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NAME CONCEPT Ryan Malley Former Criminal VIRTUE VICE Fortitude Wrath AUSPICE TRIBE Rahu (Full Moon) Hunters in Darkness

MENTAL PHYSICAL SOCIAL Intelligence 2 Strength 3 Presence 2 Wits 3 Dexterity 2 Manipulation 2 Resolve 3 Stamina 3 Composure 2

MENTAL (-3) PHYSICAL (-1) SOCIAL (-1) Academics Athletics ** Animal Ken Computer * Brawl *** Empathy ** Crafts * Drive ** Expression Investigation ** Firearms ** Intimidation ** Medicine * Larceny ** Persuasion Occult Stealth ** Socialize Politics Survival * Streetwise *** Science Weaponry * Subterfuge

RENOWN SPECIALTIES /Purity/ ** Investigation: Crime Scenes Glory Brawl: Dirty Fighting, Jaws Honor Intimidation: Physical Wisdom * Streetwise: Atlanta Cunning

EXPERIENCE: 20 (History of 50) COMBAT STATS OTHER ADVANTAGES Health 8 Harmony 7 | | | | | / | | | Primal Urge *

SIZE: 5 Willpower 5

				xxxxx

DEFENSE: 2 INITIATIVE: 4 ESSENCE 10 (1 per turn) SPEED: 10 xxxxx xx

MERITS value notes Brawling Dodge * You can add your Brawl rating to your Defense instead of doubling it. FS: Boxing *** The boxing fighting style; Body Blow, Duck & Weave, and Combination. FS: Groundfighting *** The street fighting style; Ground Control, Hold 'em Tight, Blue in the Face.

Allies * Your boss, who is more than willing to work with you. Contacts ** You keep abreast of Atlanta's criminal underworld, and everything relating to Bethany's life. Resources * A little bit of extra spending money, from a nice job as a car mechanic...

Totem * You have impressed the spirits somewhat, during your Initiation.

GIFT LISTS Warning Growl (Dominance *, pg. 109)

	This gift costs 1 willpower, and is a contested action.  You roll your Presence + Intimidation + Glory, 	
	resisted by your opponents Composure + Primal Urge.  If you roll as many or more successes than your 
	opponent, you've successfully cowed them and gain a +2 defense bonus against their close-combat attacks.  On 
	an exceptional success, that bonus increases to +3.

Speak with Beasts (Nature *, pg.130)

	This gift has no cost, but requires a reflexive Manipulation + Animal Ken + Purity roll.  The Werewolf can 
	talk with animals, using both voice and body language.  A simple success allows two-way communication, while	
	an exceptional success gives the Werewolf a +1 bonus to social rolls with the animal.  This charm lasts for 
	one minute, and does not demand the animal listen or obey.

Clarity (Full Moon *, pg. 116)

	This gift costs 1 essence, and is a reflexive action requiring no roll.  For the rest of the scene, the Rahu 
	adds 5 to his Initiative modifier.  If used once combat is already underway, adjust the characters place in 
	the initiative order starting with the next turn and all subsequent turns.

EQUIPMENT AND NOTES
A very rough history for Ryan

This sheet is pre-First Change, and will need various modifications and adjustments. In particular, the assignable third dot of Renown and "gifts" (unlisted as yet) will need to be fiddled with.


Page last modified by April 29, 2006, at 03:46 PM