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Bran Finnegan - Fiche de personnage

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Message par Gipsy Lun 26 Jan - 11:22

Bran Finnegan - Fiche de personnage Avatar10

EN COURS DE REFLEXION

Nom : Bran Finnegan
Surnom : Finn
Âge / Âge apparent : 16ans/19ans.
Nature/Attitude : Idéaliste-Brute /  Solitaire-rebelle-brute
Concept : Ancien gangers travaillant pour les terroristes de l'IRA véritable.
Lignée : Homidé
Auspice : Ahroun
Tribu : Les Hurleurs Blancs

Caern D'origine : Brú na Bóinne
Caern  Actuel :

Nom de la meute :  
Totem de meute :  
Totem Personnel / Esprit suivant :

Expérience :
Expérience dépensée :

---------------ATTRIBUTS---------------
Physique
Force : ●●●
Dextérité (réflexes éclairs) : ●●●●
Vigueur : ●●●
Social
Charisme : ●●●
Manipulation : ●●
Apparence : ●●●
Mental
Perception : ●●
Intelligence : ●●
Astuce : ●●

---------------CAPACITÉS ---------------

Talents
Athlétisme (parkour) : ●●●
Bagarre (Combat de rue) : ●●●
Connaissance de la rue : ●●
Empathie :
Expression :
Intimidation : ●●
Pulsion Primale : ●●●
Subterfuge :
Vigilance : ●●●

Compétences
Animaux :
Armes à feu : ●●●
Artisanat :
Commandement :
Étiquette :
Furtivité : ●●
Mêlée :  ●●
Pilotage :
Représentation :
Larcins : ●
Survie : ●

Connaissances
Droit : ●
Erudition :
Informatique : ●
Finances :
Enigmes :
Investigation : ●
Linguistique :
Médecine :
Occultisme : ●
Politique :
Rituels :
Sciences : ●

---------------AUTRES TRAITS---------------

---------------DONS ()---------------

Nom : Smell of Man (Level One)
- Rang : 1
- Origine : Homidé
Description : To creatures of the wild, man’s scent is death. To creatures of the city, it is authority, comfort, easy meals. This Gift, taught by an ancestor-spirit, enhances a werewolf’s human scent, infusing it with spiritual power.

System: Non-supernatural wild animals lose two dice from their dice pools when interacting with the Garou, save when defending themselves or running away, and will be inclined to flee rather than attack if possible. Domesticated animals recognize the werewolf as a friend, and even trained attack dogs will do no more than wag their tails at the character unless attacked first. This Gift’s effects are permanently active.

Nom : Inspiration (Level One)
- Rang : 1
- Origine : Ahroun Tazief
- Description : Other werewolves look to the Ahroun for leadership in battle, and this Gift helps them to live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.
System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one Willpower point, which disappears if it is not used before the end of the scene.

DONS DE HURLEUR BLANC
Nom : Primal Anger
- Rang : 1
- Origine : Hurleur Blanc (homidé ?)
Description : The metis gives of herself to feed the Rage in her heart, burning away her very blood and muscle in the process.
The spirits of ancient metis teach this Gift; few members of other breeds have endured enough shame and suffering to learn it.

System: The character may inflict a single level of aggravated damage on herself once per scene, and gain three points of Rage in exchange (even if doing so takes her beyond her permanent Rage rating).


---------------RITES---------------



---------------DIVERS---------------
Rage (actuelle/maxi) : 8/8
Gnose (actuelle/maxi) : 4/4
Volonté (actuelle/maxi) : 7/7

Renommée (rang 0)
Gloire :  2
Honneur : 1
Sagesse : 0

Rang : 0

---------------HISTORIQUES---------------

Alliés :
Ancêtres : 
Contacts :  
Fétiche : ●
Lignée pure : ●●●●●
Mentor :
Parents :
Ressources :
Rites :
Totem :
Vie antérieure :

Santé : 0/-1/-1/-2/-2/-5/Incapacité/Mort

---------------ATOUTS / HANDICAPS---------------
ATOUTS
Bon instinct (3 pt. Merit)
Vous avez une capacité naturelle pour les situations impliquant des réponses instinctives plutôt que liées la logique ou rationnelles. Cet avantage fait de vous un compagnon idéal dans les terres sauvages, où l'action à la priorité sur la pensée. Vous faites tous les jets impliquant Appel Primal ou de Survie à difficulté -2.
Daredevil (3 pt. Merit)
You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch
die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.

Acute Sense (1 pt. Merit) (odorat)
One of your senses is exceptionally sharp (even for a Garou). Choose sight, hearing, smell, touch, or taste. The difficulty for all tasks involving use of this particular sense is reduced by two. This Merit can be bought more than once for different senses, but only one time for each particular sense. The difficulty reduction for a given sensory roll is accumulative with other difficulty reductions (due to Gifts, etc.), but only a single reduction for Acute Sense is applicable in any given roll. Acute Sense cannot be purchased for any sense if it is missing or hampered via a Flaw (i.e., Blind, Bad Sight, Deaf, Hard of Hearing, Anosmia, etc.).

HANDICAPS

Ennemis (Danseurs de la Spirale Noire) (+3)
You have acquired an enemy (one or more individuals) that not only knows what you are, but also has power of their own. The 1-point version of this Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike towards you or who blames you for some past wrong. The 3-point version may represent a pack of Black Spiral Dancers who bear a particular grudge against you or a small group of supernaturally potent werewolf hunters who have tagged you as a specific target. A 5-point Enemy may mean that you have angered one of
the legends of Garou society or a powerful elder vampire.

Hatred (3 pt. Flaw) (danseurs de la spirale noire)
Certain types of people or situations arouse an uncontrollable and irrational hatred in you, causing you to make a frenzy roll whenever you confront the object or objects of your hatred. Furthermore, you actively look for opportunities to wreak destruction on your chosen targets. You should choose your nemesis carefully, since the Flaw can affect your relationship with your pack or sept, and can get in the way of your duties as a Garou.
Hatred of the Wyrm is assumed and doesn’t count as a suitable object for this Flaw.

Impatient (1 pt. Flaw)
You have no patience for standing around and waiting. Now is the time for action. Make a Willpower roll (difficulty 6) any time you try to wait rather than act immediately. Failure means you’re off to tackle what’s got to be done, on your own if necessary.
Gipsy
Gipsy
Pj Héritage

Messages : 66
Date d'inscription : 15/10/2014

Fiche de personnage
Lignage: Homidé
Auspice: Galliard
Tribu: Silent Strider

https://heritages.forumactif.org/t12-fiche-de-personnage

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