ST:TCCharLiamSheet

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Liam Junior Year.jpg


Attributes
Intelligence
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Strength
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Presence
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Wits
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Dexterity
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Manipulation
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Resolve
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Stamina
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Composure
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Skills
Mental
Physical
Social
(-3 unskilled)
(-1 unskilled)
(-1 unskilled)
Academics
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Athletics (Basketball)
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Animal Ken (Canines)
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Computer
Brawl (Werewolf Attacks)
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Empathy
Crafts (Tattooing)
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Drive
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Expression
Investigation
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Firearms
Intimidation
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Medicine
Larceny
Persuasion
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Occult
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Stealth
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Socialize
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Politics
Survival (Forests)
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Streetwise
Science
Weaponry
Subterfuge
Vital Statistics
Health
Willpower
Harmony
Primal Urge
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8
6
-
Essence
Speed - 11
Defense - 3
Initiative - 6
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Gifts of Nature
Rank
Description
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Speak With Beasts

Cost: 1 Essence
Dice Pool: Manip. + Animal Ken + Purity
Success: The character can speak so as to be understood by any known animal, as well as understand what the animal might “say.” The creature in question is still fearful, and it might not listen to the werewolf. The effects last for one minute.
Exceptional Success: The character is able to make himself particularly clear, gaining a +1 bonus to any Social rolls made to influence animals for that application of the power.

Gifts of the Full Moon
Rank
Description
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Clarity

Cost: 1 Essence
Dice Pool: None
By spending one Essence, the player increases his character’s Initiative modifier by five, greatly increasing the odds of seizing the critical first strike in any battle. The Storyteller may determine that some situations are inappropriate for this Gift (such as when the character is attacked by an invisible threat). If the power is used once combat is underway, the character’s new place in the Initiative order is applied in the next turn and in all subsequent turns for the remainder of the fight.

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Attunement

Cost: 1 Willpower
Dice Pool: Wits + Brawl + Wisdom – opponent’s Resolve
After one full turn of combat with a foe, the werewolf using this Gift can ignore an amount of his opponent’s Defense modifier equal to half the user’s Primal Urge (rounded up) for the remainder of the scene. The Gift’s activation roll is made at the beginning of the user’s action in a turn, and if successful, the opponent’s Defense is reduced.If an opponent dodges, his Defense is reduced after being doubled.
Success: The character exploits a weakness and may ignore an amount of his opponent’s Defense equal to the Gift user’s Primal Urge dots for the remainder of the scene.
Exceptional Success: Add one to the Gift user’s Primal Urge for the purposes of this use.

Gifts of Mother Luna
Rank
Description
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Partial Change

Cost: 1 Essence or None
Dice Pool: Stamina + Survival + Primal Urge
The player has the option of rolling this dice pool, with the intended change occurring if even one success is achieved. In this case, the change is an instant action. Or, he may spend one Essence for his character to change automatically as a reflexive action.
Success: The werewolf chooses which parts of himself he transforms. The result might allow him to use certain abilities normally restricted to other forms (such as tracking by scent or using claws in Hishu; the Storyteller decides what modifiers transfer over). Though he may change as much or as little as he wishes, the choice is final. To add or subtract any feature requires another use of the Gift (so “undoing” features also requires another application of the power). The Storyteller decides if and how any human onlookers might spot the character’s features and potentially suffer Lunacy. If it is triggered, normal rules apply and subjects’ Willpower is considered one higher than normal.
Exceptional Success: The change occurs as a reflexive action without the expenditure of an Essence point.

Crescent Moon Gifts
Rank
Description
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Two-World Eyes

Cost: None
Dice Pool: Wits + Occult + Wisdom
Success: The character can see and understand what’s happening on both sides of the Gauntlet without penalty.
Exceptional Success: In addition to sight, the character can divide his sense of either smell or hearing across the Gauntlet as well.

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Read Spirit

Cost: 1 Essence
Dice Pool: Intelligence + Occult + Cunning
Success: The Gift reveals the spirit’s name (if it has an individual name), type and Rank, as well as one additional fact per success rolled after the first.
Exceptional Success: As a success, and the Lune reveals one specific fact about the spirit that could prove pertinent to the plot of the story.


Rites
Rank
Description
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Rite of Dedication

Dice Pool: Harmony
Action: Extended (10 successes; each roll represents one turn.)
When the werewolf shapeshifts, a ritually bound or “dedicated” item of clothing or equipment shifts to match his form if feasible, or merges with his flesh.
Success: The target may have up to one item bound to him per Primal Urge dot that he has. He may later choose to “release” a dedicated item in order to dedicate another one. The target need not have all items dedicated to him at once. For example, this ritual could bind two new items to a character who already has two items dedicated to him, as long as his Primal Urge is at least 4. A simple set of clothing counts as one item. A backpack and its contents also count as one item, although only the contents inside the backpack at the time of the rite. If a werewolf later adds something to the backpack, it doesn’t count as dedicated unless the rite is performed again with the new object inside. The contents of an article of clothing’s pockets aren’t considered part of the clothing, unless the werewolf dedicates that particular particle of clothing as a separate item. Therefore, if a werewolf dedicates a business suit to himself as “one item,” the watch in his pocket doesn’t count as dedicated. If, however, he dedicates his favorite pair of jeans to himself as one item, the wallet in the pocket counts as dedicated.
Exceptional Success: The item doesn’t count toward the character’s Primal Urge limit on how many items that can be dedicated to him. It is essentially dedicated for free or is extra.

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Call Gaffling

Dice Pool: Harmony versus the spirit’s Resistance (see below)
Action: Extended (40 successes needed; each roll represents one minute); potentially contested
This ancient ritual and its brother rite, Call Jaggling, are the core of relations between spirits and werewolves. Though the Uratha face great animosity from the spirit broods, the ancient pacts forged before history began still hold. Most spirits still adhere to a series of bans that require them to obey the summons of a werewolf who performs the proper rites. The power of ritual to compel them is written on their very being. The Gaffling is the lowest rank of spirit, and the most commonly found in the natural world (and the Shadow). Like most spirits, Gafflings are generally unfriendly toward the Forsaken and Pure Tribes. The summoned spirit is under no compulsion to cooperate, and most choose not to unless offered delightfully appropriate chiminage and/or the threat of binding. And yet, Gafflings, like all spirits, are aware of a werewolf’s Renown and are more likely to respond well to an accomplished Uratha than to a cub.
Performing the Rite: This rite is relatively simple. The werewolf marks out a sacred circle and sits in the middle. She consumes a small amount of reality-expanding natural substance — a hallucinogen, stimulant or depressant, as per the ritualist’s traditions. She then places a few hundred grams of chiminage on the ground before her. While this is most often food of some kind appropriate to the spirit’s type, it can also be precious metal, gems or another substance. The greater the value of the chiminage, the more likely the Gaffling is to cooperate with the werewolf’s request. The chiminage may be burned, buried or doused with water in order to bring it to the spirits’ attention. The ritualist then performs a howl of summons. A single Gaffling of the chosen type arrives within several minutes of the beginning of the rite if all goes well.
Success: Most Gafflings come automatically once the required successes are gathered. A Gaffling with an important duty that it knows it will be punished for shirking may attempt to resist the call. In that case, the Gaffling’s Resistance is rolled to fight the summons. The ritual becomes an extended and contested action. Each side accumulates successes, and the first to gather 40 wins. In the spirit’s case, it refuses the summons and another might respond in its place or the werewolf beckons none. In the werewolf’s case, the spirit responds normally. Once the spirit has been summoned, the ritualist must either bargain with the Gaffling for its services or bind it.
Exceptional Success: Several successes are gained. In an extended and contested action, the opponent suffers a –1 penalty to all subsequent rolls. This penalty is cumulative if one side achieves more than one exceptional success.

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Bind Spirit

Dice Pool:
Action:
This ancient ritual, like many other common Uratha rites, is attributed to the time of Father Wolf. It allows a werewolf to bind a spirit to a single location or to prevent a particular spirit from entering a single location. Bind Spirit is very common; most experienced Ithaeur know a variation of it. This same rite can be used to bind a spirit into a particular part of the Shadow or the physical world. As a result, the spirit cannot leave its immediate area, not even to cross the Gauntlet. Werewolves who know this rite can use it in a preparatory fashion for a spirit they haven’t yet summoned into the physical world, or against a spirit already manifest in the real world or against a spirit in the Shadow if the ritualist is already in the spirit world.
Performing the Rite:' Werewolves know dozens of variations on this rite, and most experienced Ithaeur create their own versions, which they then pass on to students. The most common version — not an ancient one, but one that has become quite popular in the last few decades — requires the ritualist to draw a chalk circle around the fringes of a room or glade before summoning the spirit. Creating the circle requires 20 successes on an extended Intelligence + Occult roll. Each roll represents one minute of work. The circle is marked with dozens of Uratha claw-sigils, and a complex half-howling chant is performed before the spirit is summoned. Once the spirit has been summoned into the circle (via an appropriate rite, such as Summon Gaffling), the werewolf must complete the last notes of the howl before the spirit realizes what is going on and escapes. To bind a spirit that is already present, the ritualist may be able to complete the aforementioned circle in secret. For example, a particularly clever werewolf might be able to convince a night-spirit that the circle he is drawing represents the spirit’s “star chart.” If that cannot be done — it isn’t likely, Luna knows — he must somehow wrap the rite’s subject three times in silvered thread (which is impossible to do in the material world) and then perform the aforementioned chant. That silvered thread can easily be broken until the third loop is complete. After that, it cannot be broken at all unless the ritualist makes a mistake in the chant. In the physical world, a spirit may be encircled by physically holding its host on the spot. This rite doesn’t work on ghosts.
Success:Pg 158

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Fetishes
Rank
Description
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Shadow Wings (Tattoo)

Upon a successful activation roll, Liam can fly in the Shadow Realm (and only in the Shadow Realm) for three hours, allowing Liam to cover about 60 miles (at 20 miles per hour or 29 yards per turn). The fetish’s spirit must rest for another three hours before re-activation. Attacks and other tasks attempted that require a delicate touch while flying suffer a –4 penalty due to the awkward nature of the wings.
This fetish is made with the spirit of a raven.


Shapeshifting
Hishu — The Human
In this form, the werewolf is indistinguishable from a normal human to casual observation, and even supernatural attempts to detect him for what he is suffer a –2 modifier.

Traits: No Trait Modifiers in this form.

Dalu — The Near-Human
Stronger and tougher than Hishu form, but still small enough to barely pass for human, Dalu is many werewolves’ form of choice for brawls involving normal people (or playful cubs). Dalu adds four to six inches in height and approximately 25-50 pounds of muscle mass to the Hishu form’s size. Body hair thickens and facial hair becomes prominent (noticeable even on women). Facial features become angular and lupine, and the werewolf exhibits subtle wolf-like behavior. She might bare her teeth when she’s angry or aggressive, or pant slightly when excited.

Traits: Strength +1, Stamina +1, Manipulation –1, Size +1, Health +2, Speed +1, +2 to perception rolls.
Lunacy: Treat observers as if their Willpower was 4 higher.

Gauru — The Wolf-man
A werewolf assuming Gauru form gains between two and three feet in height (few werewolves stand taller than 10 feet in this form) and 200 to 250 pounds of muscle mass. The body is covered in fur that shares

coloration with the Urhan form, and the head is that of a monstrous wolf, although the Gauru form remains capable of bipedal travel and retains opposable thumbs. The werewolf’s arms elongate and hands end in wicked claws. A Gauru werewolf is capable of biting a man’s arm clean off with its powerful jaws. While not as perceptive as Urhan form, Gauru form benefits from increased olfactory and auditory senses. Players add three bonus dice to all perception rolls in this form. The character may also track by scent (see p. 178).
If a werewolf attempts to take some other action besides attacking or moving toward a visible enemy — say, to read a newspaper headline, say a few words to someone or save a child in traffic — the player must make a Resolve + Composure roll as a reflexive action. Success means the werewolf maintains control of himself and may act freely for one turn. Failure means the character enters Death Rage (see p. 173). This rule also applies to the use of Gifts and fetishes.
An Uratha cannot stay in Gauru form indefinitely. The strain of Rage is just too powerful. A werewolf can remain in Gauru form for a number of turns equal to his (Hishu) Stamina + Primal Urge. After that time, he can no longer maintain Gauru, and the player must make a shapeshifting roll (Stamina + Survival + Primal Urge) or spend an Essence point to shift to the form of his choice. If the roll fails, or if he chooses not to roll or to spend Essence, the character reverts to Hishu form automatically — which can be dangerous, considering the sudden loss of added Health. A werewolf may also leave Gauru form before he is forced to, shapeshifting as normal, as long as the character isn’t subject to Death Rage.
A werewolf’s nearness to Luna grants him additional strength. During a werewolf’s auspice moon, the blessing of Luna is strongest. The player may add his dots in his auspice-affinity Renown (the primary trait based on auspice) to the time limit for remaining in Gauru form. For example, when the moon is full, a Rahu may remain in Gauru for a number of turns equal to Stamina + Primal Urge + Purity.
Traits: Rage invoked, Strength +3, Dexterity +1, Stamina +2, Size +2, Health +4, Initiative +1, Speed +4, Armor 1/1, inflict lethal damage (+1 bonus to claw attacks, +2 to bite attacks), +3 to perception rolls, wound penalties ignored and no unconsciousness rolls made, –2 to resist Death Rage, fail most Social and Mental tasks.
Lunacy: Full

Urshul — The Near-wolf
In Urshul form, a character becomes a huge wolf ranging from three to five feet at the shoulder and from six to eight feet in length. The head is massive and the shoulders stocky, allowing the Urshul to tear huge hunks of flesh from an enemy. The Urshul has the same coloration as Urhan form. Human speech is impossible in Urshul form, but the character can communicate using the First Tongue with limited facility. The shape of the body and scents emitted allow for the communication of quick, simple ideas within a group of werewolves the character knows well (i.e., her pack).

As in Gauru form, characters in Urshul gain three bonus dice to all perception rolls. They may also track by scent.
Traits: Strength +2, Dexterity +2, Stamina +2, Manipulation –3, Size +1, Health +3, Initiative +2, Speed +7, +3 to perception rolls, inflict lethal damage
Lunacy: The form inflicts Lunacy, but witnesses are treated as having two more dots of Willpower (to a maximum of 10) for purposes of being affected (see p. 176).

Urhan — The Wolf
This form usually appears to be a normal red or gray

wolf, though werewolves born to bloodlines from areas where there are no indigenous wolves may have Urhan forms that resemble other wild canids, such as the occasional African-American werewolf with a Urhan form like a Cape Hunting Dog. The Urhan form is that of a wild beast and can only be mistaken for a domestic dog by people who don’t know the difference between a feral-looking dog and a wolf. Like Hishu form, Urhan is an effective means of camouflage. Supernatural attempts to detect an Urhan form werewolf’s true nature incur a –2 penalty.
Traits: Dexterity +2, Stamina +1, Size –1, Initiative +2, Speed +5, +4 to perception rolls, inflict lethal damage with bite attack
Lunacy: None.


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