Jamie Fairbain (character sheet)
No description given on setting page.
Attributes
Physical
Social
Mental
Abilities
Talents
Skills
Knowledges
Advantages
Gifts
* Razor Claws
* Sense Wyrm
* Heightened Senses
Heightened Senses (Level One)
This Gift
sharpens the werewolf’s senses to an incredible degree.
She enjoys the olfactory and auditory acuity of a wolf
whenever she is in Homid and Glabro forms, along with
superior night vision. In Crinos, Hispo and Lupus, her
senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises,
bright lights or overwhelming scents can be disorienting,
however. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point to activate
this Gift for a scene. In Homid and Glabro, the werewolf’s
Perception difficulties decrease by two and she may roll
Perception + Primal-Urge to perform uncanny sensory feats
such as tracking by scent. In Crinos, Hispo, and Lupus,
Perception difficulties decrease by three (this is not cumulative
with the ordinary Lupus-form Perception bonuses) and
the werewolf gains an extra die to Primal-Urge dice pools.
Razor Claws (Level One)
By raking his claws
over stone, steel, or some other hard surface, the werewolf
hones them to razor sharpness. A cat- or bear-spirit
teaches this Gift.
System: The player spends one Rage point and the
Ahroun takes a full turn sharpening her claws. All claw
attacks do two additional dice of damage and are made
at –1 difficulty for the rest of the scene.
Sense Wyrm (Level One)
The werewolf can
sense nearby manifestations of the Wyrm. This Gift
involves a mystical sense, not a visual or olfactory image,
although Garou often describe the Wyrm’s spiritual
emanations as a stench. This Gift doesn’t necessarily sense
dedication to the Wyrm, merely contact with its spiritual
essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense
it provides doesn’t function passively. The Gift may be
taught by any Gaian spirit.
System: The player rolls Perception + Occult. The
difficulty depends on the concentration and strength of
the Wyrm’s influence: sensing a single fomor in the next
room would be difficulty 6, while detecting the stench of
a Bane that was in the room an hour ago would be difficulty
7. Vampires register as Wyrm-tainted, save those
with Humanity ratings of 7 or higher.
Backgrounds
Renown
Other
Merits & Flaws
No merits or flaws.
Fetishes
No Fetishes listed.
Rites
No Rites known.
Combat
Brawling Chart
Maneuver: Bite
Roll: Dex + Brawl
Difficulty: 5
Damage: Strength + 1/A
Maneuver: Body Tackle
Roll: Dex + Brawl
Difficulty: 7
Damage: Special/B
Maneuver: Claw
Roll: Dex + Brawl
Difficulty: 6
Damage: Strength +2/A
Maneuver: Grapple
Roll: Dex + Brawl
Difficulty: 6
Damage: Strength/B
Maneuver: Kick
Roll: Dex + Brawl
Difficulty: 7
Damage: Strength + 1/B
Maneuver: Punch
Roll: Dex + Brawl
Difficulty: 6
Damage: Strength/B
A = Aggravated Damage B = Bashing Damage
Health
Freebie Notes
Athletics +1 for 2pts
Alertness +2 for 4pts
Stealth +2 for 4pts
Resources +2 for 2pts
Willpower +2 for 2pts
TOTAL: 15 Freebie Spent
Shifting
Homid
No Change
Difficulty 6
Glabro
Strength 3 (+2) = 5
Stamina 3 (+2) = 5
Appearance 2 (-1)= 1
Manipulation 2 (-2)= 0
Difficulty 7
Crinos
Strength (+4) = 7
Dexterity (+1)= 5
Stamina (+3) = 6
Manipulation (-3) = -1
Appearance 0
Difficulty 6
INCITE DELIRIUM IN HUMANS
Hispo
Strength (+3)= 6
Dexterity (+2)= 6
Stamina (+3)= 6
Manipulation (-3)= -1
+1 Dice to Bite Damage
Difficulty 7
Lupus
Strength (+1)= 4
Dexterity(+2)= 6
Staminda(+2)= 5
Manipulation(-3)= -1
-2 Perception Difficulty
Difficulty 6