Ramona Avandth

Elizabeth Briarwood's page

3 posts. Alias of Pathfinder Zoey.


Full Name

Elizabeth Brairwood

Race

Werewolf

Classes/Levels

Health: 07/07| Will: 05/05 | Primal: 01/01 | Essence: 07/07 | Harmony: 7/10

Armor:
Rating: XX | STR: XX | Def: XX | Speed: XX |
Conditions: None

Gender

Female

Size

5

Age

X

Special Abilities

Gifts & Rites

Location

Washington

Languages

English, Uremehir

Occupation

Student & Journalist

Homepage URL

Character Sheet

About Elizabeth Briarwood

Blood: Soldier
Bone: Wallflower
Concept: The journalist with a nose for corruption.

Auspice: Irraka
Tribe: Iron Masters
Lodge: None

XP/Beats: 0 | 0/5

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Aspirations:
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• Find a pack.
• Publish a story that exposes corruption.
• Aspiration 3
• ***TOTEM***

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Attributes:
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Intelligence: 2
Wits: 3
Resolve: 2

Strength: 3
Dexterity: 3
Stamina: 2

Presence: 1
Manipulation: 2
Composure: 3

Auspice Ability: Closer Than You Thought
Once Per Chapter:
• Subtract 2 from the Doors needed in Social maneuvering.
• Move into melee vs one opponent who isn’t attacking her.
• Move initiative rating to within one point of a target’s.

Merits, Gifts, & Rites:

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Merits:
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Flanking: ◉◉
Any time your character makes a successful attack you can choose to apply successes as a penalty to the victim’s Initiative and Defense for the turn instead of causing damage.

Fading: ◉◉◉
Each time an individual fails to notice your character in a scene, all future attempts in that same scene suffer a cumulative –1 penalty. Once per scene, add your character’s Cunning to any rolls to act unnoticed or unobtrusive.

Safe Place:
Your character has somewhere she can go where she can feel secure. Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested.

Eidetic Memory: ◉◉
Your character recalls events and details with pinpoint accuracy. You do not have to make rolls for your character to remember past experiences. When making Intelligence + Composure (or relevant Skill) rolls to recall minute facts from swaths of information, take a +2 bonus.

Double Jointed: ◉◉
Your character might have been a contortionist, or spent time practicing yoga. She can dislodge joints when need be. She automatically escapes from any mundane bonds without a roll. When grappled, subtract her Dexterity from any rolls to overpower her, as long as she’s not taking any aggressive actions.

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Gifts:
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Eviscerate:
Cost: 1 Essence
Action: Reflexive

The Irraka’s first strike is often the last of the fight. Cost: 1 Essence Action: Reflexive The Irraka may activate this Facet as part of a Brawl or Weaponry attack against an unaware or surprised opponent, turning her attack into a rote action.

Slip Away: ◉◉
Cost: 1 Essence Action:
Instant Duration: 1 scene

Any character who perceives or interacts with the Irraka while this Facet is active finds it extremely hard to remember her presence. If the Irraka takes no memorable actions toward the individual — she was only a face in a crowd, or a dog in the alley, or the other half of a brief conversation — he simply dismisses any recollection. If the Irraka was memorable — she started a fight, asked extremely strange questions, or engaged in an obviously suspicious activity — or if the witness is prompted to examine his memories closely, he suffers a penalty to any dice pools to remember her equal to the Irraka’s Cunning Renown, even if the witness has an otherwise perfect memory. The witness will not simply forget that he had a fight while guarding a building, but he may forget the details of his opponent or recall only a blur.

Feet Of Mist: (CUNNING)
Action: Instant
Duration: 1 hour

For the duration of the Facet, all attempts to track or locate the Uratha fail. She leaves no tracks, no device can give up her location, and even the Gifts and divinations of the most powerful supernatural hunters falter. When Feet of Mist causes a Clash of Wills against another supernatural power that would track or locate her, the werewolf benefits from the rote quality on her Clash of Wills dice pool. The Facet does not make her invisible, however — she can be perceived normally by anyone who comes across her.

Running Sileny: (WISDOM)
Cost: 1 Essence
Action: Instant
Duration: 1 scene

For the Facet’s duration, the Uratha reduces all damage from falling and all penalties to Athletics and movement inflicted by terrain by his Wisdom Renown. He can attempt Stealth rolls even when moving at full speed.

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Rites:
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Banish:
Symbols: Warning, the two worlds, the Wolf’s last howl, bitterness.

Action: Extended (5 successes; each roll represents 1 minute); spirits may contest with their Resistance, but other creatures cannot resist.

Success: This rite banishes a targeted spirit from the physical world into Shadow, or a creature in the Shadow that is not a spirit or werewolf to the world of Flesh. The banished creature appears at the corresponding point in its appropriate realm. There are reports that this rite also works on Wound-tainted spirit servants of the dread Maeljin if conducted in the Wound in question, pushing them out of the Shadow and into somewhere else beyond the Uratha’s ken.

Harness The Cycle:
Symbols: The season, consumption, blood, earth or sky.

Action: Extended (10 successes; each roll represents half an hour)

Success: This rite draws Essence from the changing of the seasons. In temperate regions, it can only be performed on the seasonal equinoxes and solstices. All Uratha participating in the rite gain a bounty of Essence equal to half their maximum Essence pool. Humans and Wolf-Blooded regain all spent Willpower and heal at twice the normal rate for a full month. In tropical regions, the rite is performed on the two days that mark the turnings between wet and dry seasons. Uratha gain enough Essence to fill their entire Essence pool. Humans and Wolf-Blooded gain the same benefits as above, but also gain a single dot in Allies, Contacts or Resources for a full month

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Resources:
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Health: 07/07

Willpower: 05/05

Primal Urge: 1

Essence 07/07

Flesh Touchstone:

Harmony: 7

Spirit Touchstone: The Buddy Spirit

Kuruth Triggers:

Passive: Your auspice moon is in the sky.

Common: You witness your auspice moon in the sky.

Specific: You hear a wolf or werewolf howl when your auspice moon is in the sky.

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Skills:
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Mental:
Academics: 1
Computer: 2 (Internet)
Crafts: 0
Investigation: 3
Medicine: 0
Occult: 0
Politics: 1
Science: 0

Physical:
Athletics: 2
Brawl: 3
Drive: 1
Firearms: 0
Larceny: 2 (Lockpicking)
Stealth: 4
Survival: 0
Weaponry: 0

Social:
Animal Ken: 0
Empathy: 0
Expression: 0
Intimidation: 0
Persuasion: 0
Socialize: 0
Streetwise: 2 (Rumors)
Subterfuge:2

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Renown:
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Purity: 0
Glory: 0
Honor: 0
Wisdom: 1
Cunning: 2

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Description: ( Character Art )
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Age: ??
D.O.B: ??
Hair: Black
Eyes: Blue
Race: Caucasian
Nationality: American
Sex: Female

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History:
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