Fitz

a large black dog, companion and protector to Thea

Description:
PHYS MENT SOCL
POW STR: ●●●○○ INT: ●○○○○ PRE: ●●●○○
FIN DEX: ●●●○○ WIT: ●●●○○ MAN: ●○○○○
RES STA: ●●○○○ RSV: ●●○○○ CMP: ●●●○○
Acad: 0 Athl: 2 AnKn: 1
Comp: 0 Brwl: 4 Empt: 1
Crft: 0 Drve: 0 Expr: 1
Invs: 1 Fire: 0 Intm: 3
Medc: 1 Larc: 0 Pers: 0
Occl: 1 Stlt: 3 Socl: 0
Poli: 0 Surv: 1 Stws: 0
Scnc: 0 Weap: 0 Subt: 0

Willpower: 5
Essence: 10/10
Initiative: 6
Defense: 3
Speed: 14
Virtue: Fortitude
Vice: Pride
Morality: -
Size: 4
Health: 6

Attacks
Bite STR 3 + BRWL 4 + Fangs 1 = 8L
Terrify PRE 3 + INTM 3 + Terrify 2 = 8 vs Target’s RSV + COMP

Dread Powers
Dread Attack: Fangs (1)

Lurker in Darkness (1)
Cost: 1 Essence
Dice Pool: Manipulation + Stealth + Lurker in Darkness
Action: Reflexive
Effect: The monster gathers ambient shadows around her, slipping out of sight. Successes add to the creature’s Dexterity + Stealth dice pool. She can move at a Speed up to twice the number of dots in Lurker in Darkness, or her own Speed, whichever is lower. She can take no other action whilst concealed.
Dramatic Failure: The monster draws all eyes toward itself.
Failure: The shadows fail to gather at the creature’s behest.
Success: The effect expands outwards as described above. The monster can only be seen by those actively looking for it with a Wits + Investigation roll. This roll is contested against the successes earned on Lurker in Darkness’ activation.
Exceptional Success: Those looking for the monster suffer a -2 penalty to the Wits + Investigation roll.
Dice Pool Modifiers
+1 Nighttime.
-1 Bright lights (for example, fluorescence).
-3 Sun is shining upon the monster.

Terrify (2)
Cost: 1 Essence
Action: Instant and contested; resistance is reflexive
Dice Pool: Presence + Intimidation + Terrify versus target’s Resolve + Composure
Effect: The monster spends an action engaging the target in eye contact and activates this power, making this roll. If the attack succeeds, the target flees the scene as quickly as possible, via the nearest available escape route. She will not stop running until she reaches a location she considers to be safe.
Dramatic Failure: The target is unimpressed by the monster’s attempt to frighten her. In fact, it emboldens the target, and she may gain a point of Willpower.
Failure: The monster fails to frighten the target, but may spend another Essence in the next turn and try again.
Success: The result for success is described above. If the target cannot escape (or spends a point of Willpower to remain), she suffers a penalty to all rolls equal to the creature’s dots in Terrify. This effect lasts for one scene.
Exceptional Success: The effect so terrifies the target that she also loses one Willpower point.

Ban: Will not harm a canine, wolf-blood, or garou under any circumstances.

Innocuous: Embodied familiars are very good at not being noticed by others. Anyone but its bonded master suffers a -2 penalty on perception rolls to notice the familiar, unless it does something to draw attention to itself.

Through the Eyes: By spending a point of Willpower, the master of an embodied familiar can shift his perceptions to the familiar. He sees what the familiar sees, hears what it hears, and so on. He is oblivious to his own surroundings while viewing through his familiar, but still possesses tactile sensation (thus he is aware of any damage or physical sensation to his own body). Ending this viewing is a reflexive action and requires no roll

Bio:

Notes from Luke Winters’s fieldbook:
- we suspect he’s a garou suffering from the phage
- there’s a disease that turns human-born werewolves (known as homid garou in the tribes) into actual, nonmagical wolves when they change. it spreads like a cold.
- it’s difficult for garou not to change fairly often – takes great willpower if it has been a while to maintain human form, especially when under emotional duress or in danger

Russell’s notes!
- Thea has mentioned she can sometimes see through his eyes.

Fitz

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