Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)

Started by Caliban, May 03, 2009, 11:45:31 PM

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Caliban

Update: I know I screwed up, and I'm trying to fix things!

Update: Please note the current schedule for scenes I run is: Mondays, Wednesdays, and optionally on weekends, 3pm to midnight Eastern (8pm to 5am GMT)  (There will also be a one-hour break at 6pm Eastern, 11pm GMT).  For scenes run by thesunmaid and/or by ShamshielDF, please contact them or see their posts on the thread.

I'm a glutton for punishment, so I'm starting a third roleplay on the chat: a contemporary supernatural/horror chronicle known as Pulp Scripture.  (My other two are a fantasy game called "Shadows of Terramar" and a currently-on-hold steampunk story known as Perfidious Albion.) The style/genre that I'm aspiring to is the sort of supernatural fiction which Neil Gaiman did in The Sandman and most of his other works, and Mike Carey did in Lucifer.

The game is played on the chat in #WhispersInTheDark for IC conversation and actions, and #WhispersOOC for OOC comments and socializing.

If you are interested in participating, please contact me via PM or IM, and feel free to post a character sheet in this thread (subject to review).  You can find a character "template" (for garou, but easily adapted for other characters) here and a more detailed one here.

I encourage people play whatever type of character they want, as long as it doesn't interfere with the story by either being very unbalanced or by being inappropriate for the genre/setting/style.

Characters can be either humans or supernatural creatures -- almost any character that would be appropriate in a contemporary supernatural/horror story.

I always ask people to play whatever character they will enjoy the most, and I am fine with people bringing in existing characters within reasonable limits.

I am using White Wolf Games' "World of Darkness" setting -- the original one, not the new one.

You can find the core rules for Vampire: The Masquerade online but don't worry about them if you're not familiar; instead just worry about the character's background and personality.

We also have a Garou venue called "Moral Victory" which is currently the largest part of the game.

KEY:
Rating   Description
1           Never present/No content of this type
2           Sometimes present/Minimal (usually player-introduced)
3           Often present/Occasional
4           Usually present/Consistent (available every game)
5           Always present/Focus of the Game


"Pulp Scripture" Chronicle Style Information:
2           Action = Combat and Challenges
3           Character Development = Personal dilemmas and choices
2           Darkness = PC death or corruption
5           Drama = Ceremony and grand story
3           Intrigue = Politics and negotiation
5           Manners = Social etiquette and peer pressure
4           Mystery   = Enigmas and investigation
2           Pace = How fast do stories emerge, develop, and resolve?

In the entire domain there are fewer than a half-dozen NPC Kindred: one each of the Brujah, Gangrel, Nosferatu, Toreador and Ventrue.

The Sabbat have about thirty, not counting shovelheads.

Apparently we have a surfeit of new Tremere and Malkavians coming into town . . .

Obviously the biggest plotline(s) involve the apparent attempts by the Tremere and Malkavians to infiltrate and take over the Domain.  The Prince is known to run things with a very tight fist and the sudden influx of three Tremere and four Malkavians into a domain with only a dozen Kindred to begin with will hardly go unnoticed.  The former claim they are merely there to build up their chantry and deal with the disappearance of their Primogen, while the latter claim it's nothing but a coincidence.  Hogwash!

Player                        Character

Mortals
Cat_Storm                  Alexandra, librarian/archivist
ChaNeko                    Miss Jane Larabee, secretary to Mr Grey
Lust                           Kitty, blood doll
Quistar                       Jeff Johnson, folk singer
VampireJunten          Illiana, Gangrel ghoul

NPCs:
Justin "Pulp" Pope                    Manager and executive chef of the Bourbon Street Bar in Fort Lauderdale

Kindred
Blitz                            Andrea Sinclair (Toreador)
Lord Alexys Zephyria  Álvaro Rosales Salazar de la Fuente, Ventrue ghoul/neonate
Professor Caprion      Teri Ellis, wife of Sarena Ellis, Kiasyd
Shambler                   "Evil Joe," Malkavian
ShamshielDF             Sarena Ellis, Malkavian Elder, Primogen

LARP PCs, now NPCs by proxy:
Caliban                       Mr Grey (Ventrue)
Aeloriah                                    Toreador
William B. "Wild Bill" Williams    Gangrel, sheriff
"Lady Blood"                             Toreador, Keeper of Elysium
"Johnny Reb"                            Brujah
Milton Adams                             Nosferatu
Judas Shore                            Tremere Elder

Werewolves and Kinfolk
(See "Moral Victory" venue information posted later in this thread)

Mages (including Sorcerers and Psychics)
Doktor_Sleepless       Doktor Sleepless (Son of Ether)
Professor Caprion      Professor Caprion (Son of Ether)
TechNinja                  Street-Fightin' Man (Akashic)

Other
Dready                       Dreadwraith (ghost)
Thesunmaid               Penelope "Penny" Dreadful, gothic Fae (Sluagh)
Alysanthia                  Nadia Truewater, lounge singer (Sidhe)

Temporarily on Hold and/or Withdrawn:

Kindred:
Asmariamoon             Tremere Neonate
Charliesariel               Gangrel
Liliana               Tremere Primogen
Lord Drake                 Tremere
Maxsimius                 Malkavian
Mirianna                    Mirianna Sinnindae, Brujah
Neferus_Andolini      Nameless Faceless One, Malkavian Neonate ("Fresh out of the grave.  With that not-so-fresh feeling.  And not-so-fresh smell.")
Precious              Mercy Harding, Tremere
Setsuna                    Malkavian
ShadowSire               Edric "Eddy" Rathmore, Malkavian Neonate
TheHatintheCat       John C. Mars, Malkavian


Others:
Aravol                        Fae lord?
Beatrice Black            Mortal
Farabor                     Trash Compactor (Bone Gnawer)
Indigo                        Mortal
Kazae                       Arcanum scholar
LadySky                    Mortal
Myrleena                    Rosalind Synar, witch, consort of Sarena Ellis
Priscilla              Human
Traycon3                 Human

NPCs:
William B. "Wild Bill" Williams     Gangrel, sheriff
"Lady Blood"                             Toreador, Keeper of Elysium
"Johnny Reb"                            Brujah
Milton Adams                             Nosferatu
Justin "Pulp" Pope                    Manager and executive chef of the Bourbon Street Bar in Fort Lauderdale
Brian Kaplan                             Technomancer
Mr Wolfe                                   Technomancer

Locations:

Owned by Mr Grey:
The Blood-Red Rose (goth club, with a private lounge behind a guarded door, only for Kindred and their guests)
The Spot (emo/goth club)
The Bourbon Street Bar (family restaurant)
DiSardi's European restaurant
Bells, Books & Candles (occult and New Age bookstore)
The Millennium Club (exclusive private club, secretly a front for the New Hellfire Club, a kinky sex club, which is secretly a front for the Council For Defense, a group of benevolent supernaturals, which is secretly a front for . . . )
various shelters including those for the homeless, abused women and children, runaways, single mothers, and animals

Other:
O'Tolley's, a fast food franchise
Star*Mart
The Museum of Sequential Art, Boca Raton, Florida (Elysium)
Rolling Greens Country Club, Palm Beach, Florida (Caern of the Rolling Green, Glass Walker Sept, Chimera Totem)
Caern of the River of Grass (Children of Gaia Sept, Uktena Totem, located in the Florida Everglades)
Maguire's (Kinfolk/Fae bar in Fort Lauderdale where the Minstrels of Mayhem perform)
Sunset Retirement Home (operated by Autumn Health Management Systems)

Useful links:

http://whitewolf.wikia.com/wiki/Main_Page

http://webhaven.oneworldbynight.org/Humor/Glossary.htm

http://malkuthmadness.blogspot.com/

http://pen-paper.net/wod.php

"Rage Across DeathQuaker By Night": Resource lists, house rules, and other fun goodies for White Wolf's World of Darkness Setting

http://wodquickstarts.my100megs.com/VtMcred.html

Here are some adventure ideas; I especially love the crossover with Harry Potter!
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

ShamshielDF

(removed per Caliban's request and moved to PM)
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

TheHatintheCat

Name:John Carter Mars               Nature:Penitent Generation:8
Player:TheHatintheCat                          Demeanor: Architect  Haven:
Chronicle:Pulp Scripture/Moral Victory  Clan:Malkavian        Concept:



John C. Mars is at the human age of 27.  When he was 20 he entered a Christiain Junior College "Christ's Loving Arms" and got a AA in Youth Ministries.  Shortly there after he moved from his small midwest home town to Chicago and started working with a underfunded youth ministry program.
An avid cartoon watcher John enjoy VeggieTales quite a bit both as a youth and then as an adult.

One night while handing out Chick Tracts to some homeless people he encountered a Malkavain, who lured him down a dark alleyway.
After being turned he struggled with both the curse of the Malkavian, and being a tool of the devil.  As he slowly became use to what he was he left Chicago and moved to FL,  and joined a radical fringe church that he could start to slowly take misfits from the conjuration off of their hands; then he started to see himself as a tool of God, and started to hunt down criminals first those connected with the Church, then some in his neighborhood, and now.....



Physical
3
(Strength 2, Dexterity 3, Stamina 1 )

Social
5
(Charisma 3, Manipulation 2, Appearance 3 )

Mental
7
(Perception 2, Intelligence 4, Wits 4).

Abilities: 13/9/5 (cost 2 per dot)
Talent
Brawl 2
Empathy 4
Expression 3
Streetwise 1
Leadership 2

Skills
Drive 2
Etiquette 2
Firearms 2
Performance 3

Knowledge
Academics 2
Computer 1
Medicine 1
Occult 1

Background
Contact 2
Fame 1
Influence 1
Resources 1

3
Clan Disciplines: Auspex 0, Dementation 00, Obfuscate 0, Presence 00
Virtues
Conscience 4 (expressed through his madness though)
Self-Control 3
Humanity 7
Willpower 4

Blood Pool 2


XP Earned: 3
Ons and Offs
A/A UPDATED back as of 2/2018!
Story Ideas

Night Walker

Can I call a spot in this one? I would love to do some V:TM based RP.

ShamshielDF

Would it be possible to maybe get a post of all the house rules?  I'm running into some roadblocks as it seems that all the core rules are there.  Sort of.  All there, all changed in some way.  Just hoping to get some clarification ^_^
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

Night Walker

I'm thinking of making a Ravanos character, would that be alright? And if so, would this setting be pre or post Week of Nightmares?

Caliban

Quote from: Night Walker on May 06, 2009, 08:53:41 PMCan I call a spot in this one? I would love to do some V:TM based RP.
You're certainly welcome to apply!  I want to make sure you realize that I also have a D&D-style fantasy game and a steampunk game, in case you might prefer one of those.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

ShamshielDF

Also, if people wouldn't mind putting a line on their sheets explaining where they spent freebies, that would be phenomenally helpful ^_^
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

Caliban

Quote from: ShamshielDF on May 06, 2009, 09:18:32 PMWould it be possible to maybe get a post of all the house rules?  I'm running into some roadblocks as it seems that all the core rules are there.  Sort of.  All there, all changed in some way.  Just hoping to get some clarification ^_^
Yes, and I'm sorry I didn't think to post this earlier!

Character Creation:  All characters get 15 extra character points at start.  Bonus points can be earned by writing a detailed character history/description (approximately 1 point per 2,000 words, subject to approval).

Dots of generation above 2 (11th) cost an additional 2 points per dot.
For example, Generation 5 (8th) costs 11 points.

Please note that all characters are subject to Storyteller approval.  I want to encourage playing characters who are typical of the World of Darkness.  I also want to encourage people to play mortals (including ghouls, Kinfolk, and other "semi-awakened" or "semi-supernatural" types, including Hunters).

Blood Loss: Draining blood does one level of Lethal damage per point of blood taken.  Please note that, per the rules, mortals heal according to the charts, or even faster if they receive medical attention.

Power versus Power: When two supernatural abilities are used against each other (e.g. Auspex and Obfuscate), I don't use the standard rule of "higher level power always wins."  Instead, the characters roll the appropriate dice pools and add the level of their power as additional successes.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Treena


VAMPIRE: The Masquerade
Name: Ruekana  Nature: Visionary  Sire:Unknown
Player: Treena  Deneanor: Judge:  Generation: 8
Chronicle:  Concept: Concept  Haven:Mansion

Attributes
Physical-
Strength: 2
Dexterity: 2
Stamina: 2

Social-
Charisma: 3
Manipulation: 4
Appereance: 5

Mental-
Perception: 5
Intelligence: 5
Wits: 4

Abilities
Talents-
Acting: 3
Alertness: 4
Empathy: 3
Intimidation: 3

Skills-
Drive: 3
Etiquette: 3
Firearms: 3
Music: 2

Knowledges-
Computer: 3
Linguistics: 2
Medicine: 4
Occult: 3
Science: 5

Advantages
Disciplines-
Auspex: 3
Dominate: 2
Obfuscate: 2

Backgrounds-
Resources: 5
Age: 2
Fame: 3

Virtues-
Conscience: 3
Self-Control: 3
Courage: 5

Other Traits
English
French
Latin

Humanity: 4
Will Power: 8
Blood Pool: 15
Weakness: Begin Unlife with at least One Derangement

Merits & Flaws

Experience
Gained From:
Spent On:

Derangements
Multiple Personality's
One personality is Bi-Polar
Core Belief:
Stage of Development:

Rituals
Name:  Level:

Combat
Weapon:  Diffculty:  Damage:  Conceal:  Range:  Rate:  Clip:
Colt Anaconda  6  6  J  35  2  6
Galil Sniper Rifle 7.62 mm  7  7  N  300  1  25

History
Prelude:
Best Pranks:

Appearance
Age: 600
Apparent Age: 18
Date of Birth: 1405
RIP: 1423
Hair: Red
Eyes: Blue
Race: Cocasion
Nationality: England
Height: 5' 8"
Weight: 110 lbs
Sex:

Expanded Background
Allies:
Influence:
Clan Prestige:
Mentor:
Contacts, Minor:
Contacts, Major:
Resources:
Retainers:
Herd:
Status:

Possessions
Gear (carried):
Equipment (owned):
Feeding Grounds:
Vehicles: Jeep, Ferrai, Corvette, Mini Van

Havens
Location:  Description:

A/A     Ons/Offs     Cravings
Back and open to some rps.
Treena'sWiki

ShamshielDF

One of the previous posts did remind me of a question...Is this before or after Ravnos himself awoke?  In other words, is the clan still around or is it by and large destroyed at this point?
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

Caliban

Quote from: ShamshielDF on May 10, 2009, 10:56:11 AMOne of the previous posts did remind me of a question...Is this before or after Ravnos himself awoke?  In other words, is the clan still around or is it by and large destroyed at this point?
It's mostly gone, courtesy of their Antediluvian's awakening and the fact that he decided to slake his thirst on massive quantities of vampiric Vitae, and summoned his Clan to him for that.  (Hey, apparently the Sabbat were right after all!)

"Week of Nightmares"?  Try more like "Month of Nightmares"!
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Chevalier des Poissons

Name: Evil Joe (José Eduardo Dantas Oliveira Malkavian, a.k.a Zé do Mal)
Player: Chevalier Shambler de Poissons / Battle Shambler
Nature: Bon Vivant:
Demeanor: Comedian
Concept: Comedian

Attributes

Strenght - 3
Dexterity- 3
Stamina - 3
Charisma - 2
Manipulation - 2
Appearance - 2
Perception - 4
Intelligence - 3
Wits - 3

Abilities

Alertness - 4
Athletics - 3
Brawl - 4
Dodge - 2
Empathy - 1
Streetwise - 1
Investigation - 1
Linguistics - 3
Occult - 3
Science - 2
Melee - 2
Stealth - 1
Survival - 2

Disciplines and other things I forgot

Auspex - 3
Dementation - 3
Mentor - 3
Resources - 2
Conscience - 3
Self Control - 2
Courage - 5

Humanity - 4
Willpower - 5
Blood pool - 10

Merits/ Flaws

Danger Sense
Lightsleep
Iron Will


Description:

Joe is always dressing something orange. Always. Also, he has blue eyes and brown short hair. He has the average physic aspects, and he is 6'3'' tall.

Background:

Joe always had to survive by himself, specially as a human. Before he became a vampire, he had only his younger brother to take care. After seeing father's friends turning his back to him and his brother Mike, he learned pretty soon that people don't matter, so he lost most of his consideration for anyone except his younger brother. He tried to resist the hard life with a smile, by being easy-going, but he never had anything to make him stop smiling, therefore he simply became someone seen as not serious.

At the age of 21, Joe became a Malkavian, after going to a party as security  and dancing along the cleaning guy. His embracing was a nightmare and very slow, and torn apart the last thing left of his sanity, making joe obsessive about his favorite color: Orange. Now, as Evil Joe, he faced the fact of having to kill his brother with quite such ease, since he knew that Mike wouldn't survive without him. Things were going well for this Malkavian, since he could use his best skill: survival. No vampire wanted to help him.

Now, Joe arrives on Florida, after being kicked out by the brazilian prince, after calling him 'diaper warrior'.
-I have Maro's heart, and I promise to take good care of it-

A & A

Alysanthia


<Nadia Truewater>

strength 2

maipulation 3

Alertness 3

athletics 2

brawl 2

dodge 2

empathy 3

kenning 3

persusaion 3

streetwise 1

subterfudge 1

crafts 3

drive 1

ettiqutte 4

leadership 1

melee 1

performance 5

stealth 2

computer 2

enigmas 3

greymare 2

investigation 1

linguistics 1
(cajun french)

medicine 1

lores

*changeling 2

*vampire 2

*garou 2

----

Player: <Alysanthia>

Aliases:
* <Deed Name>
* <Other names your char has gone by that are known>

Creature Type: <Sidhe>

Born: <March 4, 1986>

Titles: <Enter title>




Description
----


Regular Appearance:
Nadia stands at five foot 2, with a healthy figure having curves that some women would spend millions to achieve. Her complexion is almost like the color of warm caramel, which radiates as if she had applied several bronzers to her skin. Her lips are plump and look as if begging to be kissed, and when she smiled a small pair of dimples can be seen. She has long chocolate brown hair that has a few natural blonde highlights running through the wavy locks that curl towards the ends. Though it is her eyes which captivate people the most, framed with thick eyelashes Nadia has eyes the color of bright gold that normally appear to shining in the light the color brightening or diming depending on her feelings. 


Fae Appearance:
While not changing much her hair is down past her knees curling around her body as she moves. A slight glimmer can be seen radiating off of her tan complexion, her voice is soft and whimsical with a slight hint of sadness. The scent of honey and vanilla seems to follow her where ever she goes.  She is dressed in a long white gown made of soft silk; silver lace decorates the sleeves and bottom hem of the gown with the pattern of lilacs weaved into the lace. Around her head is a silver circlet with a three small pearls dangling in the center, along with a pair of matching earrings adorn her ears.


Everyday Outfit:
Nadia is hardly seen in the same thing twice, with a love for fashion she sometimes will create her own clothing for a performance. While out and about she can be seen either wearing a nice pair of jeans and a vintage t-shirt or a lovely summer dress depending on the weather, where as if she is heading to a interview she will wear sophisticated clothing suiting her figure and complexion. She can be seen though wearing the colors: red, black, teal, dark green, and sometimes yellow depending on the shade.



Family
----

* <Darian>
* <father-dead>
* <A drug addicted Sidhe forced into the mortal world due, he along with his wife gave up their child in hopes of a better future for her as well as a means of not having to worry about the girl.>


* <Naria>
* <mother-dead>
* <A drug addicted Sidhe that was forced into the mortal world with her husband. She Sold her body in order to help pay for her husband and hers drugs, after the birth of their child she panicked and abandoned the infant at a near-by hospital.>




Common Knowledge
----

* Lives with Penny now and is learning about the fae.
* Can be found performing at local clubs, bars, and pubs.
* Went to art school for a brief period in her life.
*Loves to perform and puts her heart and soul into each song.




Rumors
----

* Wears contacts?
* Is in a relationship with a garou?((put this here just for the fun of it ^.~))
* Lip syncs?




Daily Routine
----

* Works on her performance, or practices a new dance routine.
* Practices her fae magic with Penny.
* Lounges around the house watching reruns of ‘Project Runway’.




History
----
Abandoned by her family at a young age, Nadia has no clue of what she truly is. Her parents where renegade Sidhe, nothing having the ability to care for their young child they were forced to leave her at a hospital and never look back. At first Nadia lived in a orphanage but it was later closed due to low funds and not meeting the health regulations, later she  was shipped off to foster home to foster home during her young life thanks to child services. Never one to stay quiet or let someone take advantage of her, Nadia was subjected to abuse mental and physical.


During one particular foster home, the man in charge of the home enjoyed beating/degrading the children many of times Nadia would protect the smaller kids and take their beatings. Finally after nearly being killed she gained enough courage and walked to the police, bloody and beaten. After that nightmare at the age of 15 she finally found some stability when child protection placed her in a safe and reliable family just outside of the city of New Orleans. The family already had three other children but they happily welcomed Nadia into their make shift family, there she felt safe and secure no longer was she being bounced from home to home.

During high school she mainly focused on theater, glee, and dance line not bothering with any other extra circular activates Nadia tried to hone her vocals and dance. Her instructor saw her potential, and often had Nadia sing the solos at competitions and she won several main roles in theater. After graduating Nadia was offered a scholarship to a performing arts school in Florida, talking it over with her family they decided it would be the best choice for her. The move to the new state was interesting to say the least, once there Nadia found that she did not really fit in with the ‘art school kid’ crowd. To her the lot of them seemed like attention whores and whiny brats, after a few semesters she could no longer take the ‘drama’ of the school and the people.

After finding a small apartment building she began the ever important job hunt, luckily she was able to get hired as a waitress during the day at The Bourbon Street Bar then after a couple of hours of sleep and rest she goes to work shifts at The Blood-Red Rose as a waitress or bartender. Having finally understood that vampires, werewolves and other creatures of the night do in fact exist, Nadia just simple looks at her job like any other except her customers tend to prefer O negative instead of tomato juice when they order a bloody mary.

Luckily for Nadia though, she was found by Penny Anders before her change. The Sluagh helping her though out the ordeal and becoming Nadia's mentor, to her Penny is almost like a mother helping her understand the fae world. Learning that she needed to find a creative job she performed a impromptu song before Mr.Grey, but Nadia is trying to find a permeate job as a singer going out to hand out videos or cd's of her performing at the clubs.

• 23
• Bounced around from foster home to foster home till finally setting in a safe home.
• After a terrible phone call envolving the man that beat her severally and nearly killed Nadia during her childhood.
• First meet Penny during a ‘party’ thrown by Mr.Grey and she was working there.
• With Penny.
• Nadia tries to but understands that life was never normal to begin with.
• Her passion for the arts, as well as the need to prove everyone wrong and make something of her life.


Quotes
----

* “So I’m like Tinker Bell now?”-After learning she was a fae
* “Basicly Garou live to fight, drink and have sex or am I mistaken?”- After witnessing a few to many fights in a pub.



IC Contact Info
----

* Those who are her close friends can call her by her cell phone.
* She can be found at Pennys, in the park, or at a few of the local bars, clubs and pubs.




Soundtrack
----

* Victoria ~ Abney Park (<http://www.youtube.com/watch?v=qQjECK-V6mM>)
* Silent All These Years ~ Tori Amos (<http://www.youtube.com/watch?v=L6LBR38WfuU>)
* Fairies ~ Celtic Women (<http://www.youtube.com/watch?v=Vu_GyfW_AhI>)



OOC Information
------

Player:  Alysanthia

Time Zone:  Eastern

Location:  At my house

Contact Info: 
* E-mail: <PM me for it please>
* Please list LS – Nadia Truewater
* IRC:  Alysanthia
--------------------------------------------------------------------------------------------------------------

saili

physical
strength 1
dexterity 3
stamina 1

social
charisma 2
manipulation 1
appearance 3

mental
perception 3
intelligence 3
wits 1

ablities

kenning 3
empathy 3
alertness 2
greymare 3
lore (changeling) 2
dodge 2


Glamour 6
willpower 4


Powers
Befuddle cost 1 point lasts as long as the chimera is in the precesnce of the person befuddled
(target becomes confused )
enchantment cost 1 point per half hour per unenchanted mortal

Hide cost 1 point  for hideing itself 2 points to hide others..must me with in 3 feet of the chimera hideing them lasts for an hour  per activation.
(works like obfuscate you dissapear from peoples sight and they ignore you)


scuttle 1 point per turn.(move at amazing speeds)

wyrd 1 will power per half hour
(can become solid and affect things in the real world)

teleport 3 points to teleport others short distances.

Caliban

Revised character sheet for "Evil Joe"

Name: Evil Joe (José Eduardo Dantas Oliveira Malkavian, a.k.a Zé do Mal)
Player: Chevalier Shambler de Poissons / Battle Shambler
Nature: Bon Vivant:
Demeanor: Comedian
Concept: Rash Malkavian, obsessed with orange

Attributes (+1 dot = 5 points)

Physical:
Strength- 3
Dexterity- 3
Stamina - 3

Social:
Charisma - 2
Manipulation - 2
Appearance - 2

Mental:
Perception - 4
Intelligence - 3
Wits - 3

Abilities (+2 dots = 4 points)

Alertness - 4
Athletics - 3
Brawl - 4
Dodge - 2
Empathy - 1
Streetwise - 1
Investigation - 1
Linguistics - 3
Occult - 3
Science - 2
Melee - 2
Stealth - 1
Survival - 2

Disciplines (+5 dots = 35 points)
Auspex - 3
Dementation - 3
Obfuscate - 2

Backgrounds:
Mentor - 3
Resources - 2

Virtues:
Conscience - 3
Self Control - 2
Courage - 5

Humanity - 4
Willpower - 5
Blood pool - 10

Merits/ Flaws (8 points)
Danger Sense - 2
Light Sleeper - 2
Iron Will - 3
Eat Food - 1

Net cost =

Description:

Joe is always dressing something orange. Always. Also, he has blue eyes and brown short hair. He has the average physic aspects, and he is 6'3'' tall.

Background:

Joe always had to survive by himself, specially as a human. Before he became a vampire, he had only his younger brother to take care. After seeing father's friends turning his back to him and his brother Mike, he learned pretty soon that people don't matter, so he lost most of his consideration for anyone except his younger brother. He tried to resist the hard life with a smile, by being easy-going, but he never had anything to make him stop smiling, therefore he simply became someone seen as not serious.

At the age of 21, Joe became a Malkavian, after going to a party as security  and dancing along the cleaning guy. His embracing was a nightmare and very slow, and torn apart the last thing left of his sanity, making joe obsessive about his favorite color: Orange. Now, as Evil Joe, he faced the fact of having to kill his brother with quite such ease, since he knew that Mike wouldn't survive without him. Things were going well for this Malkavian, since he could use his best skill: survival. No vampire wanted to help him.

Now, Joe arrives on Florida, after being kicked out by the brazilian prince, after calling him 'diaper warrior'.
[/quote]
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

ShamshielDF

Just as the sun is coming up, Sarena makes her way 'downstairs' in her haven.  Reinforced cement, myriad layers of security, electronic, mundane and mystical, and nestled in the midst of suburbia with a thousand similar homes; hers the only one with a full 'basement', though it doesn't show on the blueprints.

She casually tosses her weapon and bag onto a small stand by the door, glancing around to make certain no alarms are running, no alerts or flashes...nothing has happened while she was out, nothing that requires her attention before her daily death.  She picks up a remote and presses a well worn button, turning the projector on and running a live feed from TV Tokyo.  She wouldn't hear it while she 'slept', but it was part of her little ritual.  She could feel the sun rising slowly, the rays beginning to touch her house as she felt death claiming her for another day.  Feeling the lethargy in her bones she makes her way to the wide pit of bean bag chairs, pillows and other bits of fluff gathered around a ball pit in the center.  With a soft Shinto prayer, she lays on her favorite bean bag and closes her eyes, body going deathly still and temperature falling as her breathing stops, heart slows to a standstill and death takes her again.

For centuries, that had been the end of it.  She would simply awaken again, unaware of the day that had past, taking several moments for everything to orient, waiting for her body to warm, for muscles to return to their normal litheness.  Each year it seemed to take just a little longer for her to wake.  A little harder to convince herself to go out.  Today...something changed.

Sarena sits suddenly, heart racing suddenly and panting, a cold bloodsweat broken across her brow the moment the light of the sun is gone from the sky.  She closes her eyes again, seeing the images again, flit as fast as thought through her mind again.

Sitting atop a carriage, racing through the night, drawn by four black stallions...a look back and seeing the sky an even darker black save for a bright light over a city and the crackle of lightning.  A sword in hand, covered in blood.

A mountain, on a trail, the moon obscured by alpine wood, rain slick stones beneath feet, running from place to place, knowing something is in the darkness.  Something Else.

A large room in a castle.  A ballroom?  Kindred all about, wearing myriad styles...hard to place...indistinct...court, perhaps?  The prince is irate...something I'd done?  A prank gone awry...the sheriff and scourge died the final death...and laughter?

A ship...a vessel on the sea... a long voyage...again, everything is indistinct...unclear...rampant disease, mortals looking wan and pale...

Another...vague shape in the darkness.  Everything in shades of black, not even grey.  An impression less than a vision, of something there.  Of age and power.  Of something terribly old.  Older than she can comprehend.  Something...smiling?

She shakes her head, cursing softly in ancient tongues, massaging her temples for a moment as she goes over and over the images, feeling them dissipate even as she tries to focus on them.  What was that about?  Were they her memories, trying to resurface?  Were they someone else's?  It didn't...feel right about them being her memories...they were...foreign.  Wrong.  Different.  They weren't hers...but why?

She stumbled out of the mess of pillows and bean bags, stopping in front of a large specialized freezer unit and presses a series of buttons, opening to expose frozen blood.  She pulls one out with tongs and seals the unit again, putting the blood into sink to run warm water over.  After a few moments she collapses into the chair by her computer array, arranged into a Beowulf cluster, and sips on her blood, thinned with concentrated "Hawaiian Punch".  She twirls about in the chair a few times, thinking and getting her blood moving before setting down the mug of blood juice, cracking her knuckles and typing on the elvish keyboard, trying to comment about everything she could remember.  It may not be important, but...one could never be certain.
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

Werewolf

Name: Carl "deadeye" Sinclair
Player: Werewolf(forum) Werewolfy (chat)
Age:31
Nature:Bravo
Demenor: Punishment Gluton
Concept: Hard bitten and Angry Ex military ...until put in his place


Attributes ( 6 /3 /4) (15 freebies spent)

Strength: 4                      Charisma: 2                                               Perception:3
Dex: 3                              Manipulation: 2                                         Intellegence:3
Stam: 3                            Apperance :3 (5 to feral charectors)         Wits:2
Abilities ( 11 /7 /4) (20 freebies spent)

Talents
Alertness: 2                         
Athletics: 3
Brawl:3
Dodge:3
Empathy:0
Expression:0
Intimidation:3
Leadership:1                                                                                     
Streetwise:2
Subterfuge:0

Skills
Animal Ken:1
Crafts:1
Drive:1
Etiquette:1
Firearms:5 (specilization high powered rifle)
Melee:2
Performance:1
Security:0
Stealth:3
Survival:1

Knowledges
Academics:
Computer:
Finance:
Investigation:
Law:1 (garou law)
Linguistics:
Medicine: 1 (battlefield first aid)
Occult:2 (garou and vampire cultures)
Politics:
Science:

Virtues
Conscience:3
Self-Control:2
Courage:4

Willpower: 4 (last freebie spent)

Merits:3 point merit Feral Attraction (supernaturals of a feral nature find his apperance hard to resist..)

Flaws: 3 point flaw Short Fuse (self explanitory)

(prefer background and backstory to be learned in game..) 

Ons and Offs


When is it the rescuer's chance to be rescued?..How long must he wait?..how many nights must the sadness creep into ?....apparently quite a few more now

Fragile Dreams


Name: Nefelimore
Player: Fragile Dreams
Age: 27
Breed: Homid
Auspice: Theurge
Tribe: Black Furies


Attributes(5/7/3)



Strength: 3
Dexterity: 4 (Pretenatural Grace)
Stamina: 2
                     Charisma: 2
Manipulation: 3
Appearance: 4 (Alluring)
                     Perception: 2
Intelligence: 2
Wits: 2



     
Talents
Meditation: 2
Alertness: 2
Athletics: 1
Dodge: 1
                     Skills
Archery: 2 (+2)
Crafts: 2
Drive: 1
Etiqutte: 2
Firearms: 1
Leadership: 2
Melee: 1
Performance: 1
Stealth: 1
                     Knowledges
Rites: 5
Cosmology: 2
Enigmas: 2
Occult: 5
Garou Lore: 1



     
Backgrounds:
Pure Breed: 5
Fetish: 6
Ancestors: 5
Rites: 5
Totem: 5
                     Gifts:
Persuasion
Mother's Touch
Spirit Speech
Sense Wyrm
                     Rage: 2
Gnosis: 3
Willpower: 3








Fetishes: Bow of Artemis ~ Level 3, Gnosis 7, Strength +4 Aggravated damage. Archery +2/Damage +2
Sacred Labrys ~ Level 3, Gnosis 7, Strength +4 Aggravated damage. (War spirit bound)




Points unspent: 5

[tr]
[td]
[/td]
[/tr]
[/table]

Caliban

[This is based on an actual entity which relocated to New York several years ago; in my chronicle's version of the World of Darkness it is still located in the arts district of Boca Raton, and also more elaborate than it was in reality.]

http://en.wikipedia.org/wiki/National_Cartoon_Museum
http://en.wikipedia.org/wiki/Museum_of_Comic_and_Cartoon_Art

The Museum of Sequential Art is located in the arts district of downtown Boca Raton, Florida, in a building constructed of rough-textured stone and coral blocks.  The building is approximately 150 feet square with three levels above ground.  The two upper stories are devoted entirely to storage rooms except for a few offices on the middle level.

The museum has rather elaborate security precautions; one might even call them borderline-paranoid.  The official reason is that there is so much valuable original artwork present; the unofficial reason is that the insurance companies demand the security.  The real reason is that it's a major Elysium where the local Kindred gather at least once a month.

There is one entrance in the middle of each wall and in each corner of the building; all these are plain, windowless steel fire doors with both a regular lock, a deadbolt, and an electronic keypad.  As fire doors, they can be opened freely from the inside, but this will trigger an alarm if the keypad is not used.

The exception is the main entrance in the middle of the front wall; this is a set of bulletproof glass double doors with the same sort of locks, but they are left unlocked during the museum's operating hours.  Each entrance is also covered by video cameras, and additional cameras are mounted on the street lights in the parking lot which surrounds the building, so the entire area is covered.  Normally the cameras are watched by a single pair of bored security guards, and another pair of guards stroll the building's interior during the hours that it's open.  Of course there is also a security system which will trigger an alarm in the guard office of the museum and also the guard company's own office if any door is opened without authorization; after one minute, unless a security code is entered, the alarm will also sound in the building itself (during the day) and in the local police station.

Security procedures are even tighter during gatherings at the Elysium, which are officially advertised as "private parties for major donors."  (Since the museum also holds *real* fundraising parties, this is an effective cover.)  A pair of guards is stationed at the front door, another pair at the gate to the parking lot, and one on each corner of the rooftop, for a total of eight, plus two more who can relieve or reinforce any of the others.  The guards at the gate and the front door will check the ID of any visitor against the guest list on their clipboards, and even if it matches they will call ahead to get approval before opening the gate or door.

Finally, the sheriff (William B. "Wild Bill" Williams, Gangrel ancilla, with Auspex 2) and either a Tremere or Malkavian will be at the front door in order to verify the identity of each known visitor, and to make sure any new visitors are not Sabbat infiltrators or other troublemakers.  Lady Blood, the Toreador Primogen, is Keeper of Elysium and the particular patron of the museum.

Inside, the museum is filled with original comic artwork including political cartoons, comic strips, and comic books, plus anime and manga from Japan.  Lady Blood donates several signed copies of every new issue of her independent comic book.  It also contains a gallery of portrait-sized original artwork from a unique new version of the Tarot deck, commissioned by Mr Grey.

The internal layout of the museum is very simple.  There are two long hallways that run from the middle of one side to the middle of the other.  Along the sides of each hall are open doorways into various galleries.  Each gallery has an exit door which is normally kept locked; it leads to another set of hallways which have storage rooms along their length.  Basically, the floor plan looks like a Cross of Jerusalem.

The center of the ground floor has a large lounge which is used to host gatherings.

In addition to security against intruders, the museum also has a very powerful anti-fire system.  Every room is equipped with motion, sound, light, heat, and smoke detectors, as well as security cameras.  If any of these detectors are triggered, it alerts the guards by sounding alarms as described above.  Also, if the heat or smoke detectors are activated, the fire extinguishers in the ceiling of that room are also activated.  Of course all the walls and doors in the building are fireproof, and there are manual fire extinguishers at many locations.

The exhibits in the museum include one on "Powerful Womyn throughout Herstory."  This The exhibit includes several Wonder Woman comics, as well as Wonder Womyn Comix (an underground parody/pastiche version), and other items including every issue of Lady Blood of course -- and a sacred Labrys belonging to the ancient priestesses of Artemis.  There is an exhibit about bull-priestesses in ancient Crete; apparently they wore corsets and long skirts but their breasts were bare, and they had sex with bulls and bred minotaurs . . .  The Cretan bull-priestess exhibit also has a bunch of weapons including an enormous bow, a double-headed axe, some spears, and some primitive-looking swords and shields and helmets. It also has a copy of Robert Graves' The White Goddess and Hercules, My Shipmate.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

http://thisisindexed.com/wp-content/uploads/2010/01/card2359.jpg

KEY:
Rating   Description
1           Never present/No content of this type
2           Sometimes present/Minimal (usually player-introduced)
3           Often present/Occasional
4           Usually present/Consistent (available every game)
5           Always present/Focus of the Game


"Pulp Scripture" Chronicle Style Information:
2           Action = Combat and Challenges
5           Character Development = Personal dilemmas and choices
2           Darkness = PC death or corruption
3           Drama = Ceremony and grand story
3           Intrigue = Politics and negotiation
3           Manners = Social etiquette and peer pressure
4           Mystery   = Enigmas and investigation
2           Pace = How fast do stories emerge, develop, and resolve?

PLOTLINES
Moral Victory is even more about mysteries, secrets, puzzles and enigmas than Pulp Scripture is.  Examples include:
1. Bone Gnawers versus Glass Walkers for control of the city caern.
2. Uktena versus Children of Gaia versus Shadow Lords for control of the Everglades caern.
3. What is the totem of the city caern?
4. Why is there a Silent Strider spirit in the middle of the gambling casino run by the Uktena kinfolk?
5. Why did the spirit tell the Uktena theurge cub to "Find the Silent Strider kinfolk who is not a kinfolk, the Stargazer theurge who not a Stargazer, and the pipe which is not a pipe"?
6. What have the BSD been up to since their local Hive got destroyed five years ago?
7. Why are two Level 3 caerns guarded by only a handful of Garou each?
8. Save the children, save the world.

CHARACTERS
Players who are new to playing Werewolf: The Apocalypse should create characters who are Homid and either Kinfolk or Rank 0 (Cub).  Players who are experienced with the game may create characters who are Rank 1 (Cliath).

CONCEPT
Players should create characters that will generally fall into one of the following classifications:

   1. Kinfolk or other mortals (including "semi-Awakened" types such as Kinain, Ghouls, or Fomori).

   2. Characters that have just gone through their First Change or will go through it in game, probably unaware of the supernatural world.  If they are from this area, they probably belong to one of the Tribes appropriate for South Florida.  The primary Tribes in the area are the Bone Gnawers, Children of Gaia, Glass Walkers, and Uktena.  (The only other Tribe with more than one known Garou or Kinfolk in the area are the Fianna.)

   3. Characters that have come in from outside of the area for their own purposes, such as claiming unclaimed territory, challenging for leadership, or investigating the rumors about South Florida.   Characters from outside may be from any of the Twelve Tribes.

CHARACTER POINTS
Characters should be created as beginning characters per the core rulebook: Kinfolk and pre-Change cubs are 6/4/3  11/7/4, cubs and Cliath are 7/5/3  13/9/5, and each character receives 5 points of Backgrounds as well as Willpower, Gnosis, and Rage according to their Tribe, Breed, and Auspice.

Characters also receive extra "free" character points depending on Auspice (10 for Ahroun, 11 for Galliard, 12 for Philodox, 13 for Theurge, 14 for Ragabash, 15 for Kinfolk) in addition to the standard amount (15 for Garou, 21 for Kinfolk) listed in the rulebook.

THE CURSE
Because the Moral Victory chronicle usually involves a relatively high amount of interaction with normal human society, we highly recommend NOT buying any additional Rage.

SETTING
The unofficial "Protectorate of South Florida" encompasses Miami-Dade, Broward, Palm Beach, and Monroe Counties: the area south of Jupiter Inlet, stretching west to the middle of the Seminoles' "River of Grass" (the Everglades).  There are two known Caerns: the Sept of the River of Grass (Level 3 Uktena Caern of Enigmas) in the Everglades, and the Sept of Rolling Green (Level 3 Tortoise Caern) at Rolling Greens Country Club in Palm Beach.  There are several other areas which ought to be Caerns but are not possessed by the Garou -- yet.  These include the Miami Circle, the Coral Castle, and the Crystal Cathedral (Coral Ridge Presbyterian Church).  However, there are barely enough Garou to hold and maintain the two current Caerns, much less try to do anything with the other ones.

   The River of Grass Caern is located close to the Seminole reservation and the majority of both Garou and Kinfolk are Seminole Uktena, and the Caern totem is Uktena.  However, the Alpha and Beta of the Sept are Children of Gaia who "hold the Caern as a sacred trust" on behalf of the Uktena.  In return, the Bane Tenders are more than happy to let the "crazy white women" do all the hard work of official Garou business, including teaching the cubs and dealing with other Septs, while they perform their rituals to make sure What Lies Beneath remains dormant, and also conduct less-wholesome activities such as trying to steal secrets from the Tremere, and binding Banes into fetishes and/or steal their Gnosis.  (The Children of Gaia convinced them it's wrong to bind a spirit against its will, but the Uktena figure that doesn't apply to Banes.)

   The Caern of Rolling Green is composed of Glass Walkers and Bone Gnawers; obviously the Glass Walkers and their Kinfolk are the members of the country club, while the Bone Gnawers and their Kin are merely the employees -- caddies, waiters, groundskeepers, etc.  The Caern used to be controlled by Silver Fangs until the Glass Walkers challenged them for leadership and defeated them in a golf tournament.  The Alpha and Beta are Retires-in-Style and his wife Smashes-the-Glass-Ceiling, who were both up-and-coming young Garou before they had a Metis (the PC Surfs-the-Web).  They have been exiled to the backwater of South Florida where Retires-in-Style spends most of his time drinking.  In reality almost all the work and decision-making at the Caern is done by the Bone Gnawers, while Retires is happy to be just a figurehead.

   The only other Tribe to have a significant presence in South Florida besides the Uktena, Children of Gaia, Bone Gnawers, and Glass Walkers are the Fianna, who tend to hang out at McGuire's Pub, which is also frequented by Fae.  There is also a clutch of Mokole in the Everglades, but that's a secret held by the Uktena Elders.

   The primary concern of the two Septs is maintaining the integrity of the two Caerns, including performing the necessary rituals; this is difficult because there are only about twenty-two full-blooded Garou in the entire protectorate.  The second issue is their treaty with the local leeches in the north part of the Protectorate (i.e. the Camarilla), and their alliance against their joint enemies (the BSD and Sabbat) in Miami-Dade.  The only other significant political issue is the PB 5 Silver Fang "princess" whom the Children of Gaia have been raising since she was rescued from the BSD Hive almost four years ago.  Besides fighting the Sabbat and Fomori, the Garou also help support homeless shelters for Bone Gnawer kinfolk and others.

       The current population of the protectorate includes six Ahroun, two Galliards, five Philodox, seven Theurges, and six Ragabash:

Black Furies: Amazon Judy (Ahroun), Nefelimore (Theurge), Sybil (Theurge)
Bone Gnawers: Old Joe (Philodox), Auntie Bellum (Theurge), Trash Compactor (Ahroun), Raps-the-Litany (Ragabash), Dumpster McDiver (Ragabash), Dave the Barbarian (Ahroun)
Children of Gaia: Judges-Not (Philodox), Suffers-for-Others (Theurge)
Fianna: April "Banshee" O'Hara (Galliard), FreeBadger (Ragabash)
Glass Walkers: Retires-in-Style (Philodox), Smashes-the-Glass-Ceiling (Ahroun), Draws-the-Net (Galliard)
Shadow Lords: Spits-the-Truth (Ragabash), Nadja (Ragabash), Moon Knight (Ahroun)
Silent Strider: Alexander Slayer-of-Legend (Philodox)
Silver Fangs: Austerra (Philodox)
Uktena: Speaks-in-Silence (Theurge), Touches-Evil (Theurge), Howls-at-Luna (Ahroun), Joshua Talltrees (Theurge), William Emberstone (Ahroun)

Werewolves and Kinfolk
FreyaValkyr                Katrinka Frey (Get of Fenris Philodox)
Josietta                      Astrid “Strikes-Swift-in-Fury” Eriksson (Get of Fenris Ahroun)
Quistar                       Joshua "Honors-the-Old-Ways" Talltrees (Uktena Theurge)
ReijiTabibito                Alexander Slayer-of-Legend (Silent Strider Theurge)
Thesunmaid               Sybil Angelis (Black Fury Theurge)
Werewolfy                 Carl Sinclair (Get of Fenris Kinfolk)
Whitelion                   Draws-the-Net (Glass Walker Galliard)

Temporarily inactive, on hold, and/or withdrawn:
Reba                         April O'Hara,  Fianna Galliard
Amazon Judy             Black Fury Ahroun
Shambler                   Moon Knight (Shadow Lord Ahroun)
Black_Box                   William Emberstone (Uktena Ahroun)
Dave the Barbarian    Bone Gnawer Ahroun
Dumpster McDiver      Bone Gnawer Ragabash
Farabor                      Trash Compactor, Bone Gnawer Ahroun
Fragile_Dreams          Persephone Nefelimore (Black Fury Theurge)
FreeBadger                Fianna Ragabash
WoDPlayer                 Nadja (Shadow Lord Ragabash)

NPCs:
Auntie Bellum                           Bone Gnawer Theurge
Judges-Not                               Child of Gaia Philodox
Touches-Evil                              Uktena Theurge, Banesinger
Old Joe                                      Bone Gnawer Philodox
Raps-the-Litany                        Bone Gnawer Ragabash, Gangsta Wannabe
Retires-in-Style                         Glass Walker Philodox
Smashes-the-Glass-Ceiling       Glass Walker Ahroun
Speaks-in-Silence                     Uktena Theurge, Banesinger
Spits-the-Truth                         Shadow Lord Ragabash
Suffers-for-Others                     Child of Gaia Theurge

Visitors (Non-Garou):
Akiko                          Fae (Sidhe)
Thesunmaid               Penelope "Penny" Dreadful, gothic Fae (Sluagh)
Alysanthia                  Nadia Truewater, lounge singer (Sidhe)
ShamshielDF              Sarena Ellis, leech (Malkavian)
Xaphan                      "Fallen Angel"
Quistar                       Jeff Johnson, folk singer
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

1. Who -- or rather what -- is Jeff Johnson?
2. How did the Sabbat get a tunnel straight into the Elysium?
3. Is Mr Grey serious about commanding an army of werewolves?
4. Why is everybody in South Florida acting so crazy?
This includes "Why are there so many Malkavians here -- possibly more than everyone else put together?" "What are you talking about, getting along with werewolves? Everyone knows werewolves kill vampires on sight!"  "Why does the Ventrue prince act so freaking weird? Has he been infected by the Malkavians or something?"

There are also other, non-mystery plotlines including the Midnight Circus and the Right Hand of Death, and . . .

* RIDDLE ME THIS, OR SOMETHING SPHINX SOMETHING AWFUL
* RITE OF PASSAGE, AND PASSAGE, AND PASSAGE...
* THE FRIEND OF THE ENEMY OF MY ENEMY
* STREET FIGHTIN' MAN
* BILLY JOE BARRABBAS AND THE BLUE-COLLAR MAGERY TOUR
* HELL HATH NO FURY
* RAGE ACROSS THE HEAVENS OF SOUTH FLORIDA
* CARN/EVIL
* BETWEEN A ROCK AND A HARD ROCK PLACE
* O'TOLLEY'S
* SUNSET HOMES

"Moscow’s Stray Dogs"
By Susanne Sternthal
Financial Times January 16 2010 00:04
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

#21
SPIRITS OF THE PROTECTORATE OF SOUTH FLORIDA:

Chimera's Brood:
Aralin (spirits of Wisdom, resemble angelic maidens)
Belstui (Rage 1, Gnosis 8, Willpower 3, Essence 12, Power 25; resemble the stereotype of a wizard, i.e. old man with white beard and a staff, but only 3' tall; Spits-the-Truth calls them "underpants gnomes")
Dream Ravens

City Spirits:
Ambulance Chaser
Bloody Mary
Cellular Sparrow
Legal-spirit
Packrat
Recycling Spirit
Snare Spirit
Urban Will-O-Wisp
Wireless Rat

  Cockroach's Brood:
Clashing Boom-Boom
Cockroach Jaggling
Easy Credit
Gremlin
Guardians of the GatesKilakac'n
O'Mighty Dollar
Scab Birds

  Enigmatic Spirits:
Chimerling
Curiosus
Deer of Cernunnos
Engling
Sekrana, The
Shiafleenax

Epiphlings
Gafflings

Grandfather Thunder's Brood:
Pain Spirits
Rogue Ravens
Stormcrows

Guardian Spirits
Jagglings
Minion
Naturae
Other

Owl's Brood:
Owl
Sphinx

Paradox

Pegasus' Brood:
Panther (Florida Black)

Preceptor:
The Trickster

  Rat's Brood:
American Dream
Crow
Great Trash Heap
Raccoon (Player's Guide)
Rat Gaffling

Stag's Brood:
American Dream
Raccoon

Uktena's Brood
Frog
Uktena Gaffling

Unicorn's Brood

Weaver Spirits
Wyrm Spirits (Banes)
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Lust

Name: Kitten Soloviture  
Nick:Mr. Grey's Pet
Age:18
Eye color:Green
Hair color:Dark strawberry blond 
Height: 5'2
Weight: 90lbs

Nature: Masochist   Demeanor: Perfectionist  Belongs to:Mr. Grey

Attributes
Strength: 1
Dexterity: 2
Stamina: 4
Charisma: 2
Manipulation: 1
Appearance: 4
Perception: 1
Intelligence: 3
Wits: 2

Abilities
Alertness: 4
Athletics: 2
Brawl: 1
Dodge: 1
Empathy: 2
Subterfuge: 1
Animal Ken: 2
Crafts: 4
Etiquette: 1

Crafts: 4
Etiquette: 1

Knowledges
Computer: 2
Law: 1
Medicine: 1

Backgrounds
Contacts: 1
Resources: 1
Conscience: 4
Courage: 1
Self-Control: 4

Humanity: 8

Willpower: 7

Merits/Flaws (3 point net cost)
Potent Blood  -3 points
Fountain of Life  8 points
Romantic Notions -2 points



Kitten was never the strongest of people at a young age. She was often picked on and had no idea what to do. Her family was not the best of support at times for it was her being the parent and them being the kids. Luckily, when she turned eighteen and graduated high-school, she received her cosmetology license and an acceptance to the Art Institute in Florida. Things were looking up for this bright and shy goth girl. With in her first week of moving she received a job as a hair stylist. She was making a good living on receiving eight thousand for pocket money every week.

There was something peculiar about her art work. Though it was amazing and everyone enjoyed it, there was always a darker cast to it. Vampires mainly. She had a bad obsession with vampires and anything really mythological, though vampires were on the top of her list. They showed up in all pieces of her artwork, along with the bookshelves at her apartment. There were shelves and shelves of plain vampire books. Dating from five hundred years ago to present day.

Things got more exciting when her fairy tale creatures came to life. Those wonderful vampires were presented to her by Mr Grey. Which Kitten finds strange since she can not remember anything on their first encounter. All she knows is that he's led her into a world filled with vampires and she's craving more. Though Mr. Grey has claimed Kitten as his 'pet' she doesn't seem to really mind. It's a fairy tale of horror come true. Any true goth's one and only wish! Life could not get anymore interesting than it already has become.

[tr]
[td]
Lust’s Forum RT Updated 4/24/2022
O/O thread updated 4/19/2022
Lust's Discord RT updated 3/24/2022[/td][td]Elipia, a work in progress. updated 4/20/2022
Discord; Lagertha#5562[/td][td] [/td]
[/tr]
[/table]

Caliban

Ms Jane Larabee, Personal Assistant to Mr Grey

[img=http://upload.wikimedia.org/wikipedia/en/c/c7/Alexandra_Cabot_-_SVU.png]

Attributes:
Strength 2, Dexterity 3, Stamina 3
Charisma 4, Manipulation 4, Appearance 3
Perception 4, Intelligence 4, Wits 4

Abilities: Academics 3, Alertness 2, Athletics 1, Awareness 1, Computer 2, Dodge 2, Drive 1, Empathy 3, Etiquette 5, Finance 2, Leadership 1, Linguistics 2, Medicine 1, Occult 2, Subterfuge 4

Backgrounds: Contacts 5, Domitor 3, Resources 2

Virtues: Conscience 2, Courage 3, Self-Control 5
Humanity: 7
Willpower: 5

Merits and Flaws:
Romantic Notions (-2)
Benevolent Domitor (3)

[img=http://www.berkneralumni.com/images/famousalumni/Stephanie_March.jpg]

"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

The Blood-Red Rose is a goth club located in downtown Fort Lauderdale, Florida.

The club is popular and has bouncers for the line out front for crowd control, not checking ID's.  (Characters on the VIP list can skip the line.)  The bouncers at the club all look like Men In Black: black suits, ties and shoes, white shirts, black sunglasses, and Bluetooth earpieces.

Waitresses and female bartenders of the club wear a uniform consisting of a black tuxedo jacket, white dress shirt, black bow tie, and black tights and pumps.  Many also wear a white lace apron and/or a black g-string or thong over their tights to collect tips.

The club itself has two levels.  The ground floor has a bar which (officially) doesn't serve alcohol and so it technically doesn't need to check ID's.  The ground floor of the club is crowded with dancers, many (most?) of whom seem to be underage, at least for drinking.  There is a bar on one side of the dance floor, and the wall on the opposite side is mirrored. 

There are doors in the mirrored wall for restrooms, and some other doors guarded by bouncers.  Occasionally people go in and out of those doors, both staff and customers.  Customers who are curious about that are told (relatively truthfully) that it is a private area reserved for members and their guests.

There is another dance floor on the upper level.  A wide, curving staircase connects the two levels, with a sign saying
YOU MUST BE 21 OR OVER TO BE ON THE SECOND FLOOR
at the bottom of the staircase along with a pair of bouncers.  The upper level has a bar which does serve alcohol openly, and the two bouncers at the bottom of the stairway are supposed to check ID's, but they don't seem to bother.

In order to get to the "private lounge" one enters a guarded door in the mirrored back wall and enters a narrow hallway, then goes down to the second door on the right, although the hallway runs all the way to an exit the back of the building.
The lounge looks remarkably ordinary, at least at first, like a bar in an airport or restaurant.  There is a bar on one side of the room, while the other side looks like a glass wall with booths along it, and some tables and chairs on the carpeted floor between.  Only on second glance does one notice the recliners along the other walls -- the sort of reclining chairs that are used for blood donations.  And the glass wall is the reverse side of the one-way mirrored wall so it looks out on the dance floor, and also into the restrooms.  Mr Grey is nothing if not thorough in providing for the tastes of his guests, no matter how "exotic."

There are other rooms along the hallway; a small office up the hallway contains a folding card table, two folding chairs and a swivel chair, and a metal file cabinet.

It is also possible to reach the club by entering through a door that looks like a service entrance in the back of the building; the entrance -- like the two real service entrances -- has a regular lock, a deadbolt, an electronic keypad, and a security camera, and it is the other end of the narrow hallway.  Despite the multiple security systems, it is probably less trouble to enter that way than to squeeze through the press of dancers on the floor.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

Since we now have an official Changeling venue, please pick a Banality rating for your character.  This should be within one point of the number or range listed for a typical creature of its type:

Average Banality Ratings:
Marauders: 0-2 (average 1)
Childling Fae: 1
Mystics (Verbena, Cult of Ecstasy, Hermetics, Dreamspeakers): 2-4 (average 3)
Fianna; Wildling Fae: 3
Children: 3-5 (average 4)
Red Talons, Uktena, Children of Gaia; Wraiths: 4
True Believers (Nephandi, Celestial Chorus, Akashic Brotherhood, Euthanatos, most Craft wizards): 4-6 (average 5)
Get of Fenris, Black Furies, Wendigo, and Garou otherwise not listed; Grump (i.e. adult) Fae; Drunks and Lunatics: 5
Malkavian, Ravnos, and Kiasyd Vampires; Silver Fangs and Shadow Lords; Demons: 6
Humans: 6-7
Modern Cynics (Sons of Ether, Hollow Ones, Virtual Adepts): 6-8 (average 7)
Glass Walkers, Bone Gnawers, Wyrm Creatures (including Black Spiral Dancers): 7
Mummies: 8
Most Vampires: 8-9
Technocrats 8-10 (average 9)

Kithain can sense someone's exact level of Banality by rolling {Perception+Kenning} difficulty 8.

Banality:
0-1: Banality 0 is the level of the most insane of marauders.

2-4: Insanity, almost child-like immaturity. True, profound belief in imaginary things to the point of hallucinatory response. Marauders typically posess between 0-2 Banality. Fae Wilders (adolescents) begin at banality 3.

5: Borderline insanity for human adults, borderline psychological maturity.  May believe in wild conspiracy theories, have imaginary friends, live in elaborate delusions or rampant paranoia.  Mortals may unknowingly see chimerical objects at this level.  This is also the average level for "Grump" (i.e. adult) Fae.

6: The mindset of a creative artist. Such an artist is poised between mundanity and the maddening call of her muse. Seeing chimerical objects is out of the question without enchantment.

7: The state of mind of the average mortal. Practical, sensical, and cautious. A person at this level of banality keeps extra food in the fridge, cleans his dwelling regularly, rarely stays up past midnight.

8: This is the frame of mind of a "Heavy Sleeper" (i.e. not a Dreamer) or a weak Autumn Person. Truly banal people resist dispair and mistrust by becoming obsessive and anal. Anyone who is not similar is a threat to them.

9: This is the mental state of an Autumn Person. Faeries find that prolonged exposure to this type of individual can actually be physically painful.

10: Humans at this state of Banality lose most of their emotions. THey are oblivious to the joys of life and gain an inscrutable affinity to tedious things. Childhood has been forgotten, love is an impossibility, and only the stupor of intoxication can offer a temporary surcease from the depths of sorrow.
A changeling who gains 10 points of Permanent Banality is in severe risk of being Undone.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

Name: Edward "Eddy" Rathmore, Malkavian Neonate
Player: Shadowsire
Generation: 11

Attributes
Strength - 2      Charisma - 3         Perception - 3
Dexterity - 2      Manipulation - 4   Intelligence - 2
Stamina - 4       Appearance - 2     Wits - 2

Abilities
Alertness 2
Athletics 1
Brawl 1
Dodge 2
Etiquette
Intimidation 2
Leadership 1
Streetwise 1
Subterfuge 2
Survival 1

Animal Ken
Craft
Drive 1
Etiquette
Firearms 1
Melee 1
Performance
Security 1
Stealth 1
Survival 2

Academics 1
Computer 1
Finance
Investigation 1
Law
Linguistics
Medicine 2
Occult 2
Politics
Science

Backgrounds
Contacts 1
Fame 1
Resources 2
Status 1

Virtues
Conscience 2
Self-Control 3
Courage 5

Humanity 5
Willpower 5
Banality 6

Disciplines
Auspex 2
Dementation 3
Obfuscate 2
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

Name: William B. "Wild Bill" Williams, Gangrel Sheriff
Player: "Glasswalker Dave"
Generation: 11

Attributes
Strength - 3      Charisma - 3         Perception - 4
Dexterity - 4          Manipulation - 2   Intelligence - 2
Stamina - 5       Appearance - 1     Wits - 2

Abilities
Alertness 3
Athletics 1
Brawl 2
Dodge 3
Etiquette 1
Intimidation 1
Leadership
Streetwise 1
Subterfuge 1
Survival 2

Animal Ken 2
Craft
Drive 2
Etiquette
Firearms 2
Melee
Performance
Security 2
Stealth 2
Survival 2

Academics
Computer
Finance
Investigation 3
Law 1
Linguistics
Medicine
Occult 1
Politics 1
Science

Backgrounds
Allies 5
Contacts 5
Resources 1
Status 3 (Feared, Honorable, Loyal)
Influence: Police 5, Street 5, Underworld 5

Virtues
Conscience 3
Self-Control 3
Courage 4

Humanity 6
Willpower 8

Disciplines
Animalism 5
Auspex 2
Fortitude 5
Protean 5
Obfuscate 1

Equipment: Sawed-off shotgun (including explosive, armor-piercing, dragonfire, and silver ammunition), two Colt revolvers, "modern cowboy" wardrobe (checked shirts, blue jeans, cowboy boots, fancy silver belt buckle, Stetson hat, string tie), Ford F-series pickup truck with camper shell and a lot of suspicious and illegal equipment (handcuffs, bulletproof vest, M-16, AK-47, incendiary grenades, flash-bang grenades, night-vision goggles, police scanner, body bags, hunting/gutting knives), cell phone with speed dial to the prince, local independent Gangrel, and several Garou.

History: William B. Williams was born in Virginia in 1846.  He fought in the Civil War as a Confederate cavalryman, and after the war, like many ex-rebels, headed west to become a cowboy.  He had a relatively typical existence until he was Embraced by a wandering Gangrel around 1876, and he wandered the world -- or at least North America -- for over a century after that.  Eventually he ended up in South Florida as the Sheriff to the Prince.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)


Black Box



Player: Black_Box
Character name: William Emberstone
Age: 21
Chronicle: #Pulpscripture
Breed: Homid
Auspice: Ahroun
Tribe: Uktena
Concept:

Atributes
Strength 4
Dexterity 3
Stamina  3
Charisma 2
Manipulation 2
Appearance 3
Perception 3
Intelligence 2
Wits 2

Abilities
Alertness 2
Athletics 2
Brawl 2
Dodge 2
Empathy 1
Expression 1
Intimidation 1
Primal-Urge 3
Streetwise 2
Subterfuge 2

Animal Ken 2
Crafts 2
Drive 1
Etiquette 1
Firearms 1
Leadership 0
Melee 1
Performance 0
Stealth 2
Survival 2

Computer 2
Enigmas 0
Investigation 0
Law 0
Linguistics 0
Medicine 1
Occult 0
Politics 0
Rituals 1
Science 0

Background
Allies 2
Contacts 2
Resources 1

Gifts
Persuasion lvl1
Falling Tough lvl1
Shroud lvl1

Renown
Glory 0
Honor 0
Wisdom 0

Rage 5
Gnosis 1
Willpower 5

Background story
William lived a Farly normal life, He grew up in the woods of a little place called River falls South Carolina, He was raised by his mother and his father had left when he was just a baby, from grades 1-5 he got into a lot of fights untill his mother started to scold him and teach him ways to control his anger and the urge to fight, when he was old enough to go out into the woods alone he spent what time he could hiking and learning what he could about the wilds of his home, When he turned 16 he got a job at a computer repair store where her worked till he turned 21 and decided to take a trip to Florida, thats when his life turned upside down and he discovered that he was a Garou.

Junten

Name: Illiana
Player: Junten
Race: Ghoul



Illiana is 17 years old, wearing jeans with a dark blue shirt and she has Brown hair with Amber eyes. She's about 5'1"  ((I will probably add more to the description, but for now... that's better than nothing.))


_________________
Physical

Strength: 2
Dexterity: 3
stamina: 2
_________________
Mental

Perception: 3
Intelligence: 4
Wits: 3
_________________
Social

Charisma: 2
Manipulation: 2
Appreance: 4
_________________
Talents

Alertness 2
Empathy 2
_________________
Skills

Animal Ken 2
Drive 2
Etiquette 1
Firearm 1
Performance 2
Stealth 1
_________________
Knowleges

Computer 2
Investigation 1
Linguistics 1
Medicine 1
Occult 3
Science 1
_________________
Virtues

Consicnce: 4
Selfcontrol 4
Courage 2
_________________
Diciplines

Protean 2
Animalism 0
Fortitude 1
_________________
Merits and Flaws

Unbondable         (6-point Merit)
Romantic Notions   (2-point Flaw)
Fountain of Life   (5-point merit)
_________________
If asked by Caliban:

humanity
willpower 2
bloodpool


Banality level: 7
vampire Lore: 2
Werewolf Lore: 1
Camarilla Lore: 1
Gangrel Lore: 0

Caliban

Scene: Garou "campfire circle" in the middle of the woods, somewhere in southeast Florida. This is a large clearing with a bonfire in the middle.  (Gauntlet rating 5)

All the approaches are watched by guardian spirits, and most of them are also watched by kinfolk as well -- humans in rough outdoor clothing, carrying firearms and hunting knives; most look like Native Americans.  (If you want your character to approach without being detected and challenged, please speak to the Storyteller.)

The campfire circle is technically on the territory of the Seminole Indian reservation, and the easiest way to get there by vehicle is a dirt road from a fenced-off construction site next to the Seminole Hard Rock Casino.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

The Millennium Club is a well-known and exclusive private club for movers and shakers in the city -- and it's also a front for the New Hellfire Club, which is a rather . . . decadent . . . organization; and in turn, the New Hellfire Club is a front for the Council for Defense, an organization of benevolent supernaturals.  (Note: Every supernatural that "Mr Grey" trusts is invited to become a member of the club.)

The Club has an imposing granite edifice downtown, looking like a bank or a government office. There are two bouncers in tuxedos at the door, as well as a doorman (who is also a trained bouncer) and a butler who checks every arrival against the guest list.  Anyone who is not a member or employee is taken to the waiting room off the hallway just inside the door, and must wait until a member arrives to escort them.

The top level of the club is reserved for members' private rooms, and for storage.  It's decorated like a British gentlemen's club from a century ago.
Next is the ground floor, which has the waiting room, meeting rooms, and general club rooms where the members sit around in overstuffed armchairs and harrumph about the state of the modern world with motor-cars and wireless. The ground floor also has a dining hall (almost never used) and of course the waiting room.

Below ground level looks like a Las Vegas nightclub from the 1950's, with many small tables and booths. Larger tables can be brought out to accomodate larger parties.

An astute observer would notice several unusual things about the nightclub area.

The walls of the nightclub have several balconies on them, with private booths.  These are balconies for private parties, which can be reached either from the floor of the nightclub or from the upper floors.

There are also fixtures along the walls, and several places on the floor of the club, where things can be attached, such as . . . chains or manacles.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

Draws-the-Net: Metis Galliard Glasswalker (Random Interrupt) Fostern
Glasswalker Pack, Sept of the Rolling Green

Attributes:

Physical:
Strength - 2
Dexterity - 4
Stamina - 3

Social:
Charisma - 3
Manipulation - 2
Appearance - 2

Mental:
Perception - 4
Intelligence - 4
Wits - 4

Abilities:

Talents:
Alertness - 2
Athletics - 1
Dodge - 2
Empathy - 1
Expression - 5
Primal-Urge - 1

Skills:
Drive - 1
Etiquette - 1
Performance - 1

Knowledges:
Computer - 5
Enigmas - 1
Rituals - 1
Science - 2

Backgrounds:
Resources - 3 (State-of-the-art computer hardware and software, plus spiritual enhancements; real estate; bank accounts and investments)
Totem - 5
Fetish - 1

Gifts:
Trick Shot (Glass Walker 1)
Call of the Wyld (Galliard 1)
Diagnostics (Glass Walker 1)
Sense Wyrm (Metis 1)
Network Terminal (Random Interrupts 1)
Power Surge (Glass Walker 2)
Dreamspeak (Galliard 2)
Burrow (Metis 2)
Total = 11 levels

Virtues:
Willpower: 3
Rage: 4
Gnosis: 3
Banality: 7

Rites:
For the Dearly Departed
Talisman Dedication

Merits and Flaws:
Computer Aptitude (1)
Forced Transformation (-1)

Renown:  Glory 4, Honor 0, Wisdom 2
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

H



NAME: Péricles Vasconcelos da Rocha [convention designation: Agent BR43)
CONCEPT: agent of the brazilian federal police
CONVENTION: New World Order
METHODOLOGY: Searcher
NATURE: Investigator
DEMEANOR: Crusader
BANALITY RATING: 9

Péricles is a brazilian federal police agent. He was born in the small state of Paraíba but changed to Rio de Janeiro city as soon as he passed the selection trials. Son of a very poor family, Péricles has had a somewhat defective basic aducation, however, since very tender age he has shown an special knack for observation and deduction. Few things escaped his cunning sense and accurate senses and that has put his parents in embarassing situations all too often in the past. Those abilites compensated the somewhat low amount of raw scientific info he had stored in his head and thus he managed to pass the police admittance tests.

Péricles mother died when he was pretty young. Pérciles father never really recovered from the shock making the relationship a rather troublesome one. When
Péricles moved to Rio to attend his newly acquired job, his father decided to stay put in the house he once shared with his deciesed wife. Soon after joining his new job, Péricles was given some small cases on which work, all of them he closed remarabkly well, using almost only deduction, observation and a very  thorough search through clues, crime scenes and files. His knack grew and evolved as he went through and eventually he start dealing
with ideas and concepts that were rudimentarily enlightened.

His techniques called the attention of the higher ups. And he was invited to attend a graduation course to enter a special division of investigators. An appearently ghost division, connected to the federal police and the Abin, the brazilian inteligence agency.

Soon after his training, he started to receive classified assignments from an office in the ministry of public security. Without personnel signatures and a brand forgery-proof from the Union. He wouldn't know what was that about until his first encounter with Reality Deviants during a classified investigation of child abuse. The horrors he saw opened his mind, and he was commanded by his hidden supervisor to take a second graduation course.

This time, the Union educated him properly. Speaking about reality deviants and cutting edge science. This was his first step into the Technocratic Union.
Stunned, Péricles took vacations early. He spent most of it with his girlfriend Patrícia.

During vacations, Péricles got engaged to Patrícia and he spent his salary bonus (given by his trainers) on a trip to Fernando de Noronha ( http://en.wikipedia.org/wiki/Fernando_de_Noronha ). When he got back, however, the horrors hadn't gone away from his mind. He was irrevocably tied to that world, now. And bound to defend it from that nonsense. Up on his
desk was the case that would forever change his life. A usual classified investigation assignment from the Union. A bolivian narcoterrorist called Herrero González was working with his contacts in Rio and Miami to assamble the greatest drugdealing network ever conceived. Had this been built, narcoterrorists groups all around america would see their coffers filling up with dollars, reais, pesos... And their hands filling up with power and weapons.

The plan was far too well assamble and critical pieces were moved far too fast. The higher ups smelled trouble. His investigations almost nailed González and
desmantled his network. Though the man escaped, his businesses in Brazil would take some time to regain their momentum and because of that, Pérciles was
praised.

Days later, Patrícia was shot seven times when arriving home from work. And Péricles knew what he had to do. it had become personal. Devastated by the
death of his fiancee, Péricles reported to his superiors and reopened the investigation and pursuit on González. It took seven months of painful wait, but the authorization eventually went out.

Two weeks and three days later, Péricles was entering on a plane to Miami. With an FBI assistan investigator ID, an address he would ocupy while there and the name of his supervisor. The hunt had begun.


SUPERVISOR:
CONSTRUCT:

EIDOLON: Primordial

ATRIBUTES


 
  PHYSICAL
    Strength 2
    Dexterity 2
    Stamina 2

  MENTAL
    Perception 3
    Inteligence 3
    Wits 4

  SOCIAL
    Charisma 3
    Manipulation 3
    Appearence 2


ABILITIES



  TALENTS
    Alertness 3
    Awareness 4 [specialty: details aprehension]
    Brawl 4 [specialty: Krav Maga]
    Dodge 2
    Streetwise 1
    Subterfuge 2

  SKILLS
    Drive 1
    Firearms 2
    Research 3
    Stealth 2

  KNOWLEDGES
    Enigmas 1
    Investigation 3
    Law 1
    Linguistics 1

BACKGROUND



  Genious 2
  Cloaking 2
  Hypercram 3
  Resources 2

ADVANTAGES



  Enlightenment 2
  Willpower 5
  Prime Energy /Paradox 3/0

  SPHERES (6)
    Mind 2
    Entropy 2
    Time 2

Caliban

One of the most important plot elements in Pulp Scripture / Moral Victory is the treaties between the Garou, Kindred, and Fae.  There are many elements, including player-characters, working for and against the treaties.  Here is a basic summary of the treaties:

1. Both sides agree not to attack each other. This means both organized war, and also no individual member will attack a member of the other group.

2. They agree not to kill humans except in self-defense.

3. South Florida is divided into different areas. Some are vampire territory, some are werewolf territory, some are fae territory, most is neutral.

4. Both sides agree to "work together against their common enemies" and "work together on projects of mutual benefit, and not engage in any projects which would harm the other."

5. The leaders of each side agree to meet in person at least once a year, and to communicate at least once a month, plus if there is a breach of the treaties they agree communicate with each other before resorting to violence.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

(Jan. 29) – Tonight's full moon will be the biggest and brightest full moon of the year. It offers anyone with clear skies an opportunity to identify easy-to-see features on the moon.

This being the first full moon of 2010, it is also known as the wolf moon, a moniker dating back to Native American culture and the notion that hungry wolves howled at the full moon on cold winter nights. Each month brings another full moon name...


We held a Moot for the "wolf moon."  Everyone who attended got 1 experience point; everyone who actually participated actively for at least half of the moot got another experience point.

During the Moot, Nadja (Shadow Lord Ragabash) told the sept about the "evil circus" that was  in town, and also about a man who claimed to be literally a fallen angel escaped from Hell -- er, I mean "the Abyss."  She asked for and was given permission to form a pack for the purpose of investigating and dealing with both of these.  The following volunteered to join her pack:
     Alexander Slayer-of-Legends, Silent Strider Philodox Adren
     Spits-the-Truth, Shadow Lord Ragabash Adren
     Joshua "Honors-the-Old-Ways" Talltrees, Uktena Theurge Fostern
     Draws-the-Net, Glasswalker Galliard Fostern*
     Moon Knight, Shadow Lord Ahroun Cliath
     Sybil, Black Fury Theurge Cliath*
     Nefelimore, Black Fury Theurge Cliath*
     Will Emberstone, Uktena Ahroun Cub
* = "Subject to the limitations of their other duties"

Joshua Talltrees suggested that this would probably be a good opportunity for Will Emberstone's rite-of-passage challenge. ("Overcome servants of the wyrm including a fomor, a leech, and at least three different types of bane.")

Renown awards for the Moot:
Nadja got 0.1 Wisdom for each of the two targets she suggested to the sept: the circus and the "fallen angel."
Everyone who participated in the Four Quarters (Nadja, Joshua, Nefelimore, Alexander) got 0.2 Wisdom for summoning their tribal totem avatar.
Everyone who participated in the discussion about riddles and prophecies got 0.1 Wisdom and everyone who actually came up with an idea got another 0.1 Wisdom.
Everyone who was in some sort of official capacity at the Moot got 0.2 Honor; the only PCs who did that were Draws-the-Net and Alexander Slayer-of-Legends.
Sybil loses 0.1 Wisdom and Honor and Moon Knight loses 0.3 Wisdom and Honor for being disrespectful by talking (and in Moon Knight's case by mouthing off) during the Moot ceremony.
Everyone who told a story at the moot gets 0.1 Glory and 0.2 Wisdom.

"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

From Changeling: The Dreaming:

• Imbolc, February 2nd — The balefire is the most important feature of a freehold, keeping out the cold wind of Banality and preserving the Glamour that maintains the freehold.  Imbolc is a festival celebrating the balefire and its replenishment after the long darkness of winter. Also known as Bard's Day, Imbolc marks great competitions among bards and other performers. Originally sacred to the Celtic goddess Brigid, patroness of fire, smithcraft and poetry, Imbolc honors the creative spirit.

   On Midwinter's Night, special travelers, called firebrands, set out from Tara-Nar, carrying lanterns that contain fire from the Well of Flame beneath High King David's palace. The lanterns are used to replenish the balefire of every freehold during the Imbolc ceremony. It is considered a bad omen if the firebrand fails to make its appearance at the freehold before Imbolc.


Imbolc, or Candlemas, is an important holiday for the fae and also for the Fianna garou.  To celebrate, the Fianna -- including fae, kinain, and kinfolk -- are putting on a big party at a camping site, and almost every non-hostile supernatural will be invited.

The campsite itself will have a huge "balefire" in the middle; the entire area will be enchanted and all normal routes in and out will be guarded by at least two watchers at all times (either kinfolk, kinain, spirits, and/or chimera).  This means all the dirt roads and hiking trails to the campsite will have guards keeping constant watch, although the rest of the woods will only have occasional patrols.  (In other words, if you want your character to enter without being detected, please talk with one of the storytellers!)

At the campsite there is a long canvas awning covering the equally-long table that holds the picnic food.  The theme is Irish/Celtic cuisine -- or Irish-American -- plus anything appropriate for a winter tailgate party: barbecued beef, chicken, and pork; corned beef and cabbage; hamburgers and hot dogs and bratwurst in beer; steamed sauerkraut; potato salad, macaroni salad, and cole slaw; and chili.  (Characters should feel free to bring whatever they wish to share.)

South Florida is the fae Duchy of Trimaris, which is a part of the Kingdom of White Sands.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

The Sabbat venue of Pulp Scripture is based on everything I've been able to find about the Miami Sabbat in "canonical" World of Darkness works, including the Vampire: The Eternal Struggle card game.  I have adjusted some of the characters' traits in ways that are compatible with canon, e.g. by assuming certain characters committed diablerie so we no longer have anomalies like a 10th-generation Archbishop giving orders to 9th- and even 7th-generation characters.

Quick summary: There are at least twenty-eight Sabbat in Miami including one elder, six ancillae, and twenty-one neonates, plus lots of shovelheads.  This means they outnumber the Camarilla in South Florida by more than four to one.  However, the Camarilla have a treaty with the lupines which means the fuzzies go medieval on the Sabbat at least once every full moon.

Fabrizia Contreraz: 8th-generation Malkavian antitribu, Sabbat Archbishop of Miami

Imogen: Malkavian Antitribu 9th Generation, Sabbat Bishop of Miami

Borges: Lasombra 9th Generation, Sabbat Bishop of Miami. Blind. [CN-Tz] [CN-M]

Salem Justice: Tzimisce 9th Generation, Sabbat Bishop of Miami. [CbR-Tz]

Erich Geissler a/k/a "The Right Hand of Death": Tzimisce 9th Generation, Nazi war criminal, former Sturmbannführer, Auschwitz death camp

Paul Brundleman: Tzimisce 9th Generation

Dov Landau: Tzimisce 10th Generation, survivor of Auschwitz death camp

Neonates: three (3) each of Lasombra, Tzimisce,  Brujah Antitribu, Gangrel Antitribu, Malkavian Antitribu; two (2) each of Nosferatu Antitribu, Ventrue Antitribu, Toreador Antitribu

Various random shovelheads as required, usually 13th Generation.

Overheard at the Elysium:  Q: What do you call a neonate with a shovel in his head?  A: Doug!
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

WoDPlayer

Name:  Nadja "Strikes-in-Darkness" Korisnakov
Player:  WoDPlayer
Chronicle: Pulp Scripture

Breed:  Homid
Auspice:  Ragabash
Camp:

Pack Name:  Nightriders  (Old pack in Texas)
Pack Totem:  Fox  (Old Texas pack)
Alpha:  Seizes-the-Chance (Old Texas Pack)
Sept:  Sept of the High Winds (Old Texas Sept, near San Angelo)
Concept:  Thief/Spy

Nature:  Celebrant
Demeanor:  Martyr

Appearance:

Age:  21
Hair:  Long, black, normally worn in a single braid
Eyes:  Dark Brown
Race:  Caucasian/Russian
Nationality:  American (Texan)
Sex:  Female

Height in Homid: 5'6"
Weight in Homid: 120 lbs.


---------------------------------------------
ATTRIBUTES:

Physical:

Strength 2
Dexterity 3
Stamina 3

Social:

Charisma  2
Manipultation 2
Appearance 2

Mental:

Perception 3
Intelligence 3
Wits (Cunning) 4

-----------------------------------------

ABILITIES:

Talents:

Alertness  2
Athletics 2  (spent 3 xp on 1)
Brawl  1
Dodge 2
Intimidation 2 (spent 3 xp on 1)
Primal-Urge  2
Streetwise  2
Subterfuge  2

Skills:

Animal Ken  1  (spent 3 xp)
Drive  1
Firearms  1
Leadership 1 (spent 3 xp)
Melee  1
Stealth  2 (spent 3 xp on 1)
Survival 2

Knowledges:

Computer  1
Enigmas  2
Investigation  2
Linguistics  1  (Russian, English)
Occult  1
Politics  1
Rituals  1

Academics  1
Garou Lore  2 (spent 5 xp)
Shadow Lord Lore 2  (spent 5 xp)
Wyrm Lore  1  (spent 3 xp)

----------------------------------------------

BACKGROUNDS:

Totem   5
Pure Breed 2 (spent 2 FP)
Resources (Theft?) 1  (spent 1 FP)
Contacts (Fence?) 1 (spent 1 FP)
Rites  2  (spent 2 FP)

GIFTS:

Master of Fire (lvl 1)
Blur of the Milky Eye (lvl 1)
Seizing the Edge (lvl 1)
Open Seal (lvl 1) (spent 3 XP)
Fatal Flaw (lvl 1) (spent 3 XP)
Taking the Forgotten (lvl 2) (spent 6 XP)
Staredown (lvl 2) (spent 6 XP)
Blissful Ignorance (lvl 2) (spent 6 XP)

RITES:

Rite of Talisman Dedication
Rite of Contrition
Communion with the Storm

Rage:  1
Gnosis: 3 (spent 2 FP +4 XP)
Willpower:  6  (spent 2 FP + 5 XP)

RENOWN:

Glory:  2.0
Honor: 3.2
Wisdom: 3.7

RANK:  2 (Fostern)

Tribal Weakness:  FAILURE'S DAGGER: -1 RENOWN FOR FAILURE





Caliban

Name: Howls-at-Luna

Tribe: Uktena

Auspice: Ahroun

Rank: Fostern (Rank 2)

Breed: Homid

Notable Traits:

Pack: Uktena-of-Secrets

==Information known to the Nation==

Kin / family:  N/A.  His kinfolk girlfriend left him after his rite of passage, which he blames on her seeing him humiliated during his wrestling-match with a leech.  His efforts to find another mate among the kinfolk women on the reservation have failed, which he attributes to them being "stolen" by wyrmbringers with their flashy clothes and lots of money.  The fact that he's so filled with rage, self-centered, arrogant, and condescending toward them doesn't enter into his picture.

Rites and Challenges:

Quests:

== Rumors ==

==Soundtrack==

Traits:
Attributes:
Physical:
Strength 5 (Muscular, like a body builder), Dexterity 5 (Graceful, like a dancer), Stamina 5 (Rugged outdoors type)
Social: Charisma 2, Manipulation 2, Appearance 4 (looks like a young Antonio Banderas)
Mental: Intelligence 1, Perception 4 (so vigilant he can always spot the Wyrm, even when it's not there), Wits 1
Abilities:
Alertness
Animal Ken
Archery
Athletics x3
Awareness
Brawl x3
Dodge x3
Firearms
Intimidation
Lore: Garou x2
Lore: Uktena x2
Melee x2
Occult
Primal Urge
Security
Stealth x2
Survival

Virtues, Etc:
Banality: 6
Conscience: 2
Courage: 5
Self-Control: 3
Humanity: 5
Willpower: 5
Gnosis: 1
Rage: 6
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Lord Drake

Name: Rolando Scania
Player: Lord Drake
Nature: Fanatic
Demeanor: Director
Concept: Tremere Regent
Generation 8th
Sire: John Argyropulus

45 freebies conceded

Attributes

Physical:
Strength- 1
Dexterity- 2
Stamina - 3

Social:
Charisma - 2
Manipulation - 4
Appearance - 2

Mental:
Perception - 3
Intelligence - 5
Wits - 2

Abilities
Alertness - 1
Empathy - 3
Intimidation - 3
Leadership - 1
Subterfuge - 1

Skills (+2 freebies)
Crafts - 4 (amanuensic specialization)
Etiquette - 2

Knowledges (+2 freebies)
Academics 5
Linguistics 1 (italian)
Occult 5
Science 3

Disciplines (+28 freebies)
Auspex - 1
Dominate - 1
Thaumaturgy - 5 (Path: Movement of the mind)

RITUALS:

Level 1: Defense of the Sacred Haven - Wake with evening's freshness - Deflection of wooden's doom
Level 2: Blood Walk - Principal Focus of Vitae Infusion - Warding Circle Versus Ghouls
Level 3: Warding Circle Versus Lupines - Shaft of Belated Quiescence - Pavis of Foul Presence
Level 4: Splinter Servant - Bone of Lies - Warding Circle Versus Kindred
Level 5: Warding Circle Versus Spirits - Warding Circle Versus Demons - Warding Circle Versus Ghosts

Backgrounds: (+7 freebies)
Generation - 8th
Retainers - 1

Virtues: (+4 freebies)
Conscience - 2
Self Control - 3
Courage - 5

Humanity - 5
Willpower - 9

Merits/Flaws: (total = +2 freebies)

Concentration (1 pt)
Eidetic memory (2pts)
Iron Will (3 pts)
Eerie Presence (2 pts Flaw)
Prey Exclusion - Clergy (1 pts Flaw)
Twitch - Constantly moving fingers (1 pts flaw)

WIP
Hey.. where did you put that Drake?
I've taken the Oath of The Drake for Group RPs!
“Never waste your time trying to explain who you are
to people who are committed to misunderstanding you.”
— Dream Hampton

Caliban

Characters in Attendance: Will Emberstone, Nadja, Joshua Talltrees, Draws-the-Net, Minds-the-Gap, Moon Knight, Lydia.

1 xp for attendance, 1 xp for good roleplaying, 1 xp for learning curve if you can figure out something you learned.

"Ending a Threat Without Serious Harm to Any Garou" 0.2 Wisdom to everyone on the mission
"Revealing an Area or Object is 'Of the Wyrm'" 0.1 Wisdom to everyone who did Sense Wyrm
"Protecting a Helpless Human" 0.1 Honor to everyone on the adventure
"Protecting the Veil" if you deal with Lydia properly: 0.2 Honor to whomever helps with that

Total = 0.2 Wisdom and 0.1 Honor to everyone on the raid
Bonus = 0.1 Wisdom to people who did Sense Wyrm or discovered clues
Bonus = 0.2 Honor if you deal with Lydia properly

Draws-the-Net also got 0.2 Honor for protecting the veil by editing out all visuals of the garou.
Moon Knight got 0.3 Glory for "attacking without concern for personal safety"
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

The player-character garou have formed a new pack named "Cirque du Slay" in Moral Victory (the Pulp Scripture garou game) and they are arguing (both IC and out) about what their pack totem should be.

Meanwhile, they took down a pack of pornographers in Miami who were live webcasting a snuff film, and rescued the victim just in time.  They also found out the pornographers were associated with a pack of Sabbat vampires.

Here is a list of totems that have been suggested for the pack:

Totems of Cunning:
Coyote
Crow (Tribebook: Bone Gnawers, Revised Ed.)
Raccoon (WW Player's Guide)

Totems of Respect:
Pegasus
Sphinx (WW Player's Guide)

Totems of Wisdom:
Chimera
Fog (WW Player's Guide)
Owl
Raven
Uktena
Unicorn

Totem of War:
Black Unicorn
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Olufemi



Name: Koko

Tribe: Wendigo/Silver Fang  (Pre-Change)

Auspice: Ragabash

Rank:

Breed:

Notable Traits:

Pack:

==Information known to the Nation==

Kin / family:

Rites and Challenges:

Quests:

== Rumors ==

==Soundtrack==

==OOC Information==

Player: Olufemi - Izi

Location: British Columbia

Contact info: PM on E.

1xp  new player
2xp Excellent RP and all that fun stuff.
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On's & Offs [/td][/tr][/table]
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[/td][td]
A/A - Updated Aug 22, 2011 [/td][/tr][/table]
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Roleplay wants [/td][/tr][/table]

Caliban

Name:

Tribe:

Auspice:

Rank:

Breed:

Notable Traits:

Pack:

History/Background:
• How old are you?
• What was your family life like?
• When did you have your First Change?
• When did you meet your packmates?
• Where do you live now?
• Do you continue to live a normal life?
• What motivates you?

Information known to the Nation

Kin / family:

Rites and Challenges:

Quests:

Rumors

Soundtrack

OOC Information

Player:

Location

Contact info
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

<Enter Character Name>
----

Player: <Player name>

Aliases:
* <Deed Name>
* <Other names your char has gone by that are known>

Creature Type: <Enter creature type>

Breed Form: <Enter breed form>

Tribe: <Enter tribe>

Born: <Enter date>

Auspice/Moon: <Enter auspice or moon for Kin>

Rank: <Enter rank>

Pack: <Enter pack>

Titles: <Enter title>




Description
----


Basic Homid Description:
<What does your actual character look like in Homid form? Only items the character always is seen with should be put in this section Please list merits such as fair Glabro here.>


Basic Crinos Description:
<What does your actual character look like in Crinos form? Only items the character always is seen with should be put in this section. If your character does not possess the ability to shift into Crinos form then just delete this one.>


Basic Lupus Description:
<What does your actual character look like in Lupus form? Only items the character always is seen with should be put in this section. If your character does not possess the ability to shift into Lupus form then just delete this one.>



Everyday Outfit:
<How does your character typically dress in everyday life? This is how other characters will most often see your character.>



Battle Gear:
<When dressed for battle, what does your character wear? This includes such things as armor and any obvious weapons.>



Family
----

* <Family Member Name>
* <Relation to character>
* <Deed Names>
* <Some basic information>


* <Family Member Name>
* <Relation to character>
* <Deed Names>
* <Some basic information>


* <Family Member Name>
* <Relation to character>
* <Deed Names>
* <Some basic information>



Common Knowledge
----

* <List what is comonly known about your char here>
* <hit enter and type more stuff>
* <keep going>




Rumors
----

* <List some juicy gossip about your char>
* <it doesn't have to be true>
* <just things that people would hear>
* <Let others add more>




Daily Routine
----

* <What does your character do everyday?>
* <Keep going>
* <Is there anything that is only certain days?>




History
----

[Character History] (The info in here is not to be assumed to be in character knowledge unless specifically told by the player or the ST for a specific reason. This is place to share what you created about your character but it is not absolutely needed. If the character has secrets that may be dangerous you may elect to leave this section blank or to only post part of the history.)

• How old are you?
• What was your family life like?
• When did you have your First Change?
• When did you meet your packmates?
• Where do you live now?
• Do you continue to live a normal life?
• What motivates you?


Quotes
----

* <List some quotes by or about your char>
* <Add more>
* <Keep going>


IC Contact Info
----

* <How can people reach your character?>
* <What are the common locations that your character may be found at?>
* <list any changes to status such as your char is no longer reachable due to moving away, death, or whatever>



Soundtrack
----

* <List a Song that Fits the Character> ~ <List the Artist> (<Enter Year or other info>)
* <List a Song that Fits the Character> ~ <List the Artist> (<Enter Year or other info>)
* <List a Song that Fits the Character> ~ <List the Artist> (<Enter Year or other info>)



OOC Information
------

Player:  <Enter Player Name>

Time Zone:  <Enter Time Zone>

Location:  <Enter Geographic Area>

Contact Info: 
* When sending email/PM please list "Pulp Scripture" and/or "Moral Victory" on the subject line.
* IRC:  <Enter Main Nick>


Links
----

* Other Characters: 
* <Link to Another Character You Play>
* <List more Links such as the real life model's page>
* <List anything else that you want>
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

SnowCheryl86

Name: Melissa Norwan
Age: 19
Height: 5'6
Weight: 120
Hair: Dark Brown Pigtails with blond streaks
Eyes: Brown
skin tone: lightly tan (olive tone)

History:  (Will post at later date due to creative juices being drained from body)

Attribute
Strength: 1     Dexterity: 3      Stamina: 2
Perception: 3   Intellegence: 2    Wits: 3
Charisma:  4     Manipulation: 2   Appearance: 4

Abilites:
Empathy:4   Expression4:    Streetwise:4     Leadership: 3   Athletics: 1

Firearms: 4   Performance: 4   Etiquette: 3     

Occult: 3    Med: 3   Academics: 2 




I promise to expand upon this further, but as of right now my creativity is shot due to work and school, so when I have more I will definitely post it.


[Insert Witty Saying Here]

Lycan Queen

Current Name: Ariel Euthalia
Tribe: Ceilican
Pyrio: Twilight
Rank: 1 - Tekhmet
Breed: Homid
Nature: Manipulator
Demeanor: Wanderer

Notable Traits: Her hair is red now, and her eyes have always been a sort of hazel color. Her build is relatively slim. Wears a tube top and long, flowing skirts when she's not working. Crinos form has medium, thick shaggy brown fur, and her cat form looks like a large alley cat. She usually wears a few rings on her hands, most of them the cheesy fake rings you get from vending machines.

History/Background: Ariel was born as a blond Casey Briar in 1989 in a strange little town...she forgets the name now, but it was a nice place. Her parents left long ago, and the people at the orphanage weren't so bad. She was well fed and loved, playing by herself and daydreaming outside, as she hated being kept indoors. The First Change came as the sun touched the land, with her inside her own room. She left the orphanage that day, and found her mother waiting for her. For that year, her mentor taught her the ways of the Bastet, and the ways of the Ceilicans, listening to the messages of the Silent Way. Finally, she became Ariel, and wandered away from her mother and began her life.

Rumors: Wandering exotic dancer, working from club to club as she travels.

Soundtrack: "The Sky and the Dawn and the Sun" ~ Celtic Woman

Gnosis: 2    Rage: 3    Willpower: 3

Attributes
Strength: 2     Charisma: 3         Perception:3
Dexterity: 3    Manipulation: 3    Intelligence: 3
Stamina: 2      Appearance: 3     Wits: 4

Abilities
Athletics: 1          Etiquette: 2           Enigmas: 4
Awareness: 3      Performance: 3     Investigation: 3
Dodge: 2             Survival: 2             Occult: 3
Empathy: 2         Stealth: 3              Politics: 3
Streetwise: 2

Backgrounds        Merits                        Flaws
Contacts 1          Graceful (2)                 Too Curious (-3)
Resources: 2       Soothing Voice (2)       Deep Sleeper (-1)
Rites: 1
Secrets: 1

Gifts
Pathfinder's Pride
Sweet Hunter's Smile
Satyr's Wisdom

Rites
Speaking of the Name

Caliban

EXPERIENCE AND RENOWN FOR GAME SESSION ON WEDNESDAY, MARCH 3, 2010 (held at Maguire's)

Everyone who attended gets 1 experience point for good roleplaying: Sarena Ellis, Nadia Truewater, Sybil Angelis, Joshua Talltrees, Maureen. Harumu is not eligible, because it was less than 3 hours.

Maureen (aymelekT) gets 1 experience point for New Character, and 1 experience point for Learning Curve.

Renown: I award Sarena and Nadia both honor and wisdom for teaching Maureen.     And Nadia is eligible for more honor and wisdom for "maintaining good relations with the local kinfolk" by her regular singing at the pub.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

We had a bizarre moot on Monday, March 1, even by South Florida protectorate standards!
This past full moon was the Snow Moon, and next will be the Worm Moon -- an ominous name indeed.
We had several visitors including Minds-the-Gap of the Sept of the Watchful Eye in Alaska.
Uktena-of-the-River-of-Grass demanded "fire in water" as his chiminage.  Several garou had words with him
The "Cirque du Slay" pack dissolved and will reform.
Three kinfolk and one "honorary kinfolk" were discussed and will be introduced at the next Moot.
There have been "allegations of leech attacks on kinfolk in the Everglades" which are being investigated; people acted extremely strangely when discussing this.

OOC XP and Renown awards:
Experience:
Everyone who attended at least 3 hours gets 1 experience point for attendance, and 1 experience point for good (over-the-top) roleplaying.  Minds-the-Gap gets an extra experience point for "travelling" OOC.

Renown: For being Master of the Howl: 0.1 Honor for Draws-the-Net
For participating in the Rite of the Open Sky: 0.1 Wisdom for each participant (Nadja, Joshua, Sybil, Minds).
For being in a challenge for pack leadership, either as participant or mediator: 0.1 choice of Wisdom or Honor for Nadja "Strikes-in-Darkness" Korsakov, Sybil "Walks Alone" Angelis, and Alexander Slayer-of-Legends.
For doing regular duties and chores for the sept: 0.1 Honor for Joshua
Giving good advice: 0.1 Wisdom for Joshua, Sybil, and Koko!
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

The umbral quest for Joshua Talltrees' rank challenge was postponed for one week by player's request, so it will be next Friday.

This week, the characters went to the park, the caern, and Maguire's, and met several new garou including a Fianna ragabash named Aurora Rider, a Black Fury ahroun named Melanie Kellis, and a new kinfolk named Eric.

Draws-the-Net, Raps-the-Litany, and Spits-the-Truth have been investigating the snuff film studio that was taken down a month ago and the leeches associated with them.  (Draws uses computer hacking, Raps uses Bone Gnawer kinfolk spies, and Spits uses spirits.)  They found out some of the other humans connected with the studio, and who are apparently connected with the old "Seventh Generation" group in New York that King Jonas Albrecht of the Silver Fangs put down in 1998.  They also found out the lair of at least one pack of the leeches.

The garou (Joshua Talltrees, Draws-the-Net, Melanie Kellis, and Nadja) decided to strike at the leeches, and ask for assistance from Sybil Angelis, Koko, Carl Sinclair, Minds-the-Gap, and anyone else who was interested and available.

Melanie Kellis and Joshua Talltrees had a minor argument about fetishes, because Spits-the-Truth offered her a Leech's Tongue (healing fetish) and a Fang of the Wyrm (Wyrm-sensing fetish).

Spits-the-Truth pointed out that there were now four Black Furies in South Florida: Sybil Angelis, Amazon Judy, Melanie Kellis, and Nefelimore; and that Nefelimore wants to set up a Black Fury caern there.

Experience
Everyone who attended (Alysanthia, Shambler, Quistar, WoDPlayer, thesunmaid, Sabriel, WhiteLion, and Izi) got 1 xp for attendance.
Melanie-Kellis and Aurora_Rider got 1 xp bonus for it being their first session.
Melanie-Kellis got 1 xp bonus award for extreme roleplaying
Koko: If your friend Ferran, who played Eric the kinfolk, becomes a regular player for at least a month, you will get 1 xp *and* 0.1 renown for finding him.
Koko: Your scene with the kinfolk and your general roleplaying as a lupus is probably going to get you a bonus xp award if you keep up that level of quality.

Renown
Joshua gets 0.1 Wisdom for "giving good advice" and got 0.1 Honor for protecting the Veil. And Spits loses 0.3 Honor for almost rending it.

Quotes
"It's garou mating season. It's *always*  garou mating season!"  -----Spits-the-Truth

NEXT SESSION:  Saturday, 13 March 2010, 5pm to 12pm EST, 10pm to 5am GMT.

We're going to go after the leeches associated with the snuff film operation we took down a month ago.

Unless that takes all our time, we also want to go after some of the snuff film distributors, vendors, and customers; and also investigate the leech attacks on kinfolk in the Everglades.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Chevalier des Poissons

#52
Name: Lou or Lui "The Aurora Rider"

Tribe: Fianna

Auspice: Ragabash

Rank: 1

Breed: Homid

Height: 6'8''

Weight: 205lb

Attributes

Strenght - 2
Dexterity - 3
Stamina - 4

Charisma - 3
Manipulation - 2
Appearance - 3

Perception - 4
Intelligence - 4
Wits - 3

Abilities

Alertness - 3
Athletics - 2
Brawl - 3
Dodge - 1
Empathy - 2
Intimidation - 1

Drive - 2
Etiquette - 2
Leadership - 1
Melee - 3
Survival - 2

Computer - 4
Linguistics - 2
Occult - 2

Gifts

Resist Toxin
Open Seal
Master of Fire

Willpower - 5
Gnosis - 4
Rage - 2

Honor - 1
Glory - 1
Wisdom - 1

Background:

"My name is Lui or Lou, and this is all you will know about me". This is the first sentence Aurora Rider says about himself. No one else will know about his name more than the monossilabic abbreviation.

Aurora Rider was a happy child. He had friends, family, a regular life, and the fantastic luck to become a garou along with all his circle of childhood friends, so, when they all lost their parents because of the Spiral Dancers, they could support each other, and understand each other. No matter the quests, they were all together, and because of that Aurora Rider was never overwhelmed by his Garou life. In fact, when he lost his family he moved to the local Caern. The prince of that Caern is paranoid and crazy, fearing that every Ahuron is plotting to kill him, but he welcomes Ragabashes and Fiannas. Because of that, Rider, along with some of his Fianna friends he made over the same Caern, was one with the easiest acess to that place.

Right in his first mission, along with seve Ahurons, Aurora Rider got bonded with the spirit of a legendary dragon. Now he carries a giant sword he uses in every combat. However, since the legends said that the sword would give great powers to an Ahuron, Rider finds himself unable to use the great powers hidden inside that great weapon. So far now such legendary weapon did nothing but put him in troubles.

Aurora Rider is the best friend one garou could want. He acts Ragabash with his kind, of course, but when they need someone to be there for them, this one is Lui. He never backs out from a fight, and has the strangiest jokes and ideas, but he is still someone that likes to make people comfortable around him. He has such inner peace that could surprise some people.

Also, he loves wordplays. He likes to get people confusing with wordplays, and has a very clever way to see things.

Not only that, he just loves to tell a good story, or hear a good one. He is one of the rare type of the listeners. He likes to let people talk and tell them stories. Aside with that, Aurora Rider has the habit of taking a guitar and singing to the moon every midnight of every day.
-I have Maro's heart, and I promise to take good care of it-

A & A

Caliban

EXPERIENCE AND RENOWN FOR RECON AND RAID ON THE LEECH WAREHOUSE:

Leech Warehouse -- for all your leeching needs!

I ran the "Leech Warehouse" storyline for the group this past weekend.  This included both the recon and the actual raid.
It went well for everyone except the leeches and their mortal allies, who ended up getting the short end of the stick, mostly right in the chest.
Final score: five dead leeches, 17 dead gangstas, six dead victims, four rescued victims, and the only damage on our side was Nadja threw her back out trying to lift up a concrete slab all by herself.  Then to celebrate Spits-the-Truth took Nadja to a club in South Beach, where they went trolling for more leeches.
In addition, there was a celebration at Maguire's Pub in which the garou decided to form two packs, and Joshua Talltrees announced "My suggestion would be this: we get my challenge out of the way, it will make me more useful to everyone. Then we do a visit to Nadja's old home, that is long overdue. Then make preparations for whatever we need to do to help the Alaska sept."
Also, Nadja suggested trying to get the Sabbat in Miami to fight within itself.

Everyone who attended got 2 xp for each session (up to 3 sessions total).

Ending a threat without serious harm to any Garou: Each character got 0.2 Wisdom.

Killing leeches and their blood-slaves: 0.2 Glory for each character.

Rescuing the humans: Melanie and Draws each get 0.1 Wisdom *or* Honor (their choice), Sybil gets twice that much i.e. 0.2 divided as she wishes among Wisdom and/or Honor.

Giving Good Advice: 0.1 Wisdom to Melanie Kellis for suggesting actually having a plan, and again for saying the garou need to get organized; and for Joshua Talltrees for speaking words of wisdom about the tasks before the garou; and to Nadja for suggesting a good tactic against the Sabbat.

Keeping OOC stuff out of the IC room, even rolls, thus setting a good example for the Storyteller: Melanie Kellis gets 0.1 Wisdom *or* Honor (her choice).

Upcoming plotlines:

As Joshua Talltrees mentioned, he has an Umbral quest.
There is a "haunted circus" to be investigated and dealt with.
The Caern of the Watchful Eye in Alaska has requested aid: theurges for dealing with a bane ("Three might do it, if they are strong. Seven is better.") and ahroun or others for dealing with several packs of BSDs.
There are still plenty of leeches in Miami -- almost fifty, according to Spits-the-Truth, although most of these are nearly-mindless "shovelheads."
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

Wednesday, 3/24/2010, we had an "online LARP" session on IRC.  Everyone who attended (including Joshua Talltrees, Sybil Angelis, Koko, Fleur Childe, Melanie Kellis, and Katrinka) received 1 xp for attendance and 1 xp for good roleplaying.  Fleur Childe and Koko also received 1 xp for heroism and 1 xp for learning curve, and Fleur Childe received 1 xp for First Appearance.

Renown: Everyone who fought Howls-at-Luna (i.e. everyone except poor Sybil) got 0.1 Glory; Melanie Kellis gets 0.1 Honor for dragging Howls-at-Luna to justice; Koko and Fleur get 0.2 additional renown, their choice of either Glory or Wisdom (or 0.1 each), for attacking Howls even though they were far weaker than him, and for comforting and healing Sybil.

Howls-at-Luna got -0.6 Wisdom for succumbing to a berserk frenzy; -0.8 Wisdom for succumbing to the Thrall of the Wyrm; and -1.2 Honor for trying to rape Sybil during his frenzy!

There are two packs forming.  One is Melanie Kellis (Black Fury ahroun) and Nadjia Korsakov (Shadow Lord ragabash); their totem is likely to be either Isthmene or Grandfather Thunder.  The other pack is Joshua Talltrees (Uktena theurge), Draws-the-Net (Glass Walker galliard), and Sybil Angelis (Black Fury theurge).  Once the packs have been active for one full month, the alphas will receive 0.3 Honor.

There are several new garou in South Florida including cubs (Koko, Fleur Childe, and Will Emberstone) and visitors including the powerful Silent Strider Alexander Slayer-of-Legends; the Fianna ragabash Aurora Rider from the Amazon; a lupus Fianna from Boston; two Get of Fenris garou, Astrid “Strikes-Swift-in-Fury” Eriksson (Ahroun) and Katrinka Frey (Philodox), and the Get of Fenris kinfolk Carl Sinclair who has been claimed as a mate and punching bag by Sybil Angelis.  This is enough to form an entirely new pack, or to fill up the other two packs nicely.  In addition to Carl Sinclair, there are several other kinfolk of frightening levels of competence such as Christina (an investigative reporter) and Clarissa (apparently a former military commando), up to and including a Glass Walker who is a "technological theurge."  Any garou who mentors the cubs and/or kinfolk (i.e. teaching new players about the game rules and/or the setting) will receive both Honor and Wisdom renown!

Judges-Not's judgement upon Howls-at-Luna will be intended to rehabilitate him rather than punish him; she can see that his situation has warped his mind, and she needs to deal with the root causes of his behavior.  It will also have a separate aspect intended to help Sybil including restitution as appropriate, although not vengeance.  She will first ask Sybil, as the victim -- oh, wait, that's not politically correct, so Judges-Not would call her the "survivor" -- of the crime, she would like to have happen.  Depending on what Sybil asks, Judges-Not might approve it.  As I said, restitution without vengeance.

Judges-Not wants to have Howls-at-Luna "rehabilitated" by basically giving him anger-management training but more importantly teaching him exactly what is mistaken about his anger; that not all leeches are evil, and neither are all "wyrmbringer" garou; that it's wrong for him to expect kinfolk women to fall at his feet, especially when he treats them so poorly; that women can dress attractively or even provocatively without necessarily meaning to taunt him; and that they can behave affectionately to him without wanting to sleep with him.

Our next session will be a garou-oriented game on Friday (tomorrow) starting at 10pm GMT / 6pm Eastern / 3pm Pacific.  It is perfectly appropriate for new players who are unfamiliar with the game to show up for the session, as long as you have a basic idea of your character; or simply to watch the scene.

The game will be a Moot and will take place at the Sept of the Watchful Eye in Alaska.  Many garou of South Florida will be traveling there to participate in their Moot and tell tales of renown, including the destruction of a half-dozen leeches and their fomori servants in Miami.

The online game will actually be hosted by the Watchful Eye online game http://WatchfulEye.wikidot.com and their Storyteller will run it.

Their game is on the DarkMyst server which can be reached at http://www.darkmyst.org/?page=webchat and their chat channel is #we-ooc
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Caliban

An interesting couple of sessions.  Many garou from South Florida went to the caern of the Watchful Eye in Alaska to participate in their Moot, and gained appropriate experience and renown thereby.
Afterward, back in Florida, among other things, a "demon" (presumably either a fomor or else a materialized bane) that the garou have previously encountered showed up at the city caern (located at Rolling Greens Country Club, in Palm Beach).  And a garou learned she was pregnant.

Every character who was there for at least 3 hours earned 2 experience.

Sybil Angelis:   -0.2 Wisdom *and* Honor
Clocks, the Mage kinfolk:   0.1 Wisdom *or* Honor for Clocks.
Nadja Korinsakov: "Attacking a minion of the Wyrm without regard to personal safety, 0.1 Glory . . . helping defend a caern, 0.1 Glory and 0.2 Honor . . . " -0.4 Wisdom for going Berserk
Fleur_Childe, 0.2 Wisdom for 'giving good advice,' as we like to call it."

Sybil will also be eligible for the "bearing a child" renown award in 7 months, and is already eligible for the "having good relations with the local kinfolk" award.
"All jocks think about is sports.  All nerds think about is sex." Somewhere at the edge of the bell curve is the girl for me.
"Take off your clothes.  And roll for initiative." I burn for you: I Cor. 7:9
System RP: Shadows of Terramar (d20 fantasy) * Pulp Scripture (WoD contemporary supernatural) * Perfidious Albion (GURPS steampunk)
Do the rocks in my head fit the holes in yours? --> Oohs and Ahhs
Meae Culpae (A&A)

Werewolf



Name: Alexi Dragnov
Player: Werewolf(forum) Werewolfy (chat)
Age:23
Nature: Legalist
Demenor: Social in crowd
Concept: A Lawyer minded man..with very little regard for those he see's as the lessers of the nation..


Attributes ( 3/4/6) (15 freebies spent)

Strength: 2                      Charisma: 3                                               Perception:3
Dex: 2                              Manipulation: 2                                         Intellegence:4
Stam: 2                            Apperance :4 (5 to feral charectors)         Wits:3

Abilities ( 7 /4 /11) (20 freebies spent)

Talents
Alertness: 1                       
Athletics: 1
Brawl:1
Dodge:1
Empathy:0
Expression:0
Intimidation:1
Leadership:2
Streetwise:0
Subterfuge:4

Skills
Animal Ken:0
Crafts:0
Drive:2
Etiquette:3
Firearms:1
Melee:0
Performance:3
Security:0
Stealth:0
Survival:0

Knowledges
Academics:4 (law school)
Computer:1
Finance:3
Investigation:
Law:4 (garou law, criminal defence law, personal injury law, general lawschool)
Linguistics:1 (russian)
Medicine:
Occult:4 (garou and vampire cultures, garou histories)
Politics:3
Science:

Virtues
Conscience:3
Self-Control:2
Courage:4

Willpower: 4 (last freebie spent)

Resourses: 4 (family ties)

Merits:3 point merit Feral Attraction (supernaturals of a feral nature find his apperance hard to resist..)

Flaws: 3 point flaw socialy inept (self explanitory)

(yet to come)
Ons and Offs


When is it the rescuer's chance to be rescued?..How long must he wait?..how many nights must the sadness creep into ?....apparently quite a few more now