Val Char Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH [2] 25 DEX 45 14- OCV: 8/DCV: 8 25 CON 30 14- 15 BODY 10 12- 13 INT 3 12- PER Roll: 14- 11 EGO 2 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 10 PD 5 Total: 10 PD (2 rPD) 10 ED 5 Total: 10 ED (2 rED) 5 SPD 15 Phases: 3, 5, 8, 10, 12 10 REC 50 END 50 STUN 10 Total Characteristic Cost: 150 Movement: Running: 5”/10”/20” Leaping: 3”/5”/10” Swimming: 1”/1”/2” Cost Powers & Skills 24 Natural Weaponry: Multipower, 30-point reserve; No Knockback (-¼) 2u Claws: HKA 1d6 (2d6 with STR), Autofire (2 Shot, +¼), Reduced Endurance (½ END, +½); No Knockback (-¼), END 2 2u Bite: HKA ½d6 (1d6+1 with STR), Armor Piercing (+½); No Knockback (-¼) plus Major Transform 1d6 (humanoid into werewolf); Only at Night (-½), No Knockback (-¼), Linked (-½), HKA Must Do Body (-½), END 6 15 Regeneration: Healing 2½d6 (2½ BODY per Turn), Reduced Endurance (0 END; +½), Persistent (+½); Self-Only (-½), Extra Time (1 Turn; -1¼), Not versus Silver Weapons (-½) 40 Toughness: Damage Reduction, 50%, Resistant, Physical and Energy; Not versus Silver Weapons (-¼), Not versus Exotic Attacks (NNDs, et al, -¼) 2 Tough Hide: Damage Resistance (2 PD/2 ED) 2 Furry Hide: Lack Of Weakness -2 for Normal Attacks 8 Fast on His Feet: Running +4” (10” Total) , END 2 -1 Furry: Swimming -1” (1” Total), END 1 10 Tracking Scent: Discriminatory Smell, Tracking 6 Cunning Instincts: +2 PER 3 Canine Hearing: Ultrasonic Hearing 5 Eyes of the Night: Darkvision Rage 5 Rage: +20 END; Only Usable when Enraged/Berserk (-1) 4 Semiconscious Rage: +10 STUN; Only to Prevent Unconsciousness (-½), Mandatory Berserk (-1) 7 Pain-Induced Rage: +10 CON; Only to Prevent Being Stunned (-1), Mandatory Berserk (-1) Gnosis 8 Stepping Sideways: Extra-Dimensional Movement (Any Dimension, Any Location); Must Enter Penumbra First and Pass Through Intervening Dimensions (-1), Not Usable when Enraged/Berserk (-¼), Extra Time 1 Minute (-1½), Activation Roll 8- (-1½), Concentration (½ DCV, -¼), END 10 19 Jam Technology: Suppress Technological Powers 5d6 (Two Powers Simultaneously, +½), Area Of Effect (5” Radius, +1); No Range (-½). 3 Continuing Charges Lasting 1 Minute (-½), Extra Time: Full Phase (-½), Not Usable when Enraged/Berserk (-¼), Increased Endurance (2x END, -½), END 15 Skills 10 +2 with Hand-to-Hand Combat 3 +2 versus Autofire Penalties 2 Animal Handler (Canine/Lupine) 13- 3 Concealment 12- 1 Language: Garou Body Language (Basic) 2 Language: Garou Howls (Fluent) 3 Shadowing 11- 3 Stealth 14- 3 Streetwise 13- 3 Tactics 11- 3 Teamwork 14- 3 Tracking 11- Total Powers & Skill Cost: 200 Total Cost: 350 250+ Disadvantages 15 Distinctive Features: Furry Humanoid (Not Concealable) 25 Enraged: Under Stress (Very Common), go 11-, recover 11- 10 Physical Limitation: Furry; Swimming takes 5 END per 1” (Infrequently, Greatly) 20 Psychological Limitation: Bestial Instincts (Very Common, Strong) 10 Psychological Limitation: Macho (Common, Moderate) 20 Vulnerability: 1½x STUN and BODY from Silver Weapons (Common) Total Disadvantage Points: 350
Werewolf is a half-man, half-wolf creature with strong ties to nature.
Personality/Motivation: Werewolf is torn between dual natures – peace and war. Through meditation and attunement with nature, he can tap into his Gnosis powers, and enforce natural order. If, however, his warrior aspect wins out, he loses the ability to commune with nature, and instead gains the powers of Rage.
Powers/Tactics: Werewolf has claws and fangs to attack with, and supernatural toughness to keep going. He’s faster than all but the most extraordinary humans, and regenerates damage, unless it was caused by a silver weapon.
Return to David Mattingly's Big Brawls HERO System Character Sheets.