Table of Contents

Badru

Character type: Journeyman Supernatural

Drama Points: 10

Life Points: 52 (as human), 68 (as hyena)

Experience Points: 0

Attributes (22 points)

Human form:

Strength: 4

Dexterity: 5

Constitution: 4 + 1 (Werehyena) = 5

Intelligence: 2

Perception: 3

Willpower: 4

Hyena form:

Strength: 6

Dexterity: 7

Constitution: 7

Intelligence: 2

Perception: 3

Willpower: 2

Qualities (24 points - 20 + 4 from Drawbacks)

Immortal - 0 points

Werehyena - 9 points

Quality Level if Applicable Human or Hyena form Cost
Acute Taste/Smell - Both 2
Acute Hearing - Both 2
+1 to Con - Both 1
+2 to HTK - Both 2
Regeneration 1 Both 1
Infectious Bite (does not include sex/kissing/etc) Both 0
Involuntary Transformation (when stressed) - -1
+ 2 to STR, + 2 to Dex, +2 to Con, -2 to WP - Hyena 2
Total 9 pts

Fast Reaction Time - 2 points

Natural Toughness - 2 points

Situational Awareness - 2 points

Nerves of Steel - 3 points

Age - 3 points

Good Luck - 3 points

Drawbacks (5 points)

Minority - 1 point

Honorable - 1 point

Love - 2 points

Phobia - Imprisonment - 1 point

Skills (32 points - 25 + 6 from Age + 1 from Drawbacks )

Acrobatics: 2

Art: 0

Computers: 2

Crime: 1

Doctor: 2

Driving: 2

Getting Medieval: 2

Gun Fu: 0

Influence: 2

Knowledge: 3

Kung Fu: 5

Languages: 3

Mr. Fix-It: 2

Occultism: 1

Notice: 2

Science: 0

Wild Card: Wilderness Survival 3

Miscellanea

- Has a a bonus of +1 on Willpower Tests to resist fear (Due to Fast Reaction)

- Is immune to fear except when confronting the strangest supernatural manifestations, and gains a +4 bonus to rolls even then– making most of the 'fear' bits above irrelevant anyway. (Nerves of Steel)

- Has a bonus for Initiative purposes (+5 if using dice to 'roll for initiative'), modified by common sense (Fast Reaction).

- Has 4 points of Armor Value against blunt attacks (Natural Toughness).

- Gains a +2 bonus to any Perception-based roll to sense trouble or danger in the immediate surroundings; this bonus also applies to resisting any Crime or Acrobatics rolls made to sneak up on him (Situational Awareness).

Equipment

Combat Maneuvers/Damage

Maneuver Roll Effects
Hand Axe or Sword/Machete 8 + 6 (20 + SL) x 2 Stab/Slash damage
Garrote (Special) Multiple rolls, see explanation