Seth Moore (character sheet)
The Barroom Hero
Attributes
Physical
Social
Mental
Abilities
Talents
Skills
Knowledges
Advantages
Gifts
Rank 1
- City Running
- Master of Fire
- Persuasion
- Mindspeak
- Two Tongues
Rank 2
- Staredown
- Distractions
- Flame Dance
see notes below
Backgrounds
Renown
Advantage Notes
Minor Rites
- Breath of Gaia
- Greet the Moon
- Hunting Prayer
- Prayer for the Prey
Rank One Gifts
City Running (Level One)
— Humans are creatures of the city, raising their steel and glass nests high
into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as “Climb Like an Ape.” It is taught by an ancestor-spirit or an urban city-spirit.
System:
The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping
from rooftop to rooftop) is reduced by two.
Master of Fire (Level One)
— Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.
System:
The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.
Persuasion (Level One)
— This Gift imbues a homid’s words with intrinsic credibility and conviction,
causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
System:
The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
Mindspeak (Level One)
— Invoking the power of a waking dream, the Garou can place any chosen characters into silent communication. A Chimerling teaches this Gift.
System:
The player spends one Willpower point per chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim’s Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. All beings affected must be within line of sight. The Garou may include her entire pack in the waking dream for only one Willpower point, if she desires.
Two Tongues (Level One)
— The glib words and clever schemes of the Fianna are wasted on a single mark. This Gift teaches the werewolf to talk out of both sides of her face, literally carrying on two conversations simultaneously, and to decide who hears what. An ancestor-spirit teaches this Gift.
System:
The player spends a Willpower point. For the rest of the scene, the Fianna may simultaneously carry on two conversations at the same time, which need have no relation to one another. She decides which listeners hear which version of the words she’s speaking. Anyone suspecting something odd about the Fianna’s behavior must roll Perception + Alertness (difficulty 9) to detect the Garou’s other conversation and to understand what she’s saying there.
Rank Two Gifts
Staredown (Level Two)
— Rage burns in a werewolf ’s eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another werewolf, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.
System:
This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 +
the target’s Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Garou and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use.
Distractions (Level Two)
— The werewolf can make distracting yips, yelps, and howls to divert the attention of his target. A coyote-spirit teaches this Gift.
System: The player rolls Wits + Performance (difficulty equals the victim’s Willpower). Each success subtracts one die from the target’s dice pool for the next three turns.
Flame Dance (Level Two)
— Pushing the fire in his heart into his limbs, the Fianna hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift.
System:
The player reflexively spends one Rage point, allowing the character to dodge one attack with his full dice pool, regardless of what other actions he has taken during the round. Alternately, a Rage point may be spent to enhance a normal dodge action, adding three
Other
Flaws
Fetishes
No Fetishes listed.
Rites
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
Other Notes
Homid
No Change
Difficulty 6
Glabro
Strength (+2) = 5
Stamina (+2) = 6
Appearance (-1)= 3
Manipulation (-2)=2
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
Stamina(+2)= 5
Manipulation(-3)= 1
-2 Perception Difficulty
Difficulty 6
Other Traits
Battle Scars:
Armor
Carried Equipment: Cellphone, Guitar w/case
Possessions and Other Equipment: Dodge Ram 1500 HEMI (Cobalt Blue), Small Apartment near Docks