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ThirteenthArk

Grey Wolf Sif

Jul 13th, 2019
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  1. Sif, Wolf of the Forest
  2. A god-blooded wolf of an eastern forest deity, Sif has been raised form his years as a pup to adulthood by the Grey Phoenix Rising in the east,
  3. Essence: 1; Willpower: 4; Join Battle: 5 dice
  4. Health Levels: -0/-1x3/-2x4/-4/Incap.
  5. Dogs will usually flee after taking two levels of damage, unless fighting to protect their master or at his command.
  6. Wolves generally flee after taking four levels of damage.
  7. Actions: Intimidate: 5 dice;
  8. Senses: 8 dice (see Keen Nose);
  9. Stealth: 5 dice;
  10. Tracking: 9 dice (see Keen Nose)
  11. Resolve 3, Guile 2
  12. Combat
  13. Attack (Bite): 10 dice (Damage 10)
  14. Attack (Grapple): 7 dice (6 dice to control)
  15. Combat Movement: 10 dice
  16. Evasion 6, Parry 5
  17. Soak/Hardness: 13/1
  18.  
  19. Special Attacks
  20. Harry: Biting at the heels of its prey, the canine denies it the chance to flee. On the turn that a hound or wolf moves into close range of an enemy, if it deals 5+ damage to them with a withering attack, that enemy cannot disengage or withdraw on their next turn.
  21.  
  22. Pack Hunting: When the hound or wolf attacks an enemy, it adds one automatic success to the attack roll for each allied pack member in close range to that enemy, to a maximum of three successes. On a decisive attack, it may also pay a point of Willpower to add that many dice to the raw damage of the attack, representing its packmates joining in the attack. Ordinarily, this special attack can only be used with other canine allies. Using it in conjunction with human allies is a latent ability that can be developed through training.
  23.  
  24. Hold at Bay (Latent): After successfully impeding a foe’s movement with its harry attack, the canine may pay a point of Willpower to reflexively attempt to grapple them, converting extra successes on the attack roll to bonus dice on the control roll. The hound can only restrain or savage an enemy clinched this way—it cannot throw, slam, or drag them.
  25. Snarling Guardian Attack (Latent): Whenever an enemy attacks the dog or wolf’s master while it is protecting him with a defend other action, the animal may respond with a decisive counterattack. It may use this counterattack to make a disarm or distract gambit.
  26.  
  27. Foe-Maiming Guardian’s Fangs (Magical, 1m): Whenever the canine makes a decisive bite attack against an enemy who has attacked or threatened its master, the Exalt may pay one mote to apply the double 10s rule to the damage roll. If he is currently suffering any wound penalties due to a confrontation involving that enemy, then his wound penalties are added as bonus dice to the hound’s attack roll.
  28.  
  29. Merits
  30. Frightening Voice (••) — The character has the paralyzing cry or growl of a born predator. She ignores penalties for
  31. flurrying threaten rolls with attacks.
  32.  
  33. Unusual Hide (•••••)— One of the most common mutations bestowed by the Wyld, this Merit grants an unusually resilient hide of some sort. The character gains additional points of natural soak equal to the Merit’s value. One or two dots generally represents fur, feathers, leaves, or light scales. Three dots indicate flesh far beyond the human norm—the leathery hide of a rhino or crocodile, or the exoskeletal carapace of an insect, perhaps. Four or five dots grant an armored hide which may be made of bony armor, an obsidian carapace, or perhaps even a body of living stone.
  34.  
  35. Keen Nose: Dogs and wolves apply the double 9s rule on Perception-based rolls made using scent.
  36.  
  37. Discerning Scent (Latent): The dog or wolf has been trained to pick up on a specific type of scent—human scents picked up from clothes, poisons, drugs, undead flesh, fire-dust, or so forth. Its Keen Nose allows it to apply the double 8s rule when smelling out the chosen scent, rather than double 9s. Additionally, if the canine has been trained in Wary Watchdog Vigilance, its effects also apply to such rolls. A dog can be trained in this Merit multiple times to pick up multiple distinct scents.
  38.  
  39. Loyal Guardian (Latent): The dog or wolf may flurry a defend other action with any other action without suffering the usual penalties of a flurry.
  40.  
  41. Wary Watchdog Vigilance (Latent): The dog or wolf adds one automatic success on any roll to notice a hidden character. Upon doing so, it barks loudly enough to wake its master and his allies from sleep, if needed.
  42.  
  43. Heroic Guardian-Beast Resilience (Magical): Throw-ng itself between its master and an attack, the hound’s loyalty diverts a fatal blow. If an enemy overcomes the canine’s Defense while it is protecting its master with a defend other action, he must choose to attack the beast, rather than its master. Additionally, such an attack cannot reduce the hound to its Incapacitated health level—any levels of damage that would go beyond its -4 health level are prevented. Once this protection has been invoked the first time in a scene, the hound is vulnerable to being incapacitated until it has healed at least one health level naturally.
  44.  
  45. Additional notes: Sif is an additional 35% larger than most wolves
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