Post by shadowinsanityx on Dec 6, 2015 19:51:51 GMT
Name: Clarence "Clancy" Rhodes
Player: ShadowInsanityX
Chronicle: Birmingham by Night
Nature: Conformist
Demeanor: Loner
Breed: Homid (Ananasi)
Faction: Viskr
Aspect: Tenere
Concept: Web-Head
Physical
Strength: 1
Dexterity: 4
Stamina: 3
Social
Charisma: 1
Manipulation: 3
Appearance: 2
Mental
Perception: 3
Intelligence: 4
Wits : 3
Talents
Alertness: 3
Athletics:
Brawl:
Dodge: 2
Empathy:
Expression :
Intimidation:
Leadership:
Primal-Urge:
Streetwise:
Skills
Animal Ken: 1
Crafts:
Drive: 2
Etiquette:
Firearms:
Larceny:
Melee:
Performance:
Security: 3
Stealth: 3
Survival:
Knowledges
Academics:
Computer: 4
Enigmas: 3 (+2 when meditating Sylie)
Investigation: 1
Law:
Medicine:
Occult: 1(+2 when meditating in Sylie)
Rituals:
Science:
Technology: 4
Advantages
Backgrounds
Allies: 1
Resources: 1
Contacts: 1
Totem (Queen Ananasa): 1
Gifts
Many Eyes: 1
The Ananasi can see in 360 degrees around herself. Those looking directly at the werespider see nothing out of the ordinary, but if glimpsed from the corner of the eye, the Ananasi appears to have eyes all around her head.
System: The player spends one blood point. The Gift lasts for one scene.
Shroud: 1
The Ananasi can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.
System: The player spends one blood point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10' area within the Garou's line of sight. Powers which permit sight in total darkness are capable of defeating this Gift.
Patience of Ananasa: 1
The Ananasi may remain absolutely motionless for endless hours when waiting for her prey, without cramping or growing tired.
System: The Ananasi permanently adds one automatic success to Stealth rolls that rely on absolute stillness.
Humanity:
Willpower: 3
Bloodpool: 10
Gnosis: 1
Flaws
[ 1 ] Compulsion (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 476)
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 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.
[ 1 ] Nightmares (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 477)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must succeed on a Willpower roll (difficulty 7) or lose a die on all actions for that day.
[ 1 ] Shy (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 477)
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.
Merits:
[ 1 ] Computer Aptitude (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 474)
You are familiar with and talented in the uses of computer equipment. All rolls involving computers (hardware, software, or operations) are at -2 difficulty for you.
[ 2 ] Eidetic Memory (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 476)
You remember, with perfect detail, things you see and hear. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration, as can complicated trails, complex scents, or detailed howls. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
[ 2 ] Seldom Sleeps (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 476)
Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average Garou. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won't make you more than a little bleary-eyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods.
Backstory:
There isn't much to say about Clarence. He has always been good with technology and computers, even though he hasnt been that bright in other subjects of learning. He has a simple life, living with his parents. He was a late bloomer, puberty wise, and was ridiculed for it in school. His life was literally the blandest thing you could imagine...until the change started to happen. From junk food to meat that had barely been introduced to heat, from barely a whisker on his face to patches of hair similar to that on his head popping up on random places on his body. Clancy doesn't know what happening to himself.
Player: ShadowInsanityX
Chronicle: Birmingham by Night
Nature: Conformist
Demeanor: Loner
Breed: Homid (Ananasi)
Faction: Viskr
Aspect: Tenere
Concept: Web-Head
Physical
Strength: 1
Dexterity: 4
Stamina: 3
Social
Charisma: 1
Manipulation: 3
Appearance: 2
Mental
Perception: 3
Intelligence: 4
Wits : 3
Talents
Alertness: 3
Athletics:
Brawl:
Dodge: 2
Empathy:
Expression :
Intimidation:
Leadership:
Primal-Urge:
Streetwise:
Skills
Animal Ken: 1
Crafts:
Drive: 2
Etiquette:
Firearms:
Larceny:
Melee:
Performance:
Security: 3
Stealth: 3
Survival:
Knowledges
Academics:
Computer: 4
Enigmas: 3 (+2 when meditating Sylie)
Investigation: 1
Law:
Medicine:
Occult: 1(+2 when meditating in Sylie)
Rituals:
Science:
Technology: 4
Advantages
Backgrounds
Allies: 1
Resources: 1
Contacts: 1
Totem (Queen Ananasa): 1
Gifts
Many Eyes: 1
The Ananasi can see in 360 degrees around herself. Those looking directly at the werespider see nothing out of the ordinary, but if glimpsed from the corner of the eye, the Ananasi appears to have eyes all around her head.
System: The player spends one blood point. The Gift lasts for one scene.
Shroud: 1
The Ananasi can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.
System: The player spends one blood point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10' area within the Garou's line of sight. Powers which permit sight in total darkness are capable of defeating this Gift.
Patience of Ananasa: 1
The Ananasi may remain absolutely motionless for endless hours when waiting for her prey, without cramping or growing tired.
System: The Ananasi permanently adds one automatic success to Stealth rolls that rely on absolute stillness.
Humanity:
Willpower: 3
Bloodpool: 10
Gnosis: 1
Flaws
[ 1 ] Compulsion (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 476)
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 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.
[ 1 ] Nightmares (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 477)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must succeed on a Willpower roll (difficulty 7) or lose a die on all actions for that day.
[ 1 ] Shy (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 477)
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.
Merits:
[ 1 ] Computer Aptitude (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 474)
You are familiar with and talented in the uses of computer equipment. All rolls involving computers (hardware, software, or operations) are at -2 difficulty for you.
[ 2 ] Eidetic Memory (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 476)
You remember, with perfect detail, things you see and hear. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration, as can complicated trails, complex scents, or detailed howls. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
[ 2 ] Seldom Sleeps (Werewolf: the Apocalypse 20th Anniversary Edition -- Page 476)
Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average Garou. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won't make you more than a little bleary-eyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods.
Backstory:
There isn't much to say about Clarence. He has always been good with technology and computers, even though he hasnt been that bright in other subjects of learning. He has a simple life, living with his parents. He was a late bloomer, puberty wise, and was ridiculed for it in school. His life was literally the blandest thing you could imagine...until the change started to happen. From junk food to meat that had barely been introduced to heat, from barely a whisker on his face to patches of hair similar to that on his head popping up on random places on his body. Clancy doesn't know what happening to himself.