Malaya Vergara

Feisty Filipina biker


Attributes (5/4/3)

Int •
Wits •••
Resolve •••

Strength •••
Dex •••
Stamina ••

Presence •••
Manipulation •••
Composure •••

Skills (11/7/4)

Investigation 2
Occult 2

Athletics 3
Brawl 3
Drive 1 (for free per GM)
Firearms 3
Stealth 2
Survival 2 (specialty: shapeshifting [free with Rahu Auspice])

Empathy 2 (specialty: detect lies)
Intimidation 2 (specialty: dominance)
Persuasion 2 (specialty: leadership)
Streetwise 1

Size 5 (5 for most humans)
Health 7 (Stamina + Size)
Willpower 7 (Resolve + Composure + XP)
Defense 3 (the lowest of Dexterity or Wits)
Initiative 8 (Dexterity + Composure + Fast Reflexes)
Speed 11 (Strength + Dexterity +5)
Perception 6 (Wits + Composure)
Harmony 7 (7 for starting characters)
Primal Urge 4 (extra dot in Primal Urge for free per GM)
Essence Pool 7/13 (begin with Essence points equal to Harmony)
Essence/Turn 2
Social Penalty 2
Shapeshifting 9 (Stamina + Survival + Primal Urge)
Death Rage 6 (Resolve + Composure)
Loci 7 (Wits + Investigation + Primal Urge)
Gauntlet Sight 10 (Wits + Empathy + Primal Urge)

Auspice: Rahu (Full Moon)

Auspice Ability: Warrior’s Eye. Once per session, a Rahu can attempt to “read” a foe, determining who is the superior warrior. The player rolls Wits + Primal Urge; success indicates that the werewolf can roughly tell whether the threat is stronger or weaker than he is, while an exceptional success grants more understanding of the gap between the two (“He’s much more powerful than me.”). A dramatic failure indicates that the character greatly misjudges his target. The warrior’s eye takes into account only those abilities that might affect a direct fight. A werewolf might read a skilled vampire assassin as “weaker,” even though the vampire is much more deadly when it can choose the time of engagement.

Tribe: Storm Lords (Iminir)

Skolis-Ur, the Winter Wolf, the second oldest son of Father Wolf

Rahu Gift Lists: Dominance, Full Moon, Strength
Storm Lords Gift Lists: Dominance, Evasion, Weather

Dominance (Rahu & Storm Lords)

Werewolves cannot use Dominance Gifts on targets who possess more dots in the same tribal primary Renown. Dominance Gifts do not function against other supernatural entities. A werewolf can use a Dominance Gift only against other werewolves, the wolf-blooded, or ordinary humans.

Luna’s Dictum (••)
With this Gift, the werewolf is able to articulate a command of no more than a few words and compel obedience. Some werewolves choose to speak these words in a soft, subtle whisper. Others prefer bellowing orders. This Gift cannot harm those who hear it, either directly or indirectly; it simply conveys a brief impulse to surrender to the werewolf’s authority.
Cost: 1 Willpower
Dice Pool: Presence + Intimidation + Glory versus Composure + Primal Urge
Action: Contested; resistance is reflexive

Dramatic Failure: The Gift fails completely. The werewolf cannot use any Dominance Gifts on the subject for the rest of the scene.

Failure: Successes rolled tie or the subject gets the most. The target feels no compulsion to obey.

Success: The most successes are rolled for the Gift user. This Gift affects a single target, who must obey the command given. The words a character selects for his order must be specific and straightforward, and the command cannot take more than a minute to carry out. The user can’t direct a target to take any action that would conceivably bring harm to herself or others, or to do anything that would be drastically out of character. In particular, the Gift does not function at all if the subject is in combat or otherwise distracted by a very real danger to her safety. It’s a useful Gift, however, for telling a person to “step outside for a minute.” The target remembers that her will was not her own but might rationalize her obedience as a moment of weakness rather than supernatural coercion.

Exceptional Success: As success, but the target is sure to rationalize her obedience.

Voice of Command (•••)
The werewolf learns to voice more complex and subtle decrees, in a tone that demands attention and respect. A thread of anger runs through the werewolf’s words, making everyone in earshot take notice of his declarations. This Gift affects up to three targets, each of whom contests the roll separately. The player suffers a –1 penalty on the roll for each intended target after the first. Therefore, some subjects might obey while others resist.
Cost: 1 Essence
Dice Pool: Manipulation + Intimidation + Honor versus Resolve + Primal Urge
Action: Contested; resistance is reflexive

Dramatic Failure: The Gift fails completely. The werewolf cannot use any Dominance Gifts on anyone for the rest of the scene.

Failure: An intended target feels no compulsion to obey.

Success: Affected targets react swiftly to the command. The werewolf’s orders can have two or three specific directions, but these orders can’t cause direct harm to the targets or to anyone else, and cannot defy the subjects’ identities or sense of self. A typical command be, “Hide these bodies in the deep ravine near the river.” The subjects must obey the letter of the command, although twisting the spirit is possible. Targets obey for up to five minutes per success achieved on the activation roll. The Gift cannot be used again on the same subjects that day. If the targets suffer any harm as a result of obeying the command (such as being instructed to flee, only to be struck from behind by the Gift user’s packmate as they do so), the Gift effects immediately end, and the Gift cannot be used again on the targets that day.

Exceptional Success: As success, but the targets cannot twist the spirit of the command.

Full Moon

Clarity (•)
The light of the full moon lends a peaceful insight into the dark of night, and the Ralunim can impart a similar sensitivity to a Rahu. But rather than cutting through literal darkness per se, this clarity cuts through the distracting haze that can cloud a warrior’s mind. Jarring himself mentally by touching the white-hot core of his soul, the werewolf burns away the fog of war and keeps his wits about him. By spending one Essence, the player increases his character’s Initiative modifier by five, greatly increasing the odds of seizing the critical first strike in any battle. The Storyteller may determine that some situations are inappropriate for this Gift (such as when the character is attacked by an invisible threat). If the power is used once combat is underway, the character’s new place in the Initiative order is applied in the next turn and in all subsequent turns for the remainder of the fight.
Cost: 1 Essence
Dice Pool: No roll is required.
Action: Reflexive

Mother Luna (Common)
The ability to change form was a gift to the Forsaken from Luna herself, and assuming the five forms comes as naturally to werewolves as breathing. There are nuances to the art, however, that can be mastered only with experience and instruction. This is an open Gift list; any werewolf character can possess Mother Luna’s Gifts as if they had auspice or tribal affinity with them. Werewolves most often learn Mother Luna’s Gifts from the Lunar Choirs, but they can be taught by various spirits associated with trickery, such as coyote- or monkey-spirits.

Partial Change (•)
This subtle Gift allows a werewolf to transform only the parts of himself that he needs in order to complete a task at hand. For example, a werewolf in Hishu form might transform only his nose in order to track someone through the city streets by scent, without drawing the attention to himself that transforming into Urhan would attract. Conversely, a werewolf in Urhan form might transform his eyes to human to gain sharper color vision.
Cost: None (or 1 Essence)
Dice Pool: Stamina + Survival + Primal Urge.
The player has the option of rolling this dice pool, with the intended change occurring if even one success is achieved. In this case, the change is an instant action. Or, he may spend one Essence for his character to change automatically as a reflexive action.
Action: Instant or reflexive

Dramatic Failure: Another feature of a different form is assumed instead of the one intended (the Storyteller decides which). Human onlookers are subject to Lunacy as if their Willpower is two dots higher than normal.
Failure: No change occurs.
Success: The werewolf chooses which parts of himself he transforms. The result might allow him to use certain abilities normally restricted to other forms (such as tracking by scent or using claws in Hishu; the Storyteller decides what modifiers transfer over). Though he may change as much or as little as he wishes, the choice is final. To add or subtract any feature requires another use of the Gift (so “undoing” features also requires another application of the power). The Storyteller decides if and how any human onlookers might spot the character’s features and potentially suffer Lunacy. If it is triggered, normal rules apply and subjects’ Willpower is considered one higher than normal.
Exceptional Success: The change occurs as a reflexive action without the expenditure of an Essence point.

Merits (7 dots)

Primal Urge: 3 dots
Fast Reflexes: 2 dots
Resources: 1 dot
Fetish: 3 dots

First Tongue

Primary Renown Traits
Auspice Renown Purity
Tribe Renown Honor

Glory •
Honor •••
Purity •

Shapeshifting requires a Stamina + Survival + Primal Urge roll (using the character’s base Stamina in Hishu form) as an instant action. Success allows an Uratha to shift to any form she desires. An exceptional success on this roll allows the character to shift forms as a reflexive action and take another action in that turn. Alternatively, a player may spend a point of Essence for the character to change shape as a reflexive action with no need for a roll. Uratha may also change shape as a reflexive action, without a roll or point expenditure, while their moon is in their auspice phase. Returning to Hishu form is always a reflexive action with no roll or point expenditure necessary, as it’s the form with which werewolves are most familiar.

Fetish (Armor 3) •••
Effect: Your character possesses a fetish, tattoos empowered by a spirit bound within, that is already attuned to her. Nearly all tribes make use of scar or tattoo fetishes to one degree or another. They have the advantage of being permanently part of a werewolf (unless someone physically removes the skin into which the spirit is bound, which happens sometimes). This fetish bestows Armor 3.

Three-Dot: A potent fetish. This could be a weapon with a minor blessing, or an item that could be used reliably in dangerous situations.

Activating a fetish (using its power)

Dice Pool: 4 (Harmony – fetish rank)
1 Essence to activate a fetish instead of rolling, in effect bribing the spirit with Essence

Action: Instant (reflexive if Essence spent instead of rolling)

Dramatic Failure: The Uratha pushes the fetish’s spirit beyond the breaking point. The spirit refuses to function again until the wielder performs the Rite of Contrition (see p. 155).

Failure: The werewolf fails to contact the spirit, and the fetish doesn’t activate.

Success: The fetish functions normally.
Exceptional Success: The werewolf is so courteous that all rolls to activate the fetish receive a +2 bonus for a lunar month, or until a dramatic failure is rolled while attempting to activate it, whichever comes first.


22 years old
5’5", slender, black eyes, black hair in a severe a-line bob
heavily tattooed in the Pinoy tribal style

grew up in Chicago, bounced around foster homes as a child
got in with a gang, spent some time in juvie, straightened out
enlisted at 18, wanted to use the GI Bill to go to college
was deployed to Afghanistan
was in Afghanistan when she underwent the change
got into a fight with a superior officer and was dishonorably discharged
back in Chicago, working as a bouncer at Berlin

Malaya Vergara

Champions of Harmony! (a WEREWOLF: THE FORSAKEN campaign) jocbothe