Lesser Werewolves: Hayley, Mina, and Theodore

Value Characteristic Points
8/24 STR -2
12/14 DEX 6
10/18 CON 0
8/16 BODY -4
8/14 INT -2
8/11 EGO -4
9/15 PRE -1
18/30 COM 4
5/8 PD 0
3/6 ED 0
3/4 SPD 8
8/11 REC 0
20/32 END -5
33/39 STUN 0
  Total 0
Points Powers END
2 Elemental Control; Lesser Werewolf Powers (50 Points) (5-pt reserve); Lesser werewolves have many of the same abilities as Master – born – werewolves, but are generally weaker and are subordinate to master werewolves. Common limitations used to pay for the new abilities are shown below, select a total of 50 points worth including the required limitations.
Their powers are mystically conspicious and show classical werewolf indicators in human form (-.25), are Always On (-.5), are restricted to Werewolf Powers only (-.5), and are reduced by roughly 50% in human form (-.25)
 
a-4 Armor (7 PD/4 ED)  
b-6 Regeneration (1 BODY/5 min.); Regenerate: From Death, +20; Activation: 11-, -1; Unless slain by silver of course.  
c-2 Supernatural Senses  
(2) Enhanced Perception (all) (+2 to PER)  
(2) Ultraviolet Vision  
d-4 Enhanced Scent  
(4) Tracking Scent  
(2) Discriminatory Sense (Smell)  
e-3 Shape Shift; Wolf/Wolfman/Human (Single Form); Reduced END: Zero, +½; Side Effects; Animalistic Instincts.: 30/Half, -½ 0
f-3 Running (+4″, 10″, NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 12; Reduced END: Zero, +½ 0
g-3 Damage Reduction (Physical, 25% Resistant); Not vrs Silver, Magic: -1  
h-3 Damage Reduction (Energy, 25% Resistant); Not vrs fire or mystical attacks: -1  
i-7 1d6 Killing Attack (HTH) (Total 2d6); Range: 0; Reduced END: Zero, +½ 0
j-2 Power Defense (10 pts); Automatically protects against any attempt to remove werewolf disadvantages or abilities: -½  
k-3 +10 STR; Reduced END: Half, +¼ 1
l-2 +1 SPD  
m-2 +5 CON  
n-2 +5 BODY  
o-2 Survival 14-
   
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
   
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.  
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
   
20 Sample Equipment Items; Microfiber Clothing plus other items as available.  
(2) Elemental Control: Microfiber Clothing (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).  
a-8 Armor (8 PD/8 ED); Hardened: ×1, ¼; Always On: -½  
b-4 Life Support Systems  
(1) Life Support: High Pressure/Vacuum  
(1) Life Support: High Radiation  
(4) Need Not Breathe  
(1) Life Support: Intense Heat/Cold  
c-2 Instant Change (can look like any clothing); Clothes: Any Set, 10  
(2) Radio Listen and Transmit; OAF (Minitransciever on collar.): -1  
(2) Contraceptive Amulet: Immunity/Parenthood; Frequency: Common; OIF: -½  
   
(21) Magical Staff Multipower (Theodore, 30 Points) (52-pt reserve); OAF (Enchanted Staff, -1), Must be able to gesture to use (-.25), Requires a Full Phase for first use in a fight (must expand staff, -.25).  
u-2 Missile Deflection (All Ranged Attacks, None, OCV 10); Deflect Attacks: Adjacent, +½; Deflection Bonus: 5, 10; OCV: 10  
u-2 Force Wall (10 PD/10 ED); Range: 250; Width: 10″, +0; May only protect area behind spinning staff: -½ 5
u-2 Superleap (+35″, 40″, NC: 80″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 104; Reduced END: Zero, +½ 0
u-2 Staff Combat  
(10) +5 level w/DCV  
(11) Hand-to-Hand Attack (6d6, Total 10½d6); Range: 0; Reduced END: Zero, +½ 0
u-1 Telekinesis (STR 20); Range: 150; Manipulation: Coarse, +0; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev 0
   
(14) Mystic Bow (Hayley, 30 Points) (60-pt reserve); OAF (Bow, -1), Linked to Strength (-.5), Variable Limitations -.5 (Per Slot, 8 Charges unless otherwise noted, -.25), Gestures (-.25), All powers must work on charges (-.25), Real Archery: will not work underwater, hindered by strong winds, etc (-.25), Arrow and “Trick Arrow” effects only (-.5).  
u-1 4d6 Killing Attack (RKA); Range: 300 0
u-1 12d6 Stun Energy Blast: Blunt Arrow; Range: 300; Versus: ED 0
u-1 6d6 Entangle Paste Arrow (DEF 6); Range: 300 0
u-1 3d6 Flash Arrow (Normal Sight); Range: 300; Area Effect (Radius): 3″ radius, +1 0
u-1 Missile Deflection: Weighted Arrow (Arrows, None, OCV 15); Deflect Attacks: At Range, +1; Deflection Bonus: 10, 20; OCV: 15  
u-1 4d6 Aid to All Damaged Characteristics, Healing Arrow (Fade/turn, Max. 24); Range: 0; Affects: All Powers of Special Effect, +2 0
u-1 Darkness Arrow of the Night (Normal Sight, 1″ radius); Range: 225; Area Effect (Radius): 250″ radius, +1; Increased Area: ×125, +1¾; Active Points: 45; Charges: +8, +¾; Continuing Charges: 1 Hour, -5 lev; Activation: 14-, -½ 0
u-1 Tunneling: Disintegrating Arrow (12″ through DEF 12); Tunnels: Left Behind, +0; Charges: +16, +0 0
u-1 8d6 Energy Blast Inciendary Arrow; Range: 300; Versus: ED; Explosion (Extended Area +0″/DC): +½; Charges: 16, +0 0
u-1 12d6 Suppress Flight/Gravity Arrow; Range: 300; Affect: Single Power, +0; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-1 16d6 Dispel Magic Arrows; Range: 300; Affects: Any Single Power of Special Effect, +¼; Charges: 16, +0 0
u-1 Extra-Dimensional Movement: Astral Arrow; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Usable Against Others: ×1 mass, 1; Ranged: +½; Usable by Others Number: 4, +½; Charges: 16, +0 0
u-1 12d6 Energy Blast: Lighting Arrow; Range: 300; Versus: ED; Charges: 16, +0 0
u-1 6d6 Energy Blast: Magic Disrupting Arrow; Range: 300; Versus: ED; No Normal Defense (Not being a creature of magic): +1; Charges: 16, +0 0
u-1 2d6 Drain vrs All Characteristics, Enervation Arrow (Return/turn); Range: 0; Affects: All Powers of Special Effect, +2; Charges: 16, +0 0
u-1 Stretching: Grapple Arrow (12″, NC: 24); Non-Combat Multiplier: ×2, +0; Charges: +4, -¼; Continuing Charges: 1 Minute, -3 lev; Activation: 15-, -¼ 0
   
30 Shaman’s Pouch Power Pool (Mina, 30 Points) (24-pt Pool); Control Cost: 12; OIF (Shaman’s Pouch): -½; Shamanic Magic only: -½  
62 Total Powers  
Points Skills, Talents, Perks Roll
3 Stealth 12-
3 Total Skills, Talents, Perks  
125+ Disadvantages
  Physical Limitations
10 Subordinate to Vasilko (Infrequently, Greatly)
10 Underage (Infrequently, Greatly)
 
  Psychological Limitations
15 Animalistic Instincts (Very Common, Moderate)
15 Pack Loyalty (Very Common, Moderate)
 
20 Vulnerability; Silver (1½× STUN and BODY); Attack: Common, +10
; Not actually all that common, but everybody knows that silver hurts werewolves…
15 Reputation (Everyone knows about werewolves) (14-)
10 Accidental Change; During Full Moon (11-)
10 Distinctive Features; Werewolf; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
5 Poor
 
66 Aid Enhancements
(4) +3 BODY ; Doesn’t Affect Figured: -½
(6) +12 COM
(4) +3 CON ; Doesn’t Affect Figured: -½
(4) +2 DEX ; Doesn’t Affect Figured: -½
(3) +3 ED
(6) +3 EGO
(6) +12 END
(6) +6 INT
(3) +3 PD
(6) +6 PRE
(6) +3 REC
(6) +6 STR 1
(6) +6 STUN
110 Total Disadvantages
COSTS: Char.   Powers   Total Total   Disadv.   Base
  0 + 65 = 65 235 = 110 + 125
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 0 23/15 18/12 3, 6, 9, 12

Story: Hayley, Mina, and Theodore were “lucky” enough to survive the initial collapse of their apartment building – albeit pinned down and slowly dying of internal injuries – but with an ongoing war in the area there was no one nearby to help them except Vasilko. He could reach them in his spirit-form, but the only help he could offer was biting them. All three choose life as a subordinate werewolf over death by internal bleeding.

Race: Modified Human

Appearance: Extremely cute kids or adolescents, usually a bit mature for their age. Werewolves grow up quickly, but age slowly thereafter. Hayley (12), Mina (10), and Theodore (8).

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