If the character has magic, mutant, or otherwise metahuman abilities, please explain what they are and outline EXACTLY how they function, as their powers may not work due to the nature of the ship or may need to be limited somehow: Adam is a WoD style werewolf, a Bone Gnawer Ahroun - with all the resulting Gaia-granted abilities that entails. As an Ahroun, his capabilities are more physically focused than many of his more spiritual brethren. Garou, even at the height of their power, aren't Superman, or otherwise the equals of many superhumans, but even a low ranking werewolf can be extremely tough, and higher ranking ones gain access to greater and greater abilities.
1. Fuzzy Blender of Death: Werewolves are Gaia's badasses, created to be one of the most perfect killing machines on Earth. This process comes in a handful of ways:
A) Werewolves have five forms they can shift between, each of which has its own advantages and disadvantages. Lupus: Actually Chase's native original form, Chase can take the form of an exceptionally large (normal Rottweilers range from about 24-27 inches at the shoulder and 110-130 pounds on the higher end, Chase is 32" and 175 pounds in this form), fast rottweiler. All of his furred forms have rottweiler traits instead of wolfish traits. He generally dislikes this form, though it is occasionally useful for having the best ground speed (able to run about 50 mph) and strongest senses. While mostly possessing the abilities typical of a dog that size, as with any other form, due to totem gifts, he is exceptionally strong and fast even then. Hispo: In this form, Chase takes the form of a Rottweiler the size of a grizzly bear. The form has heightened senses and the strongest jaws, and is faster than Crinos, but not as fast as Lupus form. He doesn't take this form often, even though many lupus breed werewolves prefer it as a combat form. The claws and bite of this form have mildly magical properties allowing them to damage things which are resistant to normal injuries, such as other werewolves and many other supernatural creatures, and which are very slow to heal, even for those with supernatural regenerative abilities. Crinos: The usual combat form of many garou, this is the strongest and toughest of the shifter forms. Already being mildly superhumanly strong and fast, in this form, Chase can lift a fully loaded boxcar - not nearly what some superhumans are capable of, but far more than most garou. His reaction times are boosted above the best possible humans, as is ground speed, though it can't run as fast as the lupus form. The claws and bite of this form have the same properties as those of the hispo form. Glabro: The 'large human' form, normally equivalent of what hispo is to lupus. For most garou, this form is neanderthal like, barely capable of speech, but extraordinarily strong and tough. Chase possesses a rare but occasional ability among the garou - for him, this form easily passes not only as a human, but a normal, even very attractive, if very muscular human. This is actually the form he normally walks around in - 6'8, 318 pounds of muscle. In this form he can lift about a ton, and while not bulletproof, small arms fire will tend to cause minimal wounds. Homid: Chase strongly dislikes this form and rarely ever adopts it. In this form he remains mildly superhumanly strong and fast, built like a 5'4 beer barrel with long hair and six-pack abs.
B) Totems: Werewolves are able to receive the blessings of powerful spiritual beings that represent a larger concept. Chase has the blessings of two totems through personal and pack devotion. He honors both of them, including bearing spirit bonded tattoos with a minor incarna spirit of each to help focus their blessings.
Twister: Destruction incarnate, a spirit of unbridled strength and savage speed, Twister gives Chase a boost to his speed, reaction times and agility, and to his natural physical strength, so long as he's in its favor. Both of these push him from near the peak of human capability to mildly superhuman levels - as noted above. When in the spirit world he is able to fly - but only at a high rate of speed and with questionable control. It tends to be a wild ride. He can take up to 2 others along, more if other garou contribute spiritual energies, but for those unused to it, its usually a very bad idea.
Clashing Boom-Boom: One of the most modern of totems, the Spirit of Armaments blessed Chase and his whole pack. With the contributions of the entire pack's spiritual energy, it could actually appear to them at times to offer more direct aid, as well as providing additional help, but now it can't do that. Its connection to Chase alone provides only its most inherent gifts - additional skill with melee weapons, vastly improved skill with firearms (akin to instinctive gun fu), and any weapons he uses tend not to break, misfire or malfunction in use. He also has a sense of when he's about to run out of ammo, and in dire situations, may discover he has One Bullet Left when he was pretty sure he should be out. Ban: Clashing Boom Boom demands that all weapons with its blessing receive regular care, and have to be given a name.
C) The Spirit World: Werewolves can interact with the spirit world in various ways where one exsists. They can concentrate for a time to see into the spirit realms, see otherwise invisible manifested spirits and ghosts, attempt to directly harm otherwise immaterial creatures, and given enough time and a reflective surface, can attempt to enter the spirit world or return from it.
D) Gifts and Rituals: Werewolves are spiritual creatures, tied to Gaia and blessed by spirits friendly to the Earth Mother. The primary way these blessings express themselves are through the ability of garou to learn gifts - specific, focused use magical talents, from the spirits. These are not as freeform as true magic use, and each auspice (moon sign) of the garou have an affinity for certain kinds of gifts and abilities. Likewise, different tribes and breeds have differing specialties - as a full moon (ahroun), lupus (born as a rottweiler in a junkyard) Bone Gnawer (poor, city dwelling tribe) Chase has an affinity for spirits of war, animals and the city. Learning new gifts requires gaining the favor of a particular spirit, and getting it to agree to teach a gift or ability it knows. This requires finding a spirit who knows a particular ability, of course.
In all, he knows/possesses fairly little ritual knowledge for a werewolf of his rank, in part because, as an Ahroun, ritual knowledge was not a high priority. He possesses about an average number of gifts for a werewolf of his rank.
Specific Gifts/Abilities: Rite of Cleansing: Attempt to purify spiritually tainted/unclean places
The success rate of this ability usually depends on the strength of the spiritual taint of the area. Sometimes he can cleanse it entirely, sometimes he can only weaken it with any one ritual. Chase is not nearly as good at this as many more spiritually attuned werewolves.
Rite of the Shopping Cart: Make a container far, far larger on the inside than the outside - Chase's gym bag can hold as much as the back of a small u-haul trailer without increasing the weight of the gym bag.
This ritual is virtually always perfectly effective, but takes time, and he can only affect about a dozen items at most with it.
Resist Toxin: With a moment to prepare, Chase can become immune to most poisons and toxins, save for those that are actually tainted by the Wyrm or other corrupt energies.
This ability is almost always effective when used.
Hare's Leap: Chase can make anime-inspired jumps and land safely from great heights.
This ability is pretty much 100% effective and consistent.
Heightened Senses: Chase has slightly improved and superhuman senses - or super-dog senses when in canine forms.
This ability is also pretty much always effective and consistent, giving him tracking/hunting dog acute senses and eagle eyes in human forms and scaling up his canine senses to about the same comparative degree.
Razor Claws: Claws become magically sharp and tough, causing greater wounds.
Pretty much always effective, but requires use of something as a "scratching post" to activate the gift most effectively. Chase doesn't use this often, considering it something of a waste of time, and preferring his hammer anyway.
Inspiration: Inspires confidence and renewed willpower in allies within a 10' radius.
While for most garou this is kind of a hit and miss ability, for some reason, Chase is uncommonly good with this particular gift, and it usually works pretty well for him.
Cooking: Chase can take almost any non-tainted substance, even natural poisons and things like iron filings, cardboard, tin cans, etc., put them into a pot, heat and stir - and turn it into a nutritious but horrible tasting gruel.
Pretty much always effective, given the raw materials, but never very tasty.
Aura of Confidence: Abilities that detect weaknesses or flaws, such as the werewolf gift fatal flaw, or any other mystical techniques, secret ninja rituals, etc. will say that Chase has no weaknesses.
Constantly on and in effect. Anything meant to detect weaknesses will tell the user he has none. (This is an exceptionally rare gift, taught to Chase by a Shadow Lord tribal spirit as a result of Chase defeating a Shadow Lord dueling master in a ritual duel. Garou who recognize its presence through use of some abilities will almost certainly consider it a strange gift for a "mongrel" to possess, as its normally a guarded gift within one tribe.)
Desperate Strength: Chase can choose to draw from his physical reserves, causing himself significant physical damage that heals as if it was inflicted by silver to temporarily enhance his strength. The greater the necessary feat of strength, the more damage he takes, but with enough need and willingness to hurt himself to do it, he can perform vastly superhuman feats very briefly.
Almost always effective - instead of being a hit and miss like some gifts, the 'cost' of this one is the wounds inflicted.
Scent of Sight: Chase can navigate and fight completely blind, so long as his sense of smell is unimpaired.
Always on and in effect.
Cooter's Revenge: Chase has a drastically increased chance of repairs on vehicles being successful, instinctively knowing just the right thing to fix, what wire to splice, etc., even if its a repair he doesn't normally know how to do. Additionally, he can perform repairs using large, unwieldy gear like giant crescent wrenches and blowtorches that would normally require a full tool set and more finesse. This bonus only works on vehicular repairs.
Always on and in effect - but of note, this does not make the vehicles he fixes with it look terribly pretty most of the time - but they work.
Scent of Sweet Honey: Chase can make one opponent smell sweet, and attract any vermin and especially insect life in the region to that person. The attraction lasts about an hour.
Hit and miss gift, at storyteller discretion. He's fairly decent with this one, but doesn't use it often. Its a Bone Gnawer tribal staple though.
Blissful Ignorance: Chase can temporarily cause himself to be easily overlooked so long as he makes a reasonable effort to somewhat conceal himself. This is not invisibility, and will not help, say, in the middle of an open field, but will drastically increase odds of success when making normal efforts to sneak around.
While not 100% effective all the time, all of the Street Knight pack were required to practice and get pretty good at this one, as they did a lot of stealth ops as a pack.
Trash Magnet: Chase can temporarily cause a single opponent to attract trash in the area around them. This does not create trash, and has a relatively small area (about 25') - so in an open courtyard, the ability is almost useless, while in a wrecking yard, it could easily be deadly. Even if its not, having piles of trash being magnetically attracted to them slows down and hinders most people.
Effectiveness is almost totally based on the amount of loose trash in an area. Within that limit, usually pretty effective.
Catfeet: Chase has a feline sense of balance, and can land safely when falling from almost any height. Combined with the earlier 'Leap of the Kangaroo', Chase frequently jumps down from 10-15 story heights with no ill effect.
Always on and in effect.
Find the Prize: If familiar with a specific item or person, or given enough information, such as a photograph or description by a close friend or owner of the object, Chase can meditate for an hour, and come out of the meditative trance with one clue regarding the location of the object or person, though supernatural wards and means of hiding things or people can block this gift. He can enter the trance up to three times a day, but each time, if interrupted before the hour is up, the use of the gift is lost and he gains no information.
Effectiveness totally based on storyteller discretion. It takes time, and the information is largely a story tool.
Gnaw: Given time, Chase can chew through almost anything - stone, reinforced titanium, etc. In Hispo or Crinos forms his bite damage is mildly magically enhanced - the real strength of this ability is the capacity to eventually bite through virtually impervious materials.
Typically effective, though truly dense materials will take more time.
A Friend in Need: For fellow Bone Gnawers or those he has bonded with closely only, Chase can sense when those people are in truly desperate danger, and temporarily lend them one of his gifts, additional mental resolve, or even willingly injure himself while healing them of damage equivalent to the amount of injury he took. He loses anything he lends them for one hour, the same period that they gain the healing, additional strength of will or the gift for.
Not 100% effective, partially depending on the strength of the bond.
Combat Healing: Chase heals from wounds, save for those inflicted by silver, fire or tainted weapons or other tainted attack forms faster than normal while in a fight.
Always on and in effect
Spirit of the Fray: Chase is far harder to surprise than normal, and reacts to danger with blinding speed.
Always on and in effect
Stoking Fury's Furnace: Any time he's injured, Chase gains renewed vigor, spirit and will to fight without risking going into a frenzy.
Always on and in effect
Attunement: By focusing intently for a fair period of time when in a particular area, Chase can gain a great deal of information about an area without physically traversing it. When completely successful, this can be up to the point as if he'd lived there for years.
Effectiveness is entirely at storyteller discretion.
Weapons: A. Truck Stop: Truck Stop is Chase's hammer. It needs its own entry. Yes it does. It has a rl prop - and when carrying it, multiple unrelated people adopt Chase's characteristic swagger while carrying it. In any case, Truck Stop takes the form of a massively oversized sledge hammer, adorned with various runes, scratches, bumper stickers saying such things as 'That Boy Ain't Right', 'I'm not a Slut, I'm Popular' on one side and 'I'm not Popular, I'm a Slut' on the other. The main striking head is adorned with a yellow happy face painted on, and the inscription 'Happiness is Coming'. The hammer itself is ungodly heavy, anyone who can't lift at least 600 pounds will be unable to move the hammer. Aside from just possessing an attitude inducing property all its own, and being a really intimidating weapon, its also a major fetish item. This means it counts as a magical weapon for all intents and purposes. Its spiritually endowed properties give it three primary capabilities of note: 1. Using Truck Stop, Chase can hit and effect most intangible beings as if they were solid. 2. It hits even harder than would be suggested by the effect of being hit by a 600 pound sledgehammer wielded by someone who throws Toyotas. 3. When he wishes to, upon striking a solid surface, Truck Stop can be made to create a Clap of Thunder - effecting everyone within 15' save Chase himself to being at the center of a sonic boom. The shockwave can throw people of normal weight and strength and the sound can cause temporary deafness. The primary effect, however, is to stun most people around the wielder for at least a brief moment.
B. A. Kick-Ass and Bubblegun: These are Chase's standard armament 'pistols'. Both received the blessing of Clashing Boom-Boom, making them into mild magic weapons for cases where that matters. In cases where it doesn't, Kick-Ass is a very large, heavily modified 8 gauge sawed-off shotgun with a pistol grip, for which he carries buckshot, scatter and dragonsbreath rounds. Bubblegun is a custom model Mark XIX Desert Eagle .50, normally loaded with armor piercing shells. Both are fetish bound, and grow to scale when Chase goes into Crinos form.
C. Bulldozer Shield: This is a stylized hubcap from a Mercury Cougar that has been turned into a middling strength fetish - having a bulldozer spirit implanted in it. In addition to being highly resistant to damage, it enables him to use the garou gift Buffalo Run - when he charges, leading with the shield, he becomes very difficult to stop or slow down, and can break through cinderblock walls, knock down highly durable structures, go through people like bowling pins, etc.
Non-superhuman special abilities of note (Is your character a master ventriloquist? A naturally-occurring super-genius? The best martial artist in the world? Say so here): Were it not for the Werewolf-iness, Chase would qualify as an 80's throwback badass normal. While poorly educated in intellectual terms, his entire life's training came at the hands of people out to aggressively kick ass to save the world while worshipping at an altar built by the A-Team.
Chase is a great hand to hand fighter, mixing boxing with tavern brawling with some 'whatever works' martial arts and a smattering of the more practical side of pro wrestling. He's a good shot with his two guns - a heavy pistol and a sawed off shotgun with a pistol grip, but also takes well to being an artillery heavy, using anything from a heavy machinegun that normally would need a tripod, or mounting a boat trailer on him with his shoulders under the wheel wells, strapping a couple missiles to it and seeing what happens. If you have big guns needing testing, he's probably a good test dummy. He can sneak around fairly well. He's no super-ninja, but could keep up with the typical Army Ranger. He's not a bad A-Team style mechanic, which is to say, if you need a battle van built, want armor plating bolted to something, want to figure out how some weird device works through trial and error and good guesses, or want to build a field artillery piece with an underslung bazooka, and all you have to work with is a broken down 57 chevy and 2 toasters - he's your guy. However, the end results won't be pretty, and while they'll work fine, you might not want to rely on them more then 4 or 5 times. If you want a finished product that will be reliable long term, he's best suited to being the guy assigned to the welding and bolting and let someone else be lead engineer. Finally, he's quite good with melee weapons in general - his preferred method of fighting - and really, really, terrifyingly good with his hammer. He also speaks Spanish fluently and can get by, though slowly, in Japanese and Italian.
Not a skill so much as a quality, but the one other aspect to being an 80's badass throwback is the willpower. The type who gets shot half to hell and back, and stops only long enough to take a shot of whiskey, make an ironic quip, and maybe, just maybe, reload. Breaking the mighty CPC ego is next to impossible - he does not lose confidence, even in the most dire of situations, and that which does not kill him makes him look more badass.
Weaknesses: For there are numerous - Illiterate: He can read a little bit here and there, enough to get by now making out your typical wall of graffitti - indeed, he reads most gang sign better than words, but is still a very slow reader, having to sound things out and work through more difficult words.
Uneducated: Chase almost entirely lacks a basic education. He is streetwise, mechanically capable, and heavily trained in kicking ass, but has very little sense of most scholastic topics. If it wouldn't come up on the streets, in a typical 80's B-Action flick, or in relation to werewolves and their society, he probably doesn't know it.
Women: One of the first thing he noticed when making the transition from junkyard dog to his favored glabro form - human women are always in heat. Combined with superhuman stamina and senses, this has made for an interesting combination. He will readily admit to flirting with anything in a skirt that isn't Scottish, and tends to be pretty persuadable by women in general - especially bad girls. No matter how many times this doesn't go well, he also never learns.
Overconfident: There is a downside to all the swagger and endless fonts of self-confidence - which is to say, lots of swagger and endless fonts of self-confidence. They're not always good things. Part of the reason Chase and his pack had a fairly meteoric rise in rank and spiritual favor by garou standards was that they had a tendency to volunteer for suicide missions - and then come out of them again, and he retains that 'nothing is impossible' mentality - sometimes to his detriment.
Frenzy: One problem all werewolves share to some degree. Under enough pressure, they can lose control, and go into overdrive fight or flight mode, not recognizing allies from enemies.In this mode, they will either fight til they drop or everything around them stops moving, or flee, heedless of dangers and fighting through anything in their path of retreat. Due to his extraordinary will, Chase does not frenzy often, and can usually regain control of himself faster than most - especially most ahrouns in both cases, but it always remains a risk.
(scale of 1-5 normally, 5 is among the 'best in the world', 6 or higher is, in some way, superhumanly capable. By popular concensus, Chase broke the game rules and had a subterfuge of negative one.)
Backgrounds: Totems: Full investment: Clashing Boom-Boom, Twister (+1 Str, +1 Dex, +2 Primal-Urge, Fast, hard to control flight in the Umbra. +2 Firearms, +1 Melee, Weapons never jam, are exceptionally hard to break, count as magic weapons, and have the 'One Shot Left' advantage.) Fetishes: Button Armor Shirt: 3 point Fetish: +4 soak, +1 Charisma and +2 Expression when worn Bulldozer-Spirit hubcap shield: 3 point fetish: Gift: Buffalo Run, 1 Free Defensive Action, use Dodge dice to parry Kick-Ass and Bubble-Gun: 0 point, talisman dedicated, change size when Chase shifts forms, blessed by Clashing Boom-Boom Truck Stop: 5 point fetish weapon: Str+5 agg. damage, Gift: Clap of Thunder on a successful strike or at will on being struck on a solid surface. +2 Intimidation, blessed by Clashing Boom-Boom.
http://community.livejournal.com/testrun_box/195691.html
If the character has magic, mutant, or otherwise metahuman abilities, please explain what they are and outline EXACTLY how they function, as their powers may not work due to the nature of the ship or may need to be limited somehow:
Adam is a WoD style werewolf, a Bone Gnawer Ahroun - with all the resulting Gaia-granted abilities that entails. As an Ahroun, his capabilities are more physically focused than many of his more spiritual brethren.
Garou, even at the height of their power, aren't Superman, or otherwise the equals of many superhumans, but even a low ranking werewolf can be extremely tough, and higher ranking ones gain access to greater and greater abilities.
1. Fuzzy Blender of Death: Werewolves are Gaia's badasses, created to be one of the most perfect killing machines on Earth. This process comes in a handful of ways:
A) Werewolves have five forms they can shift between, each of which has its own advantages and disadvantages.
Lupus: Actually Chase's native original form, Chase can take the form of an exceptionally large (normal Rottweilers range from about 24-27 inches at the shoulder and 110-130 pounds on the higher end, Chase is 32" and 175 pounds in this form), fast rottweiler. All of his furred forms have rottweiler traits instead of wolfish traits. He generally dislikes this form, though it is occasionally useful for having the best ground speed (able to run about 50 mph) and strongest senses. While mostly possessing the abilities typical of a dog that size, as with any other form, due to totem gifts, he is exceptionally strong and fast even then.
Hispo: In this form, Chase takes the form of a Rottweiler the size of a grizzly bear. The form has heightened senses and the strongest jaws, and is faster than Crinos, but not as fast as Lupus form. He doesn't take this form often, even though many lupus breed werewolves prefer it as a combat form. The claws and bite of this form have mildly magical properties allowing them to damage things which are resistant to normal injuries, such as other werewolves and many other supernatural creatures, and which are very slow to heal, even for those with supernatural regenerative abilities.
Crinos: The usual combat form of many garou, this is the strongest and toughest of the shifter forms. Already being mildly superhumanly strong and fast, in this form, Chase can lift a fully loaded boxcar - not nearly what some superhumans are capable of, but far more than most garou. His reaction times are boosted above the best possible humans, as is ground speed, though it can't run as fast as the lupus form. The claws and bite of this form have the same properties as those of the hispo form.
Glabro: The 'large human' form, normally equivalent of what hispo is to lupus. For most garou, this form is neanderthal like, barely capable of speech, but extraordinarily strong and tough. Chase possesses a rare but occasional ability among the garou - for him, this form easily passes not only as a human, but a normal, even very attractive, if very muscular human. This is actually the form he normally walks around in - 6'8, 318 pounds of muscle. In this form he can lift about a ton, and while not bulletproof, small arms fire will tend to cause minimal wounds.
Homid: Chase strongly dislikes this form and rarely ever adopts it. In this form he remains mildly superhumanly strong and fast, built like a 5'4 beer barrel with long hair and six-pack abs.
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Twister: Destruction incarnate, a spirit of unbridled strength and savage speed, Twister gives Chase a boost to his speed, reaction times and agility, and to his natural physical strength, so long as he's in its favor. Both of these push him from near the peak of human capability to mildly superhuman levels - as noted above.
When in the spirit world he is able to fly - but only at a high rate of speed and with questionable control. It tends to be a wild ride. He can take up to 2 others along, more if other garou contribute spiritual energies, but for those unused to it, its usually a very bad idea.
Clashing Boom-Boom: One of the most modern of totems, the Spirit of Armaments blessed Chase and his whole pack. With the contributions of the entire pack's spiritual energy, it could actually appear to them at times to offer more direct aid, as well as providing additional help, but now it can't do that. Its connection to Chase alone provides only its most inherent gifts - additional skill with melee weapons, vastly improved skill with firearms (akin to instinctive gun fu), and any weapons he uses tend not to break, misfire or malfunction in use. He also has a sense of when he's about to run out of ammo, and in dire situations, may discover he has One Bullet Left when he was pretty sure he should be out.
Ban: Clashing Boom Boom demands that all weapons with its blessing receive regular care, and have to be given a name.
C) The Spirit World:
Werewolves can interact with the spirit world in various ways where one exsists. They can concentrate for a time to see into the spirit realms, see otherwise invisible manifested spirits and ghosts, attempt to directly harm otherwise immaterial creatures, and given enough time and a reflective surface, can attempt to enter the spirit world or return from it.
D) Gifts and Rituals: Werewolves are spiritual creatures, tied to Gaia and blessed by spirits friendly to the Earth Mother. The primary way these blessings express themselves are through the ability of garou to learn gifts - specific, focused use magical talents, from the spirits. These are not as freeform as true magic use, and each auspice (moon sign) of the garou have an affinity for certain kinds of gifts and abilities. Likewise, different tribes and breeds have differing specialties - as a full moon (ahroun), lupus (born as a rottweiler in a junkyard) Bone Gnawer (poor, city dwelling tribe) Chase has an affinity for spirits of war, animals and the city.
Learning new gifts requires gaining the favor of a particular spirit, and getting it to agree to teach a gift or ability it knows. This requires finding a spirit who knows a particular ability, of course.
In all, he knows/possesses fairly little ritual knowledge for a werewolf of his rank, in part because, as an Ahroun, ritual knowledge was not a high priority.
He possesses about an average number of gifts for a werewolf of his rank.
Specific Gifts/Abilities:
Rite of Cleansing: Attempt to purify spiritually tainted/unclean places
The success rate of this ability usually depends on the strength of the spiritual taint of the area. Sometimes he can cleanse it entirely, sometimes he can only weaken it with any one ritual. Chase is not nearly as good at this as many more spiritually attuned werewolves.
Rite of the Shopping Cart: Make a container far, far larger on the inside than the outside - Chase's gym bag can hold as much as the back of a small u-haul trailer without increasing the weight of the gym bag.
This ritual is virtually always perfectly effective, but takes time, and he can only affect about a dozen items at most with it.
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This ability is almost always effective when used.
Hare's Leap: Chase can make anime-inspired jumps and land safely from great heights.
This ability is pretty much 100% effective and consistent.
Heightened Senses: Chase has slightly improved and superhuman senses - or super-dog senses when in canine forms.
This ability is also pretty much always effective and consistent, giving him tracking/hunting dog acute senses and eagle eyes in human forms and scaling up his canine senses to about the same comparative degree.
Razor Claws: Claws become magically sharp and tough, causing greater wounds.
Pretty much always effective, but requires use of something as a "scratching post" to activate the gift most effectively. Chase doesn't use this often, considering it something of a waste of time, and preferring his hammer anyway.
Inspiration: Inspires confidence and renewed willpower in allies within a 10' radius.
While for most garou this is kind of a hit and miss ability, for some reason, Chase is uncommonly good with this particular gift, and it usually works pretty well for him.
Cooking: Chase can take almost any non-tainted substance, even natural poisons and things like iron filings, cardboard, tin cans, etc., put them into a pot, heat and stir - and turn it into a nutritious but horrible tasting gruel.
Pretty much always effective, given the raw materials, but never very tasty.
Aura of Confidence: Abilities that detect weaknesses or flaws, such as the werewolf gift fatal flaw, or any other mystical techniques, secret ninja rituals, etc. will say that Chase has no weaknesses.
Constantly on and in effect. Anything meant to detect weaknesses will tell the user he has none. (This is an exceptionally rare gift, taught to Chase by a Shadow Lord tribal spirit as a result of Chase defeating a Shadow Lord dueling master in a ritual duel. Garou who recognize its presence through use of some abilities will almost certainly consider it a strange gift for a "mongrel" to possess, as its normally a guarded gift within one tribe.)
Desperate Strength: Chase can choose to draw from his physical reserves, causing himself significant physical damage that heals as if it was inflicted by silver to temporarily enhance his strength. The greater the necessary feat of strength, the more damage he takes, but with enough need and willingness to hurt himself to do it, he can perform vastly superhuman feats very briefly.
Almost always effective - instead of being a hit and miss like some gifts, the 'cost' of this one is the wounds inflicted.
Scent of Sight: Chase can navigate and fight completely blind, so long as his sense of smell is unimpaired.
Always on and in effect.
Cooter's Revenge: Chase has a drastically increased chance of repairs on vehicles being successful, instinctively knowing just the right thing to fix, what wire to splice, etc., even if its a repair he doesn't normally know how to do. Additionally, he can perform repairs using large, unwieldy gear like giant crescent wrenches and blowtorches that would normally require a full tool set and more finesse. This bonus only works on vehicular repairs.
Always on and in effect - but of note, this does not make the vehicles he fixes with it look terribly pretty most of the time - but they work.
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Hit and miss gift, at storyteller discretion. He's fairly decent with this one, but doesn't use it often. Its a Bone Gnawer tribal staple though.
Blissful Ignorance: Chase can temporarily cause himself to be easily overlooked so long as he makes a reasonable effort to somewhat conceal himself. This is not invisibility, and will not help, say, in the middle of an open field, but will drastically increase odds of success when making normal efforts to sneak around.
While not 100% effective all the time, all of the Street Knight pack were required to practice and get pretty good at this one, as they did a lot of stealth ops as a pack.
Trash Magnet: Chase can temporarily cause a single opponent to attract trash in the area around them. This does not create trash, and has a relatively small area (about 25') - so in an open courtyard, the ability is almost useless, while in a wrecking yard, it could easily be deadly. Even if its not, having piles of trash being magnetically attracted to them slows down and hinders most people.
Effectiveness is almost totally based on the amount of loose trash in an area. Within that limit, usually pretty effective.
Catfeet: Chase has a feline sense of balance, and can land safely when falling from almost any height. Combined with the earlier 'Leap of the Kangaroo', Chase frequently jumps down from 10-15 story heights with no ill effect.
Always on and in effect.
Find the Prize: If familiar with a specific item or person, or given enough information, such as a photograph or description by a close friend or owner of the object, Chase can meditate for an hour, and come out of the meditative trance with one clue regarding the location of the object or person, though supernatural wards and means of hiding things or people can block this gift. He can enter the trance up to three times a day, but each time, if interrupted before the hour is up, the use of the gift is lost and he gains no information.
Effectiveness totally based on storyteller discretion. It takes time, and the information is largely a story tool.
Gnaw: Given time, Chase can chew through almost anything - stone, reinforced titanium, etc. In Hispo or Crinos forms his bite damage is mildly magically enhanced - the real strength of this ability is the capacity to eventually bite through virtually impervious materials.
Typically effective, though truly dense materials will take more time.
A Friend in Need: For fellow Bone Gnawers or those he has bonded with closely only, Chase can sense when those people are in truly desperate danger, and temporarily lend them one of his gifts, additional mental resolve, or even willingly injure himself while healing them of damage equivalent to the amount of injury he took. He loses anything he lends them for one hour, the same period that they gain the healing, additional strength of will or the gift for.
Not 100% effective, partially depending on the strength of the bond.
Combat Healing: Chase heals from wounds, save for those inflicted by silver, fire or tainted weapons or other tainted attack forms faster than normal while in a fight.
Always on and in effect
Spirit of the Fray: Chase is far harder to surprise than normal, and reacts to danger with blinding speed.
Always on and in effect
Stoking Fury's Furnace: Any time he's injured, Chase gains renewed vigor, spirit and will to fight without risking going into a frenzy.
Always on and in effect
Attunement: By focusing intently for a fair period of time when in a particular area, Chase can gain a great deal of information about an area without physically traversing it. When completely successful, this can be up to the point as if he'd lived there for years.
Effectiveness is entirely at storyteller discretion.
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A. Truck Stop: Truck Stop is Chase's hammer. It needs its own entry. Yes it does. It has a rl prop - and when carrying it, multiple unrelated people adopt Chase's characteristic swagger while carrying it. In any case, Truck Stop takes the form of a massively oversized sledge hammer, adorned with various runes, scratches, bumper stickers saying such things as 'That Boy Ain't Right', 'I'm not a Slut, I'm Popular' on one side and 'I'm not Popular, I'm a Slut' on the other. The main striking head is adorned with a yellow happy face painted on, and the inscription 'Happiness is Coming'.
The hammer itself is ungodly heavy, anyone who can't lift at least 600 pounds will be unable to move the hammer. Aside from just possessing an attitude inducing property all its own, and being a really intimidating weapon, its also a major fetish item.
This means it counts as a magical weapon for all intents and purposes. Its spiritually endowed properties give it three primary capabilities of note:
1. Using Truck Stop, Chase can hit and effect most intangible beings as if they were solid.
2. It hits even harder than would be suggested by the effect of being hit by a 600 pound sledgehammer wielded by someone who throws Toyotas.
3. When he wishes to, upon striking a solid surface, Truck Stop can be made to create a Clap of Thunder - effecting everyone within 15' save Chase himself to being at the center of a sonic boom. The shockwave can throw people of normal weight and strength and the sound can cause temporary deafness. The primary effect, however, is to stun most people around the wielder for at least a brief moment.
B. A. Kick-Ass and Bubblegun: These are Chase's standard armament 'pistols'. Both received the blessing of Clashing Boom-Boom, making them into mild magic weapons for cases where that matters. In cases where it doesn't, Kick-Ass is a very large, heavily modified 8 gauge sawed-off shotgun with a pistol grip, for which he carries buckshot, scatter and dragonsbreath rounds.
Bubblegun is a custom model Mark XIX Desert Eagle .50, normally loaded with armor piercing shells. Both are fetish bound, and grow to scale when Chase goes into Crinos form.
C. Bulldozer Shield: This is a stylized hubcap from a Mercury Cougar that has been turned into a middling strength fetish - having a bulldozer spirit implanted in it. In addition to being highly resistant to damage, it enables him to use the garou gift Buffalo Run - when he charges, leading with the shield, he becomes very difficult to stop or slow down, and can break through cinderblock walls, knock down highly durable structures, go through people like bowling pins, etc.
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Were it not for the Werewolf-iness, Chase would qualify as an 80's throwback badass normal. While poorly educated in intellectual terms, his entire life's training came at the hands of people out to aggressively kick ass to save the world while worshipping at an altar built by the A-Team.
Chase is a great hand to hand fighter, mixing boxing with tavern brawling with some 'whatever works' martial arts and a smattering of the more practical side of pro wrestling.
He's a good shot with his two guns - a heavy pistol and a sawed off shotgun with a pistol grip, but also takes well to being an artillery heavy, using anything from a heavy machinegun that normally would need a tripod, or mounting a boat trailer on him with his shoulders under the wheel wells, strapping a couple missiles to it and seeing what happens. If you have big guns needing testing, he's probably a good test dummy.
He can sneak around fairly well. He's no super-ninja, but could keep up with the typical Army Ranger.
He's not a bad A-Team style mechanic, which is to say, if you need a battle van built, want armor plating bolted to something, want to figure out how some weird device works through trial and error and good guesses, or want to build a field artillery piece with an underslung bazooka, and all you have to work with is a broken down 57 chevy and 2 toasters - he's your guy. However, the end results won't be pretty, and while they'll work fine, you might not want to rely on them more then 4 or 5 times. If you want a finished product that will be reliable long term, he's best suited to being the guy assigned to the welding and bolting and let someone else be lead engineer.
Finally, he's quite good with melee weapons in general - his preferred method of fighting - and really, really, terrifyingly good with his hammer.
He also speaks Spanish fluently and can get by, though slowly, in Japanese and Italian.
Not a skill so much as a quality, but the one other aspect to being an 80's badass throwback is the willpower. The type who gets shot half to hell and back, and stops only long enough to take a shot of whiskey, make an ironic quip, and maybe, just maybe, reload. Breaking the mighty CPC ego is next to impossible - he does not lose confidence, even in the most dire of situations, and that which does not kill him makes him look more badass.
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Illiterate: He can read a little bit here and there, enough to get by now making out your typical wall of graffitti - indeed, he reads most gang sign better than words, but is still a very slow reader, having to sound things out and work through more difficult words.
Uneducated: Chase almost entirely lacks a basic education. He is streetwise, mechanically capable, and heavily trained in kicking ass, but has very little sense of most scholastic topics. If it wouldn't come up on the streets, in a typical 80's B-Action flick, or in relation to werewolves and their society, he probably doesn't know it.
Women: One of the first thing he noticed when making the transition from junkyard dog to his favored glabro form - human women are always in heat. Combined with superhuman stamina and senses, this has made for an interesting combination. He will readily admit to flirting with anything in a skirt that isn't Scottish, and tends to be pretty persuadable by women in general - especially bad girls. No matter how many times this doesn't go well, he also never learns.
Overconfident: There is a downside to all the swagger and endless fonts of self-confidence - which is to say, lots of swagger and endless fonts of self-confidence. They're not always good things. Part of the reason Chase and his pack had a fairly meteoric rise in rank and spiritual favor by garou standards was that they had a tendency to volunteer for suicide missions - and then come out of them again, and he retains that 'nothing is impossible' mentality - sometimes to his detriment.
Frenzy: One problem all werewolves share to some degree. Under enough pressure, they can lose control, and go into overdrive fight or flight mode, not recognizing allies from enemies.In this mode, they will either fight til they drop or everything around them stops moving, or flee, heedless of dangers and fighting through anything in their path of retreat.
Due to his extraordinary will, Chase does not frenzy often, and can usually regain control of himself faster than most - especially most ahrouns in both cases, but it always remains a risk.
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Auspice: Ahroun
Tribe: Bone Gnawer
Rank: 4 (on a 1-5 ranking)
Str: 6 (8 in typical Glabro form) Cha: 4 Per: 4+ heightened senses
Dex: 6 Man: 2 Int: 2
Sta: 5 (7 in typical Glabro form) App: 3 Wits: 5
Alertness: 4 Animal Ken: 3 Investigation: 2
Athletics: 4 Drive: 3 Linguistics: 2
Brawl: 5 Firearms: 6 Occult: 2
Dodge: 4 Melee: 6 Rituals: 4
Intimidation: 4 Repair: 4
Primal Urge: 6 Stealth: 4
Streetwise: 4 Survival: 4
Subterfuge: -1
(scale of 1-5 normally, 5 is among the 'best in the world', 6 or higher is, in some way, superhumanly capable. By popular concensus, Chase broke the game rules and had a subterfuge of negative one.)
Backgrounds:
Totems: Full investment: Clashing Boom-Boom, Twister (+1 Str, +1 Dex, +2 Primal-Urge, Fast, hard to control flight in the Umbra. +2 Firearms, +1 Melee, Weapons never jam, are exceptionally hard to break, count as magic weapons, and have the 'One Shot Left' advantage.)
Fetishes:
Button Armor Shirt: 3 point Fetish: +4 soak, +1 Charisma and +2 Expression when worn
Bulldozer-Spirit hubcap shield: 3 point fetish: Gift: Buffalo Run, 1 Free Defensive Action, use Dodge dice to parry
Kick-Ass and Bubble-Gun: 0 point, talisman dedicated, change size when Chase shifts forms, blessed by Clashing Boom-Boom
Truck Stop: 5 point fetish weapon: Str+5 agg. damage, Gift: Clap of Thunder on a successful strike or at will on being struck on a solid surface. +2 Intimidation, blessed by Clashing Boom-Boom.
Merits: Flaws:
Self-Confident Overconfident
Fair Glabro Uneducated
Gifts:
Rank 1:
Hare's Leap
Heightened Senses
Razor Claws
Inspiration
Cooking
Aura of Confidence
Rank 2:
Desperate Strength
Scent of Sight
Cooter's Revenge
Scent of Sweet Honey
Blissful Ignorance
Trash Magnet
Rank 3:
Catfeet
Find the Prize
Gnaw
A Friend in Need
Combat Healing
Rank 4:
Spirit of the Fray
Stoking Fury's Furnace
Attunement
Gnosis: 6
Willpower: 10
Rage: 7
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