Post by natashia on Aug 21, 2015 18:15:25 GMT
Char Name: Shea Arabella Eden |
Deed Name: | Auspice: Philodox | Breed: Homid |
Chronicle: Hawaiian Trials | Tribe: Child of Gaia | Concept: Lucky |
Attributes |
Physical | Social | Mental | | |||||
Strength: | 2 | Charisma: | 3 | Perception: | 3 | |||
Dexterity: | 2 | Manipulation: | 3 | Intelligence: | 2 | |||
Stamina: | 2 | Appearance: | 2 | Wits: | 5 |
Abilities |
Talents | Skills | Knowledge | ||||||
Alertness: | 2 | Animal Ken: | 0 | Academics: | 0 | |||
Athletics: | 2 | Crafts: | 0 | Computer: | 0 | |||
Brawl: | 0 | Drive: | 1 | Enigmas: | 0 | |||
Empathy: | 3 | Etiquette: | 0 | Investigation: | 2 | |||
Expression: | 0 | Firearms: | 1 | Law: | 2 | |||
Leadership: | 0 | Larceny: | 0 | Medicine: | 3 | |||
Intimidation: | 0 | Melee: | 1 | Occult: | 3 | |||
Primal-Urge: | 2 | Performance: | 0 | Rituals: | 3 | |||
Streetwise: | 0 | Stealth: | 0 | Science: | 0 | |||
Subterfuge: | 0 | Survival: | 0 | Technology: | 0 |
Extra Traits |
Talents | Skills | Knowledge | ||||||
Instruction: | 0 | Archery: | 0 | Cosmology: | 0 | |||
Search: | 0 | Kalindo: | 0 | Herbalism: | 0 | |||
Klaive Dueling: | 0 | Linguistics: | 0 | |||||
Pilot: | 0 | |||||||
Repair: | 0 | |||||||
Meditation: | 2 |
Quirks |
Merits | Flaws | Backgrounds | Lores | |||||||
Concentration | 1 | You have learned how to center your thoughts and focus your attention to eliminate distractions. Circumstances that might be detrimental to taking actions affect you less than they do others. You are immune to circumstantial penalties that might otherwise affect your dice pools or difficulties; if you pick a lock in a rainstorm, for instance, the quality of the lock would still affect the difficulty of the task, but the distraction of the rainstorm would not | Intolerance | 1 | You have difficulty tolerating a specific thing or type of person. +2 difficulty on rolls involving that thing.(Excessive Force) | Familiar Spirit | 4 | Garou | 2 | |
Inner-Strength | 2 | You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by 2 if struggling against impossible odds. | Mistaken Identity | 1 | People think you're someone you're not; even if that person isn't bad, it can still cause you trouble if they realize you're not who they think you are. | Touched (Wyld) | 1 | Tribe | 3 | |
Mother's Insight | 4 | You have an uncanny ability to see into the heart of a situation. You make all Wits-related rolls (with the exception of initiative rolls) at -1 to your difficulty. Additionally, in situations where three or more successes are required, you need one less success to accomplish your task. You cannot botch Wits-related rolls (again, excluding initiative rolls), although you can fail them. | Persistent Parents | 2 | Your parents refuse to let your memory lie, and they actively run a missing teens program to search for you. They also use hired detectives to hunt for you. How close they are to your trails the Storyteller's decision. You cannot simply tell them what has become of you for some reason: Maybe your father is a loyal Pentex employee, or perhaps your parents are fundamentalists who just wouldn't understand your new life. | Other | 0 | |||
Charmed Existence | 5 | Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Because of this Merit, you may ignore a single one on every roll you make, as though you had an extra success. This Merit makes it far more unlikely that you will ever botch and grants you more successes than others might obtain. | Curiosity | 2 | Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful Wits roll, difficulty depending on the situation. A very bad flaw to take with certain evil sadistic Storytellers. | |||||
Friend of Sorcery | 5 | Magic fascinates you in all its forms. You make all Gift-related or Knowledge-related Occult rolls at -1 to your difficulty. In addition, you grasp the principles of Theurge Gifts more easily.Even if your auspice is something other than Theurge, you can learn the Gifts of the crescent moon at the same experience cost as those of your own auspice. If you are a Theurge, you spend one less experience point to acquire a new Theurge Gift (although you must still abide by the restrictions of your Rank). | Bad Sight | 2 | Difficulties for sight-related rolls are at +2, and you suffer from night blindness. If you can take an animal form and receive perception bonuses for it, you will not gain those bonuses for vision. | |||||
Jupiter Rising | 7 | You are a preternaturally lucky person: every time you really need a dose of solid good luck to save you or make things easier, you get it. You are usually luckiest when you are helping another person with their problems. Effect : If you wish to invoke your Luck, spend two Gnosis points and make a Gnosis roll, difficulty 9. The number of successes on this roll is your Luck total for the scene. You may only make one Luck roll per scene. If you are out of Gnosis, your luck has temporarily run out. You may spend your Luck dice in any of the following ways: • You can heal a body level (even aggravated). • You can use them as Willpower points. • You can use them as Rage points. • You can use them to re-roll any one’s you roll, on a one-for-one basis. | Inconvenient Alliance(Hunter) | 3 | You have an ally with someone who is discomforting to you and/or your circle, but can't easily get rid of him because of a favor owed, sense of guilt, or whatever. Level of flaw reflects how controversial or dangerous this ally is. | |||||
Limited Affinity to Gaia(Wilderness) | 3 | Choose either Cities or Wilderness: you cannot feel Gaia in such places, and so you cannot regain Gnosis there. You can always regain Gnosis at Caern, no matter its location. | ||||||||
Gifts | |||||
Breed | Tribe | Auspice | |||
Master of Fire | 1 | Jam Weapon | 1 | Threads of the Tapestry | 1 |
Rites |
Rite | 1 | Rite | 1 | Rite | 1 |
Renown&Traits |
Glory | 0 | Rage | 3 | |
Honor | 3 | Gnosis | 6 | |
Wisdom | 0 | Willpower | 9 | |
Rank | Cliath (1) |
Notes | ||
Familiar Spirit (Background) | 4 | Your familiar is a fairly bright Jaggling. You can speak telepathically to it through the bond you share, as long as it is nearby. You always know where it is. You can see through its eyes and "it can borrow your sight as well. It can store five extra points of Gnosis, Rage or Willpower (all three in any combination) for you. It knows instinctively where you are. It can Peek into (and can even Manifest in) the Realm |
Touched (Wyld) (Background) | 1 | A Wyld Touched, conversely, tends to extremes. Should she roll a success, she may add one success for every point in this Background, but should she fail, she adds a 1 to her roll, guaranteeing a botch. The more 1's gained in a roll, the more severe the botch should be. In these two cases, a Willpower point will negate all effects of the Background. The Willpower point may be spent after the roll is made to either restore lost successes or negate a botch. |
Jam Weapon (Rank 1 gift) | 1 | The Garou may stop any Weaver-born weapons from working within the range of his voice. A dove-spirit teaches this Gift. System: The Garou shouts a single, strange word and spends a Gnosis point. The player rolls Perception + Expression, difficulty of the Willpower of the nearest armed person. For each success, all manufactured weapons will not function for one combat round. This includes guns, crossbows, flame-throwers, and even tasers or cattle prods (anything with moving parts). It does not include natural weapons (retractable claws don’t count as moving parts) |
Gear |
Stuff | Things | Junk |
Details |
Age: | 19 | Height: | 5'5" |
Eye Color: | Weight: | 125lbs | |
Hair Color: | Red | Birth Marks: | |
Tattoos: | Scars: |
Description |
Homid Insert Glabro Insert Crinos Insert Wolf Insert Hispo Insert Metis Deformities: Insert |
History |
Insert Tragic Past |