Rand Nailo

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Rand Nailo

Postby Warlord » Sun Nov 08, 2015 4:41 am

Name: Iglerand (Rand) Nailo Breed: Homid XP:
Player: John Auspice: Ragabash
Chronicle: Nailo Sanctuary Concept: Violent MacGyver

Physical Social Mental
Str:4/6/8/7/5 Cha:4 Per:4
Dex:7/7/8/9/9 Man:4 Int:3
Sta:4/6/7/7/6 +4 vest App:4 Wit:4

Talents Skills Knowledges
Alertness:3 Drive:2 Computer:3
Athletics:4 Repair:3 Enigmas:3
Brawl:5 Firearms:5 (Spec:Rifle) Linguistics:2
Dodge:4 Explosives:5 Science:3
Expression:3 Melee:5 Medicine:3
Intimidation:3 Security:4
Primal Urge:3 Stealth:8
Streetwise:5 Survival:3
Subterfuge:3 Performance(Violen):4

Backgrounds Gifts Gifts
Purebreed:4 Persuasion Blur of the Milky Eye Twisting Tongues
Totem:7 Open Seal Camouflage Dead Eye
Allies:1 Razor Claws Sense of the Prey Obscure the Truth
Contacts:3 Wearing the Bear Shirt Spirit of the Fray Battle Sense
Street Influence:3 Resist Pain Heightened Senses

Glory Rage
5t 7
6p 7
Honor Gnosis
5t 6
4p 6
Wisdom Willpower
8t 6
3p 6

Tribal Weakness: Intolerance = Abuse of women and children

Für den Ruhm von Loki. (For the glory of Loki.) Rand must dedicate all of his kills to Loki.

Fetish: Klaive Str +2 agg: bound with metal spirit so that each hit bites deep. Upon a hit the player rolls Gnosis or spends a Gnosis point. On a success the weapon saps one point of soak from the target. The loss lasts for the scene. Unsoakable to shifters susceptable to Silver.

Mental Flaw
Psychosis/Unfeeling: Rand is often incapable of giving true emotional reactions. He can play at it, he can mimic it, but he doesn't actually feel. His attachments are actually logical loyalties, some stronger than others. However, this lowers the difficulty for him to resist emotion effecting powers by one. (4 point flaw)

Physical Merit
Ambidextrous: Rand has a high degree of secondary-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the "right" hand and +3 difficulty for the other hand; with this Merit, the penalty is at +1 for each hand.


Razor Claws (Level 1) - By raking his claws over stone or another hard surface, the Garou hones them to
razor sharpness. Either a cat- or bear-spirit teaches this Gift.
System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the
remainder of the scene, her claw attacks do an additional die of damage.

Battle Sense (Level 1) - The Garou can sense the best direction from which to make an attack, taking into account the terrain of the battlefield, the numbers and placement of the enemy and the available forces at the Garou's command or allied with her.
System: The player spends a point of Gnosis and becomes aware of the tactical forces involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character's advantage.

Open Seal (Level 1) - With this Gift, the Garou can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating).

Persuasion (Level 1) - This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguements are imbued with added meaning or credibility. An ancestor-spirit
teaches this Gift.
System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of
all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguements with hard line
opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

Blur of the Milky Eye (Level 1) - The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. A chameleon-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty 8). Although he doesn't become truly invisible, each success increases the difficulties of all Perception rolls made to detect him by one.

Camouflage (Level 1) - The Wendigo blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift
System: The difficulty to spot the Garou increases by three, provided he is in the woods. The werewolf invokes the effects at will.

Resist Pain (Level 1) - Through force of will, the Fenrir is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene.

Heightened Senses (Level 1) - The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm goes off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with sensory overload. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf's Perception difficulties decrease by two, and he may roll Perception + Primal Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.

Dead Eye (Level 1) - Survival in the World of Darkness may depend on a single lucky bullet. With this Gift, a Garou makes her own luck. Even the most difficult shots can be accomplished with the assistance of this power. A Raven-spirit teaches this Gift.
System: By spending one Willpower, the player can reroll any one Firearms, Archery or other missile weapon roll.

Spirit of the Fray (Level 2) - This Gift allows the Garou to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.
System: Once the character learns this Gift, its effects are permanent. The Garou may add 10 to his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can't use Rage and Gnosis in the same turn.

Sense of the Prey (Level 2) - If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding being on Earth. A wolf- or dog-spirit teaches this Gift.
System: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the targets Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.

Wearing the Bear Shirt (Level 2) - Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself against fear, even on an instinctual level. This gift is taught by a bear~spirit.
System: No roll is required; once the Gift is learned, the effects are automatic. The Fenrir who learns this Gift never enters fox frenzy; instead, he enters berserk frenzy, regardless of the stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural powers that incite fear, even if a resistance roll is normally not allowed.

Obscure the Truth (Ragabash Rank 2) - Not many Garou can look a Philodox in the eye and get away with bald-faced lies. The Ragabash with this Gift has an edge over all his kin. She can calmly explain that the sky is green or gleefully regale her comrades with the exploits of a lone, heroic Ragabash and have no fear of being called on her prank.
System: By spending a Gnosis point, the Ragabash gains an air of sincerity that is nearly impossible to penetrate. Once activated, consider the Ragabash's Subterfuge to be double it's normal rating.

Twisting Tongues (Nuwisha Rank 2) - The Nuwisha may understand any written or spoken language while using this Gift. Even sign language and facial expressions offer no trouble. While under the influence of this Gift, the Nuwisha can speak with spirits, Banes and even computers (which hardly makes for interesting conversation, but can prove worthwhile). This Gift is taught by a Trickster-spirit.
System: The player rolls Wits + Expression, difficulty 7. For every success, the character can fully comprehend the language - complete with all slang terms - for one full day. The character must employ this Gift seperately for each language she wishes to comprehend.

Equipment: M82-A1 Sniper Rifle (Dmg 10) with case, 686 Silouette .357 magnum revolver (Dmg 8), Steel Klaive (Str +2 Agg, Gnosis roll or expenditure to sap soak), Tactical armored vest (+4 soak to body), 3 throwing knives and 1 SS dagger (Str or 4 lethal if thrown), Radio with throat mic, steel flask, large roll of string, duct and eletrical tape, basic tool set, garote wire, tap key set, variety of explosive supplies, 2 grenades, 1 flashbang, 1 smoke grenade, 1 steel mirror, a pack of gum (with foil wrappers), coil of piano wire, three lengths of rubber tubing, field hardened and sheilded laptop, 2 pairs Smith&Wesson handcuffs, 3 pens, 1 notepad, 1 pair of sunglasses, and one pocket bag of ball barings.

Ally: Signpost the Bone Gnawer. Street Influence 3.

Contacts: 3 major, 15 minor. All military or corporate.
Posts: 30
Joined: Sat Jun 28, 2014 6:29 pm

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