| **[[pc:René Marcel|Profile]]** | **[[pc:sc:René Marcel Sheet|Sheet]]** | **[[pc:sc:René Marcel XP Log|XP Log]]** | **[[pc:sc:René Marcel Player Notes|Player Notes]]** | **[[pc:sc:René Marcel ST Notes|ST Notes]]** | ^ FOR ST ONLY ^^^ | Quick Calculations Upon Submission ||| ^ Stat ^ Default ^ PC ^ |Attributes | 7 / 5 / 3 | ~~=3+4+3-3~~ / ~~=3+1+2-3~~ / ~~=1+3+4-3~~ | |Abilities | 13 / 9 / 5 | ~~=1+3+1+4+3+0+1+0+1+0~~ / ~~=3+1+1+0+0+0+1+1+0+1+1~~ / ~~=0+0+1+1+0+4+0+0+0+0+0+0+0+1+0+0+0+0+1+0-1~~ | |Backgrounds | 5 | ~~=4+1+1+2+2+0~~ | |WP / Rage / Gnosis | 3((Fury, Fianna, Get, GW, Lords, Striders, SF, Uktena)) OR 4((BG, CoG, Stargazers, Wendigo)) / Ahroun / Homid | 6 / 5 / 1 | ^ Freebie Points ^ 15 ^ ↓ ^ +7 Merits \\ -7 Flaws \\ +2 Willpower (4 to 6) \\ +2 Brawl \\ +2 Ancestors \\ +1 Resources \\ +2 Certification \\ +4 Medicine \\ +2 Empathy \\ ---- ====== René Marcel ====== ^ WEREWOLF THE APOCALYPSE 20th ^^^ | {{:pictures:symbols:werewolf:Child of Gaia.png?80}} |**Player Name:** Itay |**Breed:** Homid | |:::|**Deed Name:** Standing Against the Tide |**Tribe:** Child of Gaia | |:::|**Pack Name:** N/A |**Auspice:** Ahroun | |:::|**Pack Totem:** N/A |**Rank:** Cliath | |:::|**Pack Alpha:** N/A |**House/Camp:** None | --> Concept # male, someone in his early 20th, even before the change he knew about Garou and kinfolk. low purebred. before the change, he wanted to be a nurse. The concept is about when to strike and when to heal. he is still young as a Garou and he still has much to learn <-- --> Archetypes # ^ //Nature:// __Soldier__ ^ The Soldier excels in situations where there are clear objectives and procedures. This Archetype is something of a more goal-oriented Conformist, and a natural complement to a Director. He works well in social situations as long as everyone else in his group is also willing to play their part. Many veteran werewolves have something of the Soldier within them, for this mentality is unquestionably useful for pack activity and the ongoing war. \\ — Regain a point of Willpower when you achieve your orders’ objectives. The more difficult the orders are to fulfill, the better it feels to accomplish them. At Storyteller's discretion, pulling off a spectacular success or fulfilling a lengthy mission may well be worth additional Willpower points. ^ //Demeanor:// __Idealist__ ^ The Idealist believes in a higher goal or morality. The object of his idealism may vary, from a specific code of honor to a noble ambition to a simple benevolent philosophy. Some Idealists are naïve or foolish, while others are inspiring leaders, able to stir the hearts of other werewolves with the justness of their cause. Many Garou Idealists have beliefs highly influenced by those of their tribe. \\ — Regain a point of Willpower any time an action in pursuit of your ideals furthers your goals and brings your vision closer to fruition. <-- \\ ===== ATTRIBUTES ===== ^ ~~=label(homid)~~Physical ^^ Social ^^ Mental ^^ |Strength | 3 |Charisma | 3 |Perception | 1 | |Dexterity | 4 |Manipulation | 1 |Intelligence | 3 | |Stamina | 3 |Appearance | 2 |Wits | 4 | ^ ^^^^^^ | Shift Roll: Stam + PU || Shift Difficulty: **6** || - || /* NOTE: Glabro Form. DO NOT TOUCH. Calculations are Automated. */ ^ Physical ^^ Social ^^ Mental ^^ |Strength [+2] | ~~=homid.c1r1+2~~ |Charisma | ~~=homid.c3r1~~ |Perception | ~~=homid.c5r1~~ | |Dexterity [+0]| ~~=homid.c1r2+0~~ |Manipulation [-1]| ~~=homid.c3r2-1~~ |Intelligence| ~~=homid.c5r2~~ | |Stamina [+2] | ~~=homid.c1r3+2~~ |Appearance [-1] | ~~=homid.c3r3-1~~ |Wits | ~~=homid.c5r3~~ | ^ ^^^^^^ | Shift Roll: Stam + PU || Shift Difficulty: **7** || - || /* NOTE: Crinos Form. DO NOT TOUCH. Calculations are Automated. */ ^ Physical ^^ Social ^^ Mental ^^ |Strength [+4] | ~~=homid.c1r1+4~~ |Charisma | ~~=homid.c3r1~~ |Perception | ~~=homid.c5r1~~ | |Dexterity [+1]| ~~=homid.c1r2+1~~ |Manipulation [-3]| ~~=homid.c3r2-3~~ |Intelligence| ~~=homid.c5r2~~ | |Stamina [+3] | ~~=homid.c1r3+3~~ |Appearance [0] | 0 |Wits | ~~=homid.c5r3~~ | ^ ^^^^^^ | Shift Roll: Stam + PU || Shift Difficulty: **6** || **//DELIRIUM//** || /* NOTE: Hispo Form. DO NOT TOUCH. Calculations are Automated. */ ^ Physical ^^ Social ^^ Mental ^^ |Strength [+3] | ~~=homid.c1r1+3~~ |Charisma | ~~=homid.c3r1~~ |Perception | ~~=homid.c5r1~~ | |Dexterity [+2]| ~~=homid.c1r2+2~~ |Manipulation [-3]| ~~=homid.c3r2-3~~ |Intelligence| ~~=homid.c5r2~~ | |Stamina [+2] | ~~=homid.c1r3+2~~ |Appearance [+0] | ~~=homid.c3r3~~ |Wits | ~~=homid.c5r3~~ | ^ ^^^^^^ | Shift Roll: Stam + PU || Shift Difficulty: **7** || +1 Die to Bite Damage || /* NOTE: Lupus Form. DO NOT TOUCH. Calculations are Automated. */ ^ Physical ^^ Social ^^ Mental ^^ |Strength [+1] | ~~=homid.c1r1+1~~ |Charisma | ~~=homid.c3r1~~ |Perception | ~~=homid.c5r1~~ | |Dexterity [+2]| ~~=homid.c1r2+2~~ |Manipulation [-3]| ~~=homid.c3r2-3~~ |Intelligence| ~~=homid.c5r2~~ | |Stamina [+2] | ~~=homid.c1r3+2~~ |Appearance [+0] | ~~=homid.c3r3~~ |Wits | ~~=homid.c5r3~~ | ^ ^^^^^^ | Shift Roll: Stam + PU || Shift Difficulty: **6** || -2 Perception Difficulty || ==== Attribute Specialties ==== Dexterity: Lightning Reflexes \\ Wits: Cool-Headed \\ ===== ABILITIES ===== ^ Talents ((If you don't have this ability: -1 Dice)) ^^ Skills ((If you don't have this ability: +1 Difficulty)) ^^ Knowledges ((If you don't have this ability: Can't Roll)) ^^ |Alertness | 1 |Animal Ken | 3 |Academics | 0 | |Athletics | 3 |Crafts | 1 |Computers | 0 | |Primal-Urge | 1 |Drive | 1 |Enigmas | 1 | |Brawl | 4 |Etiquette | 0 |Investigation | 1 | |Empathy | 3 |Firearms | 0 |Law | 0 | |Expression | 0 |Larceny | 0 |Medicine | 4 | |Intimidation | 1 |Melee | 1 |Occult | 0 | |Leadership | 0 |Performance | 1 |Politics | 0 | |Streetwise | 1 |Stealth | 0 |Science | 0 | |Subterfuge | 0 |Survival | 1 |Finance | 0 | | | / |Technology | 1 |Research | 0 | | | / | | / |Rituals | 0 | | | / | | / | | / | ==== Ability Specialties ==== Brawl: Weaponless Martial Arts \\ Medicine: Emergency Medicine \\ ^ General Lores ^^ |Undead | 0 | |Shapeshifters | 1 | |Awakened | 0 | |Gallian | 0 | |Reborn | 0 | |The Hunt | 0 | |Spirits | 1 | | | / | ^ Werewolf Lores ^^ |Child of Gaia Lore | 0 | | | / | ---- ===== RESOURCES ===== ^ Resource ^ Rating ^ |Willpower | 6 | |Rage | 5 | |Gnosis | 1 | |Harano | 0 / 3 | ===== RENOWN ===== ^ Renown ^ Permanent ^ Temporary ^ |Glory | 2 | .0 | |Honor | 1 | .0 | |Wisdom | 0 | .0 | ^ Rank ^ Date Acquired (Y/M/D) ^ Deed Name ^ |Cliath |2022, August 05 |Standing Against the Tide | |Fostern | | | |Adren | | | |Athro | | | |Elder | | | ===== BACKGROUNDS ===== ^ Background ^ Rating ^ |Spirit Heritage | 4 | |Pure Breed | 1 | |Resources | 1 | |Ancestors | 2 | |Certification | 2 | | | 0 | | | / | --> Backgrounds Expanded # Spirit Heritage: Water Spirits. \\ Pure Breed: Children of Gaia. \\ Ancestors: Children of Gaia.\\ Resources: Odd job, Paramedic. \\ Certification: Paramedic. <-- \\ ===== MERITS ===== Iron Will (3pt.) \\ Common Sense (1pt.) \\ Fair Glabro (2pt.) \\ Approachable(1pt.) \\ ===== FLAWS ===== Bad Sight (3pt.)\\ Attention-Deficit Disorder (2pt.)\\ Naive (1pt.)\\ Trusting (1pt.)\\ Slip Sideways (1pt.) \\ ---- ===== GIFTS ===== [[setting:gifts|Gifts House Rules]] ^ Gifts ^ Level ^ Type ^ Book ^ Page ^ |Master of Fire | 1 |Homid |? |? | |Mother’s Touch | 1 |Child of Gaia |? |? | |Falling Touch | 1 |Ahroun |? |? | | | 0 | | | | | | 0 | | | | | | 0 | | | | | | / | | | | ---- ===== RITES ===== --> Rites Chart ^ Type ^ Roll ^ Difficulty ^ |Accord |Charisma + Rituals |7 | |Caern |varies (max. Gnosis) |7 | |Death |Charisma + Rituals |8 - Rank | |Mystic |Wits + Rituals |7 | |Punishment |Charisma + Rituals |7 | |Renown |Charisma + Rituals |6 | |Seasonal |Stamina + Rituals |8 - Caern Level | |Minor |none |none | * The Rites Chart is located in the WtA Corebook, Pg 202.\\ * [[setting:rites|Rites House Rules]] <-- \\ None ---- ===== COMBAT =====
HEALTH TABLE
Health Lvl Bruised Hurt Injured Wounded Mauled Crippled Incapacitated Dead
Dice Pool Penalty 0 -1 -1 -2 -2 -5
Movement Penalty - - Halve Max Run Speed Cannot Run Stagger 3 yards per turn Crawl Prone -
How To Use The Health Table: Click on the Name of the Condition to indicate what level you are at. To reset, click on the "Health Table".
For full Health Levels Chart, refer to WtA 20th Core, Pg 148.
* __**INITIATIVE:**__ 1d10 + Dexterity + Wits * __**DODGE:**__ Dexterity + Athletics (Difficulty 6) * __**SOAK:**__ Stamina (Difficulty 6) * __**BLOCK:**__ Dexterity + Brawl (Difficulty depending on attack) * __**PARRY:**__ Dexterity + Melee (Difficulty depending on attack) * __**REBOUND ATTACK:**__ Dexterity + Melee * __**TO REGENERATE WHEN ENGAGED:**__ Stamina (Difficulty 8) each turn. ''Rules for above points are listed in MtAsc 20th Core, Pages 409-412.'' --> Spending Rage In Combat # ^ Action ^ Notes ^^ |Take Extra Actions |''[ 1 ]'' Rage per ''[ 1 ]'' Extra Turn. || |:::^Rage Score |In **ONE** turn, can spend half of permanent Rage score to get extra actions.\\ Example: Rage 5 Permanent score means can spend ''[ 3 ]'' Rage for ''[ 3 ]'' Extra Actions **THAT** turn. | |:::^Timing |Rage spent for extra actions **MUST** be declared at beginning of the turn. | |:::^Speed |Can only take as many "normal" extra actions as lowest of Dex or Wits allows. If exceeded, suffer +3 penalty to all difficulties that turn.\\ Example: Dex 4 / Wits 3 can only take ''[ 3 ]'' extra actions without penalty. | |Change Forms |''[ 1 ]'' Rage to change immediately into any of the five forms. || |Ignore Stunning |''[ 1 ]'' Rage to ignore being Stunned and to keep moving. || |Ignore Pain |''[ 1 ]'' Rage to ignore dice penalty for ONE HEALTH LEVEL worth of damage.\\ Lasts only ONE turn. || ''Rules for Rage Expenditure located in WtA 20th Core, Pg 288.'' <-- --> Special Maneuver # Jaw Lock: \\ This common lupine tactic can force a smart opponent to surrender without injuring her. The attacking werewolf grips his rival’s throat with his teeth, but does not bite her… yet. This attack can be performed only if the attacker is in a position to use his mass to his advantage. It’s usually done once the rival has been flipped over or knocked to the ground. The attacking wolf then wraps his jaws around the rival’s throat — a bite roll with an additional +1 to its difficulty. If the rival chooses to fight back, both players roll a resisted Strength + Athletics roll; if the attacker wins, he forces the other wolf to the ground and pins her; if the attacker loses, he fails to immobilize his target, but inflicts the usual bite damage. Many animals instinctively surrender at this point. If the defender chooses not to give up, her player can roll her Strength + Brawl on the next turn, in a resisted roll against the attacker’ Strength + Brawl. The defender’s difficulty is the attacker’s Brawl + 4, while the attacker’s difficulty is the defender’s Brawl +2. If she fails, she remains pinned; if she matches his successes, she pulls free but takes damage equal to the attacker’s successes in that turn. (She can try to soak this damage.) Should she score more successes than he did, she wins free — probably to teach her rival the error of his ways. \\ Usable By: Crinos, Hispo, Lupus \\ Roll: Dexterity + Brawl Difficulty: 6 \\ Damage: None/ Special Actions: 1 <-- --> Regeneration Times # ^ Breed ^ Bashing ^ Lethal ^ Aggravated ^ Notes ^ |Homid | One Lvl Per Turn | One Lvl Per Turn | One Lvl Per Day |In Homid Only & When Sleeping | |Metis | One Lvl Per Turn | One Lvl Per Turn | One Lvl Per Day |Any Form & When Sleeping | |Lupus | One Lvl Per Turn | One Lvl Per Turn | One Lvl Per Day |In Lupus Only & When Sleeping | * If injured Garou is conscious and moving around in their breed form, they heal as humans do: --> Human Healing Times # ^ Level ^ Bashing ^ Lethal/Aggravated ^ |Bruised | One Hour | One Day | |Hurt | One Hour | Three Days | |Injured | One Hour | One Week | |Wounded | One Hour | One Month | |Mauled | Three Hours | Two Months | |Crippled | Six Hours | Three Months | |Incapacitated | 12 Hours | Five Months | ''Rules for Human Healing Times located in WtA 20th Core, Pg 256-257 OR MtAsc 20th Core, Pg 406.'' <-- \\ * When Garou is engaged in a stressful or physically intensive activity, Regeneration rules are as follows: --> Intensive Activity Regeneration # * Roll Stamina at Difficulty 8 each turn. Reflexive. * **Success:** Heal as normal. * **Failure:** Does not heal. * **Botch:** Cannot regenerate until character has had a chance to rest properly. ''Rules for Regeneration located in WtA 20th Core, Pg 256.'' <-- <-- \\ ---- ===== EQUIPMENT / GEAR ===== Do I have anything of note? I'm not sure \\ ==== Fetishes & Talons ==== None ---- ===== FREEBIE EXPENDITURE ===== +7 Merits \\ -7 Flaws \\ +2 Willpower (4 to 6) \\ +2 Brawl \\ +2 Ancestors \\ +1 Resources \\ +2 Certification \\ +4 Medicine \\ +2 Empathy \\ \\ ---- ====== ABOUT René Marcel ====== ===== Physical Description ===== |True Age |19 | |Apparent Age |19 | |Date Of Birth |2002-05-24 | |Date Of First Change |2020-11-01 | |Gender/Pronouns |He/Him | |Ethnicity |Multiracial | |Nationality |USA | /* THE HUMAN FORM */ ^Height |178cm | ^Weight |82 kg | Working on his description will be edited later. (got an image) \\ /* THE HUMAN FORM WITH WOLFISH CHARACTERISTICS */ ^Height |? | ^Weight |? | Working on his description will be edited later. \\ /* THE WEREWOLF FORM */ ^Height |? | ^Weight |? | Working on his description will be edited later. \\ /* THE DIRE WOLF FORM */ ^Height |? | ^Weight |? | Working on his description will be edited later. \\ /* THE WOLF FORM */ ^Height |? | ^Weight |? | Working on his description will be edited later. \\ ===== Personality ===== René is very trusting, he is new to this land of supernaturals. He is kind and gentle yet he holds that same rage and anger that marks a werewolf. \\ ===== Backstory ===== will be edited later \\ ==== The Rite of Passage ==== As a cub, he fought a Sludge on the seashore. (the book calls them H’rugglings) During the fight, the tide started, and the water spirits tried to kill the sludge, and the cub was caught in the crossfire, between the local water spirits and the bane. The cub barely survived and got his name, Standing Against the Tide. \\ ---- ===== Notes ===== for later use \\