The Darkstalker Files
Wears a Collar
You are a Hound.
Hounds have no Pack Status. The term is used to describe a wolf that lives with or in service to vampires and is often used as a slur or insult by wolves. Hounds are bred and kept for a multitude of reasons, but their most common purpose is to act as guard dogs. Many of your skills revolve around protecting or defending.
Due to being raised in a pack-less society you never learned Loupe Langue— though you are probably fluent in Slytherin.
Additional Equipment: You have an item (collar, tattoo, ring) that indicates your Vampire House.
Minor Effect Suggestion: You can draw an attack without having to use an action at any point before the end of the next round.
Major Effect Suggestion: You can take an extra action. You can use this action only to guard.
Domesticated: Vampires have been in the business of breeding and raising wolves for thousands of years, in that time they have successfully bred out a wolf’s naturally wild nature: you lose the Lunatic feature.
No Pack Status: Due to their connection to vampires, hounds are usually forbidden from joining a Pack and most wolves that belong to a pack tend to dislike them, making interactions with all non-hound werewolves difficult. Social tasks with pack affiliation wolves increases one step.
House Status: Wolves have been bred and raised by vampires for generations, leading to a House taking the place of a Pack in their lives. When you choose this Focus you gain a Vampire House. Talk with the GM about how this affects your PC.
Courageous. You are trained in Intellect defense tasks and initiative tasks. Enabler.
Devoted Defender (2 Intellect points). Choose one character you can see: that character becomes your ward. You are trained in all tasks involving finding, healing, interacting with, and protecting your ward. You can have only one ward at a time. Action to initiate.
Astute. You are trained in tasks to discern others’ motives and to ascertain their general nature. Your ability to sense whether or not someone is truly innocent is impeccable. Enabler.
True Guardian (2 Might points). When you stand guard as your action, you decrease the difficulty of all defense tasks by one step for characters you choose that are adjacent to you. This lasts until the end of your next turn. Enabler
Handler: Your skill and loyalty to your House have earned you a useful contact with in the upper ranks. You have an NPC Vampire that can grant you information or resources— if approached correctly. Request a Favor (information, resources, etc) and make an Intellect roll determined by the GM.
Combat Challenge. You are trained in intimidation tasks and in Intellect tasks made to draw an attack. Enabler.
Willing Sacrifice. When you take an attack for another character, the attack does not deal 1 additional point of damage. Enabler.
Drive Back (4 Might points). When you deal damage with an attack, you can drive the creature away from your companions. Until the end of the next round, all characters other than you have an asset on Speed defense rolls made to resist attacks from this creature. Enabler.
True Defender (6 Intellect points). This ability functions as your Devoted Defender ability, except the benefit applies to up to three characters you choose. If you choose just one character, you become specialized in the tasks described under the Devoted Defender ability. Action to initiate.
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