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Jamie Fairbain (character sheet)

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Type
Tribe
Breed
Lupus
Auspice
Ahroun
Rank
1
Rage
0 / 5
Gnosis
0 / 5
Willpower
0 / 5
Experience
0 xp
0 free + 0 spent
Concept
Young Fury, mother hen, laborer (Construction)

Attributes

Physical

Strength
3
Dexterity
4
Stamina
3

Social

Charisma
2
Manipulation
2
Appearance
2

Mental

Perception
3
Intelligence
2
Wits
3

Abilities

Talents

Alertness
3
Athletics
3
Brawl
4
Empathy
0
Expression
0
Intimidation
1
Leadership
0
Primal-Urge
3
Streetwise
1
Subterfuge
1

Skills

Animal Ken
2
Crafts
1
Drive
+1 diff
Etiquette
+1 diff
Firearms
+1 diff
Larceny
+1 diff
Melee
3
Performance
+1 diff
Stealth
2
Survival
1

Knowledges

Academics
0
Computer
can't
Enigmas
can't
Investigation
can't
Law
can't
Medicine
2
Occult
1
Rituals
2
Science
can't
Technology
can't

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

Ancestors
1
Kinfolk (Sister and Mother)
2
Rites
2
Resources
2

Renown

Glory
0 / 2
Honor
0 / 1
Wisdom
0 / 0

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

Bruised
0
Hurt
-1
Injured
-1
Wounded
-2
Mauled
-2
Crippled
-5
Incapacitated

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