Post by Scrammel on Dec 5, 2014 19:21:32 GMT
Name: Issac "Feather-Foot" Smith
Player: NPC
Breed: Corax (Corvid)
Chronicle: Birmingham by Night
Haven: Rafters of Cathedral
Nature: Pedagogue
Demeanour: Anarchist
Tribe: Chasers (Formally)
Concept: Pick-pocket and thief/Secrets pedlar
Pack Name: "Feather-Footed-Shadow"
Crinos
Strength: +1
Dexterity: +1
Stamina: +1
Manipulation: -2
Appearance: 0
Perception: +3
Corvid
Strength: -1
Dexterity: +1
Manipulation: -3
Perception: +4
Attributes
Physical
Strength : 2
Dexterity: 4
Stamina : 3
Social
Charisma: 2
Manipulation : 2
Appearance: 3
Mental
Perception : 3
Intelligence : 3
Wits : 5
Abilities
Talents
Alertness : 4
Athletics : 3
Brawl : 1
Empathy: 2
Expression : 2
Intimidation: 1
Leadership: 0
Primal-Urge: 2
Streetwise (Pick-Pocket): 4
subterfuge: 3
Flight: 4
Skills
Animal Ken: 4
Crafts: 1
Drive : 0
Etiquette: 0
Firearms : 1
Larceny : 3
Melee: 2
Performance: 0
Stealth: 3
Survival: 4
Knowledge
Academics: 1
Computer: 0
Enigmas: 3
Investigation: 2
Law: 1
Medicine : 0
Occult: 2
Rituals: 2
Science : 1
Technology: 1
Gifts
(1) Scent Of The True Form ( Werewolf: The Apocalypse 20th Anniversary Edition -- Page 166 )
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."
(1) Spirit Speech ( Werewolf: The Apocalypse 20th Anniversary Edition -- Page 164 )
This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn't influence spirits' attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.
System: This Gift's effects are permanent.
(1) Truth Of Gaia ( Werewolf: The Apocalypse 20th Anniversary Edition -- Page 166 )
As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty equals the subject's Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn't reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.
Renown
Wisdom: 7
Honor: 1
Glory: 0
Rank 2 (Neocornix)
Backgrounds
Secrets: 4
Umbral Maps: 3
Contacts: 2 (1 Thomas Monk, Nosferatu Loremaster, 2 "Little-Beak", Former Pack brother and long time contact)
Fetish: 3
Spirit Heritage: 2
Rage: 2
Gnosis : 8
Willpower: 4
Merits:
(5) Untamable ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 476 )
You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery.
Flaws :
(1) Conniver ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 480 )
There is no honor among thieves, nor trust among liars. You are known as someone whose word cannot be trusted. Whether earned or not, you have a reputation for deceit and treachery, and you lose one die from all Social rolls involving any extension of trust, truth, or believing your words.
(2) Curiosity ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 477 )
You find mysteries of any sort irresistible. Whether it's a closed drawer, a whispered conversation, or a mysterious light just beyond the trees, you have to know what is going on at all times. Anytime you are presented with the unknown, make a Wits roll or else you must go investigate. The difficulty varies with the roll involved: 5 for simple things ("What is in that storage unit?") and up to 9 for intense circumstances ("I wonder what those fomori are planning. I'd better go listen in. What could possibly go wrong?")
Fetishes:
uPhone
Level Three, Gnosis 8
The Corax claim to have invented this fetish — in
truth, they stole a prototype from a Glass Walker and they
quickly improved upon the design. The fetish is made from
a normal smartphone with a Chimerling bound within.
The uPhone works as a normal smartphone anywhere on
earth, without charging the wereraven for calls or data
use. When activated it can call other uPhones regardless
of distance, even between Umbral realms or across the
Gauntlet.
Phoebe’s Veil
(worn as a necklace in a zip-bag around his neck)
Level Three, Gnosis 7
This fetish is a small, golden pendant in the shape of
a half moon. These fetishes are usually worn around the
neck, held by a strong leather thong. At night, when the
pendant is activated, the wearer vanishes completely for
one minute per success. Neither mundane creatures nor
spirits nor technology may sense her in any way except
touch. The veil remains drawn until the time expires or
the pendant is removed.
To create this fetish, one must bind a Lune, a chameleon-
spirit, a spirit of illusion, or a spirit of shadow into
the pendant.
Yava:
Corax like to talk. A lot. In fact, it is very hard to get them to shut up. It doesn't matter if it's a secret or widely-known information, the Corax are spreading it around freely. The only exception are Corax weaknesses, especially where their aversion to gold is concerned.
Corax are not allergic to silver; they can wear all the silver they want. Instead, they gain aggravated damage from gold. This little secret is something the Corax do their best to hide from everyone.
If it sparkles, we're there. The only thing that draws a Corax more than a secret is a shiny. Just try to keep your wits about you when you come in for a landing, okay? Sparklies are bad-guys' favorite bait for us, so next time you do a power dive to scoop up a dime, take a peek around, even if it's hard [Willpower roll, difficulty 7] to look away.
Player: NPC
Breed: Corax (Corvid)
Chronicle: Birmingham by Night
Haven: Rafters of Cathedral
Nature: Pedagogue
Demeanour: Anarchist
Tribe: Chasers (Formally)
Concept: Pick-pocket and thief/Secrets pedlar
Pack Name: "Feather-Footed-Shadow"
Crinos
Strength: +1
Dexterity: +1
Stamina: +1
Manipulation: -2
Appearance: 0
Perception: +3
Corvid
Strength: -1
Dexterity: +1
Manipulation: -3
Perception: +4
Attributes
Physical
Strength : 2
Dexterity: 4
Stamina : 3
Social
Charisma: 2
Manipulation : 2
Appearance: 3
Mental
Perception : 3
Intelligence : 3
Wits : 5
Abilities
Talents
Alertness : 4
Athletics : 3
Brawl : 1
Empathy: 2
Expression : 2
Intimidation: 1
Leadership: 0
Primal-Urge: 2
Streetwise (Pick-Pocket): 4
subterfuge: 3
Flight: 4
Skills
Animal Ken: 4
Crafts: 1
Drive : 0
Etiquette: 0
Firearms : 1
Larceny : 3
Melee: 2
Performance: 0
Stealth: 3
Survival: 4
Knowledge
Academics: 1
Computer: 0
Enigmas: 3
Investigation: 2
Law: 1
Medicine : 0
Occult: 2
Rituals: 2
Science : 1
Technology: 1
Gifts
(1) Scent Of The True Form ( Werewolf: The Apocalypse 20th Anniversary Edition -- Page 166 )
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."
(1) Spirit Speech ( Werewolf: The Apocalypse 20th Anniversary Edition -- Page 164 )
This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn't influence spirits' attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.
System: This Gift's effects are permanent.
(1) Truth Of Gaia ( Werewolf: The Apocalypse 20th Anniversary Edition -- Page 166 )
As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty equals the subject's Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn't reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.
Renown
Wisdom: 7
Honor: 1
Glory: 0
Rank 2 (Neocornix)
Backgrounds
Secrets: 4
Umbral Maps: 3
Contacts: 2 (1 Thomas Monk, Nosferatu Loremaster, 2 "Little-Beak", Former Pack brother and long time contact)
Fetish: 3
Spirit Heritage: 2
Rage: 2
Gnosis : 8
Willpower: 4
Merits:
(5) Untamable ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 476 )
You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery.
Flaws :
(1) Conniver ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 480 )
There is no honor among thieves, nor trust among liars. You are known as someone whose word cannot be trusted. Whether earned or not, you have a reputation for deceit and treachery, and you lose one die from all Social rolls involving any extension of trust, truth, or believing your words.
(2) Curiosity ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 477 )
You find mysteries of any sort irresistible. Whether it's a closed drawer, a whispered conversation, or a mysterious light just beyond the trees, you have to know what is going on at all times. Anytime you are presented with the unknown, make a Wits roll or else you must go investigate. The difficulty varies with the roll involved: 5 for simple things ("What is in that storage unit?") and up to 9 for intense circumstances ("I wonder what those fomori are planning. I'd better go listen in. What could possibly go wrong?")
Fetishes:
uPhone
Level Three, Gnosis 8
The Corax claim to have invented this fetish — in
truth, they stole a prototype from a Glass Walker and they
quickly improved upon the design. The fetish is made from
a normal smartphone with a Chimerling bound within.
The uPhone works as a normal smartphone anywhere on
earth, without charging the wereraven for calls or data
use. When activated it can call other uPhones regardless
of distance, even between Umbral realms or across the
Gauntlet.
Phoebe’s Veil
(worn as a necklace in a zip-bag around his neck)
Level Three, Gnosis 7
This fetish is a small, golden pendant in the shape of
a half moon. These fetishes are usually worn around the
neck, held by a strong leather thong. At night, when the
pendant is activated, the wearer vanishes completely for
one minute per success. Neither mundane creatures nor
spirits nor technology may sense her in any way except
touch. The veil remains drawn until the time expires or
the pendant is removed.
To create this fetish, one must bind a Lune, a chameleon-
spirit, a spirit of illusion, or a spirit of shadow into
the pendant.
Yava:
Corax like to talk. A lot. In fact, it is very hard to get them to shut up. It doesn't matter if it's a secret or widely-known information, the Corax are spreading it around freely. The only exception are Corax weaknesses, especially where their aversion to gold is concerned.
Corax are not allergic to silver; they can wear all the silver they want. Instead, they gain aggravated damage from gold. This little secret is something the Corax do their best to hide from everyone.
If it sparkles, we're there. The only thing that draws a Corax more than a secret is a shiny. Just try to keep your wits about you when you come in for a landing, okay? Sparklies are bad-guys' favorite bait for us, so next time you do a power dive to scoop up a dime, take a peek around, even if it's hard [Willpower roll, difficulty 7] to look away.