Traits:
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1 Glory Renown
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+2 Dice to Melee when wielding a labrys.
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+1 Rage
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Frenzies are always bloodlust frenzies. Can not Fox Frenzy.
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Ban:
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Isthmene's daughters will not tolerate any abuse from a male of any species, and they pay back such abuse in disproportionate fashion: insults are repaid with bruises; bruises with claw and tooth.
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Points:
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4 TPs: Pack Speech
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4 TPs: Extra Willpower, Rage and Gnosis
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1 TPs: Totem can speak to pack without Spirit Speech.
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1 TPs: Pack Members can always find one another.
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4 TPs: Possesses 2 extra Charms: Assess Character, Materialize.
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2 TPs: Totem is respected by other spirits.
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5 TPs: Totem is feared by agents of the Wyrm. (Voluntarily Pending)
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Stats:
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Physical
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Social
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Mental
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Strength
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08
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Manipulation
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07
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Perception
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07
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Dexterity
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05
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Charisma
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07
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Intelligence
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07
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Stamina
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05
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Appearance
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07
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Wits
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07
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Health Levels
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07
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Gnosis
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07
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Rage
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08
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Willpower
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05
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Charms:
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Airt Sense:
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Most spirits have a natural sense of the airts (directions) of the spirit world, and they are able to travel about without much difficulty. They can create or find spirit tracks at will. The Storyteller rolls Gnosis for a spirit to locate a particular place or individual in the Umbra. However, even spirits aren't infallible, and a botch can lead them to an unforgiving Realm (especially if they are leading a pack of werewolves).
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Re-Form:
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Spirits may dissolve their forms and transport themselves through the Umbra to their home Domains. Glass Walkers refer to this Charm as "re-spawning." It takes a spirit a full turn to try to re-form. The Storyteller must roll the spirit's Gnosis successfully for this Charm to succeed. Spirits use this Charm to flee their enemies.
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Assess Character:
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The spirit judges the inner strength of a character. Gnosis vs 7, and things like Nature, Demeanor, WP, and Renown and such can be revealed.
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Materialize:
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The spirit can materialize in the mortal world when needed.
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