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Welcome to Werewolf the Apocalypse - 2nd Edition

19:16, 24th April 2024 (GMT+0)

Steel Spine

Jared was a young man that went off to the Army shortly after he graduated high school. he did not have many skills other than being able to follow orders. He mad e a good soldier and found out that he was actually good at shooting weapons and killing things. When his platoon was over run and everyone was killed he had his first change. He was familiar with Garou, his family were kinfolk after all. After his tour in the Middle East he decided to return to Denver and see if he could join a pack. Upon reaching the caern he was told that if he wanted to help he should go off to Quick Keys Computer Store and see if he could survive the coming battle.

Human Name: Jared Collins
Garou Names: Steel Spine
Chronicle: Denver: A new beginning
Breed: Homid
Auspice: Ahourn
Tribe: Glass Walkers
Camp: Urban Primatives
Pack Name:
Pack Totem:
Concept: Left Army after one tour returned home to Denver.


Attributes:

Strength: 3
Dexterity: 4
Stamina: 3
Charisma: 3
Manipulation: 2
Appearance: 3
Perception: 2
Intelligence: 2
Wits: 3

Abilities:

Talents:
Alertness: 2
Athletics: 1
Brawl: 2
Dodge: 2
Intimidation: 2
Primal~Urge: 2
Subterfuge: 2

Skills:
Drive: 2
Firearms: 3
Leadership: 2
Melee: 2
Repair:2
Survival: 2

Knowledge:
Investigation: 1
Medicine: 2
Politics: 2

Backgrounds:
Resouces: 2
Middle Class: You have an apartment or condominium. If liquidated, you would have $8,00 in cash. Allowance of $1,200 a month.

Totem: 3

Gifts:
Inspiration (Ahroun Rank 1)

Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his bretheren. This Gift is taught by a Lion or Wolf spirit.
System: The Garou spends one Rage point. Comrades automatically receive one success on any Willpower rolls made during the scene. Not that this Gift does not affect its possessor.

Persuasion (Homid Rank 1)

This Gift allows a homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene.

Control Simple Machine (Glass Walker Rank 1)

The Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics, et al), causing them to operate or shut down as he sees fit. Levers flip, pulleys roll, screws unscrew, doors unbolt, etc This Gift is taught by any technological spirit.
System: The Garou spends a Willpower point and rolls Manipulation + Repair (difficulty 7). The Glass Walker's control lasts for the duration of the scene.


Rage: 5
Gnosis: 5
Willpower: 5

Flaws:
Mark of the Predator: 2 point Flaw
Herbivores fear me, and carnivores see me as a threat.

Slip Sideways: 1 point Flaw
You can't always control your passage to the Umbra. If, during a stressful situation, you should confront a highly reflective surface, roll Wits + Occult, Difficulty 7, to avoid making the shift. You much still make a Gnosis roll to pass the Gauntlet in this instance, though your difficulty is 1 less - but only when you accidentally step sideways. If you want to go through, you're at normal difficulty.