Name: Varulven McLaren
Goal: To serve dutifully - and have a blast when not on the clock!
Character description (pictures are accepted):
Prankster, hedonist, charismatic werewolf with a mild sense of duty based off of her personal code of ethics.
Bio: Varulven is a fun-loving individual always looking for the next drink, the next story and the next adventure. To that end, she's decided that employment as a mercenary guard to be her best option. With no real ties, she doesn't usually consider the long-term consequences of her actions, preferring to live in the moment. She has a personal code of ethics taught by her tribe, though, and will not cross them. There are several rules, but the grandest and most sacred is "That all shall be who they be." Interpreting this as the right of all people to be free from external control, she'll sometimes muck up a contract to see that come about.
History: Varulven grew up in a relatively stable home with plenty of siblings around. Her parents were traditionalists in the lupine culture, and as soon as their children were old enough to be out on their own, they set their sights on the horizon and never looked back.
She herself made it to a city where she trained in basic self-defense, moderate weapons training and tactics, serving official military for only two years before receiving a dishonourable discharge - apparently, nobody thinks it's funny when you change the lights on the runway, or so the story goes this week - after which she managed to take contracts as a mercenary. She's constantly seeking, now, to improve her skills in the hopes of accomplishing more.
The Good Stuff:
Werewolves, specifically those of the Tribe Fianna, have a myriad of identifiers and bonuses. They have, aside from human (Which they refer to as Homid), four other primary forms. Homid rests at one end of the scale, and Lupus (The other breed form: You're either both Homid, from human stock, or Lupus, from wolf stock) looks like a typical modern wolf. Just in on either side of the scale from that are Galabro from Homid and Hispo from lupus. Hispo resembles a more direwolf sort of creature. Grand and stocky and strong. Galabro looks mostly human, but with wolf-like features. Think of Teen Wolf. The Michael J Fox version. That's Galabro.
And then there's Crinos. Crinos is what Underworld were showing off. That's what Lucian and his minions were, when you saw the great hulking figures. Only, they were a little on the small side. A male, average-sized Crinos Garou is between nine and twelve feet tall, between eight hundred and twelve hundred pounds. Ven stands at ten feet and eight hundred pounds in Crinos. A liver treat isn't going to save you.
If the average human male is a good indicator, a werewolf is, in Homid form, a third of the way better in everything. A third stronger, a third faster, a third smarter and a third more socially capable. They're a +3 to everything. In WoD, Humans cap out at 8. Homids at +3, Galabro at +4, Lupus at +5, with both Hispo and Crinos at +8. In those cases, the Lupus takes negative three to communication, manipulation and pursuasion. The Hispo is the same. In crinos, social and mental checks take a two-point penalty. Crinos also incites madness in humans, regardless of mid=change or fully realized. Glabro also take negatives to communication, manipulation and appearance. The Hispo has higher dexterity while the Crinos are all muscle, but you're not going to want to piss either of them off. Mind you, that's not because of how they look, or how they fight on their own. Galabro, for instance, are only about six and a half feet tall and double the mass of a Human. Lupus, well, if you've seen one wolf, you've literally probably seen a Lupus. Hispo, however, range from seven to nine feet in length, four and five feet in height, and two and a half to three hundred pounds.
And we haven't even talked about claws and teeth yet.
All of this, of course, fails to take into account... These are creatures of magic, in some shape or form. While they're not adept at using it in fine-spun strands the way Mages use Spheres or Vampires use Disciplines, theirs is a primordeal, natural-based magic, formed from forces of nature itself. Their love of, praise for and feral-frenzied service to Gaia has rewarded them well.
One last note before moving on to gifts. Frenzy.
When a Garou, something they love, or some code they live by is threatened, a werewolf goes into a frenzy. This means they become a berserker. They fight at twice their base physical statistics, and half their mental ones. All social statistics are relegated to intimidation. They cannot be stopped unless they are incapacitated near to death, or the object (target) of their frenzy is somehow..... removed.
Gaia doens't leave her warriors with simple brawn and the hope it will be enough, oh no. She has bestowed on her warriors a set of gifts depending on what their Tribe (in Ven's case, Fianna, the Irish wolves), their breed (She's Homid, as we've covered, born human) and their Auspice, or job is within the Garou nation (Ven is a trickster). Since Garou are warriors of the natural world, and since the Pureblood represents the most basic and powerful natural magic in existence, the GM and player have agreed that prolonoged exposure to the Pureblood will result in added Gifts.
To begin, Ven has three gifts. These are one each from Tribe, Breed and Auspice. They are as follows.
Fianna - Howl of the Banshee - emit a howl that inspires terror stricken flight in others, those that fail the challenge must flee for one turn per social trait you possess, friendly fire possible, allies have two trait bonus on the challenge. Those that do not fail the challenge are frozen in their tracks for the duration of the howl.
Ragabash - Sense of the Prey - Gain innate awareness about any prey about which you know something (anything), move toward it as fast as you can travel. Operates on any plane. Works if the thing isn't trying to hide. If it is, GM decision. May target spirits as well.
Homid - Jam Tech: This Gift allows you to disable technological decices. "Technology" in this case extends to ALL tools, though it's harder to break simple tools. Upon success, all devices of significant complexity and higher within fifty feet cease to work for one turn, plus an additional turn for each level of werewolf strength (Ven is currently at two, so three turns). Affected devices remain unchanged, but inert and resume working after the jamming wears off.
Because of the momentary touch of the Pureblood and the waves of static energy that were depicted flowing over Ven, however, it is also agreed that this will start off the first round of modifications to my character. As such, the following gifts have been unlocked.
Fianna - Resist toxin -When physically capable, most toxins and poisons have little to no effect on the werewolf. After two turns, the wolf may shrug off any toxin that does not immediately kill them. Silver takes three.
Homid - Staredown: Your eyes gain a subtle but powerful quality that sends humans and other animals fleeing, freezes other werewolves where they stand. Success means they flee/freeze for one turn. If attacked, spell is broken. One target per use.
Ragabash - Blur of the Milky Eye - You're invisible and can move around, but once someone sees through it, you're caught till something distracts them and you can move away. scene or an hour. If you're loud, you're running, bump into something, drop something, attack, you're exposed, mofo.
This will initiate a prolonged sequence of events. After a few days in constant company with the Pureblood, one more of each gift set will be unlocked, as follows.
Homid: Reshape Object - transform once-living material (but not undead) into objects. Trees into shelter, antlers into spears, animal hides into armor, flowers into perfume, etc. The items resemble their sources somehow: Spear shaft is made of antler, armor retains skin textures, etc. Spend a gnosis. Spend second gnosis to allow weapons to inflict aggravated (continual) damage. Object only reshaped for five minutes. One mental trait to increase to ten, two to an hour, three to the session and four for permanent.
Fianna: Balor's Gaze - blazing red eyes inflict pain on those you gaze at. Requires spirit energy. They must make a willpower challenge to avoid crippling pain (-5 on all challenges), regardless of health levels. Only one target at a time.
Ragabash: Luna's Blessing: While the moon is visible in the night sky, silver does not inflict aggravated damage on you. During the full moon, silver may even turn against those who would use it to hurt you. This gift is active whenever you indicate. While it's in effect, as long as the moon is clearly visible in phase above the horizon (stepping inside, bad weather, moonrise/set negates this Gift), you can regeneragte damage from silver as if bashing or lethal (bashing if blunt, lethal if edged). Note that this gift is not active during the new moon. During the full moon, any attacker who makes an unsuccessful attack against you must then make two simple tests. If both fail, the attacker takes normal damage from his silver weapon.
With a few weeks of prolonged exposure to the Pure Blood, one more of each gift set will be unlocked, as follows.
Homid: Master of fire: Can touch fire. Yippee! Can for two turns be in direct contact with fire without pain or catching blaze.
Fianna: Gift of the Spriggan - with this, you can change size up to three times normal or down to a newborn puppy. Spend a gnosis and make a physical Challenge, retest with Primal-Urge. The effects last for one hour or until you choose to cancel them. Three strength-related physical up to ten extra for each 100% increase in size. Retain traits while shrunk, but one trail bonus on stealth related for each 25% reduction in size.
Ragabash: Open moon bridge - create a moon bridge, with or without the cooperation of a caern totem. Spend one gnosis to activate this gift. See the Rite of the Opened bridge for details. A moon bridge created with this gift can stretch up to one thousand miles.
With a few months of exposure to the Pureblood, one more of each gift set will be unlocked, as follows.
Homid: Spirit ward: You can create an invisible pictogram to shield against spirits.
Fianna: Fairy Light - small floating sphere of light, 3ft area, create anywhere line of sight, and move up to ten feet per turn, last for one turn per mental trait possessed, or end of scene with gnosis spent.
Ragabash: Taking the forgotten - You can take something from a target who then forgets about ever having owned it. Spiritually bonded objects may stir memories of their own accord, all other objects are forgotten.
With a year of exposure to the Pureblood, one more of each gift set will be unlocked, as follows.
Homid: Part the Veil: Lets you protect a human being from effects of delirium, allowing them to witness a werewolf shift without suffering fits of delusions, schizophrenia, paranoia and psychopathy.
Fianna: Call the Hunt - Once per month, and only in dire need, summon the Great Huntsman of Celtic myth to harry and slay a great evil recognized by the Tribe. Gift requires a full hour spent in chanting prior to use. Spend one Gnosis and make a social challenge. Huntsman comes with one hound, additional for each point of spirit energy you spend. If the adversary is not worthy, the Huntsman will turn on you, instead. It's a powerful Jaggling in service of Stag, appearing as a tall, antlered man with 10 willpower, 10 rage, 5 gnosis, 40 essense and the Charms of Armour, Materialize and Tracking. Hounds are Gafflings, usually nine, with coal-black coats and eyes of green fire. They can keep pace with a garou in lupus. 6 willpower, 7 rage, 2 gnosis, 18 essence and Materialize and Tracking.
Ragabash: Thieving Talons of the Magpie: With this Gift, you can appropriate the powers of others. This gift extends to Garou Gifts, spirit Charms, vampiric Disciplines, mage Spheres and the like. Make a Mental Challenge against the target. If successful, you can use one specified power for one turn per Gnosis Trait spent. During this time, the target cannot use that same power. Use current gnosis total in place of any trait that garou don't normally possess, like blood, glamour and so on. You must know something about the power in question, enough to specify which one you're taking, and must physically be able to accomplish the actions it requires, like looking at someone.
It should be noted that Werewolves are born with the innate ability to travel back and forth to a pocket realm known as the Umbra. They may travel freely at any time they wish unto themselves. However, they cannot take clothing or items that have not been dedicated to them in spirit ritual. They can, if they sacrifice spiritual energy at the cost of necessary rest, take other creatures with them, however the same restrictions apply in terms of items and weapons. They also cannot be forced to take someone against their will, so grabbing a werewolf going into the Umbra at the last moment will leave you gripping air, not Captain Jack Harkness'ing your way into the pocket realm.
A note on moon bridges: Moon bridges are just as they sound. They are bridges made of moonlight, over which any kind or sort of creature can pass. They require effort to keep open, and are intended to make travel safer, easier and faster. However, they can only span a distance from where the moon is shining to where the moon is shining, and cannot pass through sunlight. There are, however, rumours of spiritualists so powerful that they can reach to the actual moon with a bridge.
Overall, Ven has what amounts to twelve bashing health points (bludgeoning weapons), Ten lethal health points (bladed weapons), Eight Aggravated health points (acids, poisons, silver) Once those are used up, she will be forced to flee or will be incapacitated.