Virtue, Vice
Aspirations
Strength 4, Dexterity 3, Stamina 3, Intelligence 2, Wits 3, Resolve 3, Presence 2, Manipulation 2, Composure 3
Academics 1, Crafts, Enigmas, Investigation 1, Medicine, Occult 2 (Spirits), Politics 1, Science
Athletics 2, Brawl 2, Firearms 2 (Rifles), Larceny 1, Ride, Stealth 1, Survival 3, Weaponry 4 (Axes +2)
Animal Ken, Empathy, Expression 2 (Sea Shanties), Intimidation, Persuasion 1, Socialize, Streetwise 2, Subterfuge 2
Merits: Tell •••, Area of Expertise (Axes) •, Heavy Weapons •••••, MCI (Company of the Codex) ••, Quick Draw • (Axes), Multilingual • (French, Spanish), Marksmanship •, Defensive Combat • (Weaponry)
Integrity: 5, Willpower: 6/6
Initiative: 6; Defense: 5/7 while armed; Armor: 1/0 (Heavy clothing); Speed: 12
Health: 8/8
Tells
- Horse: The Wolf-Blooded can invite spirits in Twilight to speak through her. Doing so is not possession, and does not give the spirit a chance to Fetter to her. She can also become Resonant or Open to a particular spirit. No roll is necessary, only a willingness on the part of the Wolf-Blooded and an interest on the part of the spirit.
- Piercing Eyes: Her eyes see through to the other side. She can perceive all manner of Twilight creatures. Ghosts, spirits, and angels are as clearly visible to her as other human beings are to everyone else. She cannot deactivate this ability.
Heavy Weapons
- Sure Strike (•): Your character doesn’t always hit the hardest or the most frequently, but she guarantees a deadly strike when she does hit. You can reflexively remove three dice from any attack dice pool (to a minimum of zero) to add one to your character’s weapon damage rating for the turn. These dice must be removed after calculating any penalties from the environment or the opponent’s Defense.
- Threat Range (••): Your character’s weapon is immense and keeps opponents at bay. If you opt not to move or Dodge during your turn, any character moving into your character’s proximity suffers one lethal damage and a penalty to their Defense equal to your character’s weapon damage rating. This penalty only lasts for one turn. This cannot be used in a turn the character is Dodging.
- Bring the Pain (•••): Your character’s strikes stun and incapacitate as well as causing massive trauma to the body. Sacrifice your character’s Defense to use Bring the Pain. Make a standard attack roll. Any damage you score with Bring the Pain counts as a penalty to all actions the victim takes dur-ing their next turn. So, if you cause four lethal damage, the opponent is at -4 on their next attack.
- Warding Stance (••••): Your character holds her weapon in such a way as to make attacks much harder. If her weapon’s drawn, spend a point of Willpower reflexively to add her weapon’s damage rating as armor for the turn. This will not protect against firearms.
- Rending (•••••): Your character’s cuts leave crippling, permanent wounds. By spending a Willpower point before making an attack roll, her successful attacks cause one level of aggravated damage in addition to her weapon’s damage rating. This Willpower point does not add to the attack roll.
Marksmanship (cannot use Defense in the same round as using one of the below manuevers)
- Through the Crosshairs (•): Your character is a competent sniper, able to sit in position and steel her wits. Usually, the maximum bonus from aiming is three dice. With Through the Crosshairs, it’s equal to her Composure + Firearms.
Weapons/Attacks
- Seven Seas Grip: 10 dice to hit, 9-again, +3L, -4 Init, Str 3, Size 3, Two-Handed
- Musket: 6 dice to hit, 3L, -5 Init, Str 3, Size 4, Clip 1, Range 30/60/120
- Pistol: 5 dice to hit, 2L, -2 Init, Str 2, Size 2, Clip 1, Range 15/30/60
- Unarmed: 6 dice to hit
Items of Note
- Seven Seas Grip (Fetish •••): Can hit Twilight Entities, plus if convinced (Res+Comp) learn nature of entity hit
- Grip's Sheath (Enhanced Item •••): Space Perfected to create Hammerspace