool for Influence (Air) rolls is equal to her Wits + Athletics + Cunning.

GIFT OF EVASION FEET OF MIST (CUNNING)
Sometimes, the hunter becomes the hunted. When an Uratha with this Facet is the quarry, all trace of her passing simply disappears. She might as well not exist.
Cost: 1 Essence
Action: Instant
Duration: 1 hour
For the duration of the Facet, all attempts to track or locate the Uratha fail. She leaves no tracks, no device can give up her location, and even the Gifts and divinations of the most powerful supernatural hunters falter. When Feet of Mist causes a Clash of Wills against another supernatural power that would track or locate her, the werewolf benefits from the rote quality on her Clash of Wills dice pool. The Facet does not make her invisible, however — she can be perceived normally by anyone who comes across her.

NATURE’S LURE (CUNNING) **Good for drawing ranchers to create a stampede**
The call of the wild can be alluring, drawing the unwary into its clutches.
Cost: 1 Essence
Dice Pool: Manipulation + Survival + Cunning versus Composure + Primal Urge
Action: Instant
Duration: One scene
This Facet can be used on an isolated person or small group of up to the Uratha’s Cunning Renown in number. It does not work on Uratha, and cannot draw people away from a larger group. The prey must be at the edge of an area of wilderness. Nature’s Lure works just as well in the parks and wasteland of the city as it does woodland in the countryside.
Dramatic Failure: Fear strikes the prey and leaves them with the Spooked Condition. They refuse to heed the lure and become aware that something called to them.
Failure: The Facet fails.
Success: The prey is lured into the wilderness, suffering the Lured Condition and feeling a strong urge to try to travel to its heart for the rest of the scene. She may see a desirable object like fruit or discarded money; she may hear interesting sounds that bring her running to the aid of someone she fears is in danger; or she may simply feel the urge to explore the cool darkness beneath the boughs of trees. The prey suffers a penalty to Initiative rolls equal to the Uratha’s Cunning Renown as long as they remain in the wilderness.
Exceptional Success: The prey also suffers a penalty to Perception rolls equal to the Uratha’s Cunning Renown as long as they remain in the wilderness.

SHADOW PELT (CUNNING)
This Facet calls the shadows themselves to mask the hunter’s presence.Cost: 1 Essence
Cost: 1 Essence
Action: Instant
Duration: 1 scene
When this Facet is activated, the Uratha may treat a number of Stealth rolls equal to his Cunning Renown as Rote Actions.

UNCHAINED (CUNNING)
The People are not domesticated dogs to be chained or leashed. Nothing can contain their rage and might.
Cost: 1 Essence
Action: Reflexive
The Uratha may use this Facet to shatter or tear free of any binding or chain that holds her, regardless of the material that it is made of — even supernatural or magical bindings. When Unchained causes a Clash of Wills against another supernatural power that would bind or hold her, the werewolf benefits from the rote quality on her Clash of Wills dice pool. She may also use the Facet to add her Cunning Renown to grappling rolls. If the Uratha is in Basu-Im, Unchained costs no Essence to use and she will use it instinctively.

GARBLE (CUNNING)
Modern technology is supposed to help, not to hinder. The Uratha with this Facet can turn it against its user, a frightening experience for those who rely on humankind’s ingenuity.
Cost: 1 Essence
Dice Pool: Intelligence + Science + Cunning – Composure Action: Instant
Duration: 1 scene
This Facet can be used against a character whom the Uratha can perceive.
Dramatic Failure: The prey finds all technology becomes remarkably effective, gaining a +1 equipment bonus from any technological item he uses for the rest of the scene.
Failure: The Facet fails.
Success: Technology turns against the victim, to the benefit of the Uratha. An elevator that he gets into lets him off at the floor the werewolf chooses, not the one that he intended. Phone calls seem to get through, but it’s a spirit speaking rather than a real human; it whispers lies and misdi- rection to him. Emails and text messages carry conspiratorial and cryptic utterances or horrible viruses, not their original content. The prey cannot trust any technological device to do what he wants or tell him the truth.
Exceptional Success: The first time the prey uses a tech- nological device that should give him an equipment bonus, he suffers a dramatic failure.

MAZE WARD (CUNNING)
This Facet twists the very geometries of the world, warding a site from unwanted approach.
Cost: 5 Essence
Action: Instant
Duration: 1 month
This Facet affects all or part of a single structure, or an area of up to the Uratha’s Cunning Renown x 100 yards in radius. Intruders (anyone apart from a packmate) who enter the area have to fight the landscape itself to make any prog- ress. All attempts to navigate the area, foot chase through it, or track through it suffer a penalty equal to the Uratha’s Cunning Renown. Anyone who fails such a roll ends up back at the edge of the warded area.

CLOAK OF MIST AND HAZE (SANDSTORM) (CUNNING)

The Uratha howls up a haze that cloys the air and muffles sound — the perfect cloak for a predator’s hunt.
Cost: 1 Essence
Dice Pool: Dexterity + Stealth + Cunning
Action: Extended (5 successes; each roll represents 1 minute)
Duration: 1 hour per success Roll Results
Dramatic Failure: The Uratha gains the Ban Condition. He desires silence and refuses to speak.
Failure: The Uratha accumulates no successes and gains the Stumbled Condition.
Success: Successes are accumulated. If the target is met, a clouding haze descends across the area. Depending on the local climate, this may be a thick mist, or a dust- or sand-storm. All aural and visual Perception rolls and ranged attack rolls under the effect of this haze suffer a penalty equal to the Uratha’s Cunning Renown.
Exceptional Success: The haze is so dense that characters caught in it can barely see beyond the reach of their arms. A successful roll of Wits + Survival – Cunning Renown is nec- essary to avoid getting lost while in the affected area.


___________________________________________________________________________________________
RITES

BOTTLE SPIRIT (••)
Death Wolf taught her followers many occult secrets; this rite is a strange form of the laws of binding, a loophole that those in the know can exploit.
This rite is only taught to Bone Shadows.
Symbols: Bottles, stasis, air, death
Sample Rite: This rite is generally performed amidst
jingling bone-chimes, with heady fumes wafting from braziers that burn pieces of amber, preferably with insects locked with- in them; some ritemasters use ice instead. An etched bottle serves as the focus of the chanted rite. (Intelligence + Occult)
Action: Extended (5 successes per Rank of spirit that the bottle can contain; each roll represents 10 minutes)
Success: The rite turns a single bottle into a container that will draw in a spirit when opened. It only affects the nearest spirit, and the maximum Rank of spirit that can be sucked in depends on the power of the rite. The spirit cannot resist the pull of the bottle, but it has one turn per Rank to either escape the area, kill the bottle-wielder, or destroy the bottle; once its time is up, it is bound into the bottle.
The spirit within remains aware and can communicate with the bottle’s holder. If the bottle smashes or is opened, the spirit is immediately free. Additionally, after a full day in the bottle the spirit’s bindings loosen and it can escape if it wishes. While bottled in the material world, however, the spirit does not need to spend Essence hourly to maintain itself. The ritemaster can only have a single bottle empowered in this way at a time. Imbuing a new one causes the old one to crack.

___________________________________________________________________________________________
Equipment
Travel Clothes +1 Survival, Sturdy Boots, Cooking Pot, Bedroll

___________________________________________________________________________________________
Dice Pool

+11 to Sneak {Rolls it twice and keeps the best, 3 is Exceptional Success, Can spend 1 Essence to make it a Rote, plus each time they fail to spot a Stealth check they get accumulative -1 w/ FADING}

SNEAKING (DEXTERITY + STEALTH VS. WITS + COMPOSURE) p. 162
You’re trying to avoid notice by someone...or multiple someones. Maybe you want to get into a place undetected. Maybe you’re trying to break out.
• Dramatic Failure: You attract a lot of attention...enough that now it’s going to be hard to get out.
• Failure: You’re noticed, but still have the chance to slip away.
• Success: You avoid notice and get closer to your goal.
• Exceptional Success: You avoid notice and get away
before anyone has another chance to catch you.

LURE CONDITION
Your character has been lured into an action; she is abso- lutely convinced she saw or heard something over there that she needs to check out, or has seen something she wants to investigate, becoming completely focused on it. She will move away from a group of allies who are not also Lured without informing them; calling for back-up won’t even cross her mind until an actual threat makes itself real. If she investigates the distraction and finds nothing, she will react the same way to any other distractions of the same sort that she encounters while under the Condition.
If allies who are not Lured notice what she is doing and try to get her to stay with the group, she will give the best argument she can as to why they should let her split off, and attempts to convince her otherwise suffer a –5 penalty. Attempts to forcibly restrain her or prevent her from going will likely convince her that something is wrong with her allies — they’re being blinded to the danger that she has to check out, or they’re going mad and they’re now a danger that she needs to get away from. She will attempt to do so as intelligently as she can.
Possible Sources: Some Gifts.
Resolution: The character investigates the lure and encounters a threat. An hour passes.
Beat: Your character causes disruption and confusion amongst her allies.

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