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Spatzenjagr

Distinctions

d8
or
d4 (+1 PP)
Wulfwaren Thegn
Instinctual
Trueborn Lycanthrope

Tier

Veteran
d8

Total Advances: 74

Plot Points

1

Advances: 0

Aptitudes

Violence
d10
Finesse
d4
Smarts
d4
Psyche
d10
Awareness
d10

Advances: 18

Vocations

Survivalist
d10
 
 
 
 

Advances: 6

Stress

Body

Ego

Spatzenjagr

character illustration by Claudia Cangini

Ability Sets

Human Form

Strength: d6
Unarmed: d8
Stamina: d6
Durability: d6

SFX: Tooth and Claw: If attacking with Unarmed, step back the highest die in your dice pool and add a d6 to your dice pool; step up Body Stress inflicted if your attack is succesful.

Limit: Feral Personality: When dealing with normal people in social situations you must choose the two lowest rolling dice for your total, unless you are using Violence in your dice pool.

Limit: Silver Allergy: When you take Body Stress from attacks using silvered weapons, step it up. The first time in a Scene you come into physical contact with silver take d6 Ego Stress.

Advances: 10

Were Form

Strength: d10
Stamina: d8
Durability: d8
Unarmed: d10
Leaping: d6
Senses: d6

SFX: Berserk: You may borrow a die from the doom pool and add it to your dice pool for an attack action. After your action is completed step up the borrowed die and return it to the doom pool.

SFX: Tooth and Claw: If attacking with Unarmed, step back the highest die in your dice pool and add a d6 to your dice pool; step up Body Stress inflicted if your attack is succesful.

SFX: Supernatural Regeneration: You may step up the highest die in the doom pool to clear your Body Stress and step back your Body Trauma. You cannot clear damage inflicted by silvered weapons with this ability.

Limit: Terrifying Monstrosity: All living creatures that share the Scene with you (allies included) who have a Psyche Aptitude trait of less than d8 take d4 Ego Stress each turn they share the Scene with you. Living things that lack Psyche tend to just flee the Scene outright. Unnatural things are unaffected by this effect.

Limit: Monster: You can't speak human languages and your manual dexterity is limited. Also, you are a monster which tends to dampen social interactions. Gain one (1) Plot Point when your were form becomes a Complication for you.

Limit: Exclusive: Shut down all other Ability Sets to activate Were Form, becoming a hulking terrifying wolf-man in the process. Shut down Were Form to activate Human Form or Wolf Form.

Limit: Silver Allergy: When you take Body Stress from attacks using silvered weapons, step it up. The first time in a Scene you come into physical contact with silver take d6 Ego Stress.

Advances: 27

Wolf Form

Running: d8
Unarmed: d6
Stamina: d6
Senses: d8

SFX: Tooth and Claw: If attacking with Unarmed, step back the highest die in your dice pool and add a d6 to your dice pool; step up Body Stress inflicted if your attack is succesful.

Limit: Animal: You can't speak human languages and you lack opposable thumbs. Gain one (1) Plot Point when your animal form becomes a Complication for you.

Limit: Exclusive: Shut down all other Ability Sets to activate Wolf Form, becoming a large feral-looking wolf in the process. Shut down Wolf Form to activate Human Form or Were Form.

Limit: Silver Allergy: When you take Body Stress from attacks using silvered weapons, step it up. The first time in a Scene you come into physical contact with silver take d6 Ego Stress.

Advances: 13

Vocations

Survivalist [  ][  ][  ]

The Survivalist Vocation allows the following special Exploits:

  • Exploit: During a Transition Scene you may find enough food and water to sustain a small group of travellers for a day.
  • Exploit: You may step up and double Awareness when taking an action or reaction related to tracking or hunting.
  • Exploit: You may step up and double Finesse when sneaking around in the wilderness.

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.

Signature Exploits Advances: 0

Milestones

Wolf  Who Walks As A Man

You think of yourself as being a wolf who can take on the shape of a man rather than the other way around. But the Druids will put you down if you can't find a way to live among humans peaceably.

Goal
Reward

The first time in a session when you shift into wolf form to take action.

+1 Plot Point

The first time in a session when you shift into human form to take action.

+1 Plot Point

When you go an entire session in human form.

gain one (1) Advance

My Pack

You view your companions as your pack, and will die to protect them.

Goal
Reward

The first time in a session you attack an opponent who is threatening a companion.

clear a Stress Track

The first time in a session you stress out an opponent who has injured a companion.

clear a Stress Track, step down a Trauma

When you establish yourself as the leader of your group, or show deference to a leader whom you strongly disagree with.

gain one (1) Advance

 

Born a Wuflwaren to the she-wolf Silberenebel as a wolf pup in a litter of three. His two litter mates were found to be too feral and thus were put down by the Druids in the ensuing first few months, but the burly russet red pup was found to have a promising geas and given a chance to prove himself worthy of existence.

At around six months he began to hunt for his own food, and soon found the most elusive of all prey to be the nimble sparrow. Rabbits he could catch, lizards he could pounce on, fish he could grab, but the sparrows would always fly away. Hour upon hour the pup would try to hunt down this flighty fiend, and finally learned the trick of it. Soon he'd eat his fill of the small birds.

And so the pack named him Spatzenjagr, "the Sparrow Hunter".

At around a year old he first changed into a human. Though but a yearling as a wolf, as a man-cub he appeared to be a boy of around eight or so. His mother assumed human form and took Spatz to stay in a hut at the edge of a village where human Ulthferen lived, and began to teach the boy human words and customs. This continued for several years until Spatz could pass the Druids' tests to determine if he were civilized enough to continue living. Spatz was never gracious or artful, but he did not suffer from the mad rages many Wulfwaren fall prone to, and he had learned to resist the lure of the moon when she shows her full face to the world. The Druids deemed him fit to live a while longer.

Afterwards Spatz was required to attend Skald-taught classes with the human children of the village each winter, but the rest of the year he was free to roam as he wished and he spent every minute of it ranging across the lands of the Ulthferen in wolf form, hunting and frolicking. Eventually he was given passing marks and allowed to live as he wished, no longer having to return to the village each winter.

Thereafter Spatz lived free as a lone wolf for a good while, but after the passing of a couple of winters he began to feel restless. His urges were driving him to find or start a pack of his own, and he had no interest in settling down to live as a human. Left to his own devices he would have drifted into the deep forest and either risen to dominance as alpha of a pack or been slain in the trying.

However the Elder Druid Tjallen had kept a distant eye on the man-wolf for years, as the wise old nature priest had a strong suspicion that Spatz might prove to be prophesy-chosen. A verse of a very old prophesy called The Loosing of the Nine Arrows mentions by name a man known in the eldensprech (the old speech) as the "Hunter of Sparrows", and damned if Spatzenjager isn't an on-the-nose version of that in the modern Macthig tongue.

In fact, unknown to anyone outside of the inner circles of senior Druids, that single verse was the reason why the Druids interceded a century prior to prevent the complete eradication of lycanthropy among the Ulthferen when all the other Great Clans except the Herodi had aligned against the Ulthferen to finally end their age-old curse. The verse strongly suggested the Hunter of Sparrows would be a Wulfwaren, and thus to avoid a disruption of the prophesy the Druids ensured that the most promising pups of the most promising lines of Wulfwaren survived from generation to generation. The ways of the Druids are secretive, and mysterious, but not devoid of purpose or reason.

As the auspices of the prophesy began to align and the Druids began actively searching the Vold to identify the Nine and prepare for a Grand Convocation, Tjallen went to the Ulthferen Laird Wolkengreifer and bade him to have his Huscarl find Spatzenjager in the trackless deeps of the clanhold and bring him forth to the Laird's hall.

The Laird dutifully sent forth five of his Huscarl including his best trackers to carry out the Druid's wishes. Several weeks passed and the harried Spatz, knowing not why he was being hunted, led his pursuers a merry chase. But the Ulthferen Huscarl are all wolf-touched themselves and though few in number they are not to be trifled with. The surly Spatz was dragged back to the Laird's Hall at Wulflager bound in silvered chains in due course.

Thinking himself about to be put down by the Druids like his litter mates and so many other young Wulfwaren, Spatz was not initially cooperative. But as it was revealed to him that instead he'd be sent on a Great Faring to hunt a foe intent on destroying all the Macthig...well, that was an idea Spatzenjagr could get behind. And Wolkengreifer, hearing the reports of his Huscarl as to how well Spatzenjagr had resisted their attempts at capture, promised Spatz a place upon his Huscarl should he return home in glory. Thus Spatzenjagr's feet were placed upon the path to Fallenheim and the beginning of a great adventure.