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featest:output:rene_marcel:sc:rene_marcel_sheet
FOR ST ONLY
Quick Calculations Upon Submission
Stat Default PC
Attributes 7 / 5 / 3 / /
Abilities 13 / 9 / 5 / /
Backgrounds 5
WP / Rage / Gnosis 31) OR 42) / 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
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

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 -

Glabro

Physical Social Mental
Strength [+2] Charisma Perception
Dexterity [+0] Manipulation [-1] Intelligence
Stamina [+2] Appearance [-1] Wits
Shift Roll: Stam + PU Shift Difficulty: 7 -

Crinos

Physical Social Mental
Strength [+4] Charisma Perception
Dexterity [+1] Manipulation [-3] Intelligence
Stamina [+3] Appearance [0] 0 Wits
Shift Roll: Stam + PU Shift Difficulty: 6 DELIRIUM

Hispo

Physical Social Mental
Strength [+3] Charisma Perception
Dexterity [+2] Manipulation [-3] Intelligence
Stamina [+2] Appearance [+0] Wits
Shift Roll: Stam + PU Shift Difficulty: 7 +1 Die to Bite Damage

Lupus

Physical Social Mental
Strength [+1] Charisma Perception
Dexterity [+2] Manipulation [-3] Intelligence
Stamina [+2] Appearance [+0] Wits
Shift Roll: Stam + PU Shift Difficulty: 6 -2 Perception Difficulty

Attribute Specialties

Dexterity: Lightning Reflexes
Wits: Cool-Headed


ABILITIES

Talents 3) Skills 4) Knowledges 5)
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

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


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

Homid

Height 178cm
Weight 82 kg

Working on his description will be edited later. (got an image)

Glabro

Height ?
Weight ?

Working on his description will be edited later.

Crinos

Height ?
Weight ?

Working on his description will be edited later.

Hispo

Height ?
Weight ?

Working on his description will be edited later.

Lupus

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

1)
Fury, Fianna, Get, GW, Lords, Striders, SF, Uktena
2)
BG, CoG, Stargazers, Wendigo
3)
If you don't have this ability: -1 Dice
4)
If you don't have this ability: +1 Difficulty
5)
If you don't have this ability: Can't Roll
featest/output/rene_marcel/sc/rene_marcel_sheet.txt · Last modified: 2024/May/17 07:42 by 114.119.148.64