Character Sheet
| Justin Meijer (Mr. Horyd)
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| 150 Points
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Age 20
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Human Werewolf
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98 Lbs
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5'6"
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| ST: 9 [-10]
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IQ: 14 [80]
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| DX: 10 [0]
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HT: 10 [0]
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| Secondary Attributes
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DMG: thrt - 1D-2 swi - 1d-1
BL: 16 lb
HP: 9
WIL: 14
PER: 14
FP: 10
BS: 5
BM: 5
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| Cultural Familiarity
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Average Appearance
Pitiable (+5)
- +3 to reaction rolls for help
Language: American (Native)
Language: Latin (+6)
- Useful for flavor in GMing, and to read old texts
Comfortable (+10)
Independent Income (+6)
- Investments from parents' life insurance
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| Advantages
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Allies: The Alphas (+15)
- 100% Point Total
- 6-10 members
- Quite Rarely Available
Contact: Mr. Gillis, Head Librarian (+6)
- Research: Effective Skill 15
- Completely Reliable
Contact: Franklin, Local Wino & Gossip (+6)
- Streetwise: Effective Skill 18
- Usually Reliable
Contact: Dr. Jones, Archaeologist (+4)
- Archaology: Effective Skill 21
- Somewhat Reliable
Less Sleep +2 (+4)
Shapeshift: Alternate Form: Wolf (+23)
- Limited Use: 10 times per day -10%
- Takes Extra Time - 20 second -10%
- Takes Recharge - 1-3 Minutes -20%
- Temporary Disadvantage: Bad Temper -10%
- Temporary Disadvantage: Code of Honor -10%
- Solidiers aka Pack
- Temporary Disadvantage: Colorblindness -10%
- Temporary Disadvantage: Gregarious -10%
- react to others at +4
-IQ-skills -2 alone, -1 group less than 4
[15+(109x90%)]x20%=22.62
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| Disadvantages
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Bad Grip (-5)
- -2 on tasks that require grip
Curious (-5)
Easy to Read (-10)
- others get +4 to Empathy, Body Language, Psychology
- others get +4 to skills to detect bluff
Guilt Complex (-5)
- Chronic depression if someone close to me dies
Klutz (-5)
- DX roll to get through day without mishap
Low Self-Image (-10)
- -3 on skills when the odds seem against me
Oblivious (-5)
- -1 to use or resist Diplomacy, Fast Talk,
Intimidation, Savoir-Faire, Sex Appeal and
Streetwise
Sense of Duty: Alphas (-5)
Shyness: Mild (-5)
- -1 on Acting, Caruosing, Diplomacy, Fast-Talk,
Intimidation, Leadership, Merchant, Panhandling,
Performance, Politics, Public Speaking,
Savoir-Faire, Sex Appeal, Streetwise and Teaching.
Alcohol Intolerance [-1]
Attentive [-1]
Broad-Minded [-1]
Humble [-1]
Responsive [-1]
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| Skills
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Area Knowledge IQ+1/E 15 (+2)
- City of Chicago
Bicycling DX/E 9*(--) (+1)
Computer Operation IQ+1/E 15 (--) (+2)
Cooking IQ-1/A 13 (--) (+1)
Diplomacy IQ+1/H 13@& (+8)
First Aid IQ/E 14 (--) (+1)
Games IQ+2/E 16 (+4)
- Tabletop RPGs
Games IQ+1/E 15 (+2)
- War Games
Hidden Lore IQ-1/A 13 (+1)
- Monster Lore: City Streets
Hiking HT/A 10 (13) (+2)
Literature IQ/H 14 (+4)
Observation PER+1/A 15 (+4)
Occultism IQ/A 14 (+2)
Photography IQ/A 14 (--) (+2)
Research IQ+1/A 15 (+4)
Speed-Reading IQ+1/A 15 (+4)
Strategy IQ+1/H 15 (+8)
Streetwise IQ+1/A 14@& (+4)
Tactics IQ/H 14 (+4)
* - Bad Grip
@ - Oblivious
& - Shyness
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|
Alternate Form
| Alternate Form (Wolf) (Mr. Horyd)
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|
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| ST: +4 [24]
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IQ: 10 [0]
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| DX: +5 [60]
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HT: +3 [-70]
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| Secondary Attributes
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DMG: thrt - 1D swi - 2D-1
BL: 34 lb
HP: 17 (+8)
WIL: 14
PER: 14
FP: 12
BS: 7
BM: 7 (14)
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| Advantages
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Absolute Direction (+5)
- always know north, retrace steps
- +3 to navigation
Accute Hearing (+4)
- +2 to all hearing rolls
Accute Smell (+8)
- +4 to all smelling rolls
Claws:Blunt (+3)
- 1D+2 damage
Combat Reflexes (+15)
- +1 to all active defense rolls
- +2 to fright checks
- +6 to all IQ rolls to wake up, recover
- our side recieves +1 on innitiative
to avoid surprise attack
DR 1: Pelt (+5)
Discriminatory Smell (+23)
- May memorize a scent with 1 min and IQ roll
- +4 to all smelling checks, Tracking
- Emotion Sense, within 2 yards
- Roll IQ to get feeling about a person
- +3 to Detect Lies, Fortune Telling, and Psychology
Enhanced Move (+20)
Fit (+5)
- +1 to all HT rolls
- recover FP at double normal rate
Hard to Kill +1 (+2)
- +1 to HT rolls for survival
High Pain Threshold (+10)
- no shock penalty from pain
- +3 on HT rolls to avoid knockdown and stunning
- +3 resist torture, Will saves to endure pain
Negate Low Self-Image Disadvantage (+10)
Night Vision +5 (+5)
- Ignore up to -5 for darkness penalties
Perfect Balance (+15)
- +6 on rolls to maintain balance on poor surfaces
- +4 on DX and DX-skill rolls in combat to avoid knockdown
- +1 to Acrobatics, Climbing
Silence (+5)
- In the dark, +2 to Stealth when still, +1 when moving
Super Jump +2 (+20)
- note: substitute (Jumping/2) for Basic Move
- High Jump: 14'8" still, 32'8" running
- 7'4" without run or 2 concentration rounds
- Long Jump: 60' still, 132' running
- move while jumping is 9
- falls less than 32'8", no damage,
47'8" with Acrobatics roll
Teeth: Sharp (+1)
- 1D cutting
Temperature Tolerance +5 (+5)
- -30 degrees to 90 degrees
Ultrahearing (+5)
Fur [1]
Penetrating Voice [1]
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| Disadvantages
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Cannot Speak (-15)
Enemies: Animal Control (12) (-10)
Horizontal (-10)
No Fine Manipulators: Paws (-30)
Restricted Diet (Fresh Meat) (-10)
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| Skills
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Acrobatics DX/H 16# (+4)
Body Language PER/A 14 (+2)
Brawling DX+2/E 17 (+4)
Escape DX/H 15 (+4)
Gesture IQ+1/E 15 (+2)
Jumpimg DX+3/E 18 (+8)
Running HT+2/A 15 (+8)
Stealth DX/A 17/16@ (+2)
Tracking PER+2/A 20* (+8)
Urban Survival PER/A 14 (+2)
* - Discriminatory Smell
# - Perfect Balance
@ - Silence
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Gear
Leather Jacket $50
Shoes $40
Well Stocked Apartment $25,000
Gaming Supplies $5,000
Wristwatch $20
Cell Phone $250
Laptop $1,500
First Aid Kit $50
Digital Camera $500
Street Bicycle $500
$90 cash
$17,000 in the bank