John Wulf does not have a home World despite completing 9 Contracts. They should not play in any Contracts until they have a home.
A 5-Victory Novice Contractor played by jwesley123 as a Free Agent
They are 25 years old, and often appears as Man with a wearing sweatpants and sweatshirt.
Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and World leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained. For example, lycanthropy may be contagious in one World, but not another.
Circumstances describe your Contractor's situation in various Worlds.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
John Wulf fears the beast inside of him more then anyone else. When the full moon appears he feels compulsed to change and when he feels his life is in danger he can choose to full shift to a predator.
Exert your Mind and spend an Action transforming into . You must spend up to 30 minutes in your alternate form. You may end your transformation at will.
You have access to all of your Powers when you are . Restricting other powers to your alternate form is a valid use of the Conditional drawback. Your Battle Scars are still present in your Alternate Form.
He has learned to use his hardened nails and hands hardened by years of farming and the beast within him
Passive, always in effect. You have access to the functionality of hatchet, axe, sickle, pitchfork, spade, hoe, pickaxe (a specific category of Device chosen at Power creation). Note that this covers the functionality of the tools and does not grant you the tools as objects themselves. You cannot use this Power to satisfy the requirements of the Focus Drawback.
This power can only replace mundane tools. As a rule of thumb, this power should not replace more tools than one could carry in a toolchest. It may not replace weapons by default (though certain tools can be used as makeshift weapons with normal effectiveness).
John Henry can now communicate with non-garou and can communicate with anyone he knows. He speaks into a potatato and it vanishes into the aether sending his message through the umbra.
Spend an Action and Exert your Mind to send a message to a target within 10 miles. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
The message can be no more complicated than a multi-page letter or long email. The message can only be seen/heard/read/felt by the intended recipient, but you must share a language.
This Gift emulates the power of one of the Fianna’s legendary enemies. One of the Garou’s eyes glows a livid red color, and all enemies caught in his gaze are stricken with pain. A pain-spirit gives him this gift by ripping his right eye out and placing a glass eye his mama made for him as offering that the spirit placed in his eye growing spikes latching in place.
Spend an Action, Exert your Mind, choose a target within 300 feet, and roll Perception + Occult6. The target may defend by rolling Mind, Difficulty 6 as a Free Action. Difficulty
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 2.The target's Armor is Reduced to 1/2, rounded up.
His Mama makes him Talens that he brings on missions
Exert your mind and spend 1 Minute applying a disguise. You may alter your physical appearance, not including clothes, to one that has a similar sex, weight, age, race, and height. Lasts one hour or until you choose to end the effect.
A disguise cannot affect your Attributes or other stats.
Passive, always in effect. Can only be taken for senses that are already affected by the Acute Sense Asset.
Light overalls A roary made of a large wolf tooth
*Sledgehammer *A 5 pound bag of potatos * A wrench set * a craftsman tool set his daddy bought him when he was 13
Artifacts are GM-created objects and equipment.
Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained.
5 Victories - 3 Losses
Remaining: 8 Exp. (Earned: 195 - Spent: 187)
Don’t bring werewolf to Forest
C'mon children make a shield wall
Full Moon Fever!
Rite of Waxing!