ATTRIBUTES
Strength
4(6) Dexterity 4(6) Stamina
4(6)
Charisma 3(5) Manipulation 2(4) Appearance 4(6)
Perception
8 Intelligence
3 Wits 4
Willpower: 4 (+5 Freebie Points) = 9
Health: 6/9(Base 6, +3 when Numbing is activated =9)
Soak[Lethal/Bashing]: 7/9(Base 4 + 3 Armored Hide =7. +2 Bestial Mutation when active = 9) at DC4
Soak[Aggravated]: 3(Armored Hide) at DC6 ()
Canine Template Aspects: Keen Smell, Natural Weapons
ABILITIES(+38 Freebie Points)
Talents: Alertness 3, Athletics 4, Awareness 3, Brawl 4, Intimidation 5, Stealth 3, Empathy 4
Skills: Animal Ken 2, Survival 2, Etiquette 2
Knowledges: Academics 1 Medicine 2, Occult 3, Investigation 2
FOMOR POWERS: 27
- Exoskeleton: +3 Strength, +3 Stamina (already included in stats)
- Mega-Perception: +3 Perception (already included in stats)
- Mega-Intelligence: +3 Intelligence (already included in stats)
- Unholy Blessing: -2DC to power activation rolls
- Sense The Unnatural: Roll Perception + Occult at DC6 to detect supernaturals within 20 yards, and a second roll to identify type
- Disguise: Can look exactly as they did before any changes
- Armored Skin: Soak lethal as bashing
- Armored Hide: +3 dice to soak, and this dice can be used to soak Agg at DC8
- Corpse Hide: -2DC to soak rolls
- Numbing: Scenelong +3HLs + wound penalty negation upon a successful roll of Stamina + Medicine at DC6 for the cost of 1WP.
- Regeneration: +1L of bashing or lethal per turn. Healing 1L of Agg requires a full day and 1wp
- Consume Lacerations: Touch target and spend 1wp; for rest of scene, can choose to reflexively accept 50% of damage to target, rounded up, as long as you are within 10 yards of target. May also pay 1wp to roll Willpower at DC7; with each success healing a level of damage to the target
- Extra Speed: +1 Action, and 1.5x movement speed
- Distort Inertia: Divert projectile flight path (arrow, bullet, thrown car, collapsing building etc) away for the cost of 1wp and a successful Willpower roll at DC6.
- Bestial Mutation: When activated, +2 to Physical Attributes, and Appearance drops to 0
- Enhanced Bestial Mutation
- Standby Power: Siren's Veil: +2 to all Social Attributes, and may roll App + Empathy against (target WP) DC to appear as ideal dog
- Bestial Power: Hideous Breath: At will, roll Dex + Athletics at DC5 for 6 lethal damage. Range 30 yards, normal Firearms modifiers apply.
- Twisted Gifts: Expand access to any Gift list of Rank 2 or lower, instead of just Homid, Metis and BSD. May substitute WP points for Rage or Gnosis. May roll Willpower to activate gifts
- Greater Gifts of Malfeas: Access to Gifts of Rank 3 or higher. May substitute WP points for Gnosis or Rage. May roll Willpower to activate gifts.
- Gifted Fomor: Mindblock(Rank 4 Silver Fang/Silent Strider/Stargazer): Raise difficulty of all mental attacks, from mind control to mind reading to illusions to possession, to DC10. Does not affect emotional attacks. Permanent upgrade
- Gifted Fomor: Adaptation(Rank 3 Silent Strider): No damage from poison or disease, and ignores environmental conditions for an hour per success rolled at DC7 at a cost of 1WP.
- Gifted Fomor: Pulse of the Prey(Rank 2 Ragabash /Black Furies/Red Talon /Silent Striders/ Get of Fenris): Track down anyone you know anything about as quickly as you can travel, no roll required, on Earth or in the Umbra. If the target is being actively hidden, roll Perception + Survival against DC of target's(Wits + Stealth) if human, or Gnosis if spirit.
- Gifted Fomor: Wings of Pegasus(Rank 3 Black Furies): Spend 1 WP to produce wings capable of up to 50mph until dismissed.
- Gifted Fomor: Coils of the Serpent(Rank 2 Uktena/Bunyip): Roll Dex + Occult at DC7 to produce (activation successes)coils of mist (refluff as appropriate) within 100 feet/30m of the caster. Each coil is 30 feet long, possesses the same Physical stats as the summoner, can bind people but cant deal damage. A victim trying to break free must pass a DC7 Str check, with more sux than the no of coils binding him/her.
- Gifted Fomor: Strength of Purpose(Rank 2 Philodox/Croatan/Get of Ferris): WP recovery. Once per scene roll Stamina + Occult at DC7 to recover WP at 2 sux/1 pt of WP
- Gifted Fomor: Beast Speech(Rank 1 Galliard): Clearly understand and communicate with natural animals, from fish to mammals. Permanent.
- Gifted Fomor: Spirit Speech(Rank 1 Theurge/Uktena): Clearly understand and speak with any spirit you encounter. Permanent.
- Gifted Fomor: Brother's Scent(Rank 1 Children of Gaia): Spend 1 WP and roll App + Empathy at DC6 to blend into a location or area. Success means all individuals not specifically on the lookout see no incongruity in its appearance unless its actions specifically draw attention eg starting a fight.
MERIT: 14 points
- Unaging: -2 pts
- Acute Sense -2 pts (Already have Keen Smell as an Aspect from the base template, so this covers the others)
- Seldom Sleeps: -2 pts: Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average Garou. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won't make you more than a little bleary-eyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods.
- Linguistics -3 pts: (Brass Courts Common, English, Spanish, random other language)
- Spark of Life -5 pts: Blessed with great vitality, you heal injuries with heroic speed and ease. Your own injuries from lethal damage heal as if they were bashing damage, and aggravated damage heals as if it were one level higher than it is. (Wounded-level damage, for instance, would heal at the Injured-level rate.) Bashing damage, regardless of its extent, heals within an hour. If you're trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains – muscle spasms, headaches, and so forth – within a minute or two. Beyond its healing powers, this rush of life-energy simply feels good, too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevitable downside, vampires find your blood delicious – twice as potent as normal human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and unspeakably refreshing.
FLAW: 8 points
Ability Deficit: 5 pts: Your character is not attuned to his natural aptitudes, so you have five fewer points to spend on his Talents, Skills or
Knowledges. Therefore, the most you could take on that category would be eight dots, and the least would be zero. Of course, you can still spend freebie points to take Abilities in the appropriate category. However, you cannot have any Ability in that category at three dots or higher at the start of the game.
Ward: 3
BACKGROUNDS
Mentor 3
Allies(Brass Courts) 2
Resources 1
Equipment 1