Post by Seniade on Nov 17, 2015 17:09:42 GMT
Name: Benjamin Lucas
Gender: Male
Player: Seniade
Chronicle: Birmingham by Night
Breed: Homid
Auspice: Philodox
Tribe: Glass Walkers
Pack Name: Guardians of Beormingas
Pack Totem: Cockroach
Concept: Modern Warrior
ATTRIBUTES
Physical
Strength: 4
Dexterity: 4
Stamina: 3 (2 base + 1 from 5/15 freebie points)
Social
Charisma: 3 (2 base + 1 from 5/15 freebie points)
Manipulation: 2
Appearance: 2
Mental
Perception: 3 (2 base + 1 from 5/15 freebie points)
Intelligence: 3
Wits: 3
ABILITIES
Talents
Alertness: 2
Athletics: 2
Brawl: 3
Empathy:
Expression:
Intimidation:
Leadership: 3
Primal-Urge: 3
Streetwise:
Subterfuge:
Skills
Animal Ken:
Crafts:
Drive: 2
Etiquette: 1
Firearms:
Larceny:
Melee: 2
Performance:
Security:
Stealth:
Survival:
Knowledges
Academics: 1
Computer: 3
Enigmas:
Investigation:
Law:
Medicine:
Occult:
Rituals: 3
Science:
Technology: 2
ADVANTAGES
Gift (Breed): City Running - Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as "Climb Like an Ape." It is taught by an ancestor-spirit or an urban city-spirit.
System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.
Gift (Auspice): Scent of the True Form - The Philodox is able to scent the truth of those she meets, literally sniffing out an individual's true form. A vulture-spirit teaches this Gift.
System: The Garou can smell Kinfolk or a fellow werewolf automatically; pre-Change werewolves smell like Kin. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren't automatically recognized: A Philodox that has never encountered any Rokea might not immediately recognize the scent she detects as "wereshark."
Gift (Tribe): Persuasion - This Gift imbues a homid'’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
Backgrounds
Allies - 3 - Three allies, one of whom is quite influential (newspaper editor, local philanthropist). (Allies are mortals who support and help you -- family, friends, or even organizations that are friendly to you. Some allies have useful skills -- doctors, hackers, and soldiers, for example -- while others have community influence, with contacts or resources they can use on your behalf. Although allies aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they can only ignore so many of their own concerns for the sake of your relationship. Except in special circumstances, your allies don't usually know you are a werewolf (that knowledge would probably alter the relationship for the worse), but they may know that you have contacts and skills that most people don't, and they will come to you for favors. After all, friends help each other out, right? You've got a closer relationship with your allies than with contacts -- they're your friends, and they'll listen to you. Convincing your fishing buddy that a local refinery is spilling toxins into a major fishery can do wonders for your cause when he's an aide in the governor's office. Of course, just as your allies are more loyal and directly useful than your contacts, they can also require more in return. But you'd help your buddies out, right? You should work out who your allies are at the beginning of the game, as well as how you know them. Maybe they're old brothers-in-arms or friends from a local environmental society. Maybe (if your Allies rating is 5) you're an old hunting buddy of the governor. Allies may be pooled among a pack.)
Kinfolk - 2 - Five Kinfolk (Kinfolk are otherwise normal humans and wolves who descended from Garou without inheriting their spiritual duty. Through this Background you are in contact with a number of Kinfolk. While Kinfolk are normal members of their species in most respects, they are immune to the Delirium, giving them the dubious advantage of looking upon a Crinos-form werewolf. They know that you are Garou, and they are willing to help you however they can, although most are not in positions of power (such people are considered Allies). Networks of Kinfolk are a valuable way for werewolves to deal with the human world without risking frenzy or discovery. Some Kinfolk may be related to you directly, while others are contacts you have made through your sept. Kinfolk may be pooled among a pack.)
FINAL TOUCHES
Renown: 3 Honor (Philodox, Half Moon)
Rage: 3 (Philodox, Half Moon)
Gnosis: 1 (Homid)
Willpower: 3 (Glass Walker)
Rank: 1 (Cliath)
Forms
Homid: The Human (Natural State)
Statistics Adjustment: None
Shift Difficulty: 6
Size: 6' 2", 190 lbs.
Form Description: Essentially a human being, the Homid form allows Garou to move through man's world more or less unseen. Metis and lupus Garou still possess their regenerative abilities and their vulnerability to silver in this form, while homid Garou do not; for them, silver feels uncomfortable, and wounds heal with surprising quickness, but the obviously uncanny effects remain absent. Aside from possible scars or body art, a Homid-form werewolf appears to be a typical person. Even so, this thin disguise still betrays the predatory Beast underneath if you dare to look close enough
Glabro: The Near-Human
Statistics Adjustment: Strength +2, Stamina +2, Manipulation –2, Appearance –1
Shift Difficulty: 7
Size: 6' 8", 380 lbs.
Form Description: In this bestial throwback form, the werewolf looks like an unusually tall, feral, muscular person. A Garou shifting into Glabro essentially doubles (or perhaps triples) his body weight and adds between six inches to a foot onto his normal height. Clothes strain and tear, but do not shred yet. His teeth and nails thicken and sharpen, and while they're not especially powerful, they add to the werewolf's intimidating presence. Hair grows; brows slope; the werewolf's posture hunches with predatory intent. A Glabro werewolf can speak, but not well. Even soft words sound guttural and harsh.
Crinos: The War-Wolf
Statistics Adjustment: Strength +4, Dexterity + 1, Stamina +3, Manipulation –3, Appearance 0
Shift Difficulty: 6
Size: 9' tall, 650 lbs.
Form Description: This living embodiment of Rage combines the most terrible elements of man and wolf. Towering roughly nine feet tall, the slavering Crinos monster features a wolf-like head gigantic fangs and horrific claws; long, powerful arms; thick skin and bones; heavy fur; and a large wolf-tail for balance and body language. Its awful mouth can barely speak human words, though it can bay and howl with deafening eloquence. Though a Crinos werewolf can speak the Garou tongue, its surging Rage reduces most sentiments to kill, Kill, and KILL!
Hispo: The Dire Wolf
Statistics Adjustment: Strength +3, Dexterity +2, Stamina+3 , Manipulation -3
Shift Difficulty: 7
Size: 5'5" at the shoulder, 450 lbs.
Form Description: The primal nightmare of ancient man, a Hispo werewolf recalls the titanic dire wolves that ran wild in the Impergium. Only slightly smaller than Crinos form Garou, the Hispo shape boasts extra-large teeth for additional biting damage. While it can stand briefly on two legs, this form is essentially a four-legged beast. Although it has no hands and cannot speak (save a few words in the Garou tongue), the primal wolf has keen senses and amazing speed. In game terms, a Hispo Garou reduces all Perception-based difficulties by one, adds another die to the usual bite damage, and requires the character to spend a Willpower point to speak a word or two of vaguely comprehensible human speech. Tribal identity may still be obvious in this form, if only from facial features, stance, and the color-patterns of the werewolf's fur.
Lupus: The Wolf
Statistics Adjustment: Strength +1, Dexterity +2, Stamina +2, Manipulation -3
Shift Difficulty: 6
Size: 3' at the shoulder, 120 lbs.
Form Description: To all appearances a large normal wolf, the Lupus form enjoys sharp senses, great speed and endurance, and the ability to slip through the wilderness more or less unseen. Some Garou (especially among the Bone Gnawer tribe) appear more dog-like than wolf-like in this form -- a trait other werewolves despise, although it comes in handy when blending in with man's world. In game terms, a Lupus-form Garou can bite for aggravated damage, but inflicts only lethal damage with his claws. Lupus-breed werewolves inflict only lethal damage with either attack in this shape, and cannot employ their mystic healing powers in Lupus form. Perception-based difficulties, though, are reduced by two, and the wolf-form can run at twice the character's normal human speed. Although it can speak a garbled form of the Garou tongue, this form communicates almost totally through body language and typical wolf vocalizations. The werewolf's tribal identity might seem obvious in the wolf's facial features, posture and fur; all other decorations, however, disappear unless they've been strapped, pierced, or tattooed on the wolf itself.
Flaws/Merits
N/A
Bio: Ben was born to a female that was the Alpha of his pack, who took a human lover in her desire to increase the ranks of her pack. Her human lover was supposed to have been the equivalent of a romp in the sheets after her Caern had been corrupted by her grandfather to the Wyrm, but Celeste kept Steven around after her first born child came along.. Between his mother, his three older brothers and his packmates, Ben grew up with a healthy respect for his kind's traditions as well as the modern age. He and his pack watched as humans entered the age of technology and learned how to use their advanced pieces of equipment, per their own creed in their duty to keeping the balance between man and spirit, loyalty to Gaia and keeping a watchful eye as the Weaver pushed the glass and metal towers up from the earth.
As he and his brothers grew up, they passed their Rites and all successfully made their first Change at the onset of puberty. The pride of their pack, each one of Celeste's offspring were assigned to be Guardians of their fallen Caern and showed the other packs of the sept just how well their work of balance and working within the modern society produced Garou of note. Their assignments were short-lived however when a local lumber company destroyed the section of forest that the sept had chosen to for their Caern. Most of the packs of the sept chose to leave the area, but Celeste was adamant that their duty was to continue the way they would, even without a connection to other packs.
The other packs viewed Celeste's requirement as a betrayal to Gaia, guarding a corrupted Caern and turning toward the forces of the Wyrm, but her pack stood behind her decision. Showing his loyalty to his pack alpha and that he was in full support of her decision, Ben volunteered to be one of the Garou homids sent into the inner part of the city of Birmingham to learn more about what was going on in the supernatural sense as well as trying to preserve the areas outside of the city proper so the garou who were not Glass Walkers could continue to live in their preferred environment. The female Alpha has been whispered to be losing her mind of late, trying to recclaim the lost Caern without a way to push the Wyrm's influence out.
Image
~*~Thank-you Leomarbus!~*~
~*~My First Pretty for him (My work)~*~
Gender: Male
Player: Seniade
Chronicle: Birmingham by Night
Breed: Homid
Auspice: Philodox
Tribe: Glass Walkers
Pack Name: Guardians of Beormingas
Pack Totem: Cockroach
Concept: Modern Warrior
ATTRIBUTES
Physical
Strength: 4
Dexterity: 4
Stamina: 3 (2 base + 1 from 5/15 freebie points)
Social
Charisma: 3 (2 base + 1 from 5/15 freebie points)
Manipulation: 2
Appearance: 2
Mental
Perception: 3 (2 base + 1 from 5/15 freebie points)
Intelligence: 3
Wits: 3
ABILITIES
Talents
Alertness: 2
Athletics: 2
Brawl: 3
Empathy:
Expression:
Intimidation:
Leadership: 3
Primal-Urge: 3
Streetwise:
Subterfuge:
Skills
Animal Ken:
Crafts:
Drive: 2
Etiquette: 1
Firearms:
Larceny:
Melee: 2
Performance:
Security:
Stealth:
Survival:
Knowledges
Academics: 1
Computer: 3
Enigmas:
Investigation:
Law:
Medicine:
Occult:
Rituals: 3
Science:
Technology: 2
ADVANTAGES
Gift (Breed): City Running - Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as "Climb Like an Ape." It is taught by an ancestor-spirit or an urban city-spirit.
System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.
Gift (Auspice): Scent of the True Form - The Philodox is able to scent the truth of those she meets, literally sniffing out an individual's true form. A vulture-spirit teaches this Gift.
System: The Garou can smell Kinfolk or a fellow werewolf automatically; pre-Change werewolves smell like Kin. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren't automatically recognized: A Philodox that has never encountered any Rokea might not immediately recognize the scent she detects as "wereshark."
Gift (Tribe): Persuasion - This Gift imbues a homid'’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
Backgrounds
Allies - 3 - Three allies, one of whom is quite influential (newspaper editor, local philanthropist). (Allies are mortals who support and help you -- family, friends, or even organizations that are friendly to you. Some allies have useful skills -- doctors, hackers, and soldiers, for example -- while others have community influence, with contacts or resources they can use on your behalf. Although allies aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they can only ignore so many of their own concerns for the sake of your relationship. Except in special circumstances, your allies don't usually know you are a werewolf (that knowledge would probably alter the relationship for the worse), but they may know that you have contacts and skills that most people don't, and they will come to you for favors. After all, friends help each other out, right? You've got a closer relationship with your allies than with contacts -- they're your friends, and they'll listen to you. Convincing your fishing buddy that a local refinery is spilling toxins into a major fishery can do wonders for your cause when he's an aide in the governor's office. Of course, just as your allies are more loyal and directly useful than your contacts, they can also require more in return. But you'd help your buddies out, right? You should work out who your allies are at the beginning of the game, as well as how you know them. Maybe they're old brothers-in-arms or friends from a local environmental society. Maybe (if your Allies rating is 5) you're an old hunting buddy of the governor. Allies may be pooled among a pack.)
Kinfolk - 2 - Five Kinfolk (Kinfolk are otherwise normal humans and wolves who descended from Garou without inheriting their spiritual duty. Through this Background you are in contact with a number of Kinfolk. While Kinfolk are normal members of their species in most respects, they are immune to the Delirium, giving them the dubious advantage of looking upon a Crinos-form werewolf. They know that you are Garou, and they are willing to help you however they can, although most are not in positions of power (such people are considered Allies). Networks of Kinfolk are a valuable way for werewolves to deal with the human world without risking frenzy or discovery. Some Kinfolk may be related to you directly, while others are contacts you have made through your sept. Kinfolk may be pooled among a pack.)
FINAL TOUCHES
Renown: 3 Honor (Philodox, Half Moon)
Rage: 3 (Philodox, Half Moon)
Gnosis: 1 (Homid)
Willpower: 3 (Glass Walker)
Rank: 1 (Cliath)
Forms
Homid: The Human (Natural State)
Statistics Adjustment: None
Shift Difficulty: 6
Size: 6' 2", 190 lbs.
Form Description: Essentially a human being, the Homid form allows Garou to move through man's world more or less unseen. Metis and lupus Garou still possess their regenerative abilities and their vulnerability to silver in this form, while homid Garou do not; for them, silver feels uncomfortable, and wounds heal with surprising quickness, but the obviously uncanny effects remain absent. Aside from possible scars or body art, a Homid-form werewolf appears to be a typical person. Even so, this thin disguise still betrays the predatory Beast underneath if you dare to look close enough
Glabro: The Near-Human
Statistics Adjustment: Strength +2, Stamina +2, Manipulation –2, Appearance –1
Shift Difficulty: 7
Size: 6' 8", 380 lbs.
Form Description: In this bestial throwback form, the werewolf looks like an unusually tall, feral, muscular person. A Garou shifting into Glabro essentially doubles (or perhaps triples) his body weight and adds between six inches to a foot onto his normal height. Clothes strain and tear, but do not shred yet. His teeth and nails thicken and sharpen, and while they're not especially powerful, they add to the werewolf's intimidating presence. Hair grows; brows slope; the werewolf's posture hunches with predatory intent. A Glabro werewolf can speak, but not well. Even soft words sound guttural and harsh.
Crinos: The War-Wolf
Statistics Adjustment: Strength +4, Dexterity + 1, Stamina +3, Manipulation –3, Appearance 0
Shift Difficulty: 6
Size: 9' tall, 650 lbs.
Form Description: This living embodiment of Rage combines the most terrible elements of man and wolf. Towering roughly nine feet tall, the slavering Crinos monster features a wolf-like head gigantic fangs and horrific claws; long, powerful arms; thick skin and bones; heavy fur; and a large wolf-tail for balance and body language. Its awful mouth can barely speak human words, though it can bay and howl with deafening eloquence. Though a Crinos werewolf can speak the Garou tongue, its surging Rage reduces most sentiments to kill, Kill, and KILL!
Hispo: The Dire Wolf
Statistics Adjustment: Strength +3, Dexterity +2, Stamina+3 , Manipulation -3
Shift Difficulty: 7
Size: 5'5" at the shoulder, 450 lbs.
Form Description: The primal nightmare of ancient man, a Hispo werewolf recalls the titanic dire wolves that ran wild in the Impergium. Only slightly smaller than Crinos form Garou, the Hispo shape boasts extra-large teeth for additional biting damage. While it can stand briefly on two legs, this form is essentially a four-legged beast. Although it has no hands and cannot speak (save a few words in the Garou tongue), the primal wolf has keen senses and amazing speed. In game terms, a Hispo Garou reduces all Perception-based difficulties by one, adds another die to the usual bite damage, and requires the character to spend a Willpower point to speak a word or two of vaguely comprehensible human speech. Tribal identity may still be obvious in this form, if only from facial features, stance, and the color-patterns of the werewolf's fur.
Lupus: The Wolf
Statistics Adjustment: Strength +1, Dexterity +2, Stamina +2, Manipulation -3
Shift Difficulty: 6
Size: 3' at the shoulder, 120 lbs.
Form Description: To all appearances a large normal wolf, the Lupus form enjoys sharp senses, great speed and endurance, and the ability to slip through the wilderness more or less unseen. Some Garou (especially among the Bone Gnawer tribe) appear more dog-like than wolf-like in this form -- a trait other werewolves despise, although it comes in handy when blending in with man's world. In game terms, a Lupus-form Garou can bite for aggravated damage, but inflicts only lethal damage with his claws. Lupus-breed werewolves inflict only lethal damage with either attack in this shape, and cannot employ their mystic healing powers in Lupus form. Perception-based difficulties, though, are reduced by two, and the wolf-form can run at twice the character's normal human speed. Although it can speak a garbled form of the Garou tongue, this form communicates almost totally through body language and typical wolf vocalizations. The werewolf's tribal identity might seem obvious in the wolf's facial features, posture and fur; all other decorations, however, disappear unless they've been strapped, pierced, or tattooed on the wolf itself.
Flaws/Merits
N/A
Bio: Ben was born to a female that was the Alpha of his pack, who took a human lover in her desire to increase the ranks of her pack. Her human lover was supposed to have been the equivalent of a romp in the sheets after her Caern had been corrupted by her grandfather to the Wyrm, but Celeste kept Steven around after her first born child came along.. Between his mother, his three older brothers and his packmates, Ben grew up with a healthy respect for his kind's traditions as well as the modern age. He and his pack watched as humans entered the age of technology and learned how to use their advanced pieces of equipment, per their own creed in their duty to keeping the balance between man and spirit, loyalty to Gaia and keeping a watchful eye as the Weaver pushed the glass and metal towers up from the earth.
As he and his brothers grew up, they passed their Rites and all successfully made their first Change at the onset of puberty. The pride of their pack, each one of Celeste's offspring were assigned to be Guardians of their fallen Caern and showed the other packs of the sept just how well their work of balance and working within the modern society produced Garou of note. Their assignments were short-lived however when a local lumber company destroyed the section of forest that the sept had chosen to for their Caern. Most of the packs of the sept chose to leave the area, but Celeste was adamant that their duty was to continue the way they would, even without a connection to other packs.
The other packs viewed Celeste's requirement as a betrayal to Gaia, guarding a corrupted Caern and turning toward the forces of the Wyrm, but her pack stood behind her decision. Showing his loyalty to his pack alpha and that he was in full support of her decision, Ben volunteered to be one of the Garou homids sent into the inner part of the city of Birmingham to learn more about what was going on in the supernatural sense as well as trying to preserve the areas outside of the city proper so the garou who were not Glass Walkers could continue to live in their preferred environment. The female Alpha has been whispered to be losing her mind of late, trying to recclaim the lost Caern without a way to push the Wyrm's influence out.
Image
~*~Thank-you Leomarbus!~*~
~*~My First Pretty for him (My work)~*~