Backgrounds e Fichas
+2
Wolfhard
Admin
6 participantes
Backgrounds e Fichas
Ter Mar 17, 2020 9:53 pm
Tópico para que sejam postados os BGs e fichas
Modelo de ficha
Nome:_______________________________________ Raça: ________________________________ Matilha:_____________________________________
Jogador: _______________________________ Augúrio: ___________________________ Totem de Matilha: _______________________________
Crônica: ________________________________ Tribo: _________________________________ Conceito: _______________________________________
Força: o
Prontidão:
Esportes:
Briga:
Empatia:
Expressão:
Intimidação:
Liderança:
Instinto Primitivo:
Manha:
Lábia:[/left]
Habilidades:
Empatia c/ animais:
Ofícios:
Condução:
Etiqueta:
Armas de Fogo:
Ladroagem:
Armas Brancas:
Performance:
Furtividade:
Sobrevivência:
Conhecimentos
Acadêmicos:
Computação:
Enigmas:
Investigação:
Direito:
Medicina:
Ocultismo:
Rituais:
Ciência:
Tecnologia:
Antecedentes:
Dons:
Renome:
Glória:
Honra:
Sabedoria:
Fúria:
Gnose:
Força de Vontade:
Formas:
Hominídeo: Nenhuma Mudança (Dificuldade 6)
Glabro: Força (+2) , Destreza (+2), Manipulação (-2), Aparência (-1) (dificuldade: 7)
Crinos: Força (+4), Destreza (+1), Vigor (+3), Manipulação (-3), Aparência 0 (Dificuldade 6) CAUSA DELÍRIO EM HUMANOS
Hispo: Força (+3), Destreza (+2), Vigor (+3), Manipulação (-3), +1dano Mordida (Dificuldade 7)
Lupino: Força (+1), Destreza (+2), Vigor (+2), Manipulação (-3), -2 dif em Percepção (Dificuldade 6)
Criação de Personagem:
1- Escolha Conceito, Raça, Augúrio, Tribo
2- Atributos: 7/5/3
3: Habilidades: 13/9/5
4: Antecedentes 5
Dons 3 (um de cada: raça, augúrio, tribo)
5: Freebie 15
Custos:
Atributos 5 por ponto
Habilidades: 2 por ponto
Antecedentes: 1 por ponto
Dons: 7 por ponto (apenas Primeiro Nível)
Fúria: 1 por ponto
Gnose: 2 por ponto
Força de Vontade: 1 por ponto
Modelo de ficha
Nome:_______________________________________ Raça: ________________________________ Matilha:_____________________________________
Jogador: _______________________________ Augúrio: ___________________________ Totem de Matilha: _______________________________
Crônica: ________________________________ Tribo: _________________________________ Conceito: _______________________________________
Atributos
Físico
Social
Mental
Força: o
Carisma: o
Percepção: o
Destreza: o Manipulação: o
Inteligência
Vigor: o Aparência: o
Raciocínio: o
Talentos
Prontidão:
Esportes:
Briga:
Empatia:
Expressão:
Intimidação:
Liderança:
Instinto Primitivo:
Manha:
Lábia:[/left]
Habilidades:
Empatia c/ animais:
Ofícios:
Condução:
Etiqueta:
Armas de Fogo:
Ladroagem:
Armas Brancas:
Performance:
Furtividade:
Sobrevivência:
Conhecimentos
Acadêmicos:
Computação:
Enigmas:
Investigação:
Direito:
Medicina:
Ocultismo:
Rituais:
Ciência:
Tecnologia:
Antecedentes:
Dons:
Renome:
Glória:
Honra:
Sabedoria:
Fúria:
Gnose:
Força de Vontade:
Formas:
Hominídeo: Nenhuma Mudança (Dificuldade 6)
Glabro: Força (+2) , Destreza (+2), Manipulação (-2), Aparência (-1) (dificuldade: 7)
Crinos: Força (+4), Destreza (+1), Vigor (+3), Manipulação (-3), Aparência 0 (Dificuldade 6) CAUSA DELÍRIO EM HUMANOS
Hispo: Força (+3), Destreza (+2), Vigor (+3), Manipulação (-3), +1dano Mordida (Dificuldade 7)
Lupino: Força (+1), Destreza (+2), Vigor (+2), Manipulação (-3), -2 dif em Percepção (Dificuldade 6)
Criação de Personagem:
1- Escolha Conceito, Raça, Augúrio, Tribo
2- Atributos: 7/5/3
3: Habilidades: 13/9/5
4: Antecedentes 5
Dons 3 (um de cada: raça, augúrio, tribo)
5: Freebie 15
Custos:
Atributos 5 por ponto
Habilidades: 2 por ponto
Antecedentes: 1 por ponto
Dons: 7 por ponto (apenas Primeiro Nível)
Fúria: 1 por ponto
Gnose: 2 por ponto
Força de Vontade: 1 por ponto
- Wolfhard
- Mensagens : 6
Data de inscrição : 18/03/2020
Re: Backgrounds e Fichas
Sáb Mar 21, 2020 9:07 pm
Nome: Aurélio Pérez Augúrio: Ahroun Tribo: Peregrino Silencioso Raça: Hominídeo
Matilha: Totem de Matilha:
Jogador: Erik Volpert Crônica: Apocalipse 2020
Conceito: Dispatch Humanitário
Filho de uma Peregrina Silenciosa Philodox e um médico cubano, foi criado sempre com a ideia de ajudar os outros. Apesar de nunca ter tido paciência de cuidar dos outros da mãe, ou a habilidade para curar os outros do pai, ele sempre foi muito bom de resolver problemas mais "reais", ou como as más línguas gostam de dizer: "ele gostava de bater um papo cara a cara".
Vivia uma vida dupla por assim dizer, após sua primeira mudança foi treinado pela sua mãe nos costumes garou, no caern em uma cidade próxima a Havana. A operação do Caern era simples, usando o programa de ajuda humanitária do país para levar Garous em áreas afetadas pelos agentes da Wyrm onde existem poucos caerns ou pouco interesse em matilhas serem destacadas.
Seu pai pouco sabia dessas coisas, a única coisa que ele sabia é que tinha se apaixonada por uma cigana que mais parecia um cometa, teve um filho com ela e que de tempos em tempos ela sumia, às vezes levando o filho junto. Como ele mesmo ocasionalmente era destacado pela ajuda humanitária e nem sempre podia ficar com o filho, então tudo parecia funcionar e todos estavam felizes.
Depois de passar pelos treinamentos do caern, lhe foi dado sua primeira prova, para que ele possa ser reconhecido diante do Caern. Ele seria destacado para uma região carente de ajuda junto ao grupo humanitário e deverá ser reconhecido pelos Garou locais para poder se juntar por definitivo ao Caern.
Infelizmente por conta das aptidões de Aurélio, ele não pode ser destacado como médico, professor, nem mesmo pesquisador. Ele apenas foi destacado como Apoio Técnico e Segurança. Antes de partir sua mãe deu um talismã de proteção cigano, deu uma bença e assim partiu junto do navio para seu destino, São Paulo.
Atributos
Físico: Força: oooo Destreza: ooo Vigor: oooo
Social Carisma: oo Manipulação: oo Aparência: oo
Mental Percepção: ooo Inteligência: oo Raciocínio: ooo
Talentos
Prontidão: oo
Esportes: o
Briga: ooo
Empatia:
Expressão:
Intimidação: o
Liderança: ooo
Instinto Primitivo: oo
Manha: o
Lábia:
Habilidades:
Empatia c/ animais:
Ofícios:
Condução: oo
Etiqueta:B
Armas de Fogo: ooo
Ladroagem:
Armas Brancas: ooo
Performance:
Furtividade:
Sobrevivência: o
Conhecimentos
Acadêmicos:
Computação: o
Enigmas: o
Investigação: oo
Direito:
Medicina: o
Ocultismo:
Rituais:
Ciência:
Tecnologia:
Antecedentes:
Fetiche:o
Mentor: oo
Pure Breed: o
Ritos: o
Allies: oo
Contacts: o
Dons:
Master of Fire (Race)
Spur Claws (Auspice)
Sense Wyrm (Tribal)
Renome:
Glória:
Honra:
Sabedoria:
Fúria: ooooo
Gnose: oooo
Força de Vontade: ooooooo
Matilha: Totem de Matilha:
Jogador: Erik Volpert Crônica: Apocalipse 2020
Conceito: Dispatch Humanitário
Filho de uma Peregrina Silenciosa Philodox e um médico cubano, foi criado sempre com a ideia de ajudar os outros. Apesar de nunca ter tido paciência de cuidar dos outros da mãe, ou a habilidade para curar os outros do pai, ele sempre foi muito bom de resolver problemas mais "reais", ou como as más línguas gostam de dizer: "ele gostava de bater um papo cara a cara".
Vivia uma vida dupla por assim dizer, após sua primeira mudança foi treinado pela sua mãe nos costumes garou, no caern em uma cidade próxima a Havana. A operação do Caern era simples, usando o programa de ajuda humanitária do país para levar Garous em áreas afetadas pelos agentes da Wyrm onde existem poucos caerns ou pouco interesse em matilhas serem destacadas.
Seu pai pouco sabia dessas coisas, a única coisa que ele sabia é que tinha se apaixonada por uma cigana que mais parecia um cometa, teve um filho com ela e que de tempos em tempos ela sumia, às vezes levando o filho junto. Como ele mesmo ocasionalmente era destacado pela ajuda humanitária e nem sempre podia ficar com o filho, então tudo parecia funcionar e todos estavam felizes.
Depois de passar pelos treinamentos do caern, lhe foi dado sua primeira prova, para que ele possa ser reconhecido diante do Caern. Ele seria destacado para uma região carente de ajuda junto ao grupo humanitário e deverá ser reconhecido pelos Garou locais para poder se juntar por definitivo ao Caern.
Infelizmente por conta das aptidões de Aurélio, ele não pode ser destacado como médico, professor, nem mesmo pesquisador. Ele apenas foi destacado como Apoio Técnico e Segurança. Antes de partir sua mãe deu um talismã de proteção cigano, deu uma bença e assim partiu junto do navio para seu destino, São Paulo.
Atributos
Físico: Força: oooo Destreza: ooo Vigor: oooo
Social Carisma: oo Manipulação: oo Aparência: oo
Mental Percepção: ooo Inteligência: oo Raciocínio: ooo
Talentos
Prontidão: oo
Esportes: o
Briga: ooo
Empatia:
Expressão:
Intimidação: o
Liderança: ooo
Instinto Primitivo: oo
Manha: o
Lábia:
Habilidades:
Empatia c/ animais:
Ofícios:
Condução: oo
Etiqueta:B
Armas de Fogo: ooo
Ladroagem:
Armas Brancas: ooo
Performance:
Furtividade:
Sobrevivência: o
Conhecimentos
Acadêmicos:
Computação: o
Enigmas: o
Investigação: oo
Direito:
Medicina: o
Ocultismo:
Rituais:
Ciência:
Tecnologia:
Antecedentes:
Fetiche:o
Mentor: oo
Pure Breed: o
Ritos: o
Allies: oo
Contacts: o
Dons:
Master of Fire (Race)
Spur Claws (Auspice)
Sense Wyrm (Tribal)
Renome:
Glória:
Honra:
Sabedoria:
Fúria: ooooo
Gnose: oooo
Força de Vontade: ooooooo
- Milena Kiala
- Mensagens : 10
Data de inscrição : 18/03/2020
Re: Backgrounds e Fichas
Sáb Mar 21, 2020 10:30 pm
Nome: Milena
Jogador: Killing
Raça: Hominídeo
Tribo: Fúria Negra
Augúrio: Galliard
Matilha:
Totem de Matilha:
Conceito: Elemental da Treta
Atributos
Força: oo
Destreza: ooo
Vigor: ooo
Carisma: oooo
Manipulação: ooo
Aparência: ooo
Percepção: oo
Inteligência: oo
Raciocínio: ooo
Talentos
Prontidão: 1
Esportes: 3
Briga: 4 (Arte Marcial)
Empatia: 1
Expressão: 2
Intimidação: 1
Liderança: 1
Instinto Primitivo: 1
Manha: 1
Lábia: 1
Habilidades:
Empatia c/ animais: 2
Ofícios: 1
Condução:
Etiqueta:
Armas de Fogo:
Ladroagem: 1
Armas Brancas: 2
Performance: 3
Furtividade: 1
Sobrevivência: 1
Conhecimentos
Acadêmicos: 4 (Sociologia)
Computação: 2
Enigmas:
Investigação: 1
Direito: 2
Medicina:
Ocultismo:
Rituais:
Ciência:
Tecnologia:
Antecedentes:
Mentor 2 (Vó Maria)
Resources 1
Totem 2
Dons: Beast Speech (G), Persuasion (H), Sense Wyrm (BF)
Renome:
Glória:
Honra:
Sabedoria:
Fúria: 4
Gnose: 3
Força de Vontade: 6
Gall (2 pt. Merit)
Supporter (2 pt. Merit)
Impatient (1 pt. Flaw)
Jogador: Killing
Raça: Hominídeo
Tribo: Fúria Negra
Augúrio: Galliard
Matilha:
Totem de Matilha:
Conceito: Elemental da Treta
Atributos
Força: oo
Destreza: ooo
Vigor: ooo
Carisma: oooo
Manipulação: ooo
Aparência: ooo
Percepção: oo
Inteligência: oo
Raciocínio: ooo
Talentos
Prontidão: 1
Esportes: 3
Briga: 4 (Arte Marcial)
Empatia: 1
Expressão: 2
Intimidação: 1
Liderança: 1
Instinto Primitivo: 1
Manha: 1
Lábia: 1
Habilidades:
Empatia c/ animais: 2
Ofícios: 1
Condução:
Etiqueta:
Armas de Fogo:
Ladroagem: 1
Armas Brancas: 2
Performance: 3
Furtividade: 1
Sobrevivência: 1
Conhecimentos
Acadêmicos: 4 (Sociologia)
Computação: 2
Enigmas:
Investigação: 1
Direito: 2
Medicina:
Ocultismo:
Rituais:
Ciência:
Tecnologia:
Antecedentes:
Mentor 2 (Vó Maria)
Resources 1
Totem 2
Dons: Beast Speech (G), Persuasion (H), Sense Wyrm (BF)
Renome:
Glória:
Honra:
Sabedoria:
Fúria: 4
Gnose: 3
Força de Vontade: 6
Gall (2 pt. Merit)
Supporter (2 pt. Merit)
Impatient (1 pt. Flaw)
- Gracilariopsis
- Mensagens : 8
Data de inscrição : 22/03/2020
Re: Backgrounds e Fichas
Dom Mar 22, 2020 3:35 pm
Nome: Beatriz (Bia) Kwan
Raça: Hominídea
Matilha:_____________
Jogador: Graci
Augúrio: Ragabash
Totem de Matilha: ____________
Crônica: Apocalipse 2020
Tribo: Andarilhos do Asfalto
Conceito: Uma mente curiosa e astuta, em constante modo de conservação de energia.
Atributos
Físico
Força: o
Destreza: o oo
Vigor: o o
Social
Carisma: o oo
Manipulação: o oo
Aparência: o o
Mental
Percepção: o oo
Inteligência: o oo
Raciocínio: o ooo (cunning)
Habilidades
Talentos
Prontidão:
Esportes:
Briga: o
Empatia: oo
Expressão: o
Intimidação:
Liderança:
Instinto Primitivo: oo
Manha: o
Lábia: ooo
Habilidades:
Empatia c/ animais:
Ofícios:
Condução: o
Etiqueta:
Armas de Fogo:
Ladroagem: oo
Armas Brancas:
Performance: o oo
Furtividade: o o
Sobrevivência:
Conhecimentos
Acadêmicos: oo (linguística)
Computação: oo oo (segurança de redes)
Enigmas: ooo
Investigação: ooo
Direito:
Medicina:
Ocultismo: o (garou lore)
Rituais: o
Ciência:
Tecnologia: oo oo (segurança)
Antecedentes:
Fetiche ooo
Recursos ooo
Contatos o
Totem o
Dons:
Hominídeo
• Persuasion (Level One) — This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
Ragabash
• Blur of the Milky Eye (Level One) — The werewolf’s form becomes a shimmering, indistinct blur, as though seen through heavy cataracts — even in the midday sun. The Ragabash is not truly invisible, however, and if spotted, this Gift’s protection fails until the observer is
distracted. A chameleon- or ermine-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty . Each success increases the difficulty of all Perception rolls made to detect him by one for the rest of the scene.
Andarilhos do Asfalto
• Plug and Play (Level One) — All of the Weaver’s works are connected through the same web, the same song. The Glass Walkers exploit this truth to draw more power from the modern profusion of technology, making their devices compatible with almost everything. A Net Spider teaches this Gift.
System: The player spends one Willpower point. For the next day, any computer the Glass Walker uses — no matter how simple — becomes fully compatible with any other digital device, regardless of obstacles such as different operating systems, lack of physically compatible access ports, or even the complete absence of any means of receiving or interpreting a wireless signal. Generally, Glass Walkers use this Gift to turn their smart phones into omni-compatible access keys to computer networks, security feeds, and even car GPS systems.
Renome:
Glória:
Honra:
Sabedoria:
Fúria: o oo
Gnose: o o
Força de Vontade: ooo ooo
Qualidades e Defeitos:
"Short, "master discretion edition" (1pt. Flaw)
Curiosity (2 pt. Flaw) (make a Wits roll or else you must go investigate)
Docile (1 pt. Flaw) - For every point of Docile you take, your maximum Rage is lowered by 2, and can never be bought above that level.
Computer Aptitude (1 pt. Merit) (All rolls involving computers (hardware, software, or operations are at –2 difficulty for you).
Language (1 pt. Merit) x 2 = português e inglês
Pitiable (1 pt. Merit) - You gain one die on Social rolls when actively playing up your pitiable nature.
Fetiches:
Spider’s satchel - nível 2 (variação da Magpie’s Swag)
Level One, Gnosis 5
The magpie’s swag can be pretty much any simple closable bag, satchel, sack, or similar container, which can hold thrice the amount of a regular bag the same size. If dedicated, it counts as a single item, even if filled with other fetishes or even non-dedicated items, and it is represented by a stripe of fur in Crinos, Hispo, and Lupus forms. Unfortunately, it cannot contain complex Weaver objects such as guns or laptops, unless these items are broken and useless, or have been independently dedicated.
Variations of this fetish include the corporate brief case of the Glass Walkers, the gym bag of the Bone Gnawers and the medicine bag of the Uktena. Also, a level two variation exists — the spider’s satchel — which is capable of carrying Weaver objects.
To create a magpie’s swag, one must bind a magpie or marsupial spirit into the container.
Truth Earring
Level One, Gnosis 6
This small golden earring acts as a fairly reliable lie detector when activated. Should the wearer be lied to, the earring vibrates softly. All rolls made to try and deceive the werewolf through speech or sound are made at +3 difficulty. The earring doesn’t warn against
visual deception.
To create a truth earring, one must bind a servant of Falcon into the golden earring.
Gastos em pontos de bônus:
Habilidades: 8
Gnose: 2
Fúria: 2
Força de Vontade: 3
Raça: Hominídea
Matilha:_____________
Jogador: Graci
Augúrio: Ragabash
Totem de Matilha: ____________
Crônica: Apocalipse 2020
Tribo: Andarilhos do Asfalto
Conceito: Uma mente curiosa e astuta, em constante modo de conservação de energia.
Atributos
Físico
Força: o
Destreza: o oo
Vigor: o o
Social
Carisma: o oo
Manipulação: o oo
Aparência: o o
Mental
Percepção: o oo
Inteligência: o oo
Raciocínio: o ooo (cunning)
Habilidades
Talentos
Prontidão:
Esportes:
Briga: o
Empatia: oo
Expressão: o
Intimidação:
Liderança:
Instinto Primitivo: oo
Manha: o
Lábia: ooo
Habilidades:
Empatia c/ animais:
Ofícios:
Condução: o
Etiqueta:
Armas de Fogo:
Ladroagem: oo
Armas Brancas:
Performance: o oo
Furtividade: o o
Sobrevivência:
Conhecimentos
Acadêmicos: oo (linguística)
Computação: oo oo (segurança de redes)
Enigmas: ooo
Investigação: ooo
Direito:
Medicina:
Ocultismo: o (garou lore)
Rituais: o
Ciência:
Tecnologia: oo oo (segurança)
Antecedentes:
Fetiche ooo
Recursos ooo
Contatos o
Totem o
Dons:
Hominídeo
• Persuasion (Level One) — This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
Ragabash
• Blur of the Milky Eye (Level One) — The werewolf’s form becomes a shimmering, indistinct blur, as though seen through heavy cataracts — even in the midday sun. The Ragabash is not truly invisible, however, and if spotted, this Gift’s protection fails until the observer is
distracted. A chameleon- or ermine-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty . Each success increases the difficulty of all Perception rolls made to detect him by one for the rest of the scene.
Andarilhos do Asfalto
• Plug and Play (Level One) — All of the Weaver’s works are connected through the same web, the same song. The Glass Walkers exploit this truth to draw more power from the modern profusion of technology, making their devices compatible with almost everything. A Net Spider teaches this Gift.
System: The player spends one Willpower point. For the next day, any computer the Glass Walker uses — no matter how simple — becomes fully compatible with any other digital device, regardless of obstacles such as different operating systems, lack of physically compatible access ports, or even the complete absence of any means of receiving or interpreting a wireless signal. Generally, Glass Walkers use this Gift to turn their smart phones into omni-compatible access keys to computer networks, security feeds, and even car GPS systems.
Renome:
Glória:
Honra:
Sabedoria:
Fúria: o oo
Gnose: o o
Força de Vontade: ooo ooo
Qualidades e Defeitos:
"Short, "master discretion edition" (1pt. Flaw)
Curiosity (2 pt. Flaw) (make a Wits roll or else you must go investigate)
Docile (1 pt. Flaw) - For every point of Docile you take, your maximum Rage is lowered by 2, and can never be bought above that level.
Computer Aptitude (1 pt. Merit) (All rolls involving computers (hardware, software, or operations are at –2 difficulty for you).
Language (1 pt. Merit) x 2 = português e inglês
Pitiable (1 pt. Merit) - You gain one die on Social rolls when actively playing up your pitiable nature.
Fetiches:
Spider’s satchel - nível 2 (variação da Magpie’s Swag)
Level One, Gnosis 5
The magpie’s swag can be pretty much any simple closable bag, satchel, sack, or similar container, which can hold thrice the amount of a regular bag the same size. If dedicated, it counts as a single item, even if filled with other fetishes or even non-dedicated items, and it is represented by a stripe of fur in Crinos, Hispo, and Lupus forms. Unfortunately, it cannot contain complex Weaver objects such as guns or laptops, unless these items are broken and useless, or have been independently dedicated.
Variations of this fetish include the corporate brief case of the Glass Walkers, the gym bag of the Bone Gnawers and the medicine bag of the Uktena. Also, a level two variation exists — the spider’s satchel — which is capable of carrying Weaver objects.
To create a magpie’s swag, one must bind a magpie or marsupial spirit into the container.
Truth Earring
Level One, Gnosis 6
This small golden earring acts as a fairly reliable lie detector when activated. Should the wearer be lied to, the earring vibrates softly. All rolls made to try and deceive the werewolf through speech or sound are made at +3 difficulty. The earring doesn’t warn against
visual deception.
To create a truth earring, one must bind a servant of Falcon into the golden earring.
Gastos em pontos de bônus:
Habilidades: 8
Gnose: 2
Fúria: 2
Força de Vontade: 3
- AliceA
- Mensagens : 6
Data de inscrição : 22/03/2020
Re: Backgrounds e Fichas
Dom Mar 22, 2020 11:13 pm
NOME: - Alice Annwyl Campbell
JOGADOR: - Luciana
RAÇA: - Hominídea
AUGÚRIO: - Theurge
TRIBO: - Andarilhos do Asfalto
CAMPO: -
CONCEITO: - Médica
ATRIBUTOS
Força - 00
Destreza - 00
Vigor - 00
Carisma - 000
Manipulação - 00
Aparência - 000
Percepção - 000
Inteligência - 000
Raciocínio - 0000
HABILIDADES
Prontidão: 0
Esportes: 0
Briga: 0
Esquiva: 0
Empatia: 0
Expressão
Intimidação
Instinto Primitivo: 00
Manha:
Lábia:
Empatia com animais
Ofícios: 00
Condução: 00
Etiqueta: 00
Armas de fogo: 00
Armas Brancas: 0
Liderança
Performance
Segurança:
Furtividade: 0
Sobrevivência: 000
Computador: 00
Enigmas: 0
Investigação:
Direito:
Linguística:
Medicina: 0000 (Patologista)
Ocultismo: 0000 (Espíritos)
Política:
Rituais:
Ciência: 0000 (Biologia)
ANTECEDENTES
Ritual: 00
Recursos: 0000
DONS
Apecraft’s Blessings (Level One) — Though many
of Gaia’s children use tools, none have mastered them so
thoroughly as humanity. The homid focuses this mastery
into the tools she uses, causing their spirits to awaken and
lend her aid. An ancestor-spirit or spirit of a man-made
object teaches this Gift.
System: The werewolf spends a turn concentrating,
and then the player rolls Wits + Crafts (difficulty 7).
Each success reduces the difficulty by one on the next
roll she makes for her character to employ a tool made
by human hands. The purpose is irrelevant—this Gift is
equally efficacious for attempts to repair an engine, drive
a car or fire a gun.
Mother’s Touch (Level One) — The Theurge
channels spiritual power through her hands, mending
the wounds of any other living creature. This Gift may
not heal the werewolf herself, spirits, or the undead. A
bear- or unicorn-spirit teaches it.
System: The player spends one Gnosis point and rolls
Intelligence + Empathy (difficulty is the target’s current
Rage, or 5 for those with no Rage). Each success heals one
level of lethal, bashing, or aggravated damage. The healer
may even heal fresh Battle Scars (see p. 259) in this manner,
if the Gift is applied during the same scene in which
the scar is received and an extra Gnosis point is spent.
Persuasion (Level One) — This Gift imbues a
homid’s words with intrinsic credibility and conviction,
causing them to ring true to the ear and lay heavy on the
heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty
7). Success lowers the difficulty of all social rolls
by one for the rest of the scene, and allows successful rolls
to have uncommonly strong impact (such as changing
long-held political views, or causing an addict to seriously
reconsider the course of his life).
Spirit Speech (Level One) — This Gift bestows
understanding of the language of the spirit world, permitting
the Garou to clearly understand and speak with any
spirit he encounters. The Gift doesn’t influence spirits’
attitudes toward the werewolf in any way, nor ensure that
they have any desire to communicate with him. Any
spirit can teach it.
System: This Gift’s effects are permanent.
QUALIDADES/DEFEITOS
Compulsion (1 pt. Flaw) (limpar talheres e copos antes do uso)
You feel compelled to take certain actions at certain
times or under specific circumstances. This psychological
quirk sometimes takes a highly ritualized form (constant
hand-washing or grooming) or else manifests in trigger
APPENDIX 477
situations (compulsive gambling, swearing, talking, stealing).
This Flaw not only causes problems for you, but for
your packmates as well. You may spend a Willpower point
to avoid your compulsion temporarily. Check with your
Storyteller to find out how long you can resist before you
must spend another Willpower point or succumb to your
compulsion.
Shy (1 pt. Flaw)
You dislike being the center of attention and feel
uncomfortable in crowds. Difficulties for all rolls involving
social interaction with strangers are increased by two.
If you are the focus of the situation, even amongst those
you know, the difficulty increases by three.
Naive (1 pt. Flaw)
You are hopelessly naïve about the nature of reality
and see everything through “rose-colored glasses.” You
may have been brought up in wealth and privilege or be a
survivor of abuse and trauma that you have repressed. You
are hesitant to suspect evil or foul play in others, which
can be a serious problem. The difficulty for any rolls for
you to detect another person’s ill intent, from the Sense
Wyrm Gift to Empathy rolls, is raised by 2.
GNOSE:
0000
FÚRIA:
00
FORÇA DE VONTADE:
0000
EQUIPAMENTO
Wichester .44
RITUAIS:
Rite of Binding
Level One
This rite binds a spirit to a werewolf, making it his
servant. The more powerful the spirit is, the more difficult
the process is. Although any encountered spirit is subject
to binding, the Garou generally feel that spirits should
be bound only when needed. Binding spirits for excessive
lengths of time is generally viewed as callous abuse of those
who should be the allies of the Garou. This point doesn’t
go uncontested, however, particularly by the mystics of
the Uktena tribe.
Spirits trapped through this rite may be bound into
temporary service or into objects to create talens (see p.
227). No spirit allows itself to be bound unless it is friendly
to the binding character’s totem. Spirits can be bound into
objects, places, and people, although the Garou generally
don’t perform the last feat unless the need is great. Failing
this rite can be dangerous, for the spirit is very likely to
become hostile and attempt to harm the mystic.
System: A Garou can attempt this rite only in the
presence of a spirit, and it is usually performed in the
Umbra. When attempting to bind a spirit, a Garou must
first spend a number of Gnosis points (minimum of one).
Each point of Gnosis spent reduces the spirit’s Gnosis rating
by one. The Garou’s player must then roll Willpower
(difficulty equals the spirit’s adjusted Gnosis). The number
of successes indicates how long the spirit may be forced
into service, with each success binding the spirit for one
week. In the case of a talen, the spirit is bound until the
object is used.
Rite of Talisman Dedication
Level One
This common rite allows a werewolf to bind objects
to her body, allowing them to fit her various forms (jeans
will grow to accommodate the Crinos form rather than
splitting at the seams, for example) and accompany the
Garou into the Umbra. Such talismans are most commonly
mundane items, for spiritual items such as fetishes and
talens remain with the werewolf in all forms and in the
Umbra automatically. A werewolf most often performs
this rite during the phase of the moon under which she
was born. Each auspice has its own peculiar ritual.
System: The cost is one Gnosis point per object
dedicated, and a character may never have more objects
bound to himself than his Gnosis score. Conceptually
linked groups of objects may count as a single object
as the Storyteller’s discretion. For example, as a set of
clothing would be considered one object rather than one
shirt, one pair of pants, two socks, and so on; or a box of
ammunition might be dedicated to the character, rather
than requiring one dedication per bullet.
Objects will generally resize themselves to accommodate
the character’s various forms (such as a backpack’s
straps lengthening to accommodate Crinos form), but
may simply meld with the character in forms where they
can be of no use — for example, a knife may become a
knife-shaped tattoo in Hispo. Others must spend a point
of Willpower to attempt to steal dedicated objects from
the werewolf.
FETICHES:
HISTÓRIA:
APARÊNCIA
JOGADOR: - Luciana
RAÇA: - Hominídea
AUGÚRIO: - Theurge
TRIBO: - Andarilhos do Asfalto
CAMPO: -
CONCEITO: - Médica
ATRIBUTOS
Força - 00
Destreza - 00
Vigor - 00
Carisma - 000
Manipulação - 00
Aparência - 000
Percepção - 000
Inteligência - 000
Raciocínio - 0000
HABILIDADES
Prontidão: 0
Esportes: 0
Briga: 0
Esquiva: 0
Empatia: 0
Expressão
Intimidação
Instinto Primitivo: 00
Manha:
Lábia:
Empatia com animais
Ofícios: 00
Condução: 00
Etiqueta: 00
Armas de fogo: 00
Armas Brancas: 0
Liderança
Performance
Segurança:
Furtividade: 0
Sobrevivência: 000
Computador: 00
Enigmas: 0
Investigação:
Direito:
Linguística:
Medicina: 0000 (Patologista)
Ocultismo: 0000 (Espíritos)
Política:
Rituais:
Ciência: 0000 (Biologia)
ANTECEDENTES
Ritual: 00
Recursos: 0000
DONS
Apecraft’s Blessings (Level One) — Though many
of Gaia’s children use tools, none have mastered them so
thoroughly as humanity. The homid focuses this mastery
into the tools she uses, causing their spirits to awaken and
lend her aid. An ancestor-spirit or spirit of a man-made
object teaches this Gift.
System: The werewolf spends a turn concentrating,
and then the player rolls Wits + Crafts (difficulty 7).
Each success reduces the difficulty by one on the next
roll she makes for her character to employ a tool made
by human hands. The purpose is irrelevant—this Gift is
equally efficacious for attempts to repair an engine, drive
a car or fire a gun.
Mother’s Touch (Level One) — The Theurge
channels spiritual power through her hands, mending
the wounds of any other living creature. This Gift may
not heal the werewolf herself, spirits, or the undead. A
bear- or unicorn-spirit teaches it.
System: The player spends one Gnosis point and rolls
Intelligence + Empathy (difficulty is the target’s current
Rage, or 5 for those with no Rage). Each success heals one
level of lethal, bashing, or aggravated damage. The healer
may even heal fresh Battle Scars (see p. 259) in this manner,
if the Gift is applied during the same scene in which
the scar is received and an extra Gnosis point is spent.
Persuasion (Level One) — This Gift imbues a
homid’s words with intrinsic credibility and conviction,
causing them to ring true to the ear and lay heavy on the
heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty
7). Success lowers the difficulty of all social rolls
by one for the rest of the scene, and allows successful rolls
to have uncommonly strong impact (such as changing
long-held political views, or causing an addict to seriously
reconsider the course of his life).
Spirit Speech (Level One) — This Gift bestows
understanding of the language of the spirit world, permitting
the Garou to clearly understand and speak with any
spirit he encounters. The Gift doesn’t influence spirits’
attitudes toward the werewolf in any way, nor ensure that
they have any desire to communicate with him. Any
spirit can teach it.
System: This Gift’s effects are permanent.
QUALIDADES/DEFEITOS
Compulsion (1 pt. Flaw) (limpar talheres e copos antes do uso)
You feel compelled to take certain actions at certain
times or under specific circumstances. This psychological
quirk sometimes takes a highly ritualized form (constant
hand-washing or grooming) or else manifests in trigger
APPENDIX 477
situations (compulsive gambling, swearing, talking, stealing).
This Flaw not only causes problems for you, but for
your packmates as well. You may spend a Willpower point
to avoid your compulsion temporarily. Check with your
Storyteller to find out how long you can resist before you
must spend another Willpower point or succumb to your
compulsion.
Shy (1 pt. Flaw)
You dislike being the center of attention and feel
uncomfortable in crowds. Difficulties for all rolls involving
social interaction with strangers are increased by two.
If you are the focus of the situation, even amongst those
you know, the difficulty increases by three.
Naive (1 pt. Flaw)
You are hopelessly naïve about the nature of reality
and see everything through “rose-colored glasses.” You
may have been brought up in wealth and privilege or be a
survivor of abuse and trauma that you have repressed. You
are hesitant to suspect evil or foul play in others, which
can be a serious problem. The difficulty for any rolls for
you to detect another person’s ill intent, from the Sense
Wyrm Gift to Empathy rolls, is raised by 2.
GNOSE:
0000
FÚRIA:
00
FORÇA DE VONTADE:
0000
EQUIPAMENTO
Wichester .44
RITUAIS:
Rite of Binding
Level One
This rite binds a spirit to a werewolf, making it his
servant. The more powerful the spirit is, the more difficult
the process is. Although any encountered spirit is subject
to binding, the Garou generally feel that spirits should
be bound only when needed. Binding spirits for excessive
lengths of time is generally viewed as callous abuse of those
who should be the allies of the Garou. This point doesn’t
go uncontested, however, particularly by the mystics of
the Uktena tribe.
Spirits trapped through this rite may be bound into
temporary service or into objects to create talens (see p.
227). No spirit allows itself to be bound unless it is friendly
to the binding character’s totem. Spirits can be bound into
objects, places, and people, although the Garou generally
don’t perform the last feat unless the need is great. Failing
this rite can be dangerous, for the spirit is very likely to
become hostile and attempt to harm the mystic.
System: A Garou can attempt this rite only in the
presence of a spirit, and it is usually performed in the
Umbra. When attempting to bind a spirit, a Garou must
first spend a number of Gnosis points (minimum of one).
Each point of Gnosis spent reduces the spirit’s Gnosis rating
by one. The Garou’s player must then roll Willpower
(difficulty equals the spirit’s adjusted Gnosis). The number
of successes indicates how long the spirit may be forced
into service, with each success binding the spirit for one
week. In the case of a talen, the spirit is bound until the
object is used.
Rite of Talisman Dedication
Level One
This common rite allows a werewolf to bind objects
to her body, allowing them to fit her various forms (jeans
will grow to accommodate the Crinos form rather than
splitting at the seams, for example) and accompany the
Garou into the Umbra. Such talismans are most commonly
mundane items, for spiritual items such as fetishes and
talens remain with the werewolf in all forms and in the
Umbra automatically. A werewolf most often performs
this rite during the phase of the moon under which she
was born. Each auspice has its own peculiar ritual.
System: The cost is one Gnosis point per object
dedicated, and a character may never have more objects
bound to himself than his Gnosis score. Conceptually
linked groups of objects may count as a single object
as the Storyteller’s discretion. For example, as a set of
clothing would be considered one object rather than one
shirt, one pair of pants, two socks, and so on; or a box of
ammunition might be dedicated to the character, rather
than requiring one dedication per bullet.
Objects will generally resize themselves to accommodate
the character’s various forms (such as a backpack’s
straps lengthening to accommodate Crinos form), but
may simply meld with the character in forms where they
can be of no use — for example, a knife may become a
knife-shaped tattoo in Hispo. Others must spend a point
of Willpower to attempt to steal dedicated objects from
the werewolf.
FETICHES:
HISTÓRIA:
APARÊNCIA
- Killa
- Mensagens : 9
Data de inscrição : 23/03/2020
Re: Backgrounds e Fichas
Ter Mar 24, 2020 11:12 pm
NOME: Killa
JOGADOR: Zao
RAÇA: Lupina
AUGÚRIO: Philodox
TRIBO: Uktena
CAMPO: Path dancers
CONCEITO: Pocahontas
ATRIBUTOS
Força - O
Destreza - OOOO (precisão)
Vigor - O
Carisma - OOO
Manipulação - OOOOO (confiança)
Aparência - OO
Percepção - OOOO (instintos)
Inteligência - O
Raciocínio - OOO
HABILIDADES
Prontidão: O
Esportes: O
Briga: O
Empatia: OOO
Expressão: O
Liderança:
Intimidação:
Instinto Primitivo: OOO
Manha:
Lábia: OOO
Empatia com animais: OOO
Ofícios:
Condução:
Etiqueta:
Armas de fogo:
Ladroagem:
Armas brancas:
Performance:
Furtividade: OOO
Sobrevivência: OOO
Acadêmicos:
Computador:
Enigmas: OOO
Investigação: O
Direito:
Medicina:
Ocultismo: OOO (wyrm)
Rituais: O
Ciência:
Tecnologia:
ANTECEDENTES
Raça pura - OOOOO
Herança espiritual - OOO
Fetiche - OOO
Fetiche - OOO
Fetiche - O
GNOSE: OOOOOO
FÚRIA: OOO
FORÇA DE VONTADE: OOOOOOOO
DONS
• Heightened Senses
• Persuasion
• Spirit Speech
QUALIDADES/DEFEITOS
EQUIPAMENTO: Roupas dedicadas.
RITUAIS:
FETICHES:
APARÊNCIA
HISTÓRIA:
JOGADOR: Zao
RAÇA: Lupina
AUGÚRIO: Philodox
TRIBO: Uktena
CAMPO: Path dancers
CONCEITO: Pocahontas
ATRIBUTOS
Força - O
Destreza - OOOO (precisão)
Vigor - O
Carisma - OOO
Manipulação - OOOOO (confiança)
Aparência - OO
Percepção - OOOO (instintos)
Inteligência - O
Raciocínio - OOO
HABILIDADES
Prontidão: O
Esportes: O
Briga: O
Empatia: OOO
Expressão: O
Liderança:
Intimidação:
Instinto Primitivo: OOO
Manha:
Lábia: OOO
Empatia com animais: OOO
Ofícios:
Condução:
Etiqueta:
Armas de fogo:
Ladroagem:
Armas brancas:
Performance:
Furtividade: OOO
Sobrevivência: OOO
Acadêmicos:
Computador:
Enigmas: OOO
Investigação: O
Direito:
Medicina:
Ocultismo: OOO (wyrm)
Rituais: O
Ciência:
Tecnologia:
ANTECEDENTES
Raça pura - OOOOO
Herança espiritual - OOO
Fetiche - OOO
Fetiche - OOO
Fetiche - O
GNOSE: OOOOOO
FÚRIA: OOO
FORÇA DE VONTADE: OOOOOOOO
DONS
• Heightened Senses
• Persuasion
• Spirit Speech
- Spoiler:
- • Heightened Senses (Level One)
This Gift sharpens the werewolf’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf’s Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.
• Persuasion (Level One)
This Gift imbues a philodox’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
• Spirit Speech (Level One)
This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’s attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.
System: This Gift’s effects are permanent.
QUALIDADES/DEFEITOS
- Spoiler:
- • Immune to Wyrm Emanations (6 pt. Merit): Gaia has blessed you with a powerful resistance to the poisons of the Wyrm (still takes damage from supernatural attacks, but no penalties and no taint). Banes cannot possess you.
• Supernatural Companion (3 pt. Merit)
• Supporter (2 pt. Merit): You have a –2 difficulty on Social rolls, and you give any group effort +1 to its total dice pool.
• Hunted (3 pt. Flaw)
• Deranged [Fugue] (3 pt. Flaw): In times of extreme stress, the character must succeed at a Willpower roll (difficulty 8 ) or fall into a fugue state. At the end of the period, the character regains consciousness with no memory of his actions. Willpower may allow you to overcome your insanity temporarily, but it always returns.
• Foul Temper (2 pt. Flaw): Whenever you encounter a situation that would normally result in your gaining a point of Rage, you must make a Willpower roll (difficulty 6) to do so.
• Dark Secret (1 pt. Flaw)
• Twisted Upbringing (1 pt. Flaw)
EQUIPAMENTO: Roupas dedicadas.
RITUAIS:
FETICHES:
- Spoiler:
- Omen Brush
Level 1, Gnosis 5
This fetish is a small, wood-handled paintbrush, carved with ogham markings and arcane sigils. The bristles are most often taken from an albino animal, although some use a tuft of hair or pelt-fur from a tribe member noted for their visionary abilities.
When activated, the brush allows its wielder to paint visions of what has come before and what will happen in the future. An Intelligence + Enigmas roll (difficulty 7) isrequired to interpret the painting’s significance and symbolism.
Beast Mask (Raven)
Level Three, Gnosis 8
This fetish takes the form of a carved mask depicting an animal. When donned and activated, the werewolf assumes the form of the animal the mask represents. The character gains all the characteristics of the animal (flight, gills, heightened senses, etc.) but cannot use her regenerative powers nor change into other forms until she removes the mask.
Obs: esta máscara é um Kami.
Wyrmflesh
Level 3, Gnosis 6
Wyrmflesh increases the wearer’s Soak against all damage (including silver) by three dice. It shapeshifts along with the wearer, providing protection in every form. Should any damage get through the Wyrmflesh’s protection, it lets out a shriek and blood flows thick and red from even the smallest cut.
APARÊNCIA
- Spoiler:
HISTÓRIA:
- Spoiler:
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