Were Triplets: Amara, Michel, and Dulcine

Value Characteristic Points
19/35 STR 9
21/23 DEX 33
23/31 CON 26
10/18 BODY 0
15/21 INT 5
11/14 EGO 2
20/26 PRE 10
20/32 COM 5
7/10 PD 0
6/9 ED 0
4/5 SPD 9
13/16 REC 0
48/60 END -4
47/53 STUN 0
Total 95
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): 15; 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-
4 Elemental Control: Nanite Enhancement (10-pt reserve); Microcybrenetic Augmentations Only (-.5), Side Effect (2x Stun and Body vrs Electrical Attacks, -.5), Side Effects cannot be avoided (-.5).
a-4 Armor (7 PD/7 ED)
b-4 Environmental Tolerance
(3) Need Not Breathe; Charges: 1, -¼; Recoverable Charges (Must breath mormally for at least an equal length of time): -2 lev; Continuing Charges: 5 Minutes, -4 lev; Activation (Sometimes you’re currently inhaling…): 14-, -½
(1) Life Support: Intense Heat/Cold; Only within earthly environmental limits: -1
(2) Doesn’t Eat, Excrete or Sleep; Cannot keep it up for more than a few days.: -½
c-4 Mental Defense (23 pts); Add to Total
4 Advanced Military Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER); Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 14-
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information. 3
(3) Programs; 1) Monitor instruments and transmit information to user and command systems. 2) Place call for emergency assistance if serious health issues are detected. 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(4) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 13-
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); 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: ×4, +½; Increased END: ×10, -4; This normally represents their remaining cybrenetic systems, as limited by their nanotech assemblers. 20
30 Microcybrenetic Equipment
(20) Multipower (30-pt reserve); Loses one function at random each time the user takes Body damage from an electrical attack (-.25), visible to appropriate instrumentation (-.25).
u-1 Clinging (Clinging STR +0)
u-1 1d6 Drain: Body (Disruption Field) (Return/5 min.); Range: 0; Affects: Single Power, +0; Continuous: +1; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-1 6d6 Energy Blast: Electrical; Range: 150; Versus: ED; Charges: +4, -1 0
u-1 2d6 Flash (Retinal Inversion) (Normal Sight); Range: 100; Charges: +4, -1 0
u-1 Hand-to-Hand Attack (5d6, Total 12d6); Range: 0; Reduced END: Zero, +½ 0
u-1 Invisibility (Cloaking Field) (Radar, Sight); Concentrate: ½ DCV, -¼; Produces “bubble effect” in translucent media: -½ 3
u-1 Instant Change; Clothes: Any Set, 10
u-1 Missile Deflection (All Ranged Attacks, None, OCV 8); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 8
u-1 2d6 Energy Blast (Toxin Injection); Range: 0; Versus: ED; Continuous: +1; No Normal Defense: +1; No Range: -½; Charges: +4, +0; Continuing Charges: 5 Minutes, -4 lev 0
u-1 1d6 Transform: “Air” to small items of equipment. Restructuring Nanites (Major, Anything); Range: 150; Charges: 8, -½ 0
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
78 Total Powers
Points Skills, Talents, Perks Roll
3 Acrobatics 14-
3 Acting 14-
3 Lockpicking 14-
3 Security Systems 13-
3 Seduction 14-
3 Shadowing 11-
3 Stealth 14-
3 Tactics 13-
20 +2 level w/Overall Level
8 +1 level w/All Combat
52 Total Skills, Talents, Perks
125+ Disadvantages
Physical Limitations
15 Subordinate to Vasilko (Frequently, Greatly)
10 Goes into heat regularly (Infrequently, Greatly)
10 Underage (Infrequently, Greatly)
Psychological Limitations
15 Animalistic Instincts (Very Common, Moderate)
20 Pack Loyalty (Very Common, Strong)
15 Overconfidence (Very Common, Moderate)
5 Terratorial (Uncommon, Moderate)
20 Vulnerability; Silver (1½× STUN and BODY); Attack: Common, +10
; Not actually all that common, but everybody knows that silver hurts werewolves…
15 Hunted: Order of the Silver Forge (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Reputation (Everyone knows about werewolves) (14-)
10 Accidental Change; During Full Moon (11-)
10 Destitute
10 Distinctive Features; Werewolf; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
10 Dependent NPC: Packmate or Child (Slightly Less Powerful, 11-); Skills: Normal, +0
10 No Identity (Pet)
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
190 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base
95 + 130 = 225 315 = 190 + 125
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 5 23 24/14 20/11 3, 5, 8, 10, 12

Story: Amara, Michel, and Dulcine are actually only three: they were genetically-modified force-grown clones, programmed as agents, assassins, and seductresses, packed with lethal cyberware, and stabalized as pubescent girls of about 10-11 years – all the better to take out the targets their creators, the killing machines of the Silver Twilight, assigned. When the heroes captured them, they weren’t sure what to do – and there wasn’t much time to spend on the decision in the middle of the Darkstorm War. The group eventually decided to have Vasilko bite them: werewolf regeneration would expel their cyberware without killing them, it would put them under his control instead of the machines – and it would help keep Vasilko out of the middle of the war.
   The group didn’t realize that Vasilko, as a werewolf, was already pubescent as well – and they had said that they were his now. It did keep him busy, and even if it didn’t expel the nanotach components of their cyberware, it got rid of the major stuff and the control implants.

Height: 152cm (5’0″), Weight: 54kg (119 lbs), Sex: Female, Age: 13, Race: Modified Human

Appearance: Extremely beautiful young girls (apparently about 15; werewolves bloom a bit early), wolf-girls, or wolves. They’re difficult to tell apart.

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