An Age of Darkness: Werewolves

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An Age of Darkness: Werewolves

Post by Admin on Tue Nov 17, 2015 9:28 pm

Sir Finley Marsen


Auspice: Elodoth (Renown: Honor,“Hunter’s Aspect” offers Isolated Condition p.98)
Tribe: Iron Masters (Renown: Cunning)
Lodge: Marsen Keep
Blood: Challenger
Bone: Community Organizer
Physical Touchstone: Lady Lynette Marsen (+2 to resist Harmony Loss)
Spiritual Touchstone: The Court Spirit (+2 to any rolls to resist Harmony Gain)
------------------------------------- --------------------------------------------------------------
PRIMAL URGE: 00
DEFENSE: 4
ARMOR: 4/2 (Full Plate)
HEALTH: 0 0 0 0 0 0 0 0 (7)
WILLPOWER: 0 0 0 0 0 (5)
INITIATIVE: 0 0 0 0 0 (5) ----3 w/ Longsword, 1 w/ Longsword/Shield
HARMONY: 0 0 0 0 0 0 0 (7)
SPEED: 10 (7 w/ Plate)

Intelligence: 00
Wits: 00
Resolve: 00

Strength: 000
Dexterity: 00
Stamina: 00

Presence: 000
Manipulation: 00
Composure: 000

----------------- ----------------------------------------------------- -------------------------------------

SKILLS

Mental (-3 Unskilled)
Academics: 00
Investigation: 0000
Medicine: 0
Occult: 00
Politics: 0000

Physical (-1 Unskilled)
Athletics: 00
Brawl: 00
Drive: 0 (Horses +1)
Survival: 0
Weaponry: 0 (Swords +1)

Social (-1 Unskilled)
Animal Ken: 0 (Horses +1)
Empathy 0
Persuasion: 0
Socialize: 0
Subterfuge: 0
----------------- ----------------------------------------------------- -------------------------------------

Renown
Renown, Honor: 0
Renown, Cunning : 00

Moon (Half Moon: Elodoth) Gifts
Scent Beneath the Surface 0 (p.119)
Can thresh truth from the chaff of lies.
Cost: 1 Essence
Dice Pool: Wits + Empathy + Honor vs Composure + Primal Urge (Contested Action)
Duration: 1 Scene

Shadow Gifts
Breath of Air (Cunning)
Gains Influence (Air) p. 186, like a spirit, using their Wits + Athletics + Cunning.
Cost: Varies
IE: Character can control and bend Air to an extent.

Cloak of the Mists (Cunning)
The Uratha howls up a haze of mist that cloys the air and muffles sound.
Cost: 1 Essence
Action: Extended (5 successes, each roll represents one minute)
Dice Pool: Dexterity + Stealth + Cunning
Upon reaching 5 successes, anyone within the area (User’s LOS) is covered in mist, suffering the user’s Cunning Rating in Aural and Vision Perception penalties, as well as any ranged attacks.

Skin Thief (Cunning)
Cost: 5 Essence
Action: Instant
The uratha must first skin a predatory animal or mortal. Once they pay the essence cost, the skin warps and ripples before settling into a copy of the deceased’s appearance, bone structure and muscle. This lasts for one lunar month or until there is a change. If the uratha spends a Willpower point, his Urhan copies the preadtor indefinitely, until he chooses to copy another animal with this facet or return to Urhan form. The Uratha’s eyes never change to match the new form however (p.136).

Auspice Benefit: Darkness Into Light
Once per chapter, Elodoth can cure a werewolf of Death Rage. The target “cured” suffers the Stunned Tilt for the turn after leaving Death Rage if in Basu-Im. Alternatively, the character can force a werewolf into Death Rage. This requires a roll of Presence + Empathy + Composure. If the Elodoth wins, the target enters Wasu-In.
---------------------------- ---------------------------------------------------------- ---------------------
MERITS

Native Language: English
Language, French: 0

Resources: 0 0 0 0

Staff: 0 (Servant), 0 (Page)

Fading (Cunning 2) 0 0 0
Character has kinship with shadows and their ethereality compounds with each person who does not see them. Each time an individual fails to notice your character in a scene, all future attempts in that same scene suffer a cumalitve -1 peanlty. Once per scene, add your character’s cunning to any rolls to act unnoticed or unobtrusive.
---------------------------- ---------------------------------------------------------- ---------------------
OTHER FORMS

Daru (Near Human)
+1 Strength
+1 Stamina
+1 Manipulation
+1 Size
New Defense
New Initiative
+1 Speed
New Armor
+2 Perception
Teeth/Claws +0L
Defense vs Firearms
Mild Lunacy
Badass Motherfukcer

GAURU
+3 Strength
+1 Dexterity
+2 Stamina
+2 Size
New Defense
+1 Initiative
+4 Speed
+3 Perception
Teeth/Claws +2L
+3 Initiative
Defense vs Firearms
Full Lunacy
Regeneration
Rage
Primal Fear

URSHUL (Dire-Wolf)
+2 Strength
+2 Dexterity
+2 Stamina
-1 Manipulation
+1 Size
New Defense
+2 Initiative
+7 Speed
New Armor
+3 Perception
Teeth +2L/Claws +1L
Defense vs Firearms
Moderate Lunacy
Weaken the Prey

Urhan (Wolf)
+2 Dexterity
+1 Stamina
-1 Manipulation
-1 Size
New Defense
+2 Initiative
+5 Speed
New Armor
+4 Perception
Teeth +1L
Chase Down
---------------------------- ---------------------------------------------------------- ---------------------
EQUIPMENT
Full Plate Armor 4/2, -3 Speed
Longsword +3L, -2 Initiative
English Lion Crested Shield -1 Initiative
Horse: Speed 19

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Re: An Age of Darkness: Werewolves

Post by Admin on Sat Nov 21, 2015 9:13 am

BALE HOUNDS


Auspice: Irraka
Tribe: Bale Hounds
Lodge: Caim Toul Mountains
Blood: Destroyer and/or Fox
Bone: Hedonist
Flesh Touchstone: Skulls of their Fathers
Spirit Touchstone: The Spirit of Strife
------------------------------------- --------------------------------------------------------------
PRIMAL URGE: 000
DEFENSE: 6 (Gauru/Urshul: Defense against Firearms)
ARMOR: 1/1 {3/3 Armored Hide in other forms}
HEALTH: 9 {11 in Gauru and Urshul}
WILLPOWER: 0 0 0 0 (4)
INITIATIVE: 5 {Gauru 6, Urshul 7}
HARMONY: 0 0 0 0 0 0 0 (7)
ESSENCE: 0 0 0 0 0 0 0 0 (7)
SPEED: 12 {16 in Gauru, 14 in Urshul}
SIZE: 5 (Gauru 7, Urshul 6}

------------------------------------- --------------------------------------------------------------

Intelligence: 0
Wits: 00
Resolve: 00

Strength: 0000
Dexterity: 000
Stamina: 0000

Presence: 0000
Manipulation: 000
Composure: 00

----------------- ----------------------------------------------------- -------------------------------------

SKILLS

Mental (-3 Unskilled)
Crafts 0
Investigation 00
Occult 0000 (Bale Hounds +1)

Physical (-1 Unskilled)

Athletics 0000
Brawl 0000
Larceny 000
Stealth 0000 (Shadowing +1)


Social (-1 Unskilled)
Animal Ken 0 (Sheep +1)
Expression 0000
Intimidation 00
Persuasion 0
Socialize 0
Streetwise 0
Subterfuge 00000

----------------- ----------------------------------------------------- -------------------------------------

Renown
Renown, Cunning: 000
Renown, Honor: 000
Renown, Wisdom: 000
Renown, Dread: 00

Benefits/Gifts

Auspice Benefit
* “Closer Than You Thought”
Under the dark moon, prey cannot judge distance or threat. Once per chapter, the Irraka can become suddenly closer to a target. Wolf can move close enough to target to use teeth and claws against one opponent who isn’t attacking them.

Gifts of Stealth (Auspice)
*Shadow Pelt
Can treat a number of Stealth rolls equal to his Cunning Renown as Rote Actions.

[ 3 ] Broken Moon ( Blasphemies -- Page 139 )
Cost: 1 Essence
Dice Pool: Presence + Expression + Honor (11 dice) versus Resolve + Primal Urge
Action: Contested; resistance is reflexive and unconscious
The Elunim police the Uratha for violations of Honor, seeking balance between human and wolf, Rage and temperance. After the flaying rites of the Bale Hounds, the Lunes look at the broken moon as just further evidence that balance is unnatural, and they are quite happy to teach the Asah Gadar how to upset it. Successful use of this Gift forces other werewolves into Death Rage. The Bale Hound need only glance at the target to activate the Gift.
Dramatic Failure: The Bale Hound immediately enters Death Rage.
Failure: Nothing happens.
Success: The target automatically enters Death Rage, changes to Gauru form and attacks the first thing at hand.
Exceptional Success: No extra effect.

[ 4 ] Sickle Moon ( Blasphemies -- Page 139 )
Cost: 1 Willpower
Dice Pool: Strength + Occult + Wisdom (12 dice) - spirit's Resistance
Action: Instant
Under the crescent moon, the Asah Gadar's warped Lune servants show them how to silence any spirits that might ally with their prey. Use of this Gift requires that the werewolf see the spirit, either by peeking into the Hisil or using the Two-World Eyes Gift (a manifested spirit is also vulnerable). A spirit's Defense does not apply to this attack.
Dramatic Failure: The Bale Hound's attack on the target spirit not only fails, but alerts every spirit in the area as to what just happened. Even in areas populated by spirits that despise the Forsaken, the Hound won't remain masked for long.
Failure: Nothing happens. The spirit notices the attempted attack with a successful Finesse roll.
Success: The spirit is wracked with searing pain as its Corpus sloughs away like diseased flesh. The spirit suffers one point of damage per success on the Bale Hound's attack.
Exceptional Success: Damage is applied to the spirit's Corpus and Essence, making it possible for a Bale Hound to completely destroy a spirit with this Gift.

GIFT OF STRIFE (Dread Powers)
*Armored Hide 0 0 0
The creature’s hide is heavily armored, adding the amount of dots to armor.

*Gauntlet Cloak
By spending 2 Essence, the creature can reach into the Gauntlet as an instant action, concealing and hiding it just parallel to the physical world. The creature is effectively invisible. If they enter combat, add +3 bonus to its Dexterity + Stealth roll for Surprise Attacks.

*Natural Weapons 00
The bony spines of the Bale Hounds works as armor piercing -2.


---------------------------- ---------------------------------------------------------- ---------------------
MERITS

Native Language: Gaelic
Language, English: 0

Resources: 0

Fading (Cunning 2) 0 0 0
Character has kinship with shadows and their ethereality compounds with each person who does not see them. Each time an individual fails to notice your character in a scene, all future attempts in that same scene suffer a cumalitve -1 peanlty. Once per scene, add your character’s cunning to any rolls to act unnoticed or unobtrusive.
---------------------------- ---------------------------------------------------------- ---------------------
OTHER FORMS

Daru (Near Human)
+1 Strength
+1 Stamina
+1 Manipulation
+1 Size
New Defense
New Initiative
+1 Speed
New Armor
+2 Perception
Teeth/Claws +0L
Defense vs Firearms
Mild Lunacy
Badass Motherfukcer

GAURU
+3 Strength
+1 Dexterity
+2 Stamina
+2 Size
New Defense
+1 Initiative
+4 Speed
+3 Perception
Teeth/Claws +2L
+3 Initiative
Defense vs Firearms
Full Lunacy
Regeneration
Rage
Primal Fear

URSHUL (Dire-Wolf)
+2 Strength
+2 Dexterity
+2 Stamina
-1 Manipulation
+1 Size
New Defense
+2 Initiative
+7 Speed
New Armor
+3 Perception
Teeth +2L/Claws +1L
Defense vs Firearms
Moderate Lunacy
Weaken the Prey

Urhan (Wolf)
+2 Dexterity
+1 Stamina
-1 Manipulation
-1 Size
New Defense
+2 Initiative
+5 Speed
New Armor
+4 Perception
Teeth +1L
Chase Down
---------------------------- ---------------------------------------------------------- ---------------------
EQUIPMENT
Padded Clothing 1/1
Kilt
Longsword +3L, -2 Initiative
Shield -1 Initiative +3 Defense



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Re: An Age of Darkness: Werewolves

Post by Admin on Thu Nov 26, 2015 8:47 pm

Danforth Bertram (Tobias Polaris)

Auspice: Elodoth
Tribe: Iron Masters
Lodge: None
Blood: Fox
Bone: Mourner
Flesh Touchstone: Baby Toy
Spirit Touchstone: The Chained One
------------------------------------- --------------------------------------------------------------
PRIMAL URGE: 00
DEFENSE:  (Gauru/Urshul: Defense against Firearms)
ARMOR: 2/2 (Piecemail)
HEALTH: 8 {in Gauru and Urshul}
WILLPOWER: 0 0 0 0 0 0 (6)
INITIATIVE: 5 {Gauru 6, Urshul 7}
HARMONY: 0 0 0 0 0 0 0 (7)
ESSENCE: 0 0 0 0 0 0 0 0 (7)
SPEED: 11 { in Gauru,  in Urshul}
SIZE: 5 (Gauru 7, Urshul 6}
AUSPICE: Elodoth
TRIBE: Iron Masters
------------------------------------- --------------------------------------------------------------

Intelligence: 00
Wits: 000
Resolve: 000

Strength: 000
Dexterity: 000
Stamina: 000

Presence: 0000
Manipulation: 00
Composure: 000

----------------- ----------------------------------------------------- -------------------------------------

SKILLS

Mental (-3 Unskilled)
Academics 0
Crafts 00 (Carpentry)
Investigation 0000 (9 Again)
Medicine 0
Occult 00
Politics 000

Physical (-1 Unskilled)

Athletics 000
Brawl 000
Drive 0
Larceny 0
Stealth 000
Weaponry 00


Social (-1 Unskilled)

Animal Ken 00 (Hogs +1)
Expression 000
Intimidation 0
Persuasion 000
Socialize 00
Streetwise 000
Subterfuge 000

----------------- ----------------------------------------------------- -------------------------------------

Renown
Renown, Cunning: 00
Renown, Honor: 000

Benefits/Gifts

Auspice Benefit
* “Closer Than You Thought”
Under the dark moon, prey cannot judge distance or threat. Once per chapter, the Irraka can become suddenly closer to a target. Wolf can move close enough to target to use teeth and claws against one opponent who isn’t attacking them.

Gifts of Stealth (Auspice)
*Shadow Pelt
Can treat a number of Stealth rolls equal to his Cunning Renown as Rote Actions.

Gifts of Evasion
*Feet of Mist (Cunning)
Cost: 1 Essence
Action: Instant
Duration: 1 Hour
When the user is the quarry, all traces of them simply disappear. They might as well not exist. All attempts to track or locate the Uratha fail. They leave no tracks, no devices can track location, and Gifts or divinitations falter.

Gift of Stealth (Honor)
*Shadow Pelt
Cost: 1 Essence per packmate
Action: Reflexive
The Uratha may use this facet when he succeeds at a Stealth roll but a packmate fails. The packmate automatically succeeds instead of using the result of her original roll.

Gifts of Strength (Honor)
*Crushing Blow
Cost: 1 Essence
Action: Reflexive
This facet may be activated when Uratha successfully hits her prey w/ a Brawl attack, even if it deals no damage. The prey suffers a penalty to his Defense equal to the Uratha’s Honor Renown (3). This penalty only applies to the next attack made against him by the Uratha or a packmate. If used while in Hishu form, the werewolf’s unarmed attack deals lethal rather than bashing damage.
---------------------------- ---------------------------------------------------------- ---------------------
MERITS

Native Language: English

Resources: 00

Moon-Kissed 0
Character’s auspice affects her more than most. That skill has the 9-again quality. When auspice moon is available, gain +4 dice to rolls using that skill instead of +3.  

Totem, The Chained One: 000
Helps strengthen the power of the Chained One.


---------------------------- ---------------------------------------------------------- ---------------------
OTHER FORMS

Daru (Near Human)
+1 Strength
+1 Stamina
+1 Manipulation
+1 Size
New Defense
New Initiative
+1 Speed
New Armor
+2 Perception
Teeth/Claws +0L
Defense vs Firearms
Mild Lunacy
Badass Motherfukcer

GAURU
+3 Strength
+1 Dexterity
+2 Stamina
+2 Size
New Defense
+1 Initiative
+4 Speed
+3 Perception
Teeth/Claws +2L
+3 Initiative
Defense vs Firearms
Full Lunacy
Regeneration
Rage
Primal Fear

URSHUL (Dire-Wolf)
+2 Strength
+2 Dexterity
+2 Stamina
-1 Manipulation
+1 Size
New Defense
+2 Initiative
+7 Speed
New Armor
+3 Perception
Teeth +2L/Claws +1L
Defense vs Firearms
Moderate Lunacy
Weaken the Prey

Urhan (Wolf)
+2 Dexterity
+1 Stamina
-1 Manipulation
-1 Size
New Defense
+2 Initiative
+5 Speed
New Armor
+4 Perception
Teeth +1L
Chase Down
- ---------------------------------------------------------- ---------------------
EQUIPMENT
Piecemail 2/2
Child’s Doll
Longsword +3L, -2 Initiative" />


Last edited by Admin on Sat Mar 26, 2016 8:47 pm; edited 3 times in total

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Re: An Age of Darkness: Werewolves

Post by Admin on Wed Dec 02, 2015 9:32 pm

Langston Branson


Blood: Destroyer {gain 1 Willpower when causing significant damage in pursuit of success- All Willpower when he abandons himself to Kuruth w/out exploring other options}
Bone: Lone Wolf {Gain 1 Willpower when acting independently to solve a problem, all Willpower when his pack is on the hunt, and he subverts their plans and solves the problem alone}
Concept: Blood Talon Recruiter
Auspice: Rahu (Purity- Brawl, Intimidation, Survival)
Tribe: Blood Talons (Glory- Gifts: Inspiration, Rage, Strength)
Lodge: PC’s
Health: 0000000000000000 (16) {Warrior’s Hide +5}
Willpower: 0000000 (7)
Primal Urge: 000000 (6) {Attribute/Skill Max: 6, Max Essence: 20/6 per turn, Regeneration 3B, Basu-Im Time 1 Hour, Feeding Restrictions: Carnivore, Hunt Time: 3 Weeks, Lunacy Penalty -2, Tracking Bonus +2}
Essence: 0000000000000000000000 (20)
Harmony: 00000000 (Kurith Trigger: Common, Control: 30 seconds)
Defense: 12
Armor: 4/4
Initiative: 9
Speed: 16
Flesh Touchstone: Whip used by his father
Spirit Touchstone: Idea of who he wants to be

-------------------------------------------- ----------------------------------------------------- ---------------

Intelligence: 00
Wits: 0000
Resolve: 0000

Strength: 00000
Dexterity: 000000
Stamina: 000000

Presence: 00
Manipulation: 00
Composure: 000

-------------------------------------------- ----------------------------------------------------- ---------------

Mental (-3 Unskilled)
Crafts: 0
Investigation: 0000
Medicine: 0
Occult: 000 (Uratha +1)
Politics: 000 (Tribe Politics +1)

Physical (-1 Unskilled)
Athletics: 000000
Brawl: 000000 (Area of Expertise: Claws +2){9-again}[Advanced Action: roll twice and take the best roll]
Stealth: 00000
Survival: 00000 (Tracking Prey +1)

Social (-1 Unskilled)
Animal Ken: 000
Intimidation: 00000 (Stare Down +1)
Persuasion: 000 (Recruiting +1)
Socialize: 0
Streetwise: 000
Subterfuge: 00
Renown, Purity: 00000
Renown, Glory: 00000
Renown, Honor: 00
Renown, Wisdom: 00
Renown, Cunning: 00

-------------------------------------------- ----------------------------------------------------- ---------------

Merits
Native Tongue, English

Resources: 0

Favored Form (Gauru): 00000
*0 Choose a Physical Skill (Athletics). An Exceptional Success occurs on 3 successes instead of 5.
*00 Choose an Attribute (Stamina). Gain an additional dot in the favored form.
*000 Choose a Facet. When using the Facet in the favored form, 3 gains an exceptional success instead of 5.
*0000 Choose a different Attribute (Strength). Take an additional dot in the favored form.
*00000 Choose a relevant Skill (Brawl). Apply the Advanced Action quality to use this skill in favored form (Advanced Action: roll the “dicepool” twice, and take the better of the two rolls).

Fortified Form 00000 (Stamina 000, Survivial 00)
*Character adds 2/2 armor in Gauru form.

Living Weapon, Claws: 00000 (Stamina 000, Survival 00)
*Character gains +2 Armor Piercing, Increase attack’s damage by 1 and ignore any non-magical armor.

Moon-Kissed, Brawl: 0 (Auspice skill at 00)
Character gains 9-again quality for this skill. When auspice moon is visible, spending Willpower gives +4 dice to rolls.
Drawback (Medicine): One non-auspice skill does not gain 10-again quality.

Instinctive Defense: 00 (Primal Urge 00, Athletics 00)
*The higher of Wits of Dexterity determines their Defense.

Area of Expertise, Brawling: 00
Gain +2 to rolls instead of +1.

----------------------------------- ----------------------------------------------------- --------------------
Rites

Forge Alliance (Wolf Rites): 00000
Symbols: Symbol of shared purpose, Fresh Blood
Rite: Group members not only share what they are good at (including a description of their Gifts), but share Gifts as well (Presence + Persuasion).
Cost: 1 Essence per pack-mate joined in alliance
Action: Extended (10 successes, each roll represents 1 minute)
Duration: 1 month or until the prey named during the rite is destroyed
Success: Every pack member is treated as a single pack for purpose of Gifts (but not rites), Death Rage triggers, and other supernatural effects, although they do not share totem advantages. The rite master may declare a specific prey during the rite, to which the alliance dissolves the moment the prey is brought down. All members gain an additional Aspiration to hunt that prey as well.

-------------------------------- -------------------------------------------------------- --------------------

GIFTS

FULL MOON 00000
*Killer Instincts 0
Cost: 1 Essence
Action: Reflexive
Duration: 1 Scene
Rahu benefits from the 8-again rule on Brawl and Weaponry dice pools for the duration of the scene.

*Warrior’s Hide
Duration: Permanent
The Rahu adds his Purity Renown to his Health, gaining an extra point of Health each time he increases his Purity. This is permanent.

*Bloody-Handed Hunter 000
Costs: 1 Essence
Action: Instant
Duration: The full duration of Siskur-Dah
For the duration of the Facet’s effects, the Rahu adds his Purity Renown to his attack rolls against anyone who is serving as an obstacle to successfully pursuing Siskur-Dah. It doesn’t work on the prey itself.

*Butchery 0000
Cost: 2 Essence
Dice Pool: Wits + Brawl + Purity
Action: Reflexive
Duration: 1 turn per success
Success: For the duration of the Facet and as long as the Rahu is engaging more than one enemy, whenever Rahu hits a foe with an unarmed attack (including teeth and claws), or is hit by a foe, he may apply one of the following Tilts regardless if the hit does not deal damage.
-Arm Wrack
-Blinded
-Deafened
-Knocked Down
-Leg Wrack

*Crimson Spasm: 00000
Costs: 1 Essence per turn
Dice Pool: Stamina + Survival + Purity
Action: Instant
Success: Each success allows the Rahu to add two dots to Strength or Stamina, to add a point of general armor, or to increase the lethal damage done by natural weapons by +1. These benefits stack with other bonuses. This continues so long as the Rahu continues to spend Essence every round.

Barghest (Glory, Shadow Gift)
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, the werewolf can attack such Twilight beings and damage them by spending 1 Essence per scene. They add their Glory Renown to Percpetion and Empathy dice pools against undead of any kind. If they damage the form, they may reflexively spend 1 Essence to drain it of a single Willpower point.

Berserker’s Might (Glory, Gift of Rage)
*Cost: 1 Essence
Action: Reflexive
This can be used once per turn when in Dalu, Gauru or Urshul. They may reduce the damage inflicted by a single source by his Glory Renown or immediately heal a single Tilt that is a physical injury such as an Arm Wrack, Blindness or Leg Wrack. If Uratha is in Basu-Im, Berserker’s Might costs no Essence to use and will be used instinctively.

Slaughterer (Purity)
Cost: 1 Essence
Action: Reflexive
This can only be used in Uratha form, and hits with a brawl attack. The Uratha adds his Purity Renown to the damage he inflicts. If in Basu-Im, Slaughterer costs no Essence to use and is instinctive.

Primal Strength (Purity)
Cost: 1 Essence
Action: Reflexive
Duration: 1 Scene
The Uratha adds her Purity Renown (5) to Strength for the duration of the Facet. If the Uratha falls into Basu-Im, the will instinctively activates this facet at no cost.

Man of Madness (Purity, Gift of the Pack)
Cost: 1 Essence
Action: Reflexive
When the Uratha successfully inflicts damage with his bite on a living victim who is not an Uratha, the victim suffers the “Moon Taint” Condition.
------------------------------------- --------------------------------------------------------------------
EQUIPMENT
Backpack
Traveler’s Clothes
---------------------------- ---------------------------------------------------------------- ------------
Intelligence: 00
Wits: 0000
Resolve: 0000

Strength: 00000
Dexterity: 000000
Stamina: 000000

Presence: 00
Manipulation: 00
Composure: 000


DARU (Near-Human)
Strength: 6
Stamina: 7
Manipulation: 1
Size: 6
Defense: 12
Initiative: 9
Speed: 17
Armor: 4/4
Perception: 9
Teeth/Calws +0L
Defense vs Firearms
Mild Lunacy
Badass Motherfucker

GAURU
Strength: 9 (11, 1 Essence for the Scene){Primal Strength: 16, 1 Essence for 1 round}
Dexterity: 7
Stamina: 9 (Crimson: 11 for 1 Essence, 1 Turn){Reduce damage by 5, 1 Essence}
Size: 7
Armor: 4/4
Defense: 13
Initiative: 10
Speed: 20
Perception: 10
Teeth/Claws +2L
Defense vs Firearms
Full Lunacy
Regeneration
Rage
Primal Fear

URSHUL (Near-Wolf)
Strength: 8
Dexterity: 8
Stamina: 8
Manipulation: 1
Size: 6
Defense: 14
Initiative: 12
Speed: 23
Armor: 4/4
Perception: 10
Teeth +2L/Claws +1L
Defense vs Firearms
Moderate Lunacy
Weaken the Prey

URHAN (Wolf)
Strength: 5
Dexterity: 8
Stamina: 6
Manipulation: 1
Size: 4
Defense: 14
Initiative: 12
Speed: 21
Armor: 4/4
Perception: 11
Teeth +1L
Chase Down


Major Dice Pools

-Attacks in Gauru:+18 for the scene with a point of Essence {8-again, and rolls the attack twice and keeps the best roll}
+3L, -2 Armor Piercing, Ignore any non-magical Armor {Living Weapon}

-Major Attacks in Gauru (4 Essence)
23 (Slaughterer 1 Essence/1 Round, Crimson Spasm/1 Round, 1 Essence Butcher)
8-again, roll attack twice +Blinded + Moon Taint + either Blinded or Limb Wracked

+4L, -2 Armor Piercing, Ignore any non-magical Armor {Living Weapon, Hunter’s Claws 1 Essence}


-28 to attack anyone that gets in the way of the Werewolf’s prey

*Can also reduce any damage by 5 for 1 Essence




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Re: An Age of Darkness: Werewolves

Post by Admin on Wed Apr 20, 2016 10:15 pm

ToRiN MhOr


Blood: Destroyer {gain 1 Willpower when causing significant damage in pursuit of success- All Willpower when he abandons himself to Kuruth w/out exploring other options}
Bone: Lone Wolf {Gain 1 Willpower when acting independently to solve a problem, all Willpower when his pack is on the hunt, and he subverts their plans and solves the problem alone}
Concept: Bale Hound Clan Leader
Auspice: Rahu (Purity- Brawl, Intimidation, Survival)
Tribe: Bale Hound (Glory- Gifts: Inspiration, Rage, Strength, Strife)
Lodge: Hills of Toul Mountains (Scotland)
Health: 0000000000000000 (16) {Warrior’s Hide +5}
Willpower: 0000000 (7)
Primal Urge: 000000 (6) {Attribute/Skill Max: 6, Max Essence: 20/6 per turn, Regeneration 3B, Basu-Im Time 1 Hour, Feeding Restrictions: Carnivore, Hunt Time: 3 Weeks, Lunacy Penalty -2, Tracking Bonus +2}
Essence: 0000000000000000000000 (20)
Harmony: 00000000 (Kurith Trigger: Common, Control: 30 seconds)
Defense: 12
Armor: 4/4
Initiative: 9
Speed: 16
Flesh Touchstone: Whip used by his father
Spirit Touchstone: Idea of who he wants to be

-------------------------------------------- ----------------------------------------------------- ---------------

Intelligence: 00
Wits: 0000
Resolve: 0000

Strength: 00000
Dexterity: 000000
Stamina: 000000

Presence: 00
Manipulation: 00
Composure: 000

-------------------------------------------- ----------------------------------------------------- ---------------

Mental (-3 Unskilled)
Crafts: 0
Investigation: 0000
Medicine: 0
Occult: 000 (Uratha +1)
Politics: 000 (Tribe Politics +1)

Physical (-1 Unskilled)
Athletics: 000000
Brawl: 000000 (Area of Expertise: Claws +2){9-again}[Advanced Action: roll twice and take the best roll]
Stealth: 00000
Survival: 00000 (Tracking Prey +1)

Social (-1 Unskilled)
Animal Ken: 000
Intimidation: 00000 (Stare Down +1)
Persuasion: 000 (Recruiting +1)
Socialize: 0
Streetwise: 000
Subterfuge: 00
Renown, Purity: 00000
Renown, Glory: 00000
Renown, Dread: 00000
Renown, Wisdom: 00
Renown, Cunning: 00

-------------------------------------------- ----------------------------------------------------- ---------------

Merits
Native Tongue, English

Resources: 00

Favored Form (Gauru): 00000
*0 Choose a Physical Skill (Athletics). An Exceptional Success occurs on 3 successes instead of 5.
*00 Choose an Attribute (Stamina). Gain an additional dot in the favored form.
*000 Choose a Facet. When using the Facet in the favored form, 3 gains an exceptional success instead of 5.
*0000 Choose a different Attribute (Strength). Take an additional dot in the favored form.
*00000 Choose a relevant Skill (Brawl). Apply the Advanced Action quality to use this skill in favored form (Advanced Action: roll the “dicepool” twice, and take the better of the two rolls).

Fortified Form 00000 (Stamina 000, Survivial 00)
*Character adds 2/2 armor in Gauru form.

Living Weapon, Claws: 00000 (Stamina 000, Survival 00)
*Character gains +2 Armor Piercing, Increase attack’s damage by 1 and ignore any non-magical armor.

Moon-Kissed, Brawl: 0 (Auspice skill at 00)
Character gains 9-again quality for this skill. When auspice moon is visible, spending Willpower gives +4 dice to rolls.
Drawback (Medicine): One non-auspice skill does not gain 10-again quality.

Instinctive Defense: 00 (Primal Urge 00, Athletics 00)
*The higher of Wits of Dexterity determines their Defense.

Area of Expertise, Brawling: 00
Gain +2 to rolls instead of +1.

----------------------------------- ----------------------------------------------------- --------------------
Rites

Forge Alliance (Wolf Rites): 00000
Symbols: Symbol of shared purpose, Fresh Blood
Rite: Group members not only share what they are good at (including a description of their Gifts), but share Gifts as well (Presence + Persuasion).
Cost: 1 Essence per pack-mate joined in alliance
Action: Extended (10 successes, each roll represents 1 minute)
Duration: 1 month or until the prey named during the rite is destroyed
Success: Every pack member is treated as a single pack for purpose of Gifts (but not rites), Death Rage triggers, and other supernatural effects, although they do not share totem advantages. The rite master may declare a specific prey during the rite, to which the alliance dissolves the moment the prey is brought down. All members gain an additional Aspiration to hunt that prey as well.

-------------------------------- -------------------------------------------------------- --------------------
GIFTS

FULL MOON 00000
*Killer Instincts 0
Cost: 1 Essence
Action: Reflexive
Duration: 1 Scene
Rahu benefits from the 8-again rule on Brawl and Weaponry dice pools for the duration of the scene.

*Warrior’s Hide
Duration: Permanent
The Rahu adds his Purity Renown to his Health, gaining an extra point of Health each time he increases his Purity. This is permanent.

*Bloody-Handed Hunter 000
Costs: 1 Essence
Action: Instant
Duration: The full duration of Siskur-Dah
For the duration of the Facet’s effects, the Rahu adds his Purity Renown to his attack rolls against anyone who is serving as an obstacle to successfully pursuing Siskur-Dah. It doesn’t work on the prey itself.

*Butchery 0000
Cost: 2 Essence
Dice Pool: Wits + Brawl + Purity
Action: Reflexive
Duration: 1 turn per success
Success: For the duration of the Facet and as long as the Rahu is engaging more than one enemy, whenever Rahu hits a foe with an unarmed attack (including teeth and claws), or is hit by a foe, he may apply one of the following Tilts regardless if the hit does not deal damage.
-Arm Wrack
-Blinded
-Deafened
-Knocked Down
-Leg Wrack

*Crimson Spasm: 00000
Costs: 1 Essence per turn
Dice Pool: Stamina + Survival + Purity
Action: Instant
Success: Each success allows the Rahu to add two dots to Strength or Stamina, to add a point of general armor, or to increase the lethal damage done by natural weapons by +1. These benefits stack with other bonuses. This continues so long as the Rahu continues to spend Essence every round.

Barghest (Glory, Shadow Gift)
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, the werewolf can attack such Twilight beings and damage them by spending 1 Essence per scene. They add their Glory Renown to Percpetion and Empathy dice pools against undead of any kind. If they damage the form, they may reflexively spend 1 Essence to drain it of a single Willpower point.

Berserker’s Might (Glory, Gift of Rage)
*Cost: 1 Essence
Action: Reflexive
This can be used once per turn when in Dalu, Gauru or Urshul. They may reduce the damage inflicted by a single source by his Glory Renown or immediately heal a single Tilt that is a physical injury such as an Arm Wrack, Blindness or Leg Wrack. If Uratha is in Basu-Im, Berserker’s Might costs no Essence to use and will be used instinctively.

Slaughterer (Purity)
Cost: 1 Essence
Action: Reflexive
This can only be used in Uratha form, and hits with a brawl attack. The Uratha adds his Purity Renown to the damage he inflicts. If in Basu-Im, Slaughterer costs no Essence to use and is instinctive.

Primal Strength (Purity)
Cost: 1 Essence
Action: Reflexive
Duration: 1 Scene
The Uratha adds her Purity Renown (5) to Strength for the duration of the Facet. If the Uratha falls into Basu-Im, the will instinctively activates this facet at no cost.

Man of Madness (Purity, Gift of the Pack)
Cost: 1 Essence
Action: Reflexive
When the Uratha successfully inflicts damage with his bite on a living victim who is not an Uratha, the victim suffers the “Moon Taint” Condition.

[ 3 ] Broken Moon ( Blasphemies -- Page 139 )
Cost: 1 Essence
Dice Pool: Presence + Expression + Honor (11 dice) versus Resolve + Primal Urge
Action: Contested; resistance is reflexive and unconscious
The Elunim police the Uratha for violations of Honor, seeking balance between human and wolf, Rage and temperance. After the flaying rites of the Bale Hounds, the Lunes look at the broken moon as just further evidence that balance is unnatural, and they are quite happy to teach the Asah Gadar how to upset it. Successful use of this Gift forces other werewolves into Death Rage. The Bale Hound need only glance at the target to activate the Gift.
Dramatic Failure: The Bale Hound immediately enters Death Rage.
Failure: Nothing happens.
Success: The target automatically enters Death Rage, changes to Gauru form and attacks the first thing at hand.
Exceptional Success: No extra effect.

[ 4 ] Sickle Moon ( Blasphemies -- Page 139 )
Cost: 1 Willpower
Dice Pool: Strength + Occult + Wisdom (12 dice) - spirit's Resistance
Action: Instant
Under the crescent moon, the Asah Gadar's warped Lune servants show them how to silence any spirits that might ally with their prey. Use of this Gift requires that the werewolf see the spirit, either by peeking into the Hisil or using the Two-World Eyes Gift (a manifested spirit is also vulnerable). A spirit's Defense does not apply to this attack.
Dramatic Failure: The Bale Hound's attack on the target spirit not only fails, but alerts every spirit in the area as to what just happened. Even in areas populated by spirits that despise the Forsaken, the Hound won't remain masked for long.
Failure: Nothing happens. The spirit notices the attempted attack with a successful Finesse roll.
Success: The spirit is wracked with searing pain as its Corpus sloughs away like diseased flesh. The spirit suffers one point of damage per success on the Bale Hound's attack.
Exceptional Success: Damage is applied to the spirit's Corpus and Essence, making it possible for a Bale Hound to completely destroy a spirit with this Gift.


GIFT OF STRIFE (Dread Powers)
*Armored Hide 0 0 0
The creature’s hide is heavily armored, adding the amount of dots to armor.

*Gauntlet Cloak
By spending 2 Essence, the creature can reach into the Gauntlet as an instant action, concealing and hiding it just parallel to the physical world. The creature is effectively invisible. If they enter combat, add +3 bonus to its Dexterity + Stealth roll for Surprise Attacks.

*Natural Weapons 00
The bony spines of the Bale Hounds works as armor piercing -2.


------------------------------------- --------------------------------------------------------------------
EQUIPMENT
Backpack
Scottish Traveler’s Clothes (Reinforced Clothing) 1/0, Strength 1, Defense 0, Speed 0, Torso, Arms, Legs
Claymore: Damage 4, Initiative -4,  Strength 3, Strength 4,  Size 3, 9-again
---------------------------- ---------------------------------------------------------------- ------------

DARU (Near-Human)
Strength: 6
Stamina: 7
Manipulation: 1
Size: 6
Defense: 12
Initiative: 9
Speed: 17
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 9
Teeth/Calws +0L, -3 Armor Piercing due to Gift of Strife Ability
Defense vs Firearms
Mild Lunacy
Badass Motherfucker

GAURU

Strength: 9 (11, 1 Essence for the Scene){Primal Strength: 16, 1 Essence for 1 round}
Dexterity: 7
Stamina: 9 (Crimson: 11 for 1 Essence, 1 Turn){Reduce damage by 5, 1 Essence}
Size: 7
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Defense: 13
Initiative: 10
Speed: 20
Perception: 10
Teeth/Claws +2L, -3 Armor Piercing due to Gift of Strife, Spiny Natural Weapons
Defense vs Firearms
Full Lunacy
Regeneration
Rage
Primal Fear

URSHUL (Near-Wolf)
Strength: 8
Dexterity: 8
Stamina: 8
Manipulation: 1
Size: 6
Defense: 14
Initiative: 12
Speed: 23
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 10
Teeth +2L/Claws +1L, -3 due to Gift of Strife Power Spiny Natural Weapons
Defense vs Firearms
Moderate Lunacy
Weaken the Prey

URHAN (Wolf)
Strength: 5
Dexterity: 8
Stamina: 6
Manipulation: 1
Size: 4
Defense: 14
Initiative: 12
Speed: 21
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 11
Teeth +1L, -3 Armor Piercing due to Strife Power, Natural Spiny Weapons
Chase Down


Major Dice Pools

-Attacks in Gauru:+18 for the scene with a point of Essence {8-again, and rolls the attack twice and keeps the best roll}
+3L, -5 Armor Piercing (3 for Gift of Strife), Ignore any non-magical Armor {Living Weapon}

-Major Attacks in Gauru (4 Essence)
23 (Slaughterer 1 Essence/1 Round, Crimson Spasm/1 Round, 1 Essence Butcher)
8-again, roll attack twice +Blinded + Moon Taint + either Blinded or Limb Wracked

+4L, -5 Armor Piercing (3 for Gift of Strife Power, Spiny Natural Weapons), Ignore any non-magical Armor {Living Weapon, Hunter’s Claws 1 Essence}

*28 to attack anyone that gets in the way of the Werewolf’s prey

*Can also reduce any damage by 5 for 1 Essence

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