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Name: Anton Vasilev Pack Name: Grouar Corp Breed: Homid

Player: Nature: Bravo Auspice: Ahroun


Concept: Grosse brute Demeanor: Bon Vivant Tribe: Get of Fenris
Attributes
Physical Social Mental
Strength Charisma Perception
Dexterity Manipulation Intelligence
Stamina Appearance Wits

Abilities
Talents Skills Knowledges
Alertness Animal Ken Academics
Athletics Crafts Computer
Brawl Drive Enigmas
Empathy Etiquette Investigation
Expression Firearms Law
Intimidation Larceny Medicine
Leadership Melee (Epées & Haches) Occult
PrimalUrge Performance Rituals
Streetwise (Drogues) Stealth Science
Subterfuge Survival Technology
Adresse Archerie Ésotérisme
Art Commerce Sénéchal

Advantages
Backgrounds Gifts Gifts
Pure Breed Falling Touch (1)
Ancestors Lightning Reflexes (1)
Allies Master of Fire (1)
Contacts Might of Thor (3)
Fetish Razor Claws (1)
Kinfolk

Renown Rage Health


Glory
Bruised
Hurt -1
Honnor Injuried -1
Gnosis Wounded -2
Mauled -2
Wisdom Crippled -5
Incapacitated

Rank Willpower Experience


1 - Cliath
Realised par Kryane - Sheet W20—v1.0 Generated with WoD Character creator
Homid Glabro Crinos Hispo Lupus
Strength [+2] Strength [+4] Strength [+3] Strength [+1]
Dexterity [-] Dexterity [+1] Dexterity [+2] Dexterity [+2]
No Stamina [+2] Stamina [+3] Stamina [+3] Stamina [+2]
Change Manipulation [-2] Manipulation [-3] Manipulation [-3] Manipulation [-3]
Appearance [-1] Appearance [0] Perception : Diff. -1 Perception : Diff. –2
Difficulty 7 Difficulty 7 Difficulty 6 Difficulty 7 Difficulty 6
Incite Delirium in Bite : +1D Damage
Humans

Other Traits Gifts Rites


Rituel 1
Rituel 2
Rituel 3
Rituel 1
Rituel 2
Rituel 3
Rituel 1
Rituel 2
Rituel 3
Rituel 1
Merits & Flaws Rituel 2
Berserker (2) Rituel 3
Brawling Chart
Enemy (-3) Rituel 1
Maneuver Roll Diff. Damage
Bite 5 Strength + 1 (A) Ability Deficit (Knowledges) (-5) Rituel 2
Body Tackle Dex 7 Special (B) Huge Size (4) Rituel 3
Claw 6 Strength +2 (A) Vengeful (-2) Ritual 1
+
Grapple 6 Strength (B)
Brawl Territorial (-2)
Kick 7 Strength +1 (B)
Puch 6 Strength (B) Iron Will (3)
A=Aggravated Damage, B=Bashing Damage Hunted (-4)

Fetishes
Fetish Name Level Gnosis Power / Description
Fétiche 1 1 2 App 1
Fétiche 2 2 3 App 2
Fétiche 2 2 3 App 2
Fétiche 2 2 3 App 2
Fétiche 3 5 6 App 3

Combat
Weapon Diff. Damage Range Rate Clip Diss. Armor
Arme 1 1 4d 120 1 9 x Class : Grosse
Arme 2 2 6d 120 2 8 n Rating : Enorme
Arme 3 3 7d 12 3 7 i Penality : Aucune
Arme 4 4 Fo + 5D A 31 4 6 p Description : Trop belle ...
Arme 5 5 8d 46 5 5 1 Elle brille et on voit la lune
Arme 6 6 9d 4 6 4 2 se refléter dessus, il faut
Arme 7 7 10d 1 2 2 3 des lunettes de soleil ...

Realised par Kryane - Sheet W20—v1.0 Generated with WoD Character creator
Expanded Backgrounds
Contacts Pure Breed

Pack Totem Allies

Ressources Mentor

Ancestors Kinfolk

Battle Scars Metis Deformity

Possessions
Gear (Carried) Equipment (Owned)

Sept Other

Realised par Kryane - Sheet W20—v1.0 Generated with WoD Character creator
History

Goals / Destiny

Description
Age: 30
Apparent Age: 25
Birth Date: 18/05/1988
1rst Change:
Hair:
Eyes:
Ethnicity: Locale
Nationality: Russia

Height:
Weight:
Gender:
Visuals
Pack Chart Character Sketch

Realised par Kryane - Sheet W20—v1.0 Generated with WoD Character creator
[Ment][Merit] Berserker (2) You have a tremendous ability to resist outside attempts to take
You have uncanny control over your inner anger, and can use over your mind. You receive three extra dice to resist attempts to
your Rage as most Garou cannot. You can enter a berserk manipulate your mind, and may spend a Willpower point to
frenzy at will, ignoring your wound penalties. You still suffer shake off the direct mental control of a vampire. This Merit
the consequences of any actions committed in the throes of works only against direct mental control, not emotional
frenzy. When circumstances might cause you to frenzy, you manipulation; Gifts that induce frenzy still have the usual
must make a standard roll to see if you do so or not. chance to succeed, for instance.
[Soc][Flaw] Enemy (3) [Soc][Flaw] Hunted (4)
You have acquired an enemy (one or more individuals) that not A dedicated werewolf hunter has targeted you as his quarry,
only knows what you are, but also has power of their own. The 1- convinced that you are a monster out of legend bent on preying
point version of this Flaw may signify that your enemy is upon humans. (He’s not, of course, entirely wrong.) Anyone you
another Garou of your own rank who has taken a strong dislike know, including your pack members or humans you are close to,
towards you or who blames you for some past wrong. The 3-point may be in danger from the hunter. While your nemesis desires
version may represent a pack of Black Spiral Dancers who bear a the elimination of all werewolves, his primary focus is on you.
particular grudge against you or a small group of As fate would have it, the Delirium has no effect on your
supernaturally potent were-wolf hunters who have tagged you as pursuer. He is also intelligent and resourceful, far more likely to
a specific target. A 5-point Enemy may mean that you have set nasty traps for you than to blunder into any pitfall you
angered one of the legends of Garou society or a powerful elder leave for him.
vampire Razor Claws (1)
[Ment][Flaw] Ability Deficit (Knowledges) (5) By raking his claws over stone, steel, or some other hard surface,
Whether due to poor education, lack of opportunity, or simple the werewolf hones them to razor sharpness. A cat- or bear-spirit
laziness, you’ve fallen short of your potential. You have five teaches this Gift.
fewer points to distribute in one of your Ability categories: System: The player spends one Rage point and the Ahroun
Talents, Skills, or Knowledges. Therefore, the most you could takes a full turn sharpening her claws. All claw attacks do two
initially take in that category would be eight points, and the additional dice of damage and are made at –1 difficulty for the
least would be zero. Of course, you can still spend freebie points rest of the scene.
to take Abilities in the affected category. However, you cannot Master of Fire (1)
have any Ability in that category at three dots or higher at the Fire-spirits were among the very first to make pacts with
start of the game. This Flaw is particularly appropriate to lupus humanity, allowing men to warm themselves, drive off wild
characters that have yet to learn much about life as Garou. beasts, and clear the land. The cornerstones of civilization were
[Phy][Merit] Huge Size (4) laid in these simple acts, granting the spirits of flame much
You stand close to 7’ tall and may weigh as much as 400 prestige. Homid Garou remember and continue to call upon these
pounds in your Homid form; your other forms are also ancients pacts to protect themselves as the final fires of the
proportionately huge. This Merit gives you an extra health level, Apocalypse loom. An ancestor-spirit or fire elemental teaches this
which acts as an additional Bruised health level for purposes of Gift.
calculating damage and wound penalties. Of course, with your System: The player spends one Gnosis point. For the rest of the
immense size comes other problems (blending into a crowd, scene, fire inflicts bashing rather than aggravated damage to
finding clothes that fit, fitting into an airplane seat, etc.). the Garou.
[Ment][Flaw] Vengeful (2) Lightning Reflexes (1)
You have a score to settle; perhaps Black Spiral Dancers Fenrir are Gaia’s ultimate warriors, effortlessly switching from
murdered your family or a Pentex First Team destroyed your offense to defense as the needs of battle demand. A mongoose-
original pack. Taking revenge on the individual or group spirit teaches this Gift.
responsible is your overriding priority in any situation where System: The player reflexively spends one Willpower point. For
you encounter them, or have the opportunity to come closer to the next day, the character need neither make a Willpower roll
your revenge. You may temporarily resist your need for nor spend a Willpower point to abort to a defensive action.
vengeance by spending a Willpower point. Falling Touch (1)
[Ment][Flaw] Territorial (2) This Gift allows the Garou to send her foe sprawling with but a
You have the wolf’s territorial nature. You dislike leaving your touch. Any aerial spirit can teach this Gift.
home turf or having people you don’t know infringe upon your System: The player rolls Willpower (difficulty of the opponent’s
claimed space. Before play starts, work with your Storyteller to Stamina + Athletics). Even one success sends the victim to the
define your territory. You must roll to avoid frenzying whenever ground. This Gift may be employed through even the lightest,
strangers enter your territory without your permission, and are brushing contact at no cost, or may be delivered through an
reluctant to leave there except under desperate circumstances. attack by paying one point of Willpower or Rage. Such attacks
inflict full damage in addition to knocking the target prone.
[Ment][Merit] Iron Will (3)
Might of Thor (3)

Realised par Kryane - Sheet W20—v1.0 Generated with WoD Character creator
The werewolf can increase his strength tremendously, the better
to slay his foes. A wolf-spirit teaches this Gift.
System: The player spends one Gnosis and one Rage, then rolls
Willpower (difficulty 8). The Garou’s Strength doubles for one
turn per success. This Gift can only be used once per scene.

Realised par Kryane - Sheet W20—v1.0 Generated with WoD Character creator

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