Get of Rushida
A forest guardian spirit of a remote Wavecrest island's interior in the form of a giant white wolf, Rushida gifted two of her young to Kyla Storm-Tossed as companions in gratitude for dealing with an elemental who was interloping on the locals' offerings to the spirit.
Rushida's offspring appear much like normal wolves, except the size of a small horse. They are intelligent, able to recognize individual people, follow moderately complex instructions, and understand Old Realm and Seatongue. In the wild, Rushida's young run with their mother and help her preserve the sanctity of her island's forests, hunting those who get too greedy or would threaten the forest itself.
Godblood Wolf
Essence: 1; Willpower: 5; Join Battle: 6 dice
Health Levels: -0x2/-1x5/-2x5/-4/Incap.
Speed bonus: 3
Actions: Intimidate: 6 dice; Senses: 9 dice (see Keen Nose); Stealth: 4 dice; Tracking: 9 dice (see Keen Nose)
Resolve 3, Guile 3
Combat Attack (Bite): 12 dice (Damage 12) Attack (Grapple): 8 dice (7 dice to control)
Combat Movement: 10 dice
Evasion 5, Parry 4 Soak/Hardness: 10/6
Special Attacks
Merits
A forest guardian spirit of a remote Wavecrest island's interior in the form of a giant white wolf, Rushida gifted two of her young to Kyla Storm-Tossed as companions in gratitude for dealing with an elemental who was interloping on the locals' offerings to the spirit.
Rushida's offspring appear much like normal wolves, except the size of a small horse. They are intelligent, able to recognize individual people, follow moderately complex instructions, and understand Old Realm and Seatongue. In the wild, Rushida's young run with their mother and help her preserve the sanctity of her island's forests, hunting those who get too greedy or would threaten the forest itself.
Godblood Wolf
Essence: 1; Willpower: 5; Join Battle: 6 dice
Health Levels: -0x2/-1x5/-2x5/-4/Incap.
Speed bonus: 3
Actions: Intimidate: 6 dice; Senses: 9 dice (see Keen Nose); Stealth: 4 dice; Tracking: 9 dice (see Keen Nose)
Resolve 3, Guile 3
Combat Attack (Bite): 12 dice (Damage 12) Attack (Grapple): 8 dice (7 dice to control)
Combat Movement: 10 dice
Evasion 5, Parry 4 Soak/Hardness: 10/6
Special Attacks
- Harry: Biting at the heels of its prey, the canine denies it the chance to flee. On the turn that a hound or wolf moves into close range of an enemy, if it deals 5+ damage to them with a withering attack, that enemy cannot disengage or withdraw on their next turn.
- Pack Hunting: When the wolf attacks an enemy, it adds one automatic success to the attack roll for each allied pack member in close range to that enemy, to a maximum of three successes. On a decisive attack, it may also pay a point of Willpower to add that many dice to the raw damage of the attack, representing its packmates joining in the attack. Ordinarily, this special attack can only be used with other canine allies. Using it in conjunction with human allies is a latent ability that can be developed through training.
- Hold at Bay (Latent): After successfully impeding a foe’s movement with its harry attack, the canine may pay a point of Willpower to reflexively attempt to grapple them, converting extra successes on the attack roll to bonus dice on the control roll. The hound can only restrain or savage an enemy clinched this way—it cannot throw, slam, or drag them.
- Snarling Guardian Attack (Latent): Whenever an enemy attacks the wolf’s master while it is protecting him with a defend other action, the animal may respond with a decisive counterattack. It may use this counterattack to make a disarm or distract gambit.
- Foe-Maiming Guardian’s Fangs (Magical, 1m): Whenever the canine makes a decisive bite attack against an enemy who has attacked or threatened its master, the Exalt may pay one mote to apply the double 10s rule to the damage roll. If he is currently suffering any wound penalties due to a confrontation involving that enemy, then his wound penalties are added as bonus dice to the hound’s attack roll.
- Throat-Ripping Execution (Magical, 3m): Predators that rely on clinches can gain this power, allowing their master to pay three motes to add the number of rounds of control the animal has over a grapple to the raw damage of a decisive savaging attack against that enemy, and allow that attack to ignore hardness. Once per scene unless reset by crashing a grappled enemy.
- Unerring God-Hound Scent (Magical, 5m): Animals with the Keen Nose Merit can gain this power, letting their master pay five motes to magnify their senses a thousandfold for a Perception-based roll. Each 10 rolled grants three successes, and 1s are rerolled until they no longer appear. This can oppose even perfect track-covering magic.
Merits
- Giant Size: Grants an extra -0 health level.
- Keen Nose: Wolves apply the double 9s rule on Perception-based rolls made using scent.
- Loyal Guardian (Latent): The wolf may flurry a defend other action with any other action without suffering the usual penalties of a flurry.
- Discerning Scent (Latent): The dog or wolf has been trained to pick up on a specific type of scent—human scents picked up from clothes, poisons, drugs, undead flesh, firedust, or so forth. Its Keen Nose allows it to apply the double 8s rule when smelling out the chosen scent, rather than double 9s. Additionally, if the canine has been trained in Wary Watchdog Vigilance, its effects also apply to such rolls. A dog can be trained in this Merit multiple times to pick up multiple distinct scents.
- Wary Watchdog Vigilance (Latent): The wolf adds one automatic success on any roll to notice a hidden character. Upon doing so, it barks loudly enough to wake its master and his allies from sleep, if needed.
- Heroic Guardian-Beast Resilience (Magical): Throwing itself between its master and an attack, the hound’s loyalty diverts a fatal blow. If an enemy overcomes the canine’s Defense while it is protecting its master with a defend other action, he must choose to attack the beast, rather than its master. Additionally, such an attack cannot reduce the hound to its Incapacitated health level—any levels of damage that would go beyond its -4 health level are prevented. Once this protection has been invoked the first time in a scene, the hound is vulnerable to being incapacitated until it has healed at least one health level naturally.