Created 09/11/2014
Played By Shane Bradley
1 Game Sessions
Werewolf: The Apocalypse 20th Anniversary
Matthew Hogue
Rank n/a
Phoenix Gaming Club
Breed: Homid
Auspice: Theurge
Tribe: Skin Dancers
Concept: Occultist
Pack Name: Sabbat
Pack Totem: Minotaur
Attributes
Physical
Strength Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle Empty Circle
Dexterity Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle Empty Circle
Stamina Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle Empty Circle
Social
Charisma Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle
Manipulation (Doubletalk) Filled Circle Filled Circle Filled Circle Filled Circle Empty Circle
Appearance Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle
Mental
Perception Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle
Intelligence (Creative Logic) Filled Circle Filled Circle Filled Circle Filled Circle Empty Circle
Wits Filled Circle Filled Circle Filled Circle Empty Circle Empty Circle
Pools
Rage 5
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle
Willpower 5
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle
Gnosis 5
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle
Abilities
Health
Bruised    
Hurt -1  
Injured -1 1/2 run speed
Wounded -2 no run; move or attack only
Mauled -2 3 yards/turn max
Crippled -5 1 yard/turn max
Incapacitated   no move
Current XP Total 0 (Spent XP 225)
Talents — Alertness 2, Athletics 3, Brawl (Dirty Infighting) 4, Empathy 1, Expression 1, Intimidation 2, Leadership 2, Primal-Urge (Shifting) 4, Streetwise 1, Subterfuge 2

Skills — Animal Ken 1, Crafts 3, Drive 2, Etiquette 0, Firearms 2, Larceny 2, Melee 2, Performance 2, Stealth 3, Survival 2

Knowledges — Academics 2, Computer 1, Enigmas 3, Investigation 0, Law 0, Medicine 1, Occult (Spirits) 4, Rituals (Mystic) 5, Science 2, Technology 2

Languages — English

Movement
Walk = 7 yards/turn | Jog = 12 + Dex yards/turn | All-Out Run = 20 + (3 x Dex) yards/turn
     May move at up to half max run speed and take an action or attack.
     May move while taking an action at a -1/yard dice pool penalty.

Shapeshifting
Current Form Difficulty Strength Dexterity Stamina Manipulation Appearance Notes
Homid 6
Glabro 7 +2 +2
Crinos 6 +4 +1 +3 -3 0 Incites Delirium
Hispo 7 +3 +2 +3 -3 +1 die Bite damage
Lupus 6 +1 +2 +2 -3 -2 Perception difficulty

Combat
Maneuver Roll Dif Damage Type
Bite Dex + Brawl 5 Str +1 aggro
Body Tackle Dex + Brawl 7 Special bash
Claw Dex + Brawl 6 Str +1 aggro
Grapple Dex + Brawl 6 Str bash
Kick Dex + Brawl 7 Str +1 bash
Punch Dex + Brawl 6 Str bash
Initiative
Dex + Wits + 1d10
                   
Armor 0 | Penalty to Dex-based checks 0
Soak 00 Stamina score plus 0 Armor
Block = Dex + Brawl (no firearms)
Dodge = Dex + Athletics
Parry = Dex + Melee (may damage attacker)
Gear (Carried)

Android phone, slip on shoes, sweat pants, sweat shirt


Advantages & Weaknesses
Backgrounds — Rites 5, Totem 6

Merits & Flaws —

  • Fair Glabro (2 pt. Merit) ● You have a Glabro form that can pass for human, though it's still larger than normal people. You have no penalties to Social Attributes in Glabro form.
  • Hunted (4 pt. Flaw) ● A Kinfolk relative of one of the werewolves you slew to become a Skin Dancer has sworn vengeance upon you and hunts you relentlessly.
  • Slip Sideways (1 pt. Flaw) ● When stressed and near a reflective surface, you must roll Wits + Occult (difficulty 7) to avoid shifting into the Umbra unintentionally. In order to overcome the Gauntlet, you must still roll your Gnosis, but the difficulty is 1 less than usual. If you deliberately try to step sideways, you do so at the normal difficulty.

Gifts —

  • Persuasion (1) ● Roll Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
  • Resist Pain (1) ● Spend one Willpower point; the character ignores all wound penalties for the rest of the scene.
  • Shroud (1) ● Spend one Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10'area within the Garou’s line of sight. Powers which permit sight in total darkness are capable of defeating this Gift.
  • Spirit Speech (1) ● This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters.
  • Command Spirit (2) ● Spend a Willpower point and rolls Charisma + Leadership (difficulty is the spirit's Gnosis). The character can issue successive commands once the spirit is under her control; each additional command requires that the player expend an additional Willpower point. The spirit cannot be ordered to leave a place or object (or, in the case of fomori, person…) to which it is bound.
  • Jam Technology (2) ● Spend one Gnosis, roll (Manipulation + Crafts) and choose the level of complexity intended to jam. All technological devices (i.e. any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet (15 m) cease to function for two turns per success. The devices remain unchanged, but inert — knives won't cut, gunpowder won't ignite, gears won't turn, and so on. The difficulty of the roll is based on the following: Computer 4, Phone 5, Automobile 7, Gun 8, Knife 9.
  • Wyrm Hide (2) ● Spend one Gnosis and roll Manipulation + Leadership. Each success grants an additional soak die, up to a maximum of three. As long as he doesn't botch the roll, also treat lethal damage as bashing.
  • Eyes of the Cat (3) ● The character suffers no penalties from darkness. This power may be used at will; it requires no roll or expenditure.
  • Intrusion (3) ● Spend one point of Gnosis and roll Gnosis (difficulty 7). For exactly one minute afterward, all forms of locks and barriers allow her passage, from computerized vault locks to barricades of 2x4s nailed up across doors. Mystically sealed barriers still require a roll to bypass, but every success on the initial Gnosis roll adds one automatic success to such attempts. Barriers disabled by this Gift do not automatically re-seal themselves.


Renown
Glory 0
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle
Honor 0
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle
Wisdom 3
Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle Empty Circle

Biography
Age 32
Date of Birth 6/22/1982
Nationality American
Hair Brown
Eyes Green
Race Caucasian
Height 5'10"
Weight 179 lbs.
Gender Male
Matthew Hogue Appearance — Slender and dark haired, Matthew is an attractive but somewhat scholarly man. It is evident he has recently begun working out and putting on some muscle weight.
Mannerisms — Matthew is incredibly restless as if uncomfortable in his own skin. He spent his life as a nerd and is reveling in his newfound power and strength.
History — Matthew grew up Kinfolk to the Garou. He was an uncoordinated child but extremely intelligent. He discovered how to manipulate those less intelligent early on but was picked on by the more physically fit brethren. He knew one day he would Change and be strong and powerful, but that day never came. He never got the opportunity to stand up to those who did Change, and he became even more picked on and shunted to the side. A mere Kinfolk, he was given menial tasks and mostly forgotten. Matthew became obsessed with the occult and sought to learn a way to power and the birthright he believed rightfully his. He eventually discovered a horrendous ritual that would allow him to become a werewolf by slaying and wearing the skins of five Garou. His interactions with the occult lead him into contact with the Sabbat, and he made a bargain. The vampires would assist him in taking down the five werewolves necessary to complete the ritual in exchange for 15 years of services from him, as a true werewolf.

Now, a Kin-slayer and monster, Matthew delights in his new powers. His time with the vampires leads him into contact with dark, corrupt spirits that teach him more and more Gifts. Matthew has done deeds that bring shame upon his heritage, but this deadly Skin Dancer is past the point of redemption. He has even begun pondering that 15 year service and his lifespan and seeks a ritual that will allow him to become Embraced by a vampire and survive!

Defeated Enemies — None
Werewolf: The Apocalypse 20th Anniversary Edition © CCP hf. ● Phoenix Gaming Club ● Last Played 10/04/2014