Wolfwood Castle





Attributes:
Physical
Social
Mental
Strength: OOOOO
Charisma: OOO
Perception: OOO Intuitive
Dexterity: OOOO Lightening Reflexes
Manipulation: OOOO
Intelligence: OOOO
Stamina: OOOOO Tough
Appearance: OOOO
Wit: OOOO


Abilities:
Talents
Skills
Knowledges
Alertness: OO
Drive: O
Garou Lore: OOO
Athletics: OOO
Etiquette: OO
Area Knowledge: OO
Brawl: OOOOO
Firearms: OO
Garou Law: OO
Dodge: OOOO
Leadership: OOO
Linguistics: OO
Intimidation: OOO
Melee: OOOO
Medicine: OO
Primal Urge: OO
Stealth: OOOO
Occult: OO
Street-wise: OOO
Survival: OOOO
Herbalism: OO
Subterfuge: OO

Backgrounds:
Pure Breed: OOO
Fetish: OOOO
Rites: OOOO
Totem: OO
Resources: OOO

Rites:
(Minor)
Bone Rhythms
Breath of Gaia
Greet the Sun
Greet the Moon
Hunting Prayer
Prayer for the Prey
Accomplishment
Wounding
Passage
Talisman Dedication
Honorable Oath
Totem
Gathering for the Departed
Opened Sky
Binding
Fetish

Renown:
Glory: OOOOOOO
Honor: OOOOO
Wisdom: OOO

Resist Pain 1
By expending a Gnosis Trait, the Garou may ignore wound penalties for the duration of a single conflict.

Eye of the Falcon 1
Allows the Garou heightened senses for the scene, hearing, sight, smell, etc.

Sense Wyrm 1
The garou can sense manifestations of the wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say "this place stinks of the Wyrm."

Persuasion 1
This Gift enhances the Garou's charisma and ability to deal with others in Social situations. The character may expend a Gnosis Trait for the three Social Traits that are added to his total in a Social Challenge. This Gift may be used once at the beginning of or during a Social Challenge. These bonus Traits only last for the duration of a scene. An ancestor spirit teaches this Gift.
Master of Fire 1: Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilization. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them, reducing flame damage from aggravated to bashing. An ancestor spirit or a fire spirit teaches this Gift.

Razor Claws 1:
The Garou can hone his claws to a razor sharpness by scratching them across a hard surface, such as a stone floor or metal dumpster. The Garou must sharpen his claws, in Crinos form, for one turn before combat. For the duration of the scene, the claws will do extra damage. Either a cat or bear spirit teaches this Gift.

Awe 2
The Garou, simply by his speech and bearing, proves to others his mastery and right to rule the other tribes.  The Garou rolls his Gaia's Gift skill against the targets Willpower, if successful the target generally feels inferior to the Garou, and suffers a -1 to AV in combat and certain social situations.  This Gift is taught by a Falcon Spirit.

Luna's Armour 2
The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at him.  The Garou gains an four points on his Toughness, and is able to regenerate silver wounds (the silver does not do the extra 6 points of damage) for the rest of the sequence.  This Gift is taught by a Lune.

Staredown 2
By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves or other supernaturals, but the target will freeze in place rather than flee. Targets that are powerful enough to remain frozen rather than flee, such as werewolves, Wyrm creatures, or vampires, will stand fast, though be frozen to such a degree that they may not attack in the turn this Gift is used. A ram or snake spirit teaches this Gift.


Sense Silver 2
With a disdainful snort, the Garou can uncover the foul scent of the bane metal on an individual. At a distance of up to 20 feet, the Garou can detect whether or not a person is carrying anything made of silver. A Lune teaches this Gift.

Spirit of the Fray 2
This Gift allows the Ahroun to attack with lightning speed, striking before any foe. The Garou cannot spend Rage in the same turn as activating this Gift, because it costs a Gnosis point. Once learned, this Gift is permanent and therefore does not count as an action. A cat spirit teaches this Gift.

Jam Technology 2
The Garou can temporarily disrupt the orderly logic of the Weaver upon which technological items depend. It costs at  least one Mental Trait to activate this Gift. The Garou may choose to affect a single visible item within 50 ft. The exact number of Traits she must expend depends on the complexity of the item the Garou wishes to affect. A Gremlin - a type of Wyld spirit that enjoys breaking things - teaches this Gift.
 One Gnosis Trait - lever, wrench
Two Gnosis Traits - firearm, car, lock
Three Gnosis Traits -computer, phone, radio


Merits:
Silver Tolerance, Physically Impressive, Mix Morph, Metamorph, Perfect balance, Berserker
Flaws:
Derangement: Manic-Depressive, Derangement: Multiple Personalities, Twisted Upbringing, Sadism/Masochism, Nightmares, Vengeful, Callous



Homid (Man)
Glabro (Near-Man)
Crinos (Wolf-man)

Hispo (Near-Wolf)
Lupus (Wolf)
Height
6'
9'
12'
9''
Length 6'
Weight
210bs
315bs
420bs
315bs
200bs


Glabro
Str: +2
Sta: +2
App: -1
Man: -1
Diff: 7
Str +1 Claw
Crinos
Str: +4
Dex: +1
Sta: +3
App: 0
Man: -3
Diff: 6
Str +2 Claw
Str +1 Bite
Delirium
Hispo
Str: +3
Dex: +2
Sta: +3
Man: -3
Diff: 7
Str +2 Claw
Str +2 Bite
-1 Perception difficulties
Lupus
Str: +1
Dex: +2
Sta: +2
App: 0
Man: -3
Per: +2
Diff: 6
Str +2 Claw (non-agg)
Str +1 Bite
-2 Perception difficulties

Aggravated damage from silver.