SH/PC:Professor Siati
Professor Siati (pronounced cee-aaa-tee) Refresh 1
Mantle: Werewolf
Aspects
High Concept: Mathemagical Familiar
Trouble: Chairman Meow
Aspect: From the Future
Aspect: Can't Fight my Hunter Spirit
Aspect: Everything Makes More Sense After a Cat Nap
Approaches
- Careful +1
- Clever +1
- Flashy +2
- Forceful +0
- Quick +3
- Sneaky +2
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 creatures. 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.
Superior Speed: You gain +2 to Quickly defend or create advantage.
Diminutive Size: Your tiny stature gives you several advantages:
- +1 to attempts to hide and be silent
- +1 to attempts to notice small details
- +1 to attempts to avoid physical attacks from anything larger than you
- You can never cause more than 1 point of stress in a single physical attack vs. creatures significantly larger than you
Trust Me (from ShotC) When you use your action to tell another PC to do something dangerous, and they do it, they get +2 to their roll.
Riposte (from Fate Core) If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost. This bypasses the stress restrictions from the stunt Diminutive Size.
Stress and Conditions
- Physical Transformation:
- Stressed (Fleeting)
- In Peril (Sticky) 4
- Doomed (Lasting) 6
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.