Father Wolf P

NAME 	Fathet Wolf	Virtue 	Justice 	Auspice	RAHU
PLAYER 	ST 	Vice 	Wrath 	Tribe 	N/A
CHRONICLE	TBD 	Concept	Father Wolf	Lodge 	N/A
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===	
===ATTRIBUTES===
POWER 	Intelligence	22	Strength 	22	Presence 	22
FINESSE 	Wits 	22	Dexterity	22	Manipulation	22
RESISTANCE	Resolve 	22	Stamina 	22	Composure 	22
===SKILLS=== 	
===SKILLS=== 	
===SKILLS=== 	
===SKILLS=== 	
===SKILLS=== 	
===SKILLS===
Mental 	Mental 	Physical 	Physical 	Social 	Social
(-3 unskilled)	(-3 unskilled)	(-1 unskilled)	(-1 unskilled)	(-1 unskilled)	(-1 unskilled)
Academics 	22 	Athletics 	22 	Animal Ken 	22
Computer 	00 	Brawl 	22 	Empathy 	22
Crafts 	22 	Drive 	22 	Expression 	22
Investigation 	22 	Firearms 	00 	Intimidation 	22
Medicine 	22 	Larceny 	22 	Persuasion 	22
Occult 	22 	Stealth 	22 	Socialize 	22
Politics 	00 	Survival 	22 	Streetwise 	00
Science 	00 	Weaponry 	00 	Subterfuge 	00
===MERITS=== 	
===MERITS===	
===MERITS===
NAME 	RATING	EFFECT
Common Sense 	04 	
Effect: Your character is exceptionally grounded and pragmatic, and canusually be depended upon to make sound, straightforward decisions after a fewmoments' thought.
Danger Sense 	02 	
Effect: You gain a +2 modifier on reflexive Wits + Composure rolls foryour character to detect an impending ambush. This kind of roll is typicallymade prior to the first turn of a surprise attack.
Holistic Awareness 	03 	Effect: Your character is skilled in the arts of wholebody healing, promoting health and recovery by keeping a personÕs entire physiology balanced and strong. The result is that he is able to treat sickness and some injuries (those not requiring surgery, and ones suffered to bashing or lethal damage but not aggravated) with a collection of natural remedies rather than resorting to a doctor or hospital. Make an Intelligence + Medicine roll once per day when your character spends an hour treating a patient. If the roll is successful, the patient's healing times that day are halved. The worst of a patient's injuries must be treated first. So, if he has suffered a lethal wound and a successful roll is made, the wound heals that day rather than in two days. If the patient has suffered nothing but bashing damage, all wounds are healed in mere minutes (about eight each). See Chapter 7, p. 175, for healing times.
Unseen Sense (Spirits) 	03 	
Unseen Sense (Werewolves)	03 	
Ambidexterity 	03 	Effect: Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions. Available at character creation only.
Brawling Dodge 	01 	Effect: Whenever your character performs a dodge (see Dodge, p. 156), you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense.He essentially draws on his training in blocking and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a brawling novice, it can give the advanced fighter an edge. Brawling Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks,and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Brawling Dodge maneuver in a turn. A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn.
Direction Sense 	01 	Effect: Your character has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) without references.
Fast Reflexes 	02 	Effect: +1 Initiative per dot
Fleet of Foot 	03 	Effect: +1 Speed per dot
Fresh Start 	01 	Effect: Your character dedicates an action to altering his standing in the Initiative order in the following turn and for all subsequent turns, choosing to insert himself at a new point in the roster, even if it means going first when he went last before. For example, if your Initiative roll (see p. 151) resulted in a 9, but a rival whom your character wanted to waylay got a 12, your character can forfeit an action in turn one to get a fresh start and then act before that rival at 13 in turn two and afterward.
Giant 	04 	Effect: Your character is seven or more feet tall and over 250 pounds. He is +1 Size (and thus +1 Health). Available at character creation only.
Iron Stamina 	03 	
Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina 02 is able to ignore up to a -2 modifier brought on by fatigue. See ÒFatigue,Ó p. 179. The Merit also counteracts the effects of wound penalties. So, if all of your character's Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina 01, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones.
Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets.
Quick Healer 	04 	
Effect: Your character's healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months.
Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days.
Strong Back 	01 	Effect: Your character gains a +1 modifier to actions involving lifting or carrying heavy weights. She can lift and carry much more weight than her build and body type suggests.
Strong Lungs 	03 	Effect: Your character is practiced at holding his breath for long periods of time. He might be a pearl diver or escape artist, capable of staying underwater without aidfor longer than most people believe is possible. When determining how long your character can hold his breath, add two to Stamina when referencing the Holding Breath chart on p. 49. For example, if your character's Stamina is 2, he can hold his breath for four minutes before you need to make a roll.
Allies (Luna) 	05 	
Contacts (Luna) 	05 	
Inspiring 	04 	
Effect: Your character is able to rally others in times of great distress, renewing their courage and determination in the face of adversity.
Once per game session, your character can exhort those around him to redouble their efforts in the face of great stress or danger. Make a Presence + Persuasion roll. If the roll succeeds, any individuals who actively assist your character and who are within earshot regain one spent Willpower point (not to exceed their Willpower dots). The character may not use this Merit on himself, and may not use it on the same subjects more than once a day.
Status (Werewolves) 	05 	
Status (Spirits) 	05 	
Striking Looks 	04 	
Effect: Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room.
Your character gets a +2 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others.
===LEARNED POWERS===	
===LEARNED POWERS===	
===LEARNED POWERS===
NAME 	RATING	EFFECT
Agony Gifts 	05 	
Alpha Gifts 	05 	
Battle Gifts 	05 	
Blending Gifts 	05 	
Blood Gifts 	05 	
Bone Gifts 	05 	
Crescent Moon Gifts 	05 	
Darkness Gifts 	05 	
Death Gifts 	05 	
Dominance Gifts 	05 	
Dreamer's Moon Gifts	05 	
Elemental Gifts 	05 	
Ending Gifts 	05 	
Endurance Gifts 	05 	
Evasion Gifts 	05 	
Father Wolf's Gifts 	05 	
Fervor Gifts 	05 	
Full Moon Gifts 	05 	
Gibbous Moon Gifts 	05 	
Half Moon Gifts 	05 	
Insight Gifts 	05 	
Inspiration Gifts 	05 	
Judge's Moon Gifts 	05 	
Knowledge Gifts 	05 	
Nature Gifts 	05 	
New Moon Gifts 	05 	
Rage Gifts 	05 	
Shaping Gifts 	05 	
Stalker's Moon Gifts	05 	
Stealth Gifts 	05 	
Strength Gifts 	05 	
Warding Gifts 	05 	
Warrior's Moon Gifts	05 	
Weather Gifts 	05 	
Witch's Moon Gifts 	05 	
*Starting Health: 29
*Permanent Willpower: 44
*Temporary Willpower: 44
*Primal Urge: 15
*Essence: 150
*Starting Morality: 10
*Size: 07
*Speed: 52
*Defense: 22
*Armor: 02/02
*Initiative Modifier: 46
*Current Experience Points (XP): N/A
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