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Author Topic: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)  (Read 8020 times)

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Offline CalibanTopic starter

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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.
« Last Edit: January 09, 2010, 01:52:20 PM by Caliban »

Offline CalibanTopic starter

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Edric "Eddy" Rathmore: Pulp Scripture (Contemporary Supernatural/Horror)
« Reply #26 on: January 08, 2010, 09:47:50 PM »
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
« Last Edit: January 24, 2010, 02:41:33 PM by Caliban »

Offline CalibanTopic starter

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"Wild Bill" Williams: Pulp Scripture (Contemporary Supernatural/Horror)
« Reply #27 on: January 08, 2010, 10:33:19 PM »
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.
« Last Edit: January 08, 2010, 10:42:49 PM by Caliban »

Offline Doktor Sleepless

Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #28 on: January 09, 2010, 12:47:49 AM »
At some point, I should post a sheet. :)

Offline Black Box

Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #29 on: January 11, 2010, 12:41:38 PM »


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.
« Last Edit: February 11, 2010, 07:50:38 PM by Black Box »

Offline Junten

Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #30 on: January 11, 2010, 03:05:23 PM »
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

Offline CalibanTopic starter

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"Campfire Circle": Moral Victory (Contemporary Supernatural/Horror)
« Reply #31 on: January 12, 2010, 05:09:17 PM »
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.
« Last Edit: January 12, 2010, 06:12:52 PM by Caliban »

Offline CalibanTopic starter

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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.
« Last Edit: January 24, 2010, 12:09:37 PM by Caliban »

Offline CalibanTopic starter

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Draws-the-Net: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror)
« Reply #33 on: January 24, 2010, 01:14:27 PM »
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
« Last Edit: January 24, 2010, 04:22:50 PM by Caliban »

Offline H

Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #34 on: January 24, 2010, 02:26:06 PM »


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
« Last Edit: January 30, 2010, 09:29:17 AM by H »

Offline CalibanTopic starter

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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.

Offline CalibanTopic starter

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"Wolf Moon" Moot: Moral Victory (Contemporary Supernatural/Horror)
« Reply #36 on: February 01, 2010, 10:58:07 PM »
(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.

« Last Edit: February 02, 2010, 03:43:29 AM by Caliban »

Offline CalibanTopic starter

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Re: Wolf Moon at Imbolc: Moral Victory (Contemporary Supernatural/Horror)
« Reply #37 on: February 01, 2010, 11:08:09 PM »
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.
« Last Edit: February 02, 2010, 04:38:52 PM by Caliban »

Offline CalibanTopic starter

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Sabbat Venue: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror)
« Reply #38 on: February 02, 2010, 01:46:25 AM »
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!
« Last Edit: February 02, 2010, 02:14:34 AM by Caliban »

Offline WoDPlayer

Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #39 on: February 05, 2010, 05:37:46 PM »
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



 

Offline CalibanTopic starter

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Howls-at-Luna: Pulp Scripture / Moral Victory (contemporary supernatural, oWoD)
« Reply #40 on: February 11, 2010, 08:58:40 AM »
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

Offline Lord Drake

Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #41 on: February 11, 2010, 12:23:23 PM »
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
« Last Edit: January 14, 2011, 08:59:35 AM by Lord Drake »

Offline CalibanTopic starter

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Rescue Session Renown Awards: Moral Victory (Contemporary Supernatural)
« Reply #42 on: February 12, 2010, 12:48:31 AM »
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"

Offline CalibanTopic starter

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Pack Totem: Pulp Scripture/Moral Victory (Contemporary Supernatural) (oWoD)
« Reply #43 on: February 15, 2010, 03:07:07 PM »
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

Offline Olufemi

Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #44 on: February 24, 2010, 03:30:42 PM »


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.
« Last Edit: February 28, 2010, 03:40:50 PM by Olufemi »

Offline CalibanTopic starter

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Character Template: Pulp Scripture/Moral Victory (Contemporary Supernatural)
« Reply #45 on: February 25, 2010, 08:21:45 PM »
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

Offline CalibanTopic starter

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*Detailed* Character Template: Pulp Scripture/Moral Victory
« Reply #46 on: February 25, 2010, 08:33:45 PM »
<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>
« Last Edit: March 01, 2010, 01:22:27 PM by Caliban »

Offline SnowCheryl86

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Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #47 on: February 28, 2010, 08:31:34 PM »
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.



Offline Lycan Queen

Re: Pulp Scripture/Moral Victory (Contemporary Supernatural/Horror) (oWoD)
« Reply #48 on: March 01, 2010, 09:56:27 PM »
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
« Last Edit: March 01, 2010, 10:50:49 PM by Lycan Queen »

Offline CalibanTopic starter

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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.