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Welcome to Werewolf the Apocalypse - 2nd Edition

16:56, 27th April 2024 (GMT+0)

Jaylen Makepeace

NAME: Jaylen ‘Snuff’ Makepeace

NATURE: Survivor - No matter what happens, no matter the odds or opposition, the Survivor always manages to pull through. Whether alone or with a group, the Survivor's utter refusal to accept defeat often makes the difference between success and failure. Survivors are frustrated by others' acceptance of "what fate has in store," or by any unwillingness to better a situation. Outcasts, street folk, and idealists may well be Survivor Archetypes. Regain one point of temporary Willpower whenever you survive a threatening situation through tenacity, or when another persists in spite of adversity thanks to your counsel.

DEMEANOR: Fanatic - The Fanatic has a higher goal and his sense of duty requires him to follow it to the utmost. If someone, even the defenseless, gets in the way of this objective, the Fanatic pushes them down and walks over them if he must. The end always justifies the means. Revolutionaries, crackpots, and extremists fall into this mold. Choose a cause. Gain temporary Willpower every time you take a major stride in support of it.

CONCEPT: Jared Collins was a sergeant in the same military unit Jaylen was the medic for. When the unit got over run she was the one that worked on keeping Jared alive. Knowing that it was pointless she did all she could to ease his pain until he passed. That was until 'they' showed up. They put Jared on a stretcher that should have gone to a more deserving and one that had better chances at surviving. When she questioned them about it they played her off with pretty words, when she pushed the issue they beat her. When she returned to the states she was sent to work at the local V.A. hospital until her time was up. That was when she found out that Jared had been given better care than many others. Wondering why, she had an awakening; there was more to life than the eyes could ever see. She started seeing things, things she could not explain outside of the super natural. Perhaps Jared Collins was part of this group. She started posting questions on various forums, which was when the Hunter's had found her. They explained about the things that go bump in the night and how they must be stopped at all costs.

PRIMARY VIRTUE: Mercy - This Virtue assumes that there's something worth saving in all beings. It values respect and courtesy above all. Nothing can be taken unless an effort to give is made in exchange. Solutions to problems lie in the middle ground, not in opposed camps.

CREED: Redeemer -
Quote: "Keep still and you might live. Assuming you weren't dead to start with."

Weaknesses: Messianic complex.

Apocrypha: Redeemers try to understand what's happened to you and your world through experience -- or lack of it.

The Imbuing: Someone invariably gets hurt during the making of a Redeemer. You've been there: Severed arteries, compound fractures, snapped necks. You've worked the miracles; you've stared at your own hands like they were never yours. You may also have worked a little magic on the cause of the mayhem.

Attributes:

Physical
Strength – 2
Dexterity – 3
Stamina - 2

Social
Charisma - 2
Manipulation - 2
Appearance - 2

Mental
Perception - 3
Intelligence - 3
Wits - 3

Abilities:

Alertness – 4
Athletics – 3
Awareness – 3
Brawl – 2
Dodge – 2
Empathy – 2
Intuition – 2
Streetwise - 2

Skills:
Drive - 3
Firearms - 3
Melee - 3
Survival - 2
Technology - 2

Knowledge:
Computer - 1
Linguistics - 2
Medicine - 3
Occult - 2
Research -2
Science - 3

Advantages:
Backgrounds:
Allies - 2
Resources - 2
Arsenal - 2

Virtues
Mercy – 2
Vision – 1
Zeal – 0

Conviction – 5

Willpower – 5

Merits and Flaws:

Bad Liar: 1 pt. flaw. You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush and generally look guilty. +2 difficulty to verbal deception rolls.
Monstrous Connections: 2 pt. flaw. You have to deal with a monster as part of your job or even your family life. Perhaps it’s your boss or a key family figure. The monster is not necessarily hostile toward you – it might not even know you’re a hunter – but it’s in a position to cause you a lot of trouble should it choose to.

Phobia: 2 pt. flaw. Spiders.

Dyslexic: 2 pt. flaw.
Edges:
Outreach: Rank 1 – This edge allows the user to appear reasonable and non-threatening to one monster.  The imbued is able to persuade a monster that he is no threat to it, despite his being able to see the creature and despite his repertoire of skills. Your character must be unarmed and visibly nonaggressive.
System: Roll Manipulation + Mercy, difficulty 6. One success allows your character to come across as harmless – although perhaps mildly suspicious – for the remainder of the scene.

Bluster: Rank 1 – A shouted syllable becomes a veritable shield against harm. The word spoken doesn't matter, but it can abort any type of deliberate attack.

System: Roll Wits + Mercy, difficulty 6. The roll is typically resisted against the appropriate attack roll made by the enemy, and your character must be able to see -- have line of sight to -- the action he intends to interrupt. This Edge can be used in a turn at any time that a defensive maneuver -- dodge, parry, or block -- can be. In fact, Bluster should be treated like a fourth form of defense for system purposes -- all the same mechanics apply. This Edge can't actually be combined with dodge, parry, or block, though; you must choose one course of defensive action. Note that an attacker can still harm its target; even if your character attempts to avert the action (the attacker gets more successes than you do).

Foresee: Rank 1 – Some think Foresee allows hunters a brief glimpse into the future -- a look that allows them to choose the best course of action. Either way, your character has a momentary flash of how his choices might affect a situation, and may choose the best option available to him.

System: Roll Intelligence + vision, difficulty 7. For each success achieved, you may make on extra roll for a specified action and choose the best result. You must announce in advance that one of your extra rolls will be dedicated to a particular action; you can't wait until a roll has been made and then announce that an extra one will be taken. Only one extra roll is allowed per action. You might make two rolls to fire a gun, lift a rock, or steer a car. An attack is considered a single action; an extra roll is made for the attack itself. The better attack roll determines how many damage dice are rolled. The Storyteller literally narrates a vision had by your character based on each of the die rolls you make, then lets you choose which occurs. One roll might indicate a resounding one. Remember that visions are simply glimpses of short-term possibilities; the course you choose as a result may not have the more desirable results in the long term. Your character might envision what wire to cut to deactivate a bomb, but the building saved might still be possessed by a vicious poltergeist. Foresee influences only an immediate action performed. A simple action that has direct results can convey clear images. An involved action, such as building a device through extended actions, doesn't reveal consequences of the final creation or its use. More likely, it indicates the possible results of the effort at your character's current stage in the process. After you make the extra roll and your character sees a vision of both outcomes, one of the results must be chosen. Your character commits to the action -- he simply averts events in time for optimal effect. If both rolls are poor, one of them still takes place. There's simply no good way out of the situation. Foresee may be used to gain a number of extra rolls only once per chapter. When the extra rolls are used up, the player cannot use the particular Edge (to activate it) again that chapter. Re-rolls granted by the Destiny Background can't usually be combined with Foresee in the same scene. Activating Foresee is considered a reflexive action. It doesn't preclude taking actions in the same turn. Extra rolls gained can't be doled out to other players. Neither can your character forewarn other characters of impending events or the ramifications of actions. Conviction Points invested into a Foresee roll simply increase the number of extra rolls you may gain for a chapter. Conviction doesn't affect the outcome of the individual actions to which extra rolls are dedicated.


Example: A heavy fragmentation grenade has a Damage
of 0(L)+3; this means attacks with the grenade add zero dice
to the attack roll (Dexterity + Athletics), the attack does
lethal damage and, assuming the roll is successful, three successes
are added to the successes scored on the roll to determine
the amount of damage done.