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THE AMBASSADOR: O'Connel's Pack

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THE AMBASSADOR: O'Connel's Pack  Empty THE AMBASSADOR: O'Connel's Pack

Post by Admin Wed Aug 02, 2017 4:43 pm

John Henry
THE AMBASSADOR: O'Connel's Pack  80fdae_eb58b126fb6a46268001b90b162fbd50~mv2

Auspice: Rahu
Tribe: Iron Masters
Blood: Soldier
Bone: Cub
Physical Touchstone: Correspondence with his Mother
Spiritual Touchstone: Steel Driving
Primal Urge: 1 (Maximum Attribute 5, Max Essence 10/1 per turn, Regeneration 1B, Basu-Im 10 Minutes, No Feeding Restrictions, Hunting Time 3 Months, Lunacy Penalty 0, Tracking Bonus 0)
Harmony: 7
Essence: 10
HEALTH: 8
WILLPOWER: 5
Size: 5
Speed: 11
Defense: 4
Initiative: +5
Armor: 0/0 {2/2 in Gauru}
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 1, Wits: 1, Resolve: 4

PHYSICAL
Strength: 5, Dexterity: 1, Stamina: 3

SOCIAL
Presence: 2, Manipulation: 1, Composure: 4
________________________________________________________________________________________

Mental Skills
Academics:
Computer:
Crafts: 00000 (Railroad Construction +1)
Investigation:
Medicine:
Occult: 00
Politics:
Science:

Physical Skills
Athletics: 000 (Long winded Exercises +1)
*Brawl: 0000 (Claws +1) {2 of these dots are because of Totem}
Drive:
Firearms:
Larceny:
Stealth:
Survival: 00
Weaponry: 00000 (Sledge Hammers +2 w/ Area of Expertise)

Social Skills
Animal Ken:
Empathy: 0
Expression: 0
Intimidation: 0
Persuasion:
Socialize:
Streetwise: 0
Subterfuge:
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 0

Area of Expertise, Sledge Hammers (•)
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.


Fame, The Steel Driver that Beat the Steam-Powered Hammer (•)
Effect: Your character is recognized within a certain sphere, for a certain skill, or because of some past action or stroke of luck. This can mean favors and attention, it can also mean negative attention and scrutiny. When choosing the Merit, define what your character is known for. As a rule of thumb, one dot means local recognition, or reputation within a confined subculture. Two dots means regional recognition by a wide swath of people. Three dots means worldwide recognition to anyone that might have been exposed to the source of the fame. Each dot adds a die to any Social rolls among those who are impressed by your character’s celebrity.
Drawback: Any rolls to find or identify the character enjoy a +1 bonus per dot of the Merit. If the character has Alternate Identity, she can mitigate this drawback. A character with Fame cannot have the Anonymity Merit.

Heavy Weapons (•)
Prerequisites: Stamina •••, Strength •••, Athletics ••, Weaponry ••
Effect: Your character is trained with heavy weapons which require strength, wide range, and follow through more than direct speed and accuracy. This Style may be used with a two-handed weapon such as a claymore, chainsaw, pike, or an uprooted street sign.
Sure Strike (•): Your character doesn’t always hit the hardest or the most frequently, but she guarantees a deadly strike when she does hit. You can reflexively remove three dice from any attack dice pool (to a minimum of zero) to add one to your character’s weapon damage rating for the turn. These dice must be removed after calculating any penalties from the environment or the opponent’s Defense.

Totem: •••

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.
________________________________________________________________________________________
RENOWN

Purity 00  (Auspice Renown)
Cunning 0 (Tribal Renown)
________________________________________________________________________________________
GIFTS

Auspice: Dominance, Full Moon, Strength
Tribe: Knowledge, Shaping, and Technology

FULL MOON GIFTS (Purity 0)
KILLER INSTINCT (•)
The Rahu is a Moon-forged killer. This Facet brings his deadly instincts to the fore.
Cost: 1 Essence Action: Reflexive Duration: 1 scene
The Rahu benefits from the 8-again rule on Brawl and Weaponry dice pools for the duration of the scene.

SHADOW GIFTS

LORE OF THE LAND (PURITY)
The bond between Uratha and territory is deep, and this Facet draws upon it in search of answers.
Cost: 2 Essence
Dice Pool: Intelligence + Survival + Purity
Action: Instant
Duration: 1 scene
Roll Results
Dramatic Failure: The Uratha gains the Ban Condition.
He wishes to maintain skin contact with the ground, will remove any footwear to do so, and ideally will seek out bare earth to wriggle his toes in.
Failure: The Facet fails.
Success: Each success reveals a single rite, spiritual reso- nance, or other supernatural, widespread effect affecting the territory that the Uratha is currently in. If used in the territory of the Uratha’s pack, the Facet also reveals the presence of all creatures within Purity x 100 yards of his current position, as well as other threats such as fires, traps, pitfalls, or explosives. Only physically present creatures are detected, so Lore of the Land does not reveal spirits, ghosts, or other beings in Twilight.
Exceptional Success: The Uratha may add his Purity to all rolls to navigate and move through the territory he is in for the remainder of the scene.''

GIFT OF SHAPING MOLDYWARP (CUNNING)
Turning the power of the Shaping Gift inwards, the Uratha molds herself into a strange burrowing hybrid.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
This Facet can only be used while in Dalu. The Uratha’s hands transform into broad, powerful claws that can tunnel through solid materials at a steady pace. She easily tears aside earth, rock, and concrete. The Uratha gains a tunneling Speed equal to her Strength + Cunning Renown.

WOLF GIFTS
TIRELESS HUNTER (PURITY)
No matter how long the hunt or where it takes her, the hunter endures.
Cost: 1 Essence
Action: Instant
Duration: 1 day
While this Facet is active and the Uratha has the Sis-
kur-Dah Condition, she ignores up to her Purity Renown in penalties from tiredness, fatigue, and poor morale. She may also ignore any Conditions that would prevent her from spending Willpower, as long as the action in question will bring her closer to the hunt’s culmination. She does not even need to eat or drink, although she cannot maintain this benefit from the Facet for more than her Purity Renown in successive days; after that, she must gorge herself and drink over at least one day of rest.
________________________________________________________________________________________
RITES

HUNTING GROUND (••)
This rite invokes the old rights of Father Wolf to sanctify a claim of territory and ownership. The Shadow must bow before Urfarah even now.
Symbols: Territory, pack totem, the pack, boundaries
Sample Rite: Many packs
in Britain follow the tradition of beating the bounds. They travel around the border of the territory on foot, striking boundary markers with staves bearing the markings of their pack and totem. Great gouges that mark corner-stones and ancient tree trunks are clear indications of old territories. (Strength + Occult)
Action: Extended (10 successes; each roll represents half an hour)
Duration: 1 season
Success: The area is sanctified as the pack’s territory. Certain Facets and Rites are affected by territory. All pack members gain a +2 bonus to foot chases and tracking while in their territory, whether in pursuit or escape. All pack members also gain a +2 bonus to Animal Ken, Empathy, and Politics rolls made on inhabitants of the territory — human, spirit, and otherwise. If the pack fails to complete at least one hunt each month, whether normal or Siskur-Dah, the rite immediately ends.
________________________________________________________________________________________
Auspice Benefits and Skills

Tenacious: Once engaged in battle, the Rahu is a truly dogged foe. Injury, distraction, and even the world around her can be ignored, albeit briefly. Once per chapter, the player can ignore the effects of any Conditions or Tilts that are hindering her character in combat for two turns. The Conditions and Tilts’ effects return after the two turns are up; this power does not count as resolving a Condition or ending a Tilt.

Auspice Skills: Can add one dot in Brawl, Intimidation or Survival
________________________________________________________________________________________
Equipment
Overalls, Workman's Boots, Handkerchief

Sledgehammer
Damage: +3
Initiative:-4
Strength: 3
Size: 3
Availability: 1
Special: Knockdown, Stun
________________________________________________________________________________________
Dice Pool

Attack w/ Sledgehammer: +12 (Can take away up to three dice on attack to add up to +3 to the damage rating for the turn)
Damage: +3 (+1 to +3 w/ Sure Strike) + Knockdown & Stun

Demolisher: When damaging objects, subtract -2 from Durability


Last edited by Admin on Thu Aug 10, 2017 4:41 pm; edited 7 times in total

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THE AMBASSADOR: O'Connel's Pack  Empty Re: THE AMBASSADOR: O'Connel's Pack

Post by Admin Wed Aug 02, 2017 4:45 pm

HENRY "HECK" THOMAS
THE AMBASSADOR: O'Connel's Pack  80fdae_91c44f8373a64c589127f3b11dac3d4e~mv2

Henry "Heck" Thomas

Auspice: Irraka (New Moon)
Tribe: Hunters in Darkness
Blood: Soldier
Bone: Fox
Physical Touchstone: Job as a railway guard
Spiritual Touchstone: The call to ride the train, hearing its hum that drives deep even into the Shadow
Primal Urge: 1 (Attribute Max 5, Essence 10/1 per turn, Regeneration 1B, Basu-Im 10 Minutes, No Feeding Restrictions, Hunting Time 3 Months, Lunacy Penalty 0, Tracking Bonus 0)
Harmony: 7
Essence: 10
Willpower: 6
Health: 7
Size: 5
Speed: 10
Defense: 5
Initiative: +6 (+3 if Gun is drawn w/ "Shoot First")
Armor: 1/0 {2/2 in Gauru}
--------------------------------------------------------------------------------------------------------------------------------------------
ATTRIBUTES

Intelligence: 2 , Wits:  3 , Resolve:3

Strength:  2, Dexterity:  2 ,  Stamina:   3

Presence: 2, Manipulation:  1, Composure: 3
--------------------------------------------------------------------------------------------------------------------------------------------
SKILLS

Mental: -3 Unskilled
Academics: 0
Computer:
Crafts:
Investigation: 000
Medicine:
Occult: 000 (Hosts +1)
Politics:
Science:

Physical: -1 Unskilled
Athletics: 00
Brawl: 000 (Claws +1) {2 of these dots are because of Totem}
Drive: 00 (Train Operation +2)
Firearms: 000
Larceny:
*Stealth: 00
Survival: 00
Weaponry:

Social: -1 Unskilled
Animal Ken: 0
Empathy:
Expression:
Intimidation:
Persuasion: 0
Socialize: 0
Streetwise:
Subterfuge: 0 (Detect Lies +1)
____________________________________________________________________________________________
MERITS
Language, English: N/A
Resources: 00

Area of Expertise, Train Operation 0
Prerequisites: Resolve 2 & Skill Specialty
Effect: Forgo +1 bonus to Specialty in exchange for +2

Fame, "The Hero who fought off the Sam Bass Gang in 1878" 00
Effect: Your character is recognized within a certain sphere. This can mean favors and attention or negative attention with scrutiny. Two dots means regional recognition by a wide swath of people.
Drawbacks: Any rolls to find or identify your character gain +2.

Totem: •••

Firefight 000
Prerequisites: Composure: 3, Dexterity: 3, Athletics: 2, Firearms: 2
Your character is comfortable with a gun. They can use it in stressful situations, using a gun practically in a real-world situation.
Shoot First 0 If gun drawn, add her Firearms score to Initiative.
Suppressive Fire 00 When using Covering Fire maneuver (p.90 WoD book),opponents can not benefit from aiming from him. Can apply Defense against incoming Firearm attacks in addition to any cover bonus. Can use Suppressive Fire with a semi-automatic weapon.
Secondary Target 000 By using this, your character opts not to hit her target, but instead strikes them with any collateral objects nearby. This causes bashing damage instead of lethal, but ignores all cover penalties to the roll. The weapon's damage rating does not add to the damage in this case.

Status, Rail Guard Official 00
Effect: Your character has standing with a group. YOu have comfortable privileges within the structure.
*Character can add rating to any social rolls with those in their group
*Can access group facilities, resources and funding
*Has pull and can block a character's Mentor, Resources, Retainer, Contacts or Allies usage.
*Once per chapter, can stop a single Merit from being used, if it's on a lower dot rating than their status.
Drawback: Status requires upkeep.

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.
____________________________________________________________________________________________
RENOWN

Cunning: 00 (Auspice)
Purity: 0 (Tribe)

____________________________________________________________________________________________
GIFTS

Evasion, New Moon, Stealth (Auspice)
Nature, Stealth, Warding (Tribe)

NEW MOON GIFTS (Cunning 1)

Eviscerate●
Action: Reflexive
Effect: Brawl or Weaponry attack vs. unaware target becomes rote action.

Slip Away ●●
Action: Instant
Duration: 1 Scene
Effect: Blurs the observers memories.

SHADOW GIFTS

Shadow Pelt ● (Gifts of Stealth)
Action: Instant
Duration: 1 Scene
Cost: 1 Essence
Effect: Take a rote quality on your next (Cunning) Stealth rolls.

The Hunter Waits  ● (Gifts of Stealth)
Action: Instant
Duration: 1 Scene
Cost: 1 Essence
Effect: While you remain still and unobtrusive, penalize Perception actions and supernatural powers to spot you by your Purity. Add Purity to your Initiative on an ambush.


WOLF GIFTS

Skin Thief ● (Cunning)
Action: Instant
Duration: -
Cost: 5 Essence
Effect: Skin and don the hide of a human or predatory animal at least as large as a wolf to take its appearance, except for eyes, in Hishu or Urhan respectively.
____________________________________________________________________________________________
RITES

Hunting Ground ••
Effects: Claim territory for a season, granting bonuses to hunt there and interact with residents.

____________________________________________________________________________________________
AUSPICE BENEFITS AND SKILL
Can add +1 to one of the following skills, Larceny, *Stealth, Subterfuge (Auspice)

Closer than You - Can Move initiative rating within one point of target, must remain higher/lower; Move in range to use teeth/claws on opponent not attacking player; Subtract -2 from number of doors in Social Maneuvering. Once a Chapter any use.
____________________________________________________________________________________________
EQUIPMENT
Gun Belt, Homburg Hat, Shined Brown Leather boots

Reinforced Travel Clothing (Duster)
Rating: 1/0
Speed: 0
Defense:0
Availability: 2
Minimal Strength: 1
Coverage: Arms, legs, torso

Light Revolver (Colt Single Action Army)
Range: 20/40/80
Clip: 6
Initiative Penalty: -1 for Single Action
Size: 1
Availability: 2
____________________________________________________________________________________________
DICEPOOLS
Revolver: +6


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THE AMBASSADOR: O'Connel's Pack  Empty Re: THE AMBASSADOR: O'Connel's Pack

Post by Admin Wed Aug 02, 2017 4:46 pm

GUY JACOBS
THE AMBASSADOR: O'Connel's Pack  80fdae_6b8983276c8b43c9840307b50bf46532~mv2
HEALTH:
WILLPOWER:
Size: 5
Speed:
Defense:
Initiative:
Armor:   {2/2 in Gauru}
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: , Wits: , Resolve:
PHYSICAL
Strength: , Dexterity: , Stamina:

SOCIAL
Presence: , Manipulation: , Composure:
________________________________________________________________________________________

Mental Skills
*Academics:
Computer:
Crafts:
Investigation:
Medicine:
Occult:
Politics:
Science:

Physical Skills
Athletics:
Brawl: 00 (Claws +1) {2 of these dots are because of Totem}
Drive:
Firearms:
Larceny:
Stealth:
Survival:
Weaponry:

Social Skills
Animal Ken:
Empathy:
Expression:
Intimidation:
Persuasion:
Socialize:
Streetwise:
Subterfuge:
________________________________________________________________________________________
MERITS

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.

________________________________________________________________________________________
Equipment


________________________________________________________________________________________
Dice Pool


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THE AMBASSADOR: O'Connel's Pack  Empty Re: THE AMBASSADOR: O'Connel's Pack

Post by Admin Wed Aug 02, 2017 4:46 pm

CLAYTON CARVER
THE AMBASSADOR: O'Connel's Pack  80fdae_ff30df0a469347909f4fb60e5f727cbf~mv2
Auspice: Irraka (New Moon)
Tribe: Storm Lord
Blood: Alpha — The Alpha must be in control. He demands rigid hierarchy, even if he’s not inherently on top.
Bone: Lone Wolf-Not inherently bad at working with a team, but handles it alone if they feels it’s the best recourse.
Physical Touchstone: Painting
Spiritual Touchstone: Challenging himself without help
Primal Urge: 1 (Attribute Max 5, Essence 10/1 per turn, Regeneration 1B, Basu-Im 10 Minutes, No Feeding Restrictions, Hunting Time 3 Months, Lunacy Penalty 0, Tracking Bonus 0)
Harmony: 7
Essence: 10
HEALTH: 7
WILLPOWER: 7
Size: 5
Speed: 11
Defense: 2
Initiative:+8
Armor: 1/0 {2/2 in Gauru}
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 1, Resolve: 3

PHYSICAL
Strength: 2, Dexterity: 4, Stamina: 2

SOCIAL
Presence: 2, Manipulation: 1, Composure: 4
________________________________________________________________________________________

Mental Skills
Academics:
Computer:
Crafts:
*Investigation: 0000 (Spotting Targets +1 w/ Breadth of Knowledge){9-Again w/ Continuing Education}{Spend 1 Willpower to make a Rote w/ "The Routine"}
Intimidation:
Medicine:
Occult: 0
Politics:
Science:

Physical Skills
Athletics: 0
Brawl: 000 (Claws +1) {2 of these dots are because of Totem}
Drive:
*Firearms: 00000 (Rifles +2 w/ Area of Expertise){9-Again w/ Continuing Education}{Spend 1 Willpower to make a Rote w/ "The Routine"}
Intimidation:
Larceny:
Stealth: 000
Survival: 00
Weaponry:

Social Skills
Animal Ken: 0
Empathy: 0
*Expression: 00000 (Shooting Showmanship +1 w/ Breadth of Knowledge) {9-Again w/ Continuing Education}{Spend 1 Willpower to make a Rote w/ "The Routine"}{Voice of Glory: Spend 1 Essence to add +2 to a roll}
Intimidation:
Persuasion: 0 {Voice of Glory: Spend 1 Essence to add +2 to a roll}
Socialize:
Streetwise: 0
Subterfuge:
________________________________________________________________________________________
MERITS
Language, English: N/A
Resources: 000

Area of Expertise, Rifles (•)
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.

Professional Training: Trick Shot Expert- Firearms, Expression, Investigation (•••••)
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 (see the sidebar). Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
Networking, Sideshow Organizers, Western Gun Smiths: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
•• 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.

Marksmanship (•)
Prerequisites: Composure •••, Resolve •••, Firearms ••
Effect: When prepared and aimed, a gun is an ideal kill- ing machine. Your character has trained to take advantage of the greatest features of a gun, usually a rifle, but this Style can be used with any gun. Because of the discipline and patience required for Marksmanship, your character cannot use her Defense during any turn in which she uses one of these maneuvers. These maneuvers may only be used after aiming for at least one turn.
Through the Crosshairs (•): Your character is a competent sniper, able to sit in position and steel her wits. Usually, the maximum bonus from aiming is three dice. With Through the Crosshairs, it’s equal to her Composure + Firearms.

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.
_____________________________________________________________________________________________
RENOWN
Glory: 00 (Auspice)
Honor: 0 (Tribal)
____________________________________________________________________________________________
GIFTS

Gifts: Gibbous Moon, Inspiration, Knowledge (Auspice)
Gifts: Evasion, Dominance, Weather (Tribe)

GIBBOUS MOON’S GIFT (Glory 00)
WAR HOWL (•)
The Cahalith howls her defiance and spurs her pack to greater heights of violence and fury.
Cost: 1 Essence
Dice Pool: Presence + Expression + Glory
Action: Instant
Duration: 1 turn per success
Dramatic Failure: A single enemy who can hear the howl
regains 1 spent Willpower point.
Failure: The Cahalith’s howl fails to inspire her pack.
Success: All members of the Cahalith’s pack within earshot gain +1L rating on their Brawl and Weaponry attacks for the duration of the Facet. This bonus damage is always lethal, even if the attack deals bashing damage.
Exceptional Success: The Cahalith gains the Inspired Condition.

VOICE OF GLORY (••)
The voice of the Cahalith is powerful, reassuring, and inspiring. She holds audiences in thrall to her words, both her allies and hapless prey who don’t understand the threat she poses.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
The Cahalith adds her Glory Renown to all her dice pools for Expression and Persuasion. If using this Gift when meeting someone for the first time, the Cahalith automatically improves her first impression (p. 164) by one step. If she is attempting to inspire or incite violence and aggression, increase her impression by another step.

SHADOW GIFTS

PACK TRIUMPHS TOGETHER (HONOR)
When the pack hunts together, it does so as a well-oiled machine. The voice of the Uratha with this Facet is a key cog within the pack’s engine.
Cost: 1 Essence per packmate affected (minimum 1 Essence) Action: Reflexive
Duration: 1 scene
127
This Facet may be activated when rolling Initiative at the beginning of a combat. After all Initiative scores are rolled, the Uratha and all targeted packmates may move their Initiative up to match the highest Initiative rolled by any packmate. Alternatively, the Facet may be activated outside of combat during a teamwork action, granting all targeted packmates 8-again on teamwork rolls towards the accomplishment of that action for the rest of the scene.

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
Roll Results
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.


WOLF GIFTS


GAZE OF THE MOON (GLORY)
An Uratha with this Facet can draw the Moon’s bright madness into his gaze, eyes flickering pure silver for a moment.
Cost: 1 Essence
Action: Instant
When using this Facet, the Uratha targets a single human
who can clearly see his eyes. The prey is subjected to the full effects of Lunacy as if the Uratha was in Gauru form, and the Uratha may choose which of the three Conditions is inflicted by the Lunacy.

____________________________________________________________________________________________
RITES

MOON’S MAD LOVE (••)
This rite is powerful and dangerous, drawing upon a pact with Luna herself to invest some of her presence into a human soul. The Pure mostly
shun it.
Symbols: Silver, the auspices, love,
change
Sample Rite: Bone Shadows across the
Maghreb traditionally hold a moonlit mas- querade at the grave of a wise and revered Uratha. Participants wear auspice-masks as the human supplicants are subjected to a meandering, ritualized debate about change and love. The supplicants are grant- ed a token of silver when the ritemaster feels they have shown understanding. (Presence + Academics)
Action: Extended (15 successes; each roll represents 1 minute)
Duration: 1 month
Success: This rite can only be performed at night. Those humans present at the rite’s culmination do not suffer Lunacy from were- wolf packmates, and can remember what happens even when afflicted by Lunacy from
another source. The first time an affected human sees the full moon during the rite’s
duration, she gains the Inspired Condition. At the end of the month each human must succeed at a Resolve + Composure roll
or gain the Madness Condition.
____________________________________________________________________________________________
AUSPICE BENEFITS AND SKILL

Auspice Benefit: Prophetic Dreams.
A Cahalith’s sleep is never quiet. Her dreams every night are vivid, but sometimes, they are prophetic. This manifests, in terms of game systems, in two ways.
First, the Storyteller can choose to grant the character a prophetic dream at any time. The Storyteller simply takes the player aside and describes the dream, making it as obvious or as cryptic as he wishes. At the Storyteller’s discretion, the player can roll Intelligence + Occult to interpret facets of the dream; success should give the player a hint into what a given aspect of the dream is meant to symbolize.
Second, following a prophetic dream (defined as any scene that follows a night in which the character got more than four hours of uninterrupted sleep), the player can declare that a par- ticular action or event was foretold in her dream. If she foresaw the action or event as a benefit, she (or a packmate) gains a +3 modifier to one action, or a Storyteller character suffers a –3 modifier to one action (the Storyteller might choose to simply allow the action in question to succeed or fail, respectively). If the dream indicated that the action or event was detrimental to the pack, the player can choose to automatically fail the action or suffer damage or a setback as a result of it, and take a Beat. In either case, the player can only use this ability once per chapter.

Auspice: Crafts, *Expression, Persuasion (1 gets +1 skill dot bonus)
________________________________________________________________________________________
Equipment
Blood Dyed Stetson Hat, Gun Belt, Collection of Law Enforcement Badges, Sturdy Leather boots

Reinforced Travel Clothes
Rating: 1-/
Speed: 0
Defense: 0
Availability: 2
Minimal Strength: 1
Coverage: Arms, Legs and Torso

Heavy Double Action Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -2 for Double Action
Damage: +2
Minimal Strength: 3
Size: 1
Availability: 3

Rifle
Range: 200/400/800
Clip: 7
Initiative Penalty: -5
Damage: 4
Minimal Strength: 2
Size: 3
Availability: 3
________________________________________________________________________________________
Dice Pool
Rifles +11 to Attack (9-Again, Can spend 1 Willpower to make it a Rote) {Through the Crosshairs: Can Aim for up to 8 Rounds to Add up to +8 to Aimed Shot}
Damage: +4

Pistols: +9 to attack (9-Again, Can spend 1 Willpower to make it a Rote) {Through the Crosshairs: Can Aim for up to 8 Rounds to Add up to +8 to Aimed Shot}
Damage: +2[/b]


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THE AMBASSADOR: O'Connel's Pack  Empty Re: THE AMBASSADOR: O'Connel's Pack

Post by Admin Wed Aug 02, 2017 4:46 pm

HANNIBAL KOCH
THE AMBASSADOR: O'Connel's Pack  80fdae_99984e3a62724fce9a84d6f4f6798ff7~mv2
HEALTH:
WILLPOWER:
Size: 5
Speed:
Defense:
Initiative:
Armor:  {2/2 in Gauru}
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: , Wits: , Resolve:
PHYSICAL
Strength: , Dexterity: , Stamina:

SOCIAL
Presence: , Manipulation: , Composure:
________________________________________________________________________________________

Mental Skills
*Academics:
Computer:
Crafts:
Investigation:
Medicine:
Occult:
Politics:
Science:

Physical Skills
Athletics:
Brawl: 00 (Claws +1) {2 of these dots are because of Totem}
Drive:
Firearms:
Larceny:
Stealth:
Survival:
Weaponry:

Social Skills
Animal Ken:
Empathy:
Expression:
Intimidation:
Persuasion:
Socialize:
Streetwise:
Subterfuge:
________________________________________________________________________________________
MERITS

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.

________________________________________________________________________________________
Equipment


________________________________________________________________________________________
Dice Pool


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Post by Admin Fri Aug 04, 2017 6:45 am

CONVOY
THE AMBASSADOR: O'Connel's Pack  80fdae_29477a0f3aeb4dfbaad43114c1fb858f~mv2

Type: Spirit
Title: Hursah 00
Trait Limits: 7 dots
Attribute Dots: 21
Maximum Essence: 15
Numina: 5
Corpus (Health):  14 {No wound penalties}
Willpower: 14 {All spirits gain 1 willpower per day}
Initiative: +14
Defense: 7 {all attacks, including firearms}
Speed: 14 (x2 for 2 Essence, x3 for 4 Essence)
Size: 5
Language: Hisil, English
Bans: Must touch a railroad at least once per day or suffer from Essence Leak
Banes: Rust {Rusted weapons and ammunition do Aggravated damage against the spirit}
Combat: Power + Finesse to attack
Weapon: Ephemeral
------------- ---------------------------------------------- ----- --------

POWER (Strength, Intelligence, Presence): 7


FINESSE (Dexterity, Wits, Manipulation): 7


RESISTANCE (Stamina, Resolve, Composure): 7


------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, Metal: 00 {Free}
(rolls Power + Finesse (14), with success creating a desired effect)
Duration: One hour per success
Cost: 1 Essence
*Strengthen 0: Can make a fire more potent, gaining spirit’s rank to fire’s power.
Details: Can strengthen or manipulate (p.186 WtF) fire and make minor changes such as cause existing fire to move or lash out. Can not create fire or directly control it yet.

*Blast (Iron Spikes)
The spirit may wound opponents at a distance. Range equals 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearms. The spirit may increase the leathality of its Blast by paying Essence- Every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank (1).

*Regenerate
The spirit can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

*Speed
The spirit accelerates into a blur of movement. The spirit chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 doubles its speed for the scene while spending 4 triples it.

*PATHFINDER
This Numen allows a spirit to know the quickest route to a destination. The fastest route isn’t always the safest, of course; the Numen doesn’t reveal any dangers on the way, only a set of directions to the target. If the destination is the subject of the Safe Place Merit, the activation roll is contested by the lowest Resolve + Primal Urge among any owners. The Numen costs 1 Essence and lasts for a scene. If the destination is too far away to reach that quickly, the spirit must use the Numen again.

MORTAL MASK
This Numen disguises a Materialized spirit as a human and can be used at the same time as the Materialize Manifestation Effect. Using the Numen costs 1 Essence and the human seeming lasts for activation successes in hours. The human “costume” is flawed — witnesses may make a Wits + Composure – Finesse roll to realize that something is wrong. Characters able to sense the spirit in Twilight do not suffer a penalty to the roll.
MANIFESTATION EFFECTS (All Manifestation effects require a Power + Finesse roll to use)
THE AMBASSADOR: O'Connel's Pack  99855182ec7fe63a7d2a68da35450b50--railroad-pictures-uniform-ideas
.......................................................................................................................................................
*TWILIGHT FORM (free to all spirits): Can enter the material world at no cost by dwelling in the Twilight.

*RESONANT: This condition is naturally occurring. If a place, person, object or phenomenon match the spirit's purview (fire and death) it has this Condition. Anything that has it, can now be used for further Manifestations.

*MATERIALIZED: The spirit has shifted from ephemeral to material substance, Manifesting in physical form. All the rules for ephemeral spirit's traits still apply except for the effects of being in Twilight. This Condition protects the spirit from Essence bleed for its duration. This Condition is only used after the "Open" condition, and the spirit must be within 5 yards of
it's subject that is opened.
*OPEN: The place, object, animal or person covered by a Resonant Condition is now conditioned to accept the resonant spirit. That spirit can now attempt to Fetter itself to the subject of the Condition or if it's an object, materialize in it. This is usually the result of fine-tuning the Resonant Condition as part of an extended action, involving the subject and spirit acting in concert for a number of scenes equal to Rank or a living subject's Resolve, whichever is higher. This is used to condition people or items for future Manifestations.

*FETTERED: The spirit has secured itself to an object or creature. As long as it remains Fettered, the spirit is safe from Essence bleed. The spirit remains in Twilight and must stay within five yards of the Fetter. Most spirits that fetter literally hide within the object.

*URGED: The animal or human host has been used as a Fetter by a spirit. The spirit may read the subject's thoughts with a successful Power + Finesse roll, contested by Resolve + Primal Urge. Success reveals surface thoughts. The spirit may urge the host to take a specified action with a successful Power + Finesses roll contested by Resolve + Composure. If the spirit wins, it creates the urge.


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Post by Admin Thu Aug 10, 2017 4:48 pm


THE AMBASSADOR
THE AMBASSADOR: O'Connel's Pack  80fdae_ba870808be524dc190269217b420344d~mv2

Speed: **-4**
(Speed: This is the vehicle’s safe Speed. This requires about a minute of acceleration to reach for many vehicles (or 20 turns in combat). The fastest sports cars reach this speed in about 15 seconds (or five turns). Most vehicles can reach one and a half times their Speed within another minute. However, when operating above nor- mal Speed, apply the vehicle’s default Dice Modifier as an additional penalty to all rolls. While above normal Speed, all rolls to maneuver the vehicle that fail are treated as dramatic failures. Additionally, turning the vehicle more than 45 degrees in a turn while above normal Speed requires an instant action maneuvering roll to keep the vehicle stable; failure overturns it and counts as a crash.
As a general rule, most vehicles gain 5 Speed per turn. Vehicles with the High Acceleration tag gain 10 Speed per turn. Successes on a Dexterity + Drive roll add 5 Speed to the normal acceleration. Remember to apply the vehicle’s Dice Modifier to this roll. Vehicles marked as Slow Acceleration cannot benefit from rolls to improve acceleration.)


Dice Modifier:  Up to 20
(Dice Modifiers: This is the amount subtracted or added from the driver’s Dexterity + Drive dice pools.)

Size: Each Cart is Size 25 (Similar to Semi w/ trailer), Total for entire train is 100 (equal to a mall or skyscraper)

Durability: **6** {6 Ranks of added Durability, Steel + Reinforced Plates}
(Durability: Durability reflects the general toughness of the materials, and their ability to withstand harm. Any time a vehicle would take damage, subtract its Durability from the amount suffered. As a rule, wood, thick glass, or hard plastic offer 1 Durability, stone or aluminum offer 2 Durability, and steel or iron offer 3 Durability. Additional Durability can be added for re- inforced items. Sources of aggravated damage ignore Durability.)

Structure: **1 Cart = 33, **Entire Train = 108 <2nd stat rarely used>
Structure is the amount of punishment a vehicle can take before becoming useless. It’s usually equal to the object’s Size plus Durability. However, weaker or stronger objects may be lower or higher. An object suffering half its Structure in damage levies -2 to any rolls to operate it. At three fourths its Structure in damage, it levies -5 to use. Bashing, lethal, and aggravated damage are applied equally to Structure. Structure damage requires repair rolls (see p. 103) to fix.

Special, Speed: Slow Acceleration

Modifications (All Modifications already set in above Stats and marked **)
(Modified Vehicles: With mechanical knowhow, charac- ters can modify vehicles from their base statistics. A vehicle can support a number of modifications equal to twice the technician’s Craft dots; each modification requires four hours’ work to install. If stressed or lacking sufficient tools, the Storyteller can require an Intelligence + Crafts roll for each modification.

AMBASSADOR'S MODIFICATIONS
•+1 Dice Modifier (limit +5)

•Noir Black & Blood Red Paint Job: +2 dice to Intimidation checks when in the presence of the Ambassador
•Comfortable Interior Design: +2 dice to Persuasion checks for anyone inside

• 6 Ranks of Durability for +3 Durability: +0.5 Durability per rank (2 modifications add 1 Durability, limit 5)

• Reinforced Skeleton: +2 Structure
......................................................................................................................................................................
ADDITIONAL BENEFITS
Along with its technical modifications, "The Ambassador" also gives the following benefits.

ENGINEER'S COMPASS: 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.

Meeting Room Cart, Library: Trains (•)
Effect: Your character has access to a plethora of information about a given topic. When purchasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended roll involving the Skill in question, add the dots in this Merit.
This Merit can be purchased multiple times, to reflect different Skills. Additionally, its benefits can be shared by various characters, with permission.

Security Measures: Safe Place (•••••)
Effect: Your character has somewhere she can go where she can feel secure. While she may have enemies that could attack her there, she’s prepared and has the upper hand. The dot rating reflects the security of the place. The actual location, the luxury, and the size are represented by equip- ment. A one-dot Safe Place might be equipped with basic security systems or a booby trap at the windows and door. A five-dot could have a security crew, infrared scanners at every entrance, or trained dogs. Each place can be an apartment, a mansion, or a jidey-hole. Unlike most Merits, multiple characters can contribute dots to a single Safe Place, combining their points into some- thing greater. A Safe Place gives an Initiative bonus equal to the Merit dots. This only applies to a character with dots invested in the Safe Place. Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested. If the character desires, the Safe Place can include traps that cause intruders lethal damage equal to a maximum of the Merit rating (player’s choice as to how much damage a given trap inflicts). This requires that the character has at least one dot in Crafts. The traps may be avoided with a Dexterity + Larceny roll, penalized by the Safe Place dots.

Train Workers: Staff (•••)
Prerequisite: **Owners must continue to have 5 Resources to pay workers**
Effect: Your character has a crew of workers or assistants at his disposal. They may be housekeepers, designers, research as- sistants, animators, cheap thugs, or whatever else makes sense.For every dot in this Merit, choose one type of assistant, and one Skill. At any reasonable time, his staff can take actions using that Skill. These actions automatically garner a single success. While not useful in contested actions, this guarantees success on minor, mundane activities. Note that your character may have employees without requiring the Staff Merit; Staff simply adds a mechanical advantage for those groups.
Repair Men: Craft (Train Repair)
Conductor: Academics (Ticket Management)
Engineer: Drive (Trains)

Equipment: Cache
Die Bonus +3, Durability 2, Size 12, Structure 5, Availability  •••
Effect: A cache is a hidden and defensible place for items, usually weapons. It keeps important items from prying eyes. A cache can never be more than half the Size of its parent object. For example, a Size 6 car can support no larger than a Size 3 cache. A given cache can hold two items of its Size and any reasonable number of smaller-sized items. Its Availability
determines its dice bonus, which both adds to concealment rolls and subtracts from rolls to find the items within.
*1 Crate of Dynamite Size 12
*1 Reinforced Steel Cage Size 12
*10 Rifles
*5 Shotguns
*2 Sawed Off Shotguns
*6 Light Single Action Revolvers
*6 Heavy Single Action Revolvers
*3 Hold Out Derringers

Mounted Weapon on Back Caboose pointing behind them: Gatling Gun
Range: 150/300/600 (Can swerve at 180 degrees on its base)
Clip: 200
Initiative Penalty: -4
Damage: 3
Minimal Strength: 2, But mounted so zero
Size: 3
Availability: 5

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