Drinking & Dragons

S&S/PC:Gerhardt/Werewolf

From Drinking and Dragons

Gerhardt Schrodendinger Refresh 1

Gerhardt.jpeg

Mantle: Werewolf

Aspects

High Concept: This is a Gift, not a Curse
Trouble: Completely succumbed to the virus

Aspect: I will nurture the pack
Aspect: Big B is my brother, whether he knows it or not
Aspect: Our strength will reshape the world

Approaches

  • Careful +0
  • Clever +2
  • Flashy +1
  • Forceful +3
  • Quick +2
  • Sneaky +1

Stunts and Extras

Echoes of the Beast: Some part of you shares affinity with a particular kind of beast. You gain improved senses—+2 to attempts to detect or notice other crea- tures. Animals of the type you share have an affinity for you—once per session you can declare that an animal of that type in the scene lends you a hand somehow. You only gain access to this ability when transformed.

Pack Instincts: You may specify a group of people as your pack, and perform a bonding ritual with them. Once you’ve done so, you may communicate simple, single-word concepts—run, attack, guard, distract, etc.—in such a way that casual observation will not detect it. If someone’s focusing on you specifically, you still get to roll Sneaky to keep them from seeing what you’re doing.

Claws: Your unarmed attacks are worth +1 shift on a successful hit.

Superior Speed: You gain +2 to Quickly defend or create advantage.

Superior Recovery: Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.

Hulking Size: (cannot take Diminutive Size) You are seriously big, which has several effects:

  • +1 damage on all successful physical attacks where size matters
  • Once per scene, you can shake off a physical fleeting condition as a free action
  • -1 to attempts to hide and be silent
  • +1 to attempts to frighten or intimidate creatures smaller than you

Martial Artist: You’re a student of one or more martial arts. When Forcefully Attacking using hand-to-hand combat you get +2.

Stress and Conditions

Physical Transformation [ ]
You can take on the form of a particular animal. You can do this at will—mark this condition when you’re in that form. While you’re in animal form, you have access to all your core and additional stunts, but also have all the communication limitations of that animal. For example, wolves can’t talk, at least not to people, and other limitations may apply depending on the circumstances.

Stressed (fleeting) 1 each — [ ] [ ] [ ] [ ] [ ] [ ]
A fleeting condition goes away when you get a chance to catch your breath and calm down.

In Peril (Sticky) 4 [ ]
Clear out In Peril when you’ve done something concrete to resolve whatever the nature of the peril is—getting medical attention if it’s an injury, bribing someone to remove the marker, and so on. Usually, this means you’ll need to overcome an obstacle against an opposition of Great (+4) or higher.

Doomed (Lasting) 6 [ ]
When you’re Doomed, you’re in serious, serious trouble. If it’s an injury, you’re holding your guts in. If it’s an emotional problem, you probably need counseling. Check off Doomed to cancel six shifts from any attack. Start recovering from being Doomed when you’ve done something concrete to mitigate the nature of your doom—spending time in a hospital if you’re injured, going to therapy, etc. Usually, this means you’ll need to overcome an obstacle against an opposition of Great (+4) or higher. (You may want to put a check mark by the condition, to indicate it’s recovering but not cleared.) Clear out Doomed at the end of the next session after you’ve successfully started recovery.