Post by simonsays on Jan 18, 2013 14:23:22 GMT -6
NAME: | Zachariah Itsov | ||||
DEED NAME: | Sets the spiral aflame | AUSPICE: | Ahroun | BREED: | Homid |
CHRONICLE: | Hunters Hunted | TRIBE: | Silver Fang | CONCEPT: | Young Hope of the Tribe |
Rank | Fostern |
Experiance | 21 |
ATTRIBUTES | |||||
PHYSICAL | SOCIAL | MENTAL | |||
STRENGTH: | 4(Iron fists) | CHARISMA: | 3 | PERCEPTION: | 3 |
DEXTERITY: | 4(Lightning reflexes) | MANIPULATION: | 2 | INTELLIGENCE: | 2 |
STAMINA:Unyielding | 4 | APPEARANCE: | 3 | WITS: | 3 |
ABILITIES | |||||
ABILITIES | SKILLS | KNOWLEDGES | |||
ALERTNESS: | 2 | ANIMAL KEN: | 0 | COMPUTER: | 0 |
ATHLETICS: | 1 | CRAFTS: | 2 | ENIGMAS: | 0 |
BRAWL: | 4(Kick boxing) | DRIVE: | 0 | INVESTIGATION: | 2 |
DODGE: | 1 | ETIQUETTE: | 1 | LAW: | 0 |
EMPATHY: | 1 | FIREARMS: | 0 | LINGUISTICS: | 1(Russian) |
EXPRESSION: | 0 | LEADERSHIP: | 2 | MEDICINE: | 2 |
INTIMIDATION: | 3 | MELEE: | 4(Axe) | OCCULT: | 0 |
PRIMAL-URGE: | 2 | PERFORMANCE: | 0 | POLITICS: | 1 |
STREETWISE: | 0 | STEALTH: | 2 | RITUALS: | 0 |
SUBTERFUGE: | 2 | SURVIVAL: | 2 | SCIENCE: | 0 |
MERITS |
Battle Prowess: (3 pt Merit) Combat with weapons comes naturally to you. Swords, knives, klaives,quarterstaves and various other implements of hand-to-hand warfare seem almost second nature. You enjoy anextra die on all Melee dice pools. Your expertise in hitting, however does not extend to causing more damage;you roll the standard amount of dice for damage |
Noteable Heritage : (2 pt Merit) This merit can represent one of two things. It may mean that the character is from a family that is particularly renowned amongst the Garou for its deeds down through the centuries. Notable examples include the Morningkills, the Delacourts and the Tvarivich Dynasty. This is not the samething as the Background: Pure Breed, which represents the relative perfection of the Garou line as expressed inthe individual. This Merit represents the general fame accorded to the family for the deeds of Garou andKinfolk both. The character is at a -1 difficulty to Social rolls with other Garou and Kinfolk who are aware of werewolf society. This Merit does carry with it the expectation that the werewolf live up to the family name. If he fails to do so, he may find the benefits of the Merit fading with time, as the stories of his own failings start tooutweigh the high regard the family receives. |
Fearlessness : (2 pt Merit) Like the eagle, which stares into the blinding sun rather than back down, you fear nothing and nobody. Yours is the heart of the lion who fights the dragon to a standstill despite his hatred of fire.In game terms, you easily resist all attempts to frighten and intimidate you and yours. Facing supernatural threats or fear-based magick, your effective Willpower is increased by three. |
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FLAWS |
Hatred : (3 pt Flaw) You have an unreasoning, total and virtually uncontrollable hatred of a certain thing. Youmay hate an animal, a class of person, a situation — almost anything. You must make a frenzy roll whenever faced with the object of your hatred. You constantly pursue opportunities to injure, destroy or control your nemesis, so much so that your reason is clouded. (Black Spirals) |
Mark of the Predator : (2 pt Flaw) You give off emanations of a predatory nature. Herbivores fear and shyaway from you, while carnivores see you as a potential threat and may offer challenge. You cannot posses theSkill: Animal Ken. |
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BACKGROUNDS |
Resources 2 |
Fetish 4 |
Purebreed 4 |
Allies 4 |
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GIFTS |
The Falling Touch (Ahroun Rank 1) This Gift allows the Garou to send her foe sprawling with just a touch. The Gift is taught by any aerial spirit. System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the opponent to the ground. |
Luna's Armour (Silver Fang Rank 2) The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune. System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene. |
Divide (Homid Rank 2) Perhaps more than any other species, humans are excellent at making tiny differences into massive gulfs. This can be seen in racism, sexism, homophobia and even in the quickly distancing term used to describe some criminals: monsters. Garou, who are part human, have pickedup neatly on these sorts of activities and even perhaps exceed huamnity's capacity for them. This Gift, which raises up hatred and suspicion, is an example of that. It is taught by a dog spirit. System: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou can exacerbate divisions between individuals or groups. Note that the Gift cannot actually create anger and divisions; they must already exist to be exploited. If used on the theoretical "perfect family", the Gift would fail. Among humans, the Gift simply prevents any resolution of issues and difficulties, possibly breaking into violence. One success might cause targets to raise voices at one another, three would spell lawsuits, and five might bring them to blows. Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every sucess on the initial roll adds one success on all Rage rolls the targets make through out the scene. With such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge. |
Master of Fire (Homid Rank 1) Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilisation. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or fire spirit grants this Gift. System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last a scene |
Sense Wyrm (Silver Fang Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia. System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7. |
Strength of the Pack (Ahroun Rank 2) The Ahroun, the heart of the pack's strength, can share any or all of her physical might with her pack members. Just as if she handed her packmate a loaded gun, the Ahroun grants her more power to do the work of the pack. A Bear-spirit teaches this Gift. System: The player spends a Rage point to make the Gift active. She may then temporarily reduce her strength by any amount, to a minimum of 1, and lend that strength to her packmates with just a touch. The Garou decides how much strength goes to each pack member chosen. The effects last for one scene. Taught by: Bear-spirit Book: Wild West Companion |
Fatal Flaw The Garou can discern a target's weaknesses, allowing him an advantage in combat. This Gift is taught by a Stormcrow. System: The Garou concentrates for one turn and rolls Perception + Empathy (difficulty of the target's Wits + Subterfuge). Success allows the Garou to do an extra die of damage against the target. Extra successes allow him to discern additional vunerabilities; five successes gran the Garou knowledge of all the target's flaws. |
Shards of Icy Rage (Ahroun Rank 2) The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack. System: The players spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystalised Rage, up to a limit of five shards. The player makes a seperate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yard for every dot of the Garou's strength. The player may spend only one point of Rage each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift mroe than once in a scene, each successive use after the first adds +1 to the difficulty roll to activate the gift. |
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RITES: | (Insert HERE) |
RENOWN | TRAITS | ||
GLORY | 5 | RAGE | 6 |
HONOR | 1 | GNOSIS | 4 |
WISDOM | 1 | WILLPOWER | 7 |
Freebie Points Use |
15 attributes |
7 backgrounds |
12 on abilities |
4 on willpower |
2 on rage |
Flaws went to gnosis (4 freebies) and rage (1 freebie) |
GEAR |
Ash(Fetish Axe) Ash is imbued with a fire spirit and all damage done by ash is fire(AKA agg) instead of lethal. This weapon is a family heirloom of the (Itsov) Silverfangs. It is made by one of the finest garou weaponsmiths and none no how long it has been in existence. (+3 dice for melee attacks and does fire damage) |
Golden Gloves |
Motorcycle |
Multiple sets of clothing |
AGE: | 24 | HEIGHT: | 5'9" | WEIGHT: | 200 lbs |
EYE COLOR: | Blue | HAIR COLOR: | Black | BIRTH MARKS: | (Insert HERE) |
TATTOOS: | (Insert HERE) | SCARS: | Marked multiple times with the rite of wounding most of these are black spiral in nature. |
DESCRIPTION: | Zachariah Itsov is the very mark of regal bearing, he screams Silver Fang in the way he walks and talks, arrogance exudes from the powerful Silver Fang Ahroun. While not as large as other ahroun he makes up for it with a fierceness and cruelty few can match and with his great axe Ash, all opponents flee as he burns all around him. |
BACKGROUND: | Born to a wealthy middle-class family of Russian Descent in the North East Zachariah never experienced pain or tragedy in fact his life seemed meant for one of wealth and luck. His family raised him among both Garou and the real world so he did not go without an education and in private school he took up boxing to hone his primal instinct, he easily brought down his opponents and then continued this in the rings of Wyrmfoes septs bringing down young cubs with near equal ease. His transformation was brought on in the wake of another garou frenzying before him, he awoke facing death and immediately responded in kind. Born as Garou in the protective bosom of house wyrmfoe, Zachariah has received the finest training a Silverfang can get. Born to the great Cossack house of Itsav, all Silverfang believe the warrior is meant for greatness all he must do now is reach out and grab it. Every luxury has been afforded him and he has been trained in the ways of his people incredibly well, and as the first born Garou son he has even been granted a great token of the house, Ash (Known in Russia as Nener) and promises of more should he earn his place in the Garou nation as a great leader. He has many allies among the Silverfang and is seen as worthy of noble treatment. Now he marches toward Hunters Hunted hearing from allies who whisper in court that there is a sept meant to be equally represented by both Fang and Lords, but woefully lacking in the greater tribe. Considering this a stepping stone toward greater glory he moves to aid his brothers and sisters, and further prove himself. |
Read more: huntershunted.boards.net/index.cgi?board=submissionrules&action=display&thread=239#ixzz2ILr007n3