Catie - Were-Cougar for Nightbane

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Catie
Posts: 29
Joined: Sun Jul 08, 2018 8:57 am

Catie - Were-Cougar for Nightbane

Post by Catie »

Character Sheet

Player Name: Alyssa
Google Handle: Jumpshiplys
Catie
Rank: Novice Experience: 0 Advances Left: 0
Race: Lycanthrope

Human Form
Attributes: Agility d6 (1), Smarts d6 (1), Spirit d6 (1), Strength d8 (1), Vigor d6 (1)
Charisma: 0, -4 for Bloodthirsty; Pace: 6; Parry: 5; Toughness: 6(1) or 7(2) against ballistics; Size: 0
Skills:
  • Fighting d6 (2)
  • Stealth d6 (2)
  • Driving d4 (1)
  • Notice d6 +2 (0)
  • Tracking d6 +2 (0)
  • Survival d6 (0)
  • Faith d6 (2)
  • Streetwise d4 (1)
  • Intimidation d6 (2)
  • Climb d8 (3)

Cougar Form
Attributes: Agility d10 (1), Smarts d6 (0), Spirit d10 (0), Strength d12 (0), Vigor d8 (0)
Charisma: -4 bloodthirsty; Pace: 8; Parry:7; Toughness: 8; Size: 2
Skills:
  • Fighting d10 (1) (claws or bite do Strength + d6 damage)
  • Stealth d8 (1) (human form +1)
  • Notice d8+2 (0)
  • Tracking d6+2 (0)
  • Survival d6 (0)
  • Intimidation d6 (0)
  • Climb d8 (0)

Hybrid Form
Attributes: Agility d10 (1), Smarts d6 (0), Spirit d10 (0), Strength d12 (0), Vigor d8 (0)
Charisma: -4 bloodthirsty; Pace: 8; Parry: 7; Toughness: 10(2) or 12(4) against ballistics; Size: 1
Skills:
  • Fighting d10 (bite or claws do Strength + 1d6 damage)
  • Stealth d8
  • Driving d4 (if possible)
  • Notice d8+2
  • Tracking d6+2
  • Survival d6
  • Faith d6
  • Streetwise d4 (if possible)
  • Intimidation d6
  • Climb d8

Hindrances
  • Bloodthirsty (Major): Letting her foes live could come back to bite her. Better to not risk it. She suffers -4 charisma if her bloodthirsty habits are known.
  • Vengeful (Minor): It’s really best to stay on her good side.
  • Quirk (Minor): Pessimist (she’d say realist). Catie does not often see the silver lining in the dark cloud, preferring to prepare for the worst rather than hope for the best.

Edges/Abilities
  • Two-Fisted (All Forms): No MAP for attacks with her off hand.
  • Invulnerability (All Forms): Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope. All other attacks can only Shake her, at best. See racial traits, below.
  • Improved Frenzy (Cougar or Hybrid): In cougar or hybrid form she may make an additional melee attack each round with no MAP.
  • Pounce (Cougar or Hybrid): Lions often pounce on their prey to best bring their mass and claws to bear. She can leap 1d6” to gain +4 to attack and damage. Her Parry is reduced by –2 until her next action when performing the maneuver however.
  • Low Light Vision (Cougar or Hybrid): Cougars ignore penalties for Dim and Dark lighting.
  • Arcane Background (Miracles) (All Forms): Starts with Shape Change and Beast Friend, activated by Spirit.

Racial Features
  • Acute Senses: Lycanthropes begin with d6 Notice, and receive +2 to Notice and Tracking rolls.
  • Advancement: When a Lycanthrope advances it may apply the advance to either the human form or the animal form.
  • Animal Heritage: Even while in human form, lycanthropes possess some of their animal forms’ nature. While in their human form, a lycanthrope gains +1 die-type to the attribute that matches the highest attribute of the animal form. For example, a werebear in human form would gain a die type to Strength because Strength is the bear form’s highest attribute. In addition, the lycanthrope’s human form begins with a d6 in any two skills chosen from Survival, Tracking, or any skill of at least a d6 listed for their animal form.
  • Innate Arcane Power: All Lycanthropes begin with Arcane Background (Miracles) and the powers of Beast Friend and Shape Change, both of which are limited to their wereform’s nature. Shape Change can be used at will (with no roll) taking 1 full turn to change, while Beast Friend is cast with either a Faith or Spirit roll subject to the normal modifiers for the size of the creature(s) influenced (per the Beast Friend power). In addition, Beast Friend can only be used to affect animals of a similar type to the lycanthrope’s beast form (a wolf, for example, could affect canines, but not birds). As with any Arcane Background (Miracles) user, a Lycanthrope may choose to learn the Faith skill and learn new miracles by selecting the New Power Edge using Hindrance points at character creation or with future Advances. Any powers learned via the New Power Edge are activated by the Faith skill (instead of Spirit) and must have appropriate nature or animal trappings (subject to GM approval).
  • Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope.
  • Shape change: Lycanthropes can shape change at will into a single animal form (see above). Changing forms always takes the lycanthrope a full turn. This is a natural ability for the creature and it retains any edges, skills or abilities its human form has that are compatible with its animal form.
  • Monstrous Transformations: All lycanthropes have the ability to assume a hybrid form combining the traits of the animal and human form together. This transformation takes 1 full turn. While in hybrid form, they have the following traits:
    • Fear: Lycanthropes chill the blood of all who see them. Anyone encountering a lycanthrope must make a Spirit roll to resist Fear.
    • Natural Weapons: Regardless of form all lycanthropes have a minimum off Str+d4 in bite and or claws.
    • No fine manipulation: The lycanthropes paws/hands lack human dexterity and manipulation and cannot use most humans weapons (including thrown weapons and firearms) accurately. They suffer a -2 (or more, depending on the task) penalty when attempting tasks requiring manual dexterity. Some tasks the GM may simply forbid depending on the nature of the form.
    • Size: The Hybrid forms size is the average of the two forms rounded up.
    • Supernatural Nature: In their hybrid form the Lycanthrope gains all the physical traits and abilities of the animal form or the human form, whichever is higher, while retaining their human mind and ability to speak.
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Catie
Posts: 29
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Re: Catie - Were-Cougar for Nightbane

Post by Catie »

Powers
Arcane Background: Miracles

Cougar/Hybrid Form [Shape Change] (no roll required) [Special]
  • Range: Self
  • Duration: Indefinite
  • Trapping: She grows fur and turns into a giant kitteh.
  • Effect: She takes a full round to transform into either her cougar form or her hybrid form.

Feline Kinship [Beast Friend] (Spirit roll - size modifier, see below) [Novice]
  • Range: Smarts x 100 yards
  • Duration: 10 minutes (though can be maintained indefinitely for a -1 penalty to future casting rolls)
  • Trapping: Catie can communicate with other felines, from house cats all the way up to other big cats, through an unspoken bond (i.e., telepathic communication).
  • Effect: This spell allows mages to speak with and guide the actions of nature's beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals. The target must be within the sorcerer's range — it is not conjured. The cost to control a creature depends on its Size. The base penalty to the casting roll is half of the sum of -3 plus twice its Size for creatures with a Size greater than 0. To control another cougar, for example (Size +2), imposes -3 plus -4 (2 ×2) divided by 2 (rounded up), or -3 to the casting roll. This penalty can be partially offset by taking a full round to cast the spell (which negates 2 points of penalties).
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Catie
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Re: Catie - Were-Cougar for Nightbane

Post by Catie »

Background
Catherine “Catie” Mourou is a 22 year old veterinary technician with the ability to shift into a cougar. Her affinity with fellow felines got her interested early in her childhood in helping animals after a neighboring housecat got ill. Catie’s parents know of her involvement with the resistance and approve, though they themselves prefer to stay as neutral as possible. They prefer this both for their own safety and for that of her two younger sisters who are still children living at home with them. With her mother and sisters all having feline forms as well and her father being a porcupine lycanthrope, she had a great deal of support growing up and becoming accustomed to her powers, though she is still perfecting her use of them, especially timing her shifts without ruining clothing (due to this she has formed the habit of wearing loose clothing at all times).
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Catie
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Re: Catie - Were-Cougar for Nightbane

Post by Catie »

Gear
Item
  • Flak Jacket: +2/+4 against bullets; 12 lbs; covers torso; ($80)
  • Cell phone ($100)
  • Backpack ($50)

Money: 270

Contacts: Michael, the Resistance Nightbane
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Catie
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Re: Catie - Were-Cougar for Nightbane

Post by Catie »

Advances
Please list all Edges and Advances taken for your character here

Human Form
Attributes: Agility d6 (1), Smarts d6 (1), Spirit d6 (1), Strength d8 (1), Vigor d6 (1)
Charisma: 0, -4 for Bloodthirsty; Pace: 6; Parry: 5; Toughness: 7(2) or 9(4) against ballistics; Size: 0
Skills:
  • Fighting d6 (2)
  • Stealth d6 (2)
  • Driving d4 (1)
  • Notice d6 +2 (0)
  • Tracking d6 +2 (0)
  • Survival d6 (0)
  • Faith d6 (2)
  • Streetwise d4 (1)
  • Intimidation d6 (2)
  • Climb d8 (3)

Cougar Form
Attributes: Agility d10 (1), Smarts d6 (0), Spirit d10 (0), Strength d12 (0), Vigor d8 (0)
Charisma: -4 bloodthirsty; Pace: 8; Parry:7; Toughness: 8; Size: 2
Skills:
  • Fighting d10 (1) (claws or bite do Strength + d6 damage)
  • Stealth d8 (1) (human form +1)
  • Notice d8+2 (0)
  • Tracking d6+2 (0)
  • Survival d6 (0)
  • Intimidation d6 (0)
  • Climb d8 (0)

Hybrid Form
Attributes: Agility d10 (1), Smarts d6 (0), Spirit d10 (0), Strength d12 (0), Vigor d8 (0)
Charisma: -4 bloodthirsty; Pace: 8; Parry: 7; Toughness: 10(2) or 12(4) against ballistics; Size: 1
Skills:
  • Fighting d10 (bite or claws do Strength + 1d6 damage)
  • Stealth d8
  • Driving d4 (if possible)
  • Notice d8+2
  • Tracking d6+2
  • Survival d6
  • Faith d6
  • Streetwise d4 (if possible)
  • Intimidation d6
  • Climb d8

Advances
  • Initial Advances: (From Hindrances): Two-Fisted, Raise Cougar Form Agility
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Ndreare
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Re: Catie - Were-Cougar for Nightbane

Post by Ndreare »

Looks pretty good the only thing that stands out to me is she has a Kevlar vest in both forms. her basic gear will be absorbed when she goes into hybrid form. So she would not be wearing Kevlar then.
otherwise aces
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Catie - Were-Cougar for Nightbane

Post by Ndreare »

One option would be to put it on while in were form. And then when she changes let it just hang loose on her knowing that if crap hits the fan she will shift. I would give it half of its benefits while loose
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Mel Richter
Posts: 157
Joined: Tue Jul 03, 2018 9:09 pm

Re: Catie - Were-Cougar for Nightbane

Post by Mel Richter »

Looks like you only spent 13 points on skills?

Also, do cougars start out with zero xp, or with 5?
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Gravely
Posts: 203
Joined: Tue Jul 24, 2018 12:37 pm

Re: Catie - Were-Cougar for Nightbane

Post by Gravely »

Triessa wrote:Looks like you only spent 13 points on skills?

Also, do cougars start out with zero xp, or with 5?
13 in human form another 2 in cougar form. Were's can split where they train between the human and animal form.

Looks good. Considering an off tank to Jack's main tank in close quarters combat.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Catie - Were-Cougar for Nightbane

Post by Ndreare »

Moving to Nightbane Archive. Player has chosen to retire the character.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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