Martin Smith

Master Programmer, Puzzler, Isolated Hacker

Description:

Basic Information

Name: Martin “Marty” Smith
Virtue: Prudence
Vice: Envy
Auspice: Irraka (New Moon)
Tribe: Ghost

Attributes

Intelligence: …… ● ● ● ●
Wits: ………………… ● ● ●
Resolve: …………… ● ●
Strength: …………. ● ●
Dexterity: ……….. ● ● ●
Stamina: …………. ● ● ●
Presence: ………… ●
Manipulation: … ● ● ●
Composure: ……. ● ●

Skills

Academics: ………… ● ● ● (Research: +1)
Computer: …………. ● ● ● ● (Hacking: +1)
Investigation: ……. ● ● (Solving Enigmas: +1)
Politics: ………………. ●
Science: ……………… ●

Athletics: ……………. ● ●
Brawl:………………….. ●
Drive: ………………….. ●
Stealth: ……………….. ● ● (Shadowing: +1)
Survival: …………….. ● ●

Expression: ………… ●
Persuasion: ………… ●
Streetwise: …………. ●
Subterfuge: ………… ●

Merits

Eidetic Memory: ………………… ● ●
Encyclopedic Knowledge: … ● ● ● ●
Resources: ………………………….. ●
Language: First Tongue: ……….. ●
Allies: Whitefeather: ……….. ● ● ●
Totem: Bear “Mother Bear”: ……….. ●
Totem: Owl “Nightstalker”: ……….. ●

Other Stats

Health: ………….. * * * * □ □ □ □ (0 / 8)
Willpower: ……. ■ □ □ □ (1 / 4)
Primal Urge: …. ●
Essence: ………… ■ ■ ■ ■ ■ ■ □ □ □ □ (6 / 10)
Harmony: ……… ● ● ● ● ● ● ● ○ ○ ○ (7 / 10)

Size: 5
Defense: 3
Initiative: 5
Speed: 9
Perception: 4

Renown

Cunning: ……… ● ● ● ● ●

Gifts

Sense Weakness: … ● (New Moon) pg. 132
Roll: (Intelligence + Empathy + Wisdom)
Action: Instant
Success: The werewolf learns a target’s weakness in one of three specific areas: his target’s Vice, the presence and nature of any derangements from which the target suffers, or any physical liabilities (Flaws) the character suffers (such as a bad leg or poor eyesight). Already known weaknesses are not revealed. The Storyteller decides which is discovered. The Gift can be used successfully on a single subject only once a day. Subsequent uses in the same day reveal no further flaws.
Exceptional Success: In one use, the werewolf learns two of the three possible types of weakness he could discover.

Slip Away: ……………. ● ● (New Moon) pg. 132
Cost: 1 Willpower
Action: Reflexive
Automatic: With the expenditure of one Willpower point, an Irraka can use this Gift to escape any mundane bond or to wriggle free of an attacker’s arms with little apparent effort. If the werewolf is bound physically (be it with handcuffs,
rope, chain, a straitjacket, duct tape or even a dollop of industrial-strength adhesive), this Gift frees him automati- cally. The bonds remain sound and unbroken (as well as locked, buckled or even sticky, depending on its nature), but the werewolf slips out effortlessly — often leaving would-be captors wondering how in the world he did it.
▪ If the werewolf is locked in a grapple by another person and tries to break free he automatically succeeds. This ben- efit does not apply to performing overpowering maneuvers of the werewolf’s own, only on efforts to escape a hold.

Partial Change: ……. ● (Mother Luna) pg. 132
Roll: (Stamina + Survival + Primal Urge) or (1 Essence)
Action: Instant (or Reflexive if Essence used)
Success: The werewolf chooses which parts of himself he transforms. The result might allow him to use certain abilities normally restricted to other forms (such as tracking by scent or using claws in Hishu; the Story- teller decides what modifiers transfer over). Though he may change as much or as little as he wishes, the choice is final. To add or subtract any feature requires another use of the Gift (so “undoing” features also requires another application of the power).
Exceptional Success: The change occurs as a reflex- ive action without the expenditure of an Essence point.

Blending: ……………… ● ● (Stealth) pg. 139
Roll: (Wits + Stealth + Cunning vs. Perception)
Action: Instant or Contested
Success: The character may “hide in plain sight,” blending into her surroundings by remaining motionless, even if she isn’t directly behind any cover. Casual observ- ers roll Wits to contest the character’s roll as a reflexive action; active searchers contest with Wits + Composure as an instant action. If the werewolf wins the roll, she cannot be distinguished as anything other than a land- scape feature. (If a supernatural power of observation is used to find the werewolf, successes rolled to activate that effect must exceed those rolled for this Gift.) Even the slightest movement is recognized by an observer, negating the Gift.

Running Shadow: .. ● ● ● (Stealth) pg. 140
Cost: 1 Essence
Action: Reflexive
Automatic: For the duration of the scene, the werewolf can sneak
as well at a dead run as he can at a walk. In effect, mun- dane Stealth tasks become reflexive actions for the charac- ter; they can be performed almost recklessly without worry of making noise. Potential observers suffer a –3 penalty to contested rolls to notice the quiet character. But if sound isn’t a significant factor in detecting the werewolf, no modifiers apply for silent movement.

Shadow Flesh: ……… ● ● ● ● (Stealth) pg. 140
Cost: 1 Essence
Roll: Wits + Stealth + Cunning, Instant
Action: Instant
Success: This Gift can be used in situations only where shadows can exist. If the character is surrounded by bright lights such that no shadows can be cast, or if she
is in total darkness, she cannot transform into shadow form. If a character in shadow form suddenly finds herself in a situation where no shadows can exist (such as being trapped in a basement with no light during a blackout), she is forced back into normal form.
▪ The character’s body becomes a two-dimensional shadow of the same height and width that lies flat against the ground, walls, trees and other surfaces. The shadow form appears to be the character’s own shadow, and thus reflects whatever form she was in when she activated the Gift. The shadow form, is still a physical thing, though. The character can be injured, and the shadow bleeds real blood if wounded.
▪ While in shadow form, the character gains a +3 bonus to Stealth rolls and a +3 bonus to Defense. She may still affect things around her (and retains all of her usual Attributes, as appropriate for the form she is in), but the limitations of her shadow substance make it more difficult. Any roll made to affect her surroundings (such as attack a foe or type on a computer keyboard) incurs a –2 penalty, due to the necessity of remaining flat against an appropri- ate surface. To attack an enemy, for example, the character has to slide across the ground toward him and even slide partly up his body before her shadowy claws can dig in.
▪ The character can also fit through small openings and slither under doors as long as there is sufficient light and contrast for her to remain in that form. She may move up walls only if she could normally climb them, and can-
not move across the surface of water or other liquids. She may also shapeshift normally when composed of shadow. When the Gift’s effects end, she returns to normal in whatever form she had taken.
▪ The character may remain in shadow form for one minute per success rolled. Or she may choose to end the Gift’s effects prematurely.
▪ Any clothing or personal possessions worn change into shadow along with the character, but large objects held in hand such as a shotgun do not change. (Although a fetish weapon does.)
Exceptional Success: The character may remain in shadow form for the duration of the scene.

Vanish: ………………….. ● ● ● ● ● (Stealth) pg. 140
Cost: 2 Essence
Roll: Wits + Stealth + Purity
Action: Instant
Success: The user may move and fight as normal. Per-
ception and detection rolls to recognize or spot her suffer a –5 penalty, except those based strictly on smell or sound.
▪ Opponents fight blindly and must rely on cunning and their other senses to hit. (See “Fighting Blind,” World of Darkness Rulebook, p. 166.) Every time the werewolf is struck, a number of successes must be achieved on a reflexive Wits + Resolve roll in excess of the number of Health points suffered in order to maintain the Gift. Unconsciousness negates the Gift. The Gift lasts for the duration of the scene, although the character may choose to end the effects early.
Exceptional Success: Wits + Resolve rolls to main- tain the effects of the Gift receive a +1 bonus.

Equipment

High-Performance PC: (+ 1 to Hacking) (+ 1 to Research)
Athletic Shoes: (+ 1 to Shadowing, Foot Chase, Jumping)
Nondescript Clothing: (+ 1 to Shadowing)
Library Card: (+ 1 to Research)
Broadband Internet: (+ 1 to Research) (+ 1 to Solving Enigmas)
Keystroke Logger
Wi-Fi Sniffer

Combat

Combat Knife (1(L) Damage, 1/S Size)
NAA Black Widow Revolver (1 Damage, 2/5/10 Range, 5 Clip, 0/P Size, 1 Strength)

Auspice Ability

Pathfinder’s Sense: pg. 83
Automatic: +2 on rolls to look from one world to the next, to perceive ephemeral spirits or to determine in which direction a locus lies while within its area of influence

Bio:

Childhood

Martin Smith (or Marty, as his “father” calls him) was adopted when he was six years old. Before that time, he was in the care of a large foster family. He was never made aware of how he came to arrive there as an infant. He never cared enough to ask. Other children were not kind to him, nor was he to them. He was very antisocial up to that time, which was only apparent when with others of his own age.

The couple that came in to adopt him was very observant, but very forgiving. They could see he was having trouble, but were not concerned. On the contrary, they could see how smart Martin was. They could see his mind at work. By the end of that day, he had a new home and a new last name. He didn’t quite warm up to them. Though, he was at once calm and collected around them.

His parents tried to keep him enrolled in school. However, it was evident he was having trouble with the other kids. He didn’t have friends, and often expressed his frustration with classmates by staging “demonstrations” that highlighted their faults. Nearly every other day, his parents were being called in to discuss his behavior. By the end of the second grade, they decided to have him home-schooled.

Education

Martin took very kindly to his teachers. He even seemed to show great respect for them, going above and beyond to please them and earn their mutual respect. He still struggled with others his own age, not spending much time socializing outside of the home. Eventually, he started to find friendships with others. He continued to keep his distance, while growing to overcome his emotions.

He developed an interest in electronics and computers, certainly influenced by his adoptive father, Gus. The man worked as a processor designer in Silicon Valley. There was no shortage of gadgets around the home, which encouraged “Marty” to learn about how they worked. His father was an expert at hardware, but merely functional with software. Marty had to teach himself that part.

His schooling continued through his eighteenth birthday, after which he earned his GED. His high scores on proficiency exams accompanied by his father’s reputation allowed entry into the Computer Science and Mathematics programs at MIT. By the age of twenty-four, he had earned a dual Bachelor’s degree in both areas plus a Master’s degree in Computer Science.

Employment

Martin was faced with countless offers for employment at the end of his college career. Having spent most of his life in Silicon Valley, not once being in want, he decided he needed to experience another area. He still felt drawn to home, but accepted an offer at a small software company in Seattle. It was an independent group of only a dozen developers, most of whom seemed as socially restrained as himself.

The Present

He feels at ease with himself, for the most part. His peers are acceptably distant, but very much friendly and familiar. With it being away from home, on his own, he feels the burden of his emotions breathing through him on a more regular basis. He tries to find his calm, most successfully when buried in code, focusing some vague aggression on the challenge of developing software.

He is now twenty-six years old, increasingly successful, equally intelligent, and utterly alone.

Martin Smith

Werewolf Seattle Game SubjectEgo