[W20] Werewolf: the Apocalypse [Tentative interest check][system]

Started by Blythe, December 14, 2020, 04:42:52 PM

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Datawych

Shesep Hunts-the-Past, Unblinking Eye of Horus (sans roots/dark eyes/dark eyebrows)

Auspice: Galliard (Waning)

Breed: Metis (Albinism/Hypomelanism)
Mother: Silent Strider (Asian Steppe stock)
Father: Unknown

Tribe: Silent Striders
Camp: Seekers

Appearance:
"Does not compute" summarizes Shesep's appearance quite succinctly, regardless of form. Her human form is slender but relatively athletic, with strong Mongolian features tempered just slightly by her father's European (?) background. Her skin and hair are both stark white, and the color of her eyes falls somewhere between pale gray and pink. In Crinos form her Strider heritage shines through; tall and thin, with a sleek, short coat, but completely bleached of all color. Similarly, her Hispo and Lupus forms resemble a giant white jackal.

Shesep does not shy away from her deformity, and dresses in white almost exclusively in order to accentuate it; she'll have no one accuse her of attempting to hide what she is. Those willing to look past her albinism will notice that she's not unattractive, with symmetrical features and a smile that - though somewhat sorrowful - lights up her face.

On Metis...
"What is it that human politicians always say in movies? 'No comment'? The only experience I can speak for is my own, and I can say that mine was not the norm. The Striders are good to their Metis children. They do not see fit to punish the child for the sin of the parent; we are all united by Sutekh's curse. I know my mother; I see her every so often, and she loves me. That is not something all Metis can say. She made a mistake and broke the Litany - and was properly punished for it - but punishing her does not make me disappear. Metis are a stark reminder that Garou are fallible. 'Garou shall not mate with garou.' And yet here we are. That is an uncomfortable truth for some. That is where the dislike stems from, I think."

"My father? I have not met him. Neither has my mother told me much. She says 'Owl will bring us to one another when both of us are ready.' I suspect she may be... What is the phrase? 'Sugar-coating'?"

On Galliard...
"...'Lorekeeper' is the word I suppose I would use. Many believe us to be much closer to performers, and it does vary between individuals, but they only see what we do, not why we do it. To raise our kin's spirits? That is one I often hear from Homids. Lupus are more practical and immediate... Listen to the howl of a Lupus Galliard - really listen. There is far more information there than you think... Some Galliards are more suited to one or the other, but neither is our true purpose. We are here to remember. That's all. We sing the old songs, we tell the old tales. We add our voices to a howl that has sounded since before we were born, and that will be there after we are gone. Though those stories, and songs, and howls, we show the next generation of heroes that even through countless centuries, we still remember."

Character Sheet

Attributes (5/7/3)
Physical
Strength: OO
Dexterity: OOO
Stamina: OOO
Social
Charisma: OOOO (Air of Calm)
Manipulation: OOO
Appearance: OOO
Mental
Perception: OOO
Intelligence: OO
Wits: OO

Abilities (13/9/5)
Talents
Alertness: OO
Athletics: OO
Brawl: OO
Empathy: OO
Expression: OO
Intimidation: N/A
Leadership: N/A
Primal-Urge: OO
Streetwise: O
Subterfuge: O
Skills
Animal-Ken: N/A
Crafts: O
Drive: N/A
Etiquette: O
Larceny: N/A
Melee: N/A
Performance: OO
Stealth: OO
Survival: OO
Archery: OOO
Knowledges
Academics: N/A
Computer: N/A
Enigmas: O
Investigation: OO
Law: N/A
Medicine: N/A
Occult: OO
Rituals: OO
Science: N/A
Technology: N/A


Backgrounds
Contacts: O [Nearby Sept/Caern*]
Mentor: OO [Mother & Trusted Striders**]
Pure Breed: O [Jackal-like Crinos/Hispo/Lupus]
Rites: OOO
Totem: OO

*open for discussion
**one Mentor background representing multiple Garou, any specific individual may be unavailable for long periods

Gifts
Heaven's Guidance (Rank 1) [Tribe]
Heightened Senses (Rank 1) [Auspice]
Perfect Recall (Rank 1) [Auspice]
Primal Anger (Rank 1) [Breed]
Silence (Rank 1) [Tribe]

Renown
Glory: 2 (0/10)
Honor: 0 (0/10
Wisdom: 1 (0/10)

Tempers
Rage: 4
Gnosis: 4
Willpower: 7

Rites
Bone Rhythms (Rank 0)
Greet the Moon (Rank 0)
Gathering for the Departed (Rank 1)
Rite of the Cardboard Palace (Rank 1)

Merits & Flaws

Language [Russian] (-1)

Freebie Points, 15/15

+1 Craft (2)
+1 Streetwise (2)
+4 Willpower (4)
+1 Gnosis (2)
+1 Background [Contacts] (1)
+1 Background [Mentor] (1)
+2 Background [Totem] (2)

1-dot Merit [Language] (1)

Starting XP, 18/20

Intelligence 2 (4)

Archery 3 (4)
Occult 2 (2)
Rituals 2 (2)

Heaven's Guidance [Rank 1 Tribe Gift] (3)
Heightened Senses [Rank 1 Auspice Gift] (3)

Cold Heritage

Thank you, fellow Elliquiyan, and have a wonderful day.

Elven Sex Goddess

#27
'Twisted Shadow'
Name: Katrina Volkmere         Breed: Fosterling (Homid)        Pack Name: TBD
Player: Elven Sex Goddess     Auspice: Rotagar (Ragabash)   Pack Totem: TBD
Chronicle: Chernobyl             Tribe: Get of Fenris                 Concept: Loki's Mouth


Physical

  • Strength **
  • Dexterity ***
  • Stamina **
Social

  • Charisma **
  • Manipulation **** (Unswerving Logic)
  • Appearance **
Mental

  • Perception ***
  • Intelligence ***
  • Wits **** (Cunning)


Talent

  • Alertness **
  • Athletics **
  • Brawl *
  • Dodge ***
  • Streetwise ***
  • Subterfuge ***
Skills

  • Firearms **** (Rifles)
  • Melee *
  • Stealth ***
  • Survival **
Knowledges

  • Enigma *
  • Linguistics** Native: German /Russian. English
  • Investigation **
  • Occult *
  • Rituals *


Backgrounds

  • Contacts ** (Street Gang, Russian Military)
  • Ally ** (Vetenarian, Black Marketeer)
  • Totem **
  • Rites * (Rite of Talisman Dedication) Dedicated items top, bottom, rifle   
    • Resources *
Gifts

  • Apecrafts blessing
  • Resist Pain
  • Liars Face
  • Blur of the Milky Eye
Reknown

  • Glory 1
  • Honor
  • Wisdom 2
Advantages

  • Rage *
  • Gnosis ***
  • Willpower *****


Appearance
Distinguishing markings, is Katrina is into tattoos.   She is covered in them on her body.  She dresses in grunge/punk style of wear.   She is only 5'1" tall in her homid form. 


Background

Katrina Volkmere is a Get of Fenris Rotagar who questions each of the laws of the litney and her pack mates with such and others within the sept.   Whispering temptation in their ears.  Testing their conviction, the strength of their wills and honor.   While walking that thin line herself.   

In the human world she likes to hang with metal rock bangers,  militia groups and just a general laborer.  From working as a waitress,  bartender, maid at a motel.   Basically jobs that don't last...   As she likely is  taking on such jobs to infiltrate and area to scout for the pack.

Now most think of Get in the image of the pure Aryan race image.   She is the complete opposite, petite and dark as a brunette.  One would think her from the Mediteranean area.

"And you thought I be fucking long legged blonde and blue-eyed,  see what you get for thinking."

She will challenge each of the other auspices in her pack.

The forseti (Philodox) She will bring the needed counterpoint so he may judge with true insight.
The Godi  (Theurge) She will guide through the shadows so he may tend the sacred places.
The Modi (ahroun)  She without fear will tend to getting them into proper battle readiness.
For the Skald (Galliard) She will be their muse.

They will hate and love her,  she will be their rotagar.

Pack dynamics,  she is their eyes and ears.   The scout who will ferret out the enemy.   Once done,  she will assume overwatch for the pack with her skill with the long guns, rifles.   She also will with prejudice to assassinate humans that are agents of the wyrm regardless if self acknowledged such or a pawn.   


Age: 18  Sexuality: Bi-Sexual  Rank: Cliath  Health: 10  Exp: 0

Equipment
1968 Ironhead sportster

Remington M-700 (30.06) Rifle   Damage 8   Range 200  Rate of Fire 1 Clip 5+1  Concealment N


Freebie and experience Expenditure
Freebie points 15
Lingisutics 2nd dot cost 2
Investigations 2nd dot cost 2
Contacts 2nd dot cost 1
Rite 1 dot cost 1
Resources 1 dot cost 1
Firearms 4th dot cost 6
Athletics 2nd dot cost 2

20 points to spend
Strength 2nd dot cost 4
Blur of the Milky Eye cost 3
Gnosis 2nd dot cost 2
Gnosis 3rd dot cost 4
Willpower 4th dot cost 3
Willpower 5th dot cost 4
[/list]

PixelatedPixie

#28
It's been awhile since I played Werewolf so hopefully the concept isn't too far outside the realm of normality for the setting.   


Rebecca Theia aka Studies-Stone
Concept: Nuclear Scientist Theurge
Breed: Homid
Auspice: Theurge
Tribe: Glass Walker


Extended Concept
The appearance of Atomic Spirits and other Weaver-born creatures cannot be understood purely at the Spiritual level.  You must also understand the science.

She skews heavily away from her natural/lupine side.  She finds it difficult to shift and her rage feels more distant.

Background
Rebecca was twenty and already a student at university when she experienced her first change, a messy affair that she prefers not to talk about.  She went to perform her trials as expected but, with her tribe's blessing, continued her studies at a university with several kinfolk on the board and among the staff.  She ran with a local pack for the years that followed but was always torn between the her need to study and her need to serve her people.

Now twenty four Rebecca is a graduate student in the field of Nuclear Physics.  The choice of field was not entirely by accident as the problem of Chernobyl, and the land that surrounded it, had long weighed on several of her tribe.  It was felt, and Rebecca agreed, that it could not be viewed as a purely scientific or spiritual problem.  It had to be viewed as both.  She was uniquely suited to the task.

Rebecca has been sent to Chernobyl as a graduate student, with the aid of her supervising professor who had ties with the Ukrainian government and had assisted in efforts to design and build the New Safe Confinement.  She is officially there to study the radiation and its effects.

Character Sheet
ATTRIBUTES
Strength     1
Dexterity    4, Nimble Fingers
Stamina      1

Charisma     4, Captivating
Manipulation 3
Appearance   4, Alluring

Perception   1
Intelligence 5, Memorization?
Wits         2

ABILITIES
Alertness      1
Athletics      2
Brawl          1
Empathy        3
Expression     2
Intimidation
Leadership
Primal-Urge   
Streetwise
Subterfuge   

Animal-Ken
Crafts
Drive          1
Etiquette      1
Firearms       2
Larceny       
Melee         
Performance
Stealth        1
Survival       

Academics      2
Computer       2
Enigmas           
Investigation  1 
Law
Medicine       1
Occult         1 
Rituals        3 
Science        4, Physics
Technology     1

BACKGROUNDS
Allies 1, Supervising Physics Professor
Resources 1, Grad Student
Rites 5
  Rite of Cleansing
  Rite of Spirit Awakening (2)
  Rite of Summoning (2)

GIFTS
Persuasion (Homid)
Mother’s Touch (Theurge)
Plug and Play (Glass Walker)
Spirit Speech
Spirit Snare
Smell of Man
Sense Wyrm
Control Simple Machine
Diagnostics

VARIOUS
Rage:      2
Gnosis:    3
Willpower: 5
Renown:    3 Wisdom

MERITS
Language (3), Russian, Ukrainian, French
Animal Magnetism (2)
Fair Glabro (2)

FLAWS
No Partial Transformation (-1)
Banned Transformation, Unless you spend a Rage Point (-3)
Docile, -6 max rage (-3)


SPENDING
Merits/Flaws cancel out
2 freebies to Science
4 freebies to Gnosis
2 freebies to Willpower
5 freebies on Manipulation
2 freebies on Backgrounds

3 xp on Spirit Speech
3 xp on Spirit Snare
3 xp on Smell of Man
3 xp on Sense Wyrm
3 xp on Control Simple Machine
3 xp on Diagnostics
2 xp on Computers

Blythe

Quote from: Cold Heritage on January 05, 2021, 11:59:10 PM
Are we allowed to use Merits and Flaws?

Yes. :)

Though if I feel a Merit or Flaw won't fit the chronicle, I may veto it when reviewing sheets. ^^

Cold Heritage

Quote from: Blythe on January 06, 2021, 11:02:19 AM
Yes. :)

Though if I feel a Merit or Flaw won't fit the chronicle, I may veto it when reviewing sheets. ^^

That's fair.

Here's my hat in the ring, with an obvious debt to Datawych for style.

Name: Torstein Dead-Inside
Player: Cold Heritage
Chronicle: Blythe's Elliquiy Chernobyl Chronicle

Breed: Homid
Auspice: Ahroun
Tribe: Get of Fenris

Pack Name:
Pack Totem:
Concept:

Attributes

Spoiler: Click to Show/Hide
Physical (Primary - 7)
Strength: 5
Specialty: Strength Reserves
Dexterity: 3
Stamina: 5
Specialty: Unbreakable

Social (Secondary - 5)
Charisma: 3
Manipulation: 1
Appearance: 4
Specialty: Noble Bearing

Mental (Tertiary - 3)
Perception: 2
Intelligence: 2
Wits: 2

Abilities

Spoiler: Click to Show/Hide
Talents (Primary - 13)
Alertness: 1
Athletics: 2
Brawl: 3
Empathy:
Expression:
Leadership:
Intimidation: 2
Primal-Urge: 3
Streetwise:1
Subterfuge:

Skills (Secondary - 9)
Animal-Ken:
Crafts:
Drive: 1
Etiquette: 2
Firearms: 2
Larceny:
Melee: 2
Performance: 1
Specialty: Heavy Metal
Stealth: 1
Survival: 1

Knowledges (Tertiary - 5)
Academics:
Computer: 1
Enigmas:
Investigation:
Law: 1
Medicine: 1
Occult: 1
Rituals: 1
Science:
Technology:

Advantages

Spoiler: Click to Show/Hide
Backgrounds (5)
Ancestors 2
Pure Breed 3
Fate 1
Resources 1

Gifts:

Razor Claws (Auspice)
System: The player spends one Rage point and the Ahroun takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.

Resist Pain (Tribal)
System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.

Master of Fire (Breed)
System: The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.

Spirit Speech (Experience)
This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him.
System: This Gift’s effects are permanent.

Renown
Glory: 2
Honor: 1
Wisdom:

Rage: 5

Gnosis: 3

Rank: 1

Willpower: 5

Merits:
Huge Size
This Merit gives you an extra health level, which acts as an additional Bruised health level for purposes of calculating damage and wound penalties. Of course, with your immense size comes other problems.

Flaws:
Insane Ancestor
An insane ancestor of yours occasionally takes over when you seek help from the spirits of your forebears.

When the Storyteller deems this circumstance has come about, roll your Ancestors Background, difficulty 6. Any successes indicate that your ancestor takes control of you for the scene, or until someone recognizes what is happening and manages to convince him to relinquish control once more.

You may spend a Willpower point to stifle the ancestor-spirit for the scene.

Gandthor Ironhide is famous to this day. His name is forgotten, but his death is writ large across history. For Gandthor Ironside is the berserker who stood alone at Stamford Bridge and held it against the English advance. The stories vastly underestimate the number of men Gandthor slew that day, and they certainly downplay the full circumstances of his death, for the Veil must be maintained. Gandthor carried in his hands a mighty Dane Axe, and it was a powerful fetish bound with spirits of war and rage. And it is true that a spearman stabbed Gandthor from below - it was a Bone-Gnawer, armed with a silver-tipped spear that had been smeared in the venom of one of the terrible Wyrmspawns that had seen the White Howlers brought low. And so it was only then, pierced by silver and poisoned by Wyrm-foulness that Gandthor was brought low, dying in state of agonized madness.

Enemy
You have acquired an enemy (one or more individuals) that not only knows what you are, but also has power of their own. The 1-point version of this Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike towards you or who blames you for some past wrong.

Jason Salmon-Jumps-Swiftly, Theurge of the Children of Gaia. The twin brother of Adam Sweetness-Of-Apples, who was of the same Auspice and Tribe. Adam's murder is a deed that Jason cannot forget, and cannot forgive. Haunted by the spectre of his dead twin, Jason bears a deep hate that undermines his dedication to his tribe's values.

Freebie Expenditure (15)
Spoiler: Click to Show/Hide
5 - Stamina to 5
1 - Pure Breed to 3
1 - Ancestors to 2
4 - Gnosis to 4
2 - Willpower to 5
-1 - Insane Ancestor
-1 - Enemy Flaw
4 - Huge Size

Experience (20)
Spoiler: Click to Show/Hide
4 - Dexterity to 2
8 - Dexterity to 3
3 - Drive to 1
5 - Gift Spirit Speech

---

Do You Know Me?

Spoiler: Click to Show/Hide
Könnt Ihr Mich Fühlen?

Torstein is an enormous man in his early twenties. He has exceptionally pale blue eyes and extremely pale blond hair, in a slicked back undercut style, while maintaining a clean-shaven face. His skin is fair and unblemished. Scars from battles and rites cover his body as they would any fighting Garou and true Fenrir. He dresses simply out of necessity, but is not given to vanity because of Tribal prejudices.

Born in Western Russia, Torstein's youth was misspent. In the main, he fought as part of a gang of delinquents against other gangs of delinquent youths. Acts of vandalism and thefts were not unknown, perpetrated in the territory of rival youth gangs. In this time Torstein was also the lead singer and front man of a truly uninspired and execrable Rammstein cover band.

His First Change was, more than is common for Garou, a rebirth. And the joining the Get of Fenris was truly a crucible for Torstein. The suffering and torment that he endured to prove his worth to Great Fenris and be accepted into the Get burned away many of his baser qualities. There were still many lessons to learn, but Torstein left behind the stupid youth. Human prejudices were replaced by Garou prejudices, and to this day some of them persist, but in time Torstein managed put aside some of the worst of them.

Not without struggle. And not without cost.

Big And Dumb As A Man Can Come, But He Stronger Than A Country Hoss

"We Get of Fenris value strength above all things. And yet, there are many forms of strength besides that form we value. And I remember the Litany: All Are Of Gaia. I have made my peace with it. I paid the price for not knowing it. There are many in my Tribe who look at other Tribes and other Garou with scorn and hatred in their hearts. I am no longer this way. I found the strength in myself to put it aside. We are all as Gaia made us. Eagle flies. Rabbit runs. Salmon swims. I will fight and I will die. But you? If it is not in your heart to Rage and seek the battle-wine, hot and steaming, on your fangs and talons, but, instead, to be calm and peaceful and walk a path free of din of battle . . . then be as you were made to be. If you were made for peace, be peaceful. Gaia is wise."

Love Is A Killer That Never Dies

"I found the great love of my life. The one whose soul matched my own. My Valkyrie. But . . . I was not fated to have her. She chose another. One who I called brother, and one who called me brother."

To Be Treated Like A Punk - You Know That's Unheard Of

"It is true that I have taken the life of one of the People. It is true that I broke the Litany: 'Accept An Honourable Surrender.' There was a time, and a place, where I was every low thing that the Nation imagines of the Get of Fenris: arrogant, blood drunkard, battle glutton. And in that time and in that place I took the life of Adam Sweetness-Of-Apples; I justly earned the enmity of Jason Salmon-Jumps-Swiftly. I do not deny this. I had just cause to challenge Adam Sweetness-Of-Apples, and to spill his blood. None of the People, not even the lowest of Bone Gnawers, would allow those insults to go without response. But I did not have cause to take his life, and for the rest of my days I must bear the burden of being his murderer.

Even though the words he said were true.

It weighs heavily upon me. Perhaps it is such a grave dishonour that Great Fenris will not accept me at his side during the Final Battle. But if it is so, then it shall be so. I will strive to wash away blood with blood and slay many Wyrm-things until at last I have breathed my last."

No Earthly Ships Will Ever Bring Him Home Again

"It is said that we Get of Fenris are eager to die and place no value on life. And I say that for some it is true. After all, Great Fenris himself cares nothing for humans, or for wolves, or for any other living thing. Not even for those in whom his blood flows, we Fenrir.

For my part, I am not eager to die. But I know that for what I have done, I deserve it. I do not wish to die stupidly, or without purpose. I wish to be there for Ragnarok, for the final death of Wotan. For the ending of Jormungandr. Perhaps that is too good an end for me, too much of a privilege.

But as I draw breath, there is hope that I may be among the Fenrir who will be at Great Fenris's side at Ragnarok, and I will help to bring about the new world that will arise from the death of the Wyrm.

When my death comes, it will be without apology. It will be bliss."
Thank you, fellow Elliquiyan, and have a wonderful day.

Hades

Rend the Darkness

Name: Nicholai Ivanov          Breed: Homid               Pack Name: TBD
Player: Me                           Auspice: Ahroun           Pack Totem: TBD
Chronicle: This one               Tribe: Silver Fangs        Concept: Idealist Reformer




ATTRIBUTES

Physical

  • Strength: 000
  • Desterity: 0000 (Lightning Reflexes
  • Stamina: 000
Social

  • Charisma: 000
  • Manipulation: 00
  • Apperance: 000
Mental

  • Perception: 00
  • Intelligence: 00
  • Wits: 00



ABILITIES

Talents

  • Alertness: 00
  • Athletics: 00
  • Brawl: 000
  • Empathy: 0
  • Expression: 0
  • Intimidation: 00
  • Leadership: 00
  • Primal-Urge 00
  • Subterfuge: 00
Skills

  • Etiquette: 0
  • Firearms: 0
  • Melee: 00
  • Stealth: 0
  • Survival: 0
Knowledges

  • Academics: 00
  • Enigmas: 0
  • Law: 00
  • Occult: 00
  • Rituals: 00



ADVANTAGES

Backgrounds

  • Pure Breed: 0000
  • Resources: 00
  • Rites: 00 (Talisman Dedication, Breath of Gaia, Greet the Sun)
  • Kinfolk: 0
  • Totem: 00
Gifts

  • Master of Fire
  • Razor Claws
  • Sense Wyrm
  • Lambent Flame
  • Resist Pain
Renown

  • Glory: 2.0
  • Honor: 1.0
  • Wisdom: 0.0


Rage

  • Rage: 00000 0
Gnosis

  • Gnosis: 000
Willpower

  • Willpower: 00000 00
Merits and Flaws

  • Language Merit(x2): Russian native, English and German
  • Mark of the Predator: 2pt Flaw



Freebie Points Spending

  • +2  - Mark of the Predator Flaw
  • -4pts - Gnosis raised to 3
  • -4pts - Wp raised to 7
  • -1pt - Rage raised to 6
  • -2pts - Language Merit taken twice
  • -6pts - Backgrounds
Experience Points Spending

  • 4xp - Raising Brawl from 2 to 3
  • 2xp - Raising Melee from 1 to 2
  • 2xp - Raising Subterfuge from 1 to 2
  • 2xp - Raising Athletics from 1 to 2
  • 2xp - Raising Alertness from 1 to 2
  • 3xp - Lambent Flame Gift (Rank 1 tribal)
  • 5xp - Resist Pain Gift (Rank 1 Philodox)





"Uneasy is the head that wears a crown," Shakespeare wrote and that speaks truth for the Silver Fangs today.  Nicholai grew up listening to the great deeds of his family and ancestors from his kinfolk father, as his mother carried out her Half-Moon duties of the ancient sept she was an elder member of.  Duty and responsibility were drilled into his head constantly, as he was blanketed with the expectation of greatness like the snow that covered his homeland.  Following his First Change and his acceptance into both Clan of the Crescent Moon and the Sun Lodge however, he saw a side of his tribe that had been kept in the shadows until then.  It was easy enough to mask the decay seeping through the roots when looking at it from outside with a sense of wonder and awe, but once you begin to take part in the daily rituals and happenings it's more difficult to avoid noticing.   

In his mind, while the right to rule remains within the tribe's grasp, far too many of it's ranks are stuck in the past and doing things simply for the sake of tradition.  The tribe needs a renaissance of sorts, adapting the old ways to be better in the modern world if the tribe, and thus the Nation as a whole, hopes to endure and survive the coming threats that loom over the horizon.  Falcon's children do not lead simply because an ancestor did so in the distant murky past and so that is how it should always be.  They rule because Gaia called upon them to carry the heaviest of burdens, to shine as a beacon of light and inspiration to the other tribes of the Nation in defense of the Mother and the Wyld places of the world.   And inspiration does not come by hiding in dusty lodge halls and making others dance through hoops to gain an audience. 

It comes from charging into the world, howling calls to glory to lead from the front whenever possible and being worthy of the pure blood that courses through the veins of each of Falcon's chosen.  The other tribes will see that while the Silver Fangs may have stumbled and fallen short in their path, their heads remain unbowed before any challenge.  And more importantly, perhaps the tribe itself will see that as well, and push past the lingering malaise that clings to so many elders.

Ashia

Walks-In-Shadows

Name: Oksana Andrich          Breed: Homid               Pack Name: TBD
Player: Ashia                           Auspice: Ragabash           Pack Totem: TBD
Chronicle: Chernobyl               Tribe: Shadow Lords        Concept: Damaged Asset




ATTRIBUTES

Physical

  • Strength: 00
  • Desterity: 000
  • Stamina: 00
Social

  • Charisma: 000
  • Manipulation: 000
  • Apperance: 0000
Mental

  • Perception: 00
  • Intelligence: 0000
  • Wits: 000



ABILITIES

Talents

  • Alertness: 00
  • Athletics: 0
  • Empathy: 00
  • Expression: 000
  • Primal-Urge 00
  • Subterfuge: 000
  • Brawl: 000
Skills

  • Etiquette: 00
  • Drive: 0
  • Firearms: 000
  • Stealth: 00
  • Survival: 0
Knowledges

  • Academics: 0
  • Investigation: 000
  • Occult: 00
  • Technology: 00



ADVANTAGES

Backgrounds

  • Pure Breed: 000
  • Resources: 000
  • Contacts: 00
  • Festish: 0 (Nyx's Bane)
Gifts

  • Persuasion
  • Liar's Face
  • Whisper of Catching
Renown

  • Glory: 1.0
  • Honor: 1.0
  • Wisdom: 1.0


Rage

  • Rage: 00
Gnosis

  • Gnosis: 00
Willpower

  • Willpower: 00000 0
Merits and Flaws

  • Language Merit(x1): Ukrainian native, English
  • Mark of the Predator: 2pt Flaw



Freebie Points Spending

  • +7  - Taint of Corruption
  • -2pts - Gnosis raised to 2
  • -3pts - Wp raised to 6
  • -5pt - Wits raised to 3
  • -1pts - Language Merit
  • -4pts - Backgrounds
  • -1pts - Computer Aptitude
  • -1pts - Lightning Calculator
  • -2pts - Animal Magnitism
  • -1pts - Alchohol Tolerance
  • -2pts -Occult
Experience Points Spending

  • 5xp - Raising Technology from 0 to 2
  • 9xp - Raising Brawl from 0 to 3
  • 6xp - Raising Dex from 2 to 3





Oksana Andrich grew up a bright and beautiful Ukrainian girl, from an old family that had immigrated to Ukraine from Russia after a falling out with the Russian nobility of the era. She was a bright girl and had an old soul, said to speak many pearls of wisdom beyond her years. She enjoyed chess for a time, and then computers, and then music--but could never sit still for long. For years, she had the relative luxury of a family that did better than most but was spending itself into the poor house, after a series of bad investments by two generations of the men. Loans from the wrong people by her father forced Oksana to drop out of school before she could get her college degree, and when he was killed in an alley, she took to high risk but high earning work as a stripper to keep her mother and baby sister afloat. Her beauty had flowered, and she did well, but often she dreamed of one day escaping her bad life.

When a local gang forced her to become a call girl on their behalf, to pay off her father's unpaid debt, that dream ended. She endured verbal and sometimes physical abuses in her role, but she had a way of charming her clientele and she quickly found herself under the thumb of a local criminal who ran a fairly legitimate business. Before she knew it, she was charming businessmen, magnets, young stars at closed-door-parties, and eventually politicians. She plied her trade here as an inside woman for a while, before the man who owned her family's debt was killed and replaced by a group of men who only valued her for one thing: her blood. They ran their business effectively through mortal pawns like herself, making her a ghoul, and Oksana learned to live in the shadows of the Vampire factions of Ukraine. When she came to her inner beast and transcended her mortal nature, her pureblood from a long line of once-famous Shadow Lords, she broke free of that life--but maintained her cover. She worked with a local Bringer of Light group in Kyiv to gain acceptance into her tribe by bringing down the nest of bloodsuckers from within, a poison to their plans and supplier of their movements. The game didn't last long, as her blood made her a poor ghoul, but it lasted long enough for her to get revenge and crush the group with other Shadowlords help.

Years later, she found herself near the backwoods and small villages in Ukraine, searching for a local gang of creatures that seemed of interest to the Bringers. She made the wrong move, became captured, and was tortured by a wicked Black Spiral Dancer into nearly joining the forces of corruption. They performed rituals and trauma upon her that stained her soul--a stain she simply cannot get out--and break down her considerable willpower. By pure force of will, and pure luck, of a local elder slew the Spiral and his minions, she was set free and allowed to recover. Her taint made her damaged and useless for fieldwork for the Bringers, however, and she found the shell of herself alone and lost in the world, eventually taken in by her current pack leader (the very one who saved her). Now she seeks a new purpose in life, new kinship, and family, and uses her knowledge and contacts in the mortal underworld to fence information and trade knowledge. She prefers to sit behind a screen when possible, but is deadly with a firearm if need be, and prefers a rifle from distance. Inside her skin, an itch tickles the stain of the wyrm that taints her, but she isn't sure if that is something evil, or something good, urging her to get back out into the wilds and face her fears.
Occasionally I drop a teacup to the floor just to see it shatter; I'm disappointed when it doesn't pick itself up and come back together. Someday, perhaps.

Marie Reynolds

I hope this is  not  to late to throw in my hat.

1) What tribes are you most interested in playing?
Bone Gnawer or  Glasswalker

2) What cities or locales do you think would make a good setting for the game? (Note: You don't have to pick USA cities/locales!)
No major preference on a city.

3) What themes would you find exciting to see in a W20 game?
I enjoy most of the themes in  Werewolf. So whatever works best for the plot

4) What level of sexual content would you be comfortable with?
Not anything on my on and off list I take by a case by case basis. Also I likely be playing a demisexual character so if the character had not form some type of emotional bond with another character or npc. It may or may not come up.

5) Is there anything you do NOT want to see in a W20 game not already listed in your Offs in your O/O thread?
Not  really keen on dealing with pregnancy for my character other characters does not bother me.

Blythe

Just letting folks know I've been seeing the submitted sheets and I gotta say I'm super impressed so far! I'm likely to give this a little bit longer (few more days) to let others finish sheets before I pick final players. :)

Marie Reynolds

Character Name: Larisa "Shepard's Crook"  Melnyk-Koval
Breed: Homid
Auspice: Philodox
Tribe: Bone Gnawer
Tribal Camp: Frankweilers
Gender: Female
Age:37
Sexuality: Demisexual
Character image
this is a reference picture of the characters eyes

Character Sheet:

Name:Larisa(Лариса ) “Shepard's Crook” Melnyk-Koval
Player:
Chronicle:
Breed: Homid
Auspice:Philodox
Tribe:Bone Gnawer
Nature: Caregiver
Demeanor: Architect
Camp:Frankweilers
Pack Name:TBD
Pack Totem:TBD
Concept:
Gender: Female
Age:37
Sexuality: Demisexual   
               Attributes:

Physical:    
Strength   2
Dexterity   3
Stamina   3



Social
Charisma   2
Manipulation   2
Appearance   2

Mental
Perception   3
Intelligence   4
Wits      3


                  Abilities

Talents
Alertness   2
Athletics   1
Brawl      1
Empathy   2
Expression   2
Intimidation   
Leadership   1
Primal-Urge   2
Streetwise   
Subterfuge   


Skills
Animal-Ken   2
Crafts 
Drive      
Etiquette   1
Firearms   2
Larceny   
Melee      2
Performance   
Stealth      2
Survival   3
   
Knowledges
Academics   3
Computer   
Enigmas   
Investigation   
Law      3
Medicine   4(Ob-Gyn)
Occult      
Rituals      
Science   4(Biology)
Technology   
               Advantages

Backgrounds               


Mentor(Adren BoneGnawer of  the Frankweilers camp)   2            
Resources 2   
Allies 1(A scientist that turned out be an undiscovered Bone Gnawer kinfolk)   

Renown
Glory


Honor
3
T:


Wisdom

T:

Rage
3
T:

Gnosis
3

T:

Willpower
4
T:


Gifts

Breed:
Master of Fire (Level One) — Fire-spirits were
among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.
System: The player spends one Gnosis point. For
the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.

Auspice:
Scent of the True Form (Level One) — The
Philodox is able to scent the truth of those she meets,
literally sniffing out an individual’s true form. A vulture spirit teaches this Gift.
System: The Garou can smell Kinfolk or a fellow
werewolf automatically; pre-Change werewolves smell
like Kin. In all other cases, the player must roll Perception
+ Primal-Urge (difficulty 6). One success will identify
a normal human or animal; two successes will detect a
vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The
Imbued register as normal humans to this Gift. Unfamiliar
scents aren’t automatically recognized: A Philodox that
has never encountered any Rokea might not immediately
recognize the scent she detects as “wereshark.”


Tribe:
Resist Toxin (Level One) — The werewolf’s body
is hardened against toxins of all sorts. A rat-spirit teaches
this Gift.
System: The werewolf is permanently immunized
to mundane poisons, from arsenic to alcohol, and adds
three dice to resist the effects of Wyrm-enhanced toxins.
This Gift may be turned off and on at will (such as for
enjoying alcohol).




Merits:
Ambidextrous (1 pt. Merit)
You have a high degree of off-hand dexterity and can
perform tasks with your “wrong” hand at no penalty. The
rules for taking multiple actions still apply, but you do not
suffer a difficulty penalty if you use two weapons or are
forced to use your off hand to complete a task.
Double-Jointed (1 pt. Merit)
You possess uncanny suppleness, making all dice rolls
that require flexibility (such as wriggling free from an opponent’s grasp) at –2 difficulty. You can contort yourself
into odd positions or squeeze into small spaces.
Mixed-morph (1 pt. or 5 pt. Merit) 5pts
You find the art of partial transformation relatively
easy, and make the required Dexterity + Primal Urge
roll at difficulty 6 rather than difficulty 9 (p. 286). The
five-point version of this Merit eliminates the need for a
Willpower point; you can achieve partial transformation
almost at will

Flaws:
Ward  (Science & Medicine kinfolk apprentice)    3pt
Ward  (Veterinarian and  survival Kinfolk apprentice)      3pt   
Camp Enmity(Fang Breakers.) 1 pt

Rank
Cliath


Bruised   
Hurt      –1   
Injured   –1
Wounded   –2
Mauled   –2
Crippled   –5
Incapacitated

Freebie Points & Experience points expenditures

Freebie Points: 15 total
Empathy 1&2 4 pts
Expression:1&2 4pts
Leadership: 1  2pts
Gnosis 3  5 pts


Experience: 20 exp
Brawl 1&2 5
Stealth 1&2  5pts
Medicine 4     6pts
Etiquette   1  3pts

Background

Larisa Melnyk was born January 11 1983 her young life was turned upside down by the disaster at Chernobyl and despite being evacuated she lost her parents in the incident her grandparents  had to return to Chernobyl after the evacuation with their grand daughter  due to  not having anything left and had to make due with what  was left behind of their home their.Her grandparents passed away due to old age and other survivors in  chernobyl took turns looking after Larisa and inviting her to family dinners. Things look bleak as their was no one to provide education  to the children or health care.  Till a small group of people for Nizhyn came with scientist,engineers and medical professionals. They saw the state of affairs and used their knowledge and skills to  make life as lifable as they could for the survivors. (the secret behind this groups successes was it was a group of Bone Gnawers that belong to the tribal camp  the  Frankweilers. Also as they started to discover Bone Gnawer kin folk in the area. They made requests to  the camp allies to provide support to the town of Chernobyl. The group was a collection of  Bone Gnawer Frankweilers packs that agreed to work together.)

Through this group homes where restored,health care was  provide and even food supplies came in and they built a  private school and fought for accreditation. The school  was divided between educating for primary,secondary education and a university level education.(many of the teachers who came were  Garou as they would be the most likely to survive and many were  Frankweilers  bone gnawers  or allies to the camp.)


Larisa was  discovered as possible kinfolk and was adopted looked after by a frankwelier pack led by  a woman who was a Medical  professional and Scientist that specialized in genetic disorders. She is the rank of Adren and also the Alpha of the pack and her name is Valeriya Koval but regular went by her diminutive of her name to close friends  and pack  as Lera.  Larisa  name after the adoption became Larisa name was recorded as Larisa Melnyk-Koval. As Lera thought it would be cruel to let her not have a piece of her birth family still.

Larisa grew up around the pack and  learned of what  would be her role as kin and got provided basic  education  of both the human world and what live would be like for kin as a member of the Garou nation. She grew older and  shown a keen interest in  Science and  Medicine. Yet the pack gathered  for a  celebration of  Larisa's  16th birthday and went out camping for it and at one point she  went for a walk and had a run in with a boar and she would have been dead if not for something miraculous the night and it would not be the attack of the boar that drew the pack to her but the tell tale howl of a Garou going through its first change  that drew them to the scene and when all was settled and the managed to subdue the young new garou after its triumph over the boar. After  they finally reverted to their breed form it turned out to be Larisa she was not mere kin but  a bone gnawer through and through.

As she grew older her it was also coming  time for her to go through the rite that would cement her place in the nation and her tribe. But it would seem fate would provide them  the test their were debating putting the young garou through.for them and for Larissa. The parents expressed some worries about some of their children who were kinfolk went out into the woods to explore and  it was starting to become night. So Larisa sent the parents on to inform her  Mentor Valeriya where she had gone to  look for the children and also in hopes to have more search parties gathered to help in the matter.

She found the children being chased by a boar something seemed off about it  but not sure why. Though instead of standing and fight she   chose first to lead the children to safety guiding and directing them through terrain that would slow it s advance and increase the chances of getting away.  In the  works of this one of the children  slipped and to by them time to grab their friend and run she had to turn  and fight luckily her knack for partial transformation came in real handy and gave her an advantage with having to  fully shift and react  swiftly two the threat the boar seemed more resilient then usual  and  due to her thinking ahead her fight was soon one not to be handled alone and adoptive parent and mentor arrived with a another pack  also to  serve as a search party. Once the beast was felled it shown signs of wyrm taint and  the elders gathered  have the event and she was summoned to them and  felt this served as a suitable trial that displayed honor, courage, and  wisdom. She was then granted her deed name Shepard's Crook

Her normal studies continued, she also did not abandon her studies on the life of kin folk and their place in the nation cause she figured why leave it unfinished. Her passion for science and medicine grew and she eventually even went to  university for it. As she matured both as a Garou and a person she had a fondness of  always looking out and caring for the kin folk. Even when she learned of  wolf kinfolk in the area she took to learning how to handle animals and survival skills both for the wilds and urban environments.

Her life took an unexpected turn as she saw a lack of those in the legal profession and when a kinfolk had a legal matter to resolve and she could not solve it she  went  back to school to study law to better serve the nation and serve the kinfok as she thought it was the right thing to do since they are the future of the tribes and the nation as a whole. Given she is Philodox many where glad to see this  course of study in her life to fruition. She never neglected the study of the litany but  the legal world of humans could not be ignored either to protect our kin it was necessary.

Then after that since she already had the medical studies done and having more on hand help with the  health of  the wolf kin would be important she  furthered her studies in nature to  move on to vetinarian medicine as well. Her studies for the good of the tribe and kin community had left her rank rather low for her age but it did not bother her all that much being 37 and  still a cliath. Rank would eventually come but the needs in the  here and now of the community are much more important.

Geeklet

Only idea I can come up with is for a CoG Raga, and there seems to be plenty of Raga choices already, so I think I am going to bow out unless more inspiration pops up. Good luck!

Datawych

Hey Blythe, are you taking suggestions/requests for specific pack Totems, or should that wait until you choose characters?

Blythe

Quote from: Datawych on January 12, 2021, 08:00:38 PM
Hey Blythe, are you taking suggestions/requests for specific pack Totems, or should that wait until you choose characters?

I would accept suggestions with the caveat that it's understood I might not end up going with that suggestion in the end. But I never mind at least hearing some suggestions/requests. :)

Datawych

Boar and Cockroach both make sense, given the setting. And apparently the region is having a huge resurgence of brown bears, too.

Hades

Bear, Boar, and Rat would be my top three given the location.

Datawych

I was a little hesitant to suggest Bear, what with how severe the Honor punishment is, but I was playing around with the idea of a Gurahl Contact (and corresponding Dark Secret flaw). So I’m conflicted.

Hades

I mean, my guy would be more inclined towards Boar just because he's a full-moon and likes smashy-smashy approaches to problems.  :D   But I'm open to whatever gets decided on ultimately and can work with any of the spirits.

Marie Reynolds

The gamble for my bone gnawer philodox  that is a doctor among other things would not mind bear for the bonus to  medicine and getting access to mothers touch would not be to bad.

but   as a  bone Gnawer raves the rat banner  proudly.

I would be  worried about boar  since  some boars in backstory were  dealt with and   one wyrm tainted and one not have died at my characters hands so not sure how that would play out.

Datawych

That could also be interpreted as an aspect of Boar taking a personal interest. Larisa would probably need a Rite of Contrition to apologize, though.

Marie Reynolds

True but we will see what happens cause who knows what totem will get chosen or what  players. Playing out the rite of contrition could be fun.

Muse

Yikes! 

I didn't know you were back, Blythe! 

I need to sleep now, but I'll try and get something up for you tomorrow, okay? 

Silver Fang Metis with know claws but a klaive...

Or glass walker theurge parkour expert? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Elven Sex Goddess

My tidbit on totems.

Because where the chronicle takes place.   I think Reindeer would be good for the pack  Especially the soak dice, and survival dots to draw upon. 

Now my second I favor more for the character I have submitted and that is Clashing Boom-Boom.  Still depending on who's chosen could mesh well for a pack.

Muse

  A bit still here to do, blythe, not the least of whihc is character history.  I have a request. 

  Rites are free in game--no experience point cost--but are extremey expensive at character creation--some cost multiple background points. 

  Since we have a little bit of starting EXP, could I buy some starting rites for 1 exp each? 

Name:      Annie Avaline
Deed Name:   Spire Walker
Player:      Tenshi the Muse of Fire 
Chronicle:   
Concept:   Parkour Girl City Shaman
Auspice:   Theurge
Breed:      Homid
Tribe:      Glass Walker
EXP:      20/20
   
Age:      19
Birthday:   
Gender:      F
Height:      5'5"/6'1"
Weight:      12l lbs/220lbs
Skin:      Creamy with a light dusting of freckles. 
Hair:      Ginger
Eyes:      
Style:      

Strength      3
Dexterity      4
Stamina         3

Charisma      1*
Manipulation      1
Appearance      4

Perception      2 
Intelligence       3
Wits         3

Talents
Alertness      1
Athletics      4   Parkour
Brawl         3
Empathy         1
Expression      1
Leadership      0
Intimidation      0   
Primal Urge      1
Streetwise      0
Subterfuge      0

Skills
Animal Ken      0
Crafts         0
Drive         1
Etiquette      1
Firearms      1
Larceny         1
Melee         0
Performance      0
Stealth         1
Survival      0

Knowledges
Academics      1
Computer      1
Enigmas         3
Investigation      1
Law         0
Medicine      1
Occult         1
Politics      1
Rituals         3
Science                 1   

Backgrounds
Contacts      2
Resources      3
Rites         1
Totem         2

   
Gnosis         1/1
Rage         4/4
Willpower      5/5

Gifts
• City Running (Level One) — Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as “Climb Like an Ape.” It is taught by an ancestor-spirit or an urban city-spirit.
System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.

• Spirit Speech (Level One) — This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.
System: This Gift’s effects are permanent.

• Trick Shot (Level One) — This Gift allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent’s hand or firing down the barrel of an enemy’s gun. The Garou cannot use this Gift to harm an opponent directly, however, and can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.
System: As a permanent enhancement, the player adds his character’s permanent Glory rating to his dice pool when performing a really outlandish shooting trick.
   Again, the Gift does not allow direct damage to targets (“I’ll shoot the armored fomor through the eye!”), but can be used to injure opponents indirectly (“I’ll shoot out the blacked-out window behind the vampire so the sunlight hits him!”).


Rites
Rite of Spirit Summoning

Merits
(2)   Fair Glabro
(2)   Langueges: English, French, Russian
(1)   Perfect Ballance

Flaws
(2)   Curiosity
(3)   Enemy
(1)   Forced Transformation: Sexual arousal forces her to change into the Glabro. 
(1)   Overconfident


Possessions: Carried (Dedicated?)


Possessions: Owned

Armor: 

Weapons: 


Health
Bruised -0            ( )
Hurt -1            ( )
Injured -1            ( )
Wounded -2        ( )
Mauled -2            ( )
Crippled -5            ( )
Incapacitated        ( )
Dead                ( )


Background:





Bonus Points:
2   Athletics 3-4
5   Merits
2   +2 Rage
3   +3 Willpower

EXP: 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Datawych