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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
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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.