Makkapitew
Physical Description
General Physical Condition
Sharp natural weapon 3p
Quite large teeth and claws add one extra point of damage.
Quite large teeth and claws add one extra point of damage.
Mental characteristics
Mental Trauma
Pack Mentality (2 pt. Flaw)
You are lost without your pack. Their presence not only supports you, it helps define you. When you are not with your pack and is alone, your difficulty increases by 2 on any task. You sometimes have trouble making decision without your pack to help you, even if you are the pack leader. In stressful situations, you may need to make a Willpower roll to act on your own.
Deranged (3 pt. Flaw) Fugue
The character is subject to “blackouts” and loss of memory. When this derangement is triggered, the character enters a state akin to sleepwalking. In times of extreme stress, the character must succeed at a Willpower roll (difficulty 8) or fall into a fugue state. The player may roleplay the trance state, or the Storyteller may take control of the character for a number of scenes equal to the roll of a die. At the end of the period, the character regains consciousness with no memory of his actions.
Fear of the unknown (1 pt. Flaw)
Anytime you’re confronted with the unknown you have +1 in difficulty in any roll due to the distraction of the thing until it is not unknown anymore. For example, humans are not unknown.
You are lost without your pack. Their presence not only supports you, it helps define you. When you are not with your pack and is alone, your difficulty increases by 2 on any task. You sometimes have trouble making decision without your pack to help you, even if you are the pack leader. In stressful situations, you may need to make a Willpower roll to act on your own.
Deranged (3 pt. Flaw) Fugue
The character is subject to “blackouts” and loss of memory. When this derangement is triggered, the character enters a state akin to sleepwalking. In times of extreme stress, the character must succeed at a Willpower roll (difficulty 8) or fall into a fugue state. The player may roleplay the trance state, or the Storyteller may take control of the character for a number of scenes equal to the roll of a die. At the end of the period, the character regains consciousness with no memory of his actions.
Fear of the unknown (1 pt. Flaw)
Anytime you’re confronted with the unknown you have +1 in difficulty in any roll due to the distraction of the thing until it is not unknown anymore. For example, humans are not unknown.
Relationships
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