Jump to content

Search the Community

Showing results for tags 'characters'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • RPG Play By Post Games
    • Play By Post Recruitment for RPG Post
    • Play By Post Recruitment Archives
  • Discussion
    • Role Playing Games (RPG)
    • Trinity Continuum RPG
    • Card, Board & Video Games
    • Movies, TV, Books & Music
    • General Discussion
  • Aberrant: N! Prime's Topics
  • Aberrant: Zuper Zcience Zeppelin InvaZion's Topics
  • Aberrant: Paragons's Topics
  • Aberrant: Tomorrow Comes Today's Topics
  • Aberrant: Wild Card's Topics
  • Aberrant: War Journal's Topics
  • Aberrant: Trans-Dimensional Explorations's Topics
  • Aberrant: Theomachy's Topics
  • Aberrant: The Middle Children of History's Topics
  • Aberrant: The Infinity Hour's Topics
  • Aberrant: Stepping from Eden's Topics
  • Aberrant: Quantum Identity's Topics
  • Aberrant: Prometheans Unbound's Topics
  • Aberrant: No Good Deed's Topics
  • Aberrant: Nova Reality's Topics
  • Aberrant: No Fate's Topics
  • Aberrant: In the Beginning's Topics
  • Aberrant: Children of Heaven's Topics
  • Aberrant: Mutant High's Topics
  • Aberrant: Dead Rising's Topics
  • Aberrant: 2011's Topics
  • Aberrant: 200X's Topics
  • Aberrant: Quantum Zero's Topics
  • Aberrant: The Long March's Topics
  • Aberrant: Stargate Universe's Topics
  • Aberrant: Children of Quantum Fire's Topics
  • Aberrant: StarGate Atlantis's Topics
  • Aberrant: Nova World's Topics
  • Aberrant: Ba'alt's Topics
  • Aberrant: Phoenix Rising's Topics
  • Aberrant: Infinite Earth's Topics
  • Aberrant: The Genesic Age's Topics
  • Adventure!: Adventures of the Mystical and Mundane's Topics
  • Adventure!: American Revenants's Topics
  • Adventure!: Dark Tidings's Topics
  • Adventure!: Heritage's Topics
  • Adventure!: Heroes of Our Time's Topics
  • Adventure!: In Search of Inspiration's Topics
  • Adventure!: Like a Bad Penny's Topics
  • Adventure!: The Exotic Acquisitions Department's Topics
  • Adventure!: Warlords of Tellus's Topics
  • Big Eyes, Small Mouth (BESM): Bleach's Topics
  • Big Eyes, Small Mouth (BESM): In the Shadows of the City's Topics
  • Big Eyes, Small Mouth (BESM): Monster Academy's Topics
  • Big Eyes, Small Mouth (BESM): Nexus Earth's Topics
  • Big Eyes, Small Mouth (BESM): Virtus Arach's Topics
  • Alternity: The Elements of Eternity's Topics
  • Ars Magica: Seasons Turning's Topics
  • Avatar the Last Airbender: A Second Chance's Topics
  • Battlestar Valkyrie: Operation Bifrost's Topics
  • World of Darkness: Atlanta Renato's Topics
  • World of Darkness: Attrition's Topics
  • World of Darkness: Balance of Power's Topics
  • World of Darkness: Glimpses of Darkness's Topics
  • World of Darkness: Millenium's Topics
  • World of Darkness: The Academy's Topics
  • World of Darkness: The Darkness of Space's Topics
  • Dungeons & Dragons: The Crimsom Ring's Topics
  • D&D 5e: The Scarred Lands's Topics
  • D&D 5: Manifest Destiny's Topics
  • Mutants & Masterminds: The Sideshow's Topics
  • Mutants & Masterminds: Evil's Topics
  • Mutants & Masterminds: Read or Die's Topics
  • Mutants & Masterminds: Open World's Topics
  • Mutants & Masterminds: Tomorrow Comes Today's Topics
  • Mutants & Masterminds: A House Divided's Topics
  • Mutants & Masterminds: Age of Heroes's Topics
  • Mutants & Masterminds: Divine Intervention's Topics
  • Mutants & Masterminds: Emerald City Sentinels's Topics
  • Mutants & Masterminds: Future Imperfect's Topics
  • Mutants & Masterminds: Legacy's Topics
  • Mutants & Masterminds: The Alabaster Academy's Topics
  • Mutants & Masterminds: Harmony City's Topics
  • Mutants & Masterminds: A Song in Time of Revolution's Topics
  • Mutants & Masterminds: Alpha World's Topics
  • Mutants & Masterminds: Galactic League's Topics
  • Mutants & Masterminds: Heroes United's Topics
  • Mutants & Masterminds: Lake City Universe's Topics
  • Mutants & Masterminds: Mecha Mayhem's Topics
  • Mutants & Masterminds: StarGate Freedom's Topics
  • Mutants & Masterminds: Struggles of Iannin's Topics
  • Mutants & Masterminds: The Family's Topics
  • Mutants & Masterminds: The Indigo Children's Topics
  • Mutants & Masterminds: The Magisterium's Topics
  • Mutants & Masterminds: The Unlikely Prophets's Topics
  • Mutants and Masterminds: Justice League of Eberron's Topics
  • Exalted: Shards of Hope's Topics
  • Exalted: Heavens Reach's Topics
  • oWoD: Light and Shadow's Topics
  • Exalted: Heaven's Warriors's Topics
  • Exalted: Dreams of Exaltation's Topics
  • Scion: The Long Night's Topics
  • Scion: Supernatural Among Us's Topics
  • BESM: Blaze Heart's Topics
  • Scion: Rise of the Fallen's Topics
  • Scion: Living Legends's Topics
  • Scion: Legends of the Wild West's Topics
  • Scion: Joint Task Force Zero's Topics
  • Scion: Hero's Topics
  • Scion: Apokálypsis's Topics
  • Numenera: A World Out Of Time's Topics
  • Numenera: The Nightmare Switch's Topics
  • Shadowrun: Agents of the Dragon's Topics
  • Shadowrun: Everybody Lies's Topics
  • Shadowrun: Into the Shadows's Topics
  • Shadowrun: Running the World's Topics
  • Star Wars: Enemies of the Empire's Topics
  • Star Wars: The New Sith Empire's Topics
  • Star Wars: The Sith War's Topics
  • Trinity Universe: Azure's Topics
  • Trinity Universe: East of Eden's Topics
  • Trinity Universe: Heroes of Tomorrow's Topics
  • Trinity Universe: The Argonauts's Topics
  • Trinity: Back to the Stars's Topics
  • Trinity: Earth Surrounded's Topics
  • Trinity: Psions Unite!'s Topics
  • Trinity: Quantum of Hope's Topics
  • Trinity: Stepping from the Light's Topics
  • The Strange: Into The Strange's Topics
  • Vampire: The Hounds of Zaroff's Topics
  • Vampire: The Long Night's Topics
  • Changeling-Earth 2: Freehold Earth's Topics
  • Mage 20: After The Storm's Topics
  • Fate: No Exit's Topics
  • Pathfinder: Navineh's Topics
  • TRANSFORMERS: Towards Peace's Topics
  • The Fifth Column: Tara's Topics
  • Dragon Age: Learn to Play's Topics
  • EarthDawn: A Brave New World's Topics
  • Game of Thrones: A Cold Wind Blows's Topics
  • Eclipse Phase's Topics
  • Mutants: Crusades's Topics
  • Dragonball Victory's Topics
  • Warhammer: Shadows of Empire's Topics
  • Nobilis: Of Love and Heaven's Topics
  • Lords of Gossamer & Shadow's Topics
  • Jovian Chronicles (Mekton)'s Topics
  • D&D 5th Edition: Primeval Thule's Topics
  • RAVENHURST's Topics
  • Shadowplay International's SPI Discussion
  • Shadowplay International's Vampire the Requiem
  • Shadowplay International's Werewolf the Forsaken
  • Shadowplay International's Hunter the Vigil
  • Shadowplay International's Demon the Descent
  • Shadowplay International's Cross-Genre
  • BESM: Nexus Prime's Topics
  • Conan: An Age Undreamed Of's Topics
  • M&M 3E: Hero Academy's Topics
  • Scion: Modern Mythology's Topics
  • D&D 5e: A New Age's Topics
  • Adventure!: Street-Level Heroes's Topics
  • L5R: Blood and Jade's Topics
  • World of Darkness: The Chosen's Topics
  • Trinity: The Minerva Protocol's Topics
  • Savage RIFTS: Here Comes Tomorrow's Topics
  • Aberrant: Weirder Stuff's In Character
  • Aberrant: Weirder Stuff's Out of Character
  • Godbound: After the Apocalypse's Topics
  • RPG Adventure: Red Memory's Topics
  • THE SHADOWS a game of supernatural horror's Topics
  • Exalted: The Modern Age's Topics


  • Trinity Continuum
  • Trinity Universe (Original Game Versions)
    • Trinity
    • Aberrant
    • Adventure
  • Other Games
  • Aberrant: N! Prime's Files

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 101 results

  1. Version 1.0.0


    The evolution of the Storypath system is tied to our work on Trinity: Continuum, a world of hope, heroism, and peril, and Scion, a world where the children of the old gods walk the earth. Early on, we found that both new editions of these games had similar system needs, because their characters are larger-than-life and fight in epic battles on a grand scale. We knew we needed a system that could accommodate everyday citizens on the street, superheroes soaring above skyscrapers, and gods of the sun and sky, but we also wanted rules to help facilitate the connection between the player-characters, their organizations (Allegiances for Trinity and Pantheons for Scion), and their values. To move forward, however, we needed to take a step back, because the first editions of Trinity: Continuum and Scion used custom variants of the Storyteller System which powered Vampire: The Masquerade and other classic White Wolf games. Despite the differences between those variants, however, at its core the Storyteller System was designed chiefly as a horror game for creatures that could be effectively fought by human opponents. In other words, the Storyteller System is great for vampires, but it didn’t excel at portraying superheroes…or gods! To us, this meant that the stories of these action-adventure games were hindered by their original systems. The Storypath System was designed as a new set of rules, inspired by the legacy of the Storyteller and Storytelling Systems, in addition to other story-centric rules. The Storypath System keeps the focus on narrative, story-built play, and action-adventure. It also draws inspiration from a number of other influences that focus on a cinematic high-octane action and storytelling, as well, to create a streamlined experience for epic stories. Within these pages, you’ll find a preview of the rules and examples for both Scion and Trinity: Continuum. We hope you enjoy the new Storypath System and are inspired to roll the dice and tell great stories! - Onyx Path Design Team
  2. Alright, team. Once you've been approved please post your character sheets here. I do request NOT to hide the stats and background of your characters, I trust the group not to be too metagamey and to talk among themselves in terms of what to and what not to know about each other. SO... ROLL CALL!
  3. Please Use this Thread for your Characters. The following Characters are Pre Approved. PLAYER NAME AFILLIATION PRIMARY SPHERES Long Cade Allistair Distinct Forces/Time ASA Kaitlin Vandussen Distinct Life/Prime Jeremy Aja Klarfeld Virtual Adept Data/Entropy/Mind Rubio Montrose Deleon Ecstatic Mind/Life Krul Akemi Akashayana Life/Time Max Triessa Elrich Life/Mind BD Jenna Li Distinct ST Character Mia Vail Distinct Entropy/Correspondence/Time these are the final players if you wish to join the game PM me and we will see what we can do You may post any Information/BackGround/Images you wish. Please if you include game mechanic stats use the spoiler tag.
  4. Quantum Fire

    Paragon NPC's

    Name: Brian Allen Calhoun Nova Name: Eidolon Affiliation: Guardian (Paragons) - Director Personality: A visionary with the Vigilance virtue and the Pride vice, is committed to finding the most favorable and balanced path for both novas and baselines and has spent years of effort to insure such. Has considerable confidence in both himself and his chosen team, so much so that it almost seems to be over confidence. Powers: All Mega's at 3 with a lot of enhancements, which emphesis on stamina and perception. Flight and Hyperflight (Can hit well over mach 3), armor, force field, telekinesis, quantum bolt, psychic shield. Mastery of multiple martial arts, specifically including Qi Meng, is one of the greatest masters of that style in existence. Skills: Possesses some degree of skill in just about everything, but is most significant in skills related to martial arts, leadership and administration. Name: Miriam Joy Kerrin Nova Name: Synergy Affiliation: Guardians (Paragons) - Chief Psychologist Despite her apparent youth (she's several decades older then she looks), Miriam is one of the worlds most powerful and ethical blaze level telepath's, and has grown considerably more capable over the years sense her eruption. She degrees in biology, medicine, psychology, history, chemistry, and sociology, to name but a few, and she's created a personal code that affects everything she does. Personality wise, she's honorable, compassionate and wise, tends to listen and encourage, then offer gentle guidance and suggestions to those who come to her for counseling or advice. Virtue is honorable and vice is pride, so she is very trustworthy but she is proud of her work with others, which means though she tries to hide it and keep from voicing it, she gets somewhat upset with folks if her advice is not followed A prominent and influential blaze under the Guardians, and now the Paragons, she works as Eidolon’s chief psychologist, psychoanalyst and profiler, her wisdom and knowledge are not to be taken lightly, having all mega-socials and mega-mental attributes at 3 so she's super-humanly beautiful, likable, perceptive and intelligent, and her telepathic abilities are considerable enough that she is considered the equal of all but the most powerful of telepath conflagrations. Name: Julian Aaron Kerrin Nova Name: Transition Affiliation: Guardians (Elysium) Miriam’s husband, and father to her son 'Puck’ is Julian Kerrin, the nova blaze engineer and ecologist know as Transition, whose teleportational and engineering abilities allows him to work trouble shooter within Elysium, letting him deal with the unique environmental problems that appear in arcologies and the various developing colonies beyond earth. As part of Elysium he is not around the Paragons as much as his wife but because his wife works with them he occasionally offers his own aid and guidance. Virtue wise he is patient, and vice wise he's epicurean, he likes his comforts, he listens to his wife, and is wise in his own way, he can occasionally be useful as a sounding board for members of Paragon, though more in physical fields, especially regarding matters involving engineering, environment and deep space colonies.
  5. Daniel "Ogre" Karnack DOB: 15-May-1921 Right Handed Hair: Black Eyes: Brown Ht: 6' 8" Wt: 300 lbs. Birthplace: Sullen Hollow, WV, USA Blood Type: O Chargen Concept: One-Man Brute Squad, Super-soldier Experiment Gone Off the Rails Nature: Critic Allegiance: U. S. M. C. Str: 2/5 (Brutish) M-Str: 5 (Lifter) Brawl 5 , Might 5, Throw 5 Dex: 2/5 (Fast) M-Dex: 1 (Fast Tasks) Athletics 1, Drive 2, Firearms 2, Melee 2, Stealth 2 Sta: 2/5 (Tough) M-Sta: 3 (Durability, Resiliency x2) Endurance 4, Resistance 4 Per: 3 Awareness 3 Int: 3 Academics 2, Bureaucracy 1, Engineering 2, Intrusion 1, Linguistics 3, Medicine 1, Survival 1 Wits: 4/5 (Iron Nerves) Cha: 2 Man: 4 (Domineering) App: 2/4 (Imposing) Intimidation 3 Backgrounds: Attunement 2, Mentor 1, Contacts 2, Node 2 Quantum 4, QP: 26, Taint:, Willpower 3/5 W/R/S: 7/18/38 Initiative: +11 Soak: 10B/4L for Stamina + 6B/4L for M-Sta +2B Huge Size = 18B/8L Bruised (x3), Hurt, Injured, Wounded, Maimed, Crippled, Incapacitated, Dead 15 BP: 4 for 2 Willpower, 4 for Huge Size, 7 for 1 Quantum 40 NP: 4 for 12 Attributes, 15 for Mega-Strength 5 (Lifter), 9 for Mega-Stamina 3 (Resilient), 6 for Resiliency (x2) and Durability, 3 for Mega-Dexterity 1 (Fast Tasks) and 3 for 18 Abilities
  6. Okay, post up your character ideas and requests for connects and whatnot here. Put the sheets in spoilers, please, and know that once we get a Forum I'll be setting up a sub-forum for individual character profile posts. This is partially just to get us to that point, and for people to start building connections and whatnot. Feel free to start up stories once you have a character approved. Please mark threads with 'Light and Shadow' in the tags. Thanks!
  7. Dwarven Warrior Race: Dwarf Communication 3 (Bargaining, Persuasion) Constitution 4 Cunning 0 Dexterity 2 Magic 0 Perception 1 Strength 3 (Axes, Climbing, Maces) Willpower 1 Health: 53 Speed: 8 Defense: 12 Armor: 5 Weapon Groups: Axes, Bludgeons, Brawling, and Spears. Language: Dwarven, Trade Tongue Equipment: Backpack, traveler’s garb, waterskin, light mail armor, battle axe, mace, two-handed spear, and 41 silver pieces. Weapons: Battle Axe • +5 • 2d6+3 damage Mace • +5 • 2d6+3 damage Two-Handed Spear • +3 • 2d6+2 damage Class Powers & Talents: Armor Training Novice: You have learned to fight while wearing armor. You can wear leather and mail armor without suffering a penalty to Dexterity. You only take the armor’s penalty to your Speed. Dual Weapon Style Novice: When you wielding two weapons, you can use an activate action to gain either a +1 bonus to melee attacks or a +1 bonus to Defense against melee attacks. The bonus persists until the end of combat. You can switch the bonus with another activate action. (Your battle axe is a one handed weapon), Journeyman: Your weapons are a blur in combat. You can perform the Lightning Attack stunt for 2 SP instead of the usual 3 but the second attack must come from the weapon in your off hand. Two-Hander Style Novice: You are deadly with two-handed melee weapons. The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
  8. Human Warrior Race: Human Communication 1 Constitution 3 (Stamina) Cunning 0 Dexterity 2 (Riding) Magic 0 Perception 2 (Tracking) Strength 4 (Climbing, Heavy Blades) Willpower 2 Health: 53 Speed: 10 Defense: 14* (12 w/out shield) Armor: 7 Weapon Groups: Bows, Brawling, Heavy Blades, and Light Blades. Language: Trade Tongue Equipment: Backpack, traveler’s garb, waterskin, heavy mail armor, crossbow, quiver with 20 bolts, bastard sword, dagger, medium shield, and 16 silver pieces. Weapons: Bastard Sword • +5 • 2d6+4 damage Crossbow • +2 • 2d6+2 damage • Short Range: 30 yards • Long Range: 60 yards • Reload: Major Action Dagger • +2 • 1d6+4 damage Class Powers & Talents: Armor Training Novice: You have learned to fight while wearing armor. You can wear leather and mail armor without suffering a penalty to Dexterity. You only take the armor’s penalty to your Speed. Talent - Archery Style: When you take the aim action with a bow or crossbow, you get a +2 bonus instead of the usual +1. Talent - Weapon and Shield Style: Novice: You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield. Journeyman: You know how to get the most from your shield. You can perform the Defensive Stance stunt for 1 SP instead of the usual 2.
  9. Orlesian Warrior Race: Human Communication 3 (Deception, Persuation) Constitution 1 Cunning 1 Dexterity 3 Magic 0 Perception 2 Strength 2 Willpower 0 Health: 30 Speed: 13 Defense: 13 Armor: 4 Weapon Groups: Bows, Brawling, Light Blades, Staves Language: Orlesian, Trade Tongue Equipment: traveler’s garb, waterskin, heavy leather armor, crossbow, quiver with 20 bolts, short sword, throwing knife, and 22 silver pieces. Weapons: Short Sword • +3 • 1d6+4 damage Crossbow • +3 • 2d6+3 damage • Short Range: 30 yards • Long Range: 60 yards • Reload: Major Action Throwing Knife • +3 • 1d6+2 damage Class Powers & Talents: Class Power - Backstab: You inflict extra damage with a melee attack if you strike from an unexpected direction. You must approach your target with a move action and win an opposed test of your Dexterity vs. your target’s Perception (Seeing). If you do both you can use your major action this turn to backstab. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You can’t backstab the same target in successive rounds. Class Power - Rogue’s Armor: Ignore penalties for wearing leather armor (already figured into your stats). Talent - Thievery: If you fail a Dexterity (Lock Picking) test you can re-roll, but you must keep the second result.
  10. Circle Mage Communication 2 (Animal Handling) Constitution 2 Cunning 3 (Arcane Lore, Healing, Religious Lore) Dexterity 1 Magic 5 Perception 1 Strength 0 Willpower 2 Health: 38 Speed: 11 Defense: 11 Armor: 0 Weapon Groups: Brawling, Staves Language: Ancient Tevinter, Trade Tongue Equipment: Backpack, traveler’s garb, waterskin, healer’s kit, quarterstaff, wand, and 34 silver pieces. Weapons: Arcane Lance • +4 • 1d6+4 damage Quarterstaff • +1 • 1d5+1 Class Powers & Talents: Arcane Lance: When holding a quarterstaff or wand, you can make a special ranged attack. This is resolved like a normal ranged attack (so stunts are possible) and requires no mana points. It has a range of 16 yards. Talent - Chirurgy: 3d6+5 vs TN 11 Novice: You have trained in the art of chirurgy and your aid is swift and sure. Heal is a minor action for you. Journeyman: You have the hands of a healer. When you use the heal action, your ally gets back an amount of Health equal to double the Dragon Die + Cunning. Spells: Arcane Bolt, Heal, Rock Armor Mana Points: 35 • Casting Roll: 3d6+4 Spell - Arcane Bolt - Mana Cost: 2 MP• Action: Major • TN: 10 A bolt of arcane energy springs from your hand or staff and streaks towards a visible target within 30 yards. It inflicts 2d6 damage plus your casting roll’s dragon die result. But if the target makes a successful TN 14 Dexterity (Acrobatics) test the spell only inflicts 1d6 damage. Spell - Heal - Mana Cost: 1–3 MP • Action: Major • TN: 10 Your touch seals wounds and restores vigor to one wounded target, either yourself or someone you touch. Choose how many MP to spend when casting; heal 1d6 Health per MP spent. Spell: Rock Armor - Mana Cost: 3–8 MP • Action: Special (1 Minute, only outside combat) • TN: 10 Your skin becomes as hard as stone, giving you Armor Rating 4. The spell normally lasts for one hour, but its duration can be extended. For each additional MP spent beyond the first 3, the spell remains in effect for another hour, to a maximum of 6 hours. You can only cast this on yourself. Spell: Heroic Offense - Mana Cost: 3 MP • Action: Major • TN: 11 Your touch fills one ally with magical might. Until the end of the encounter, the target gains a +1 bonus to Strength.
  11. Avvarian Warrior Race: Avvar (human barbarian) Communication 0 Constitution 3 (Stamina) Cunning 0 Dexterity 4 (Initiative, Riding) Magic 0 Perception 1 Strength 4 (Climbing) Willpower 2 (Self Discipline) Health: 53 Speed: 11 Defense: 13 Armor: 5 Weapon Groups: Brawling, Axes, Bludgeons, Heavy Blades Language: Trade Tongue Equipment: A backpack, traveler’s garb, a waterskin, two-handed maul, 2 throwing axes, light mail armor. Weapons: Two-handed Maul • +4 • 2d6+7 damage Throwing Axe • +5 • 1d6+6 damage • Short Range: 4 yards • Long Range: 8 yards • Reload: Minor Action Unarmed • +2 • 1d3+4 damage Class Powers & Talents: Armor Training Novice: You have learned to fight while wearing armor. You can wear leather and mail armor without suffering a penalty to Dexterity. You only take the armor’s penalty to your Speed. Thrown Weapon Style Novice: You are adept with throwing weapons. Your accuracy is uncanny. You gain a +1 bonus on attack rolls with throwing weapons (this is already added to your attack above). Two-Hander Style Novice: The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction. Journeyman: You can strike fearsome blows with your weapon. You can perform the Mighty Blow stunt for 1 SP instead of the usual 2 when wielding a two-handed weapon. Background: You are an Avvarian Hillsman; considered a barbarian by the Ferelden people you rely on your own in born strength as well as your considerable natural hardiness and agility to make a living as a sell-sword. The Ferelden look down on you, but despite this they are willing to pay for your facility with a weapon and your willingness to shed blood.
  12. Rogue Race: City Elf Communication 0 Constitution 2 Cunning 2 (Natural Lore) Dexterity 5 (Bows, Stealth, Tarps) Magic 0 Perception 3 Strength 1 Willpower 1 Health: 37 Speed: 16 Defense: 14 Armor: 3 Weapon Groups: Bows, Brawling, Light Blades, and Staves. Language: Trade Tongue Equipment: Backpack, traveler’s garb, waterskin, Light leather armor, long bow and quiver with 20 arrows, short sword, throwing knife, and 34 silver pieces. Weapons: Short Sword • +5 • 1d6+3 damage Long Bow • +7 • 1d6+6 damage • Short Range: 26 yards • Long Range: 52 yards (reload as a minor action) Throwing Knife • +4 • 1d6+1 damage • Short Range: 6 yards • Long Range: 12 yards (reload as a minor action) Class Powers & Talents: Class Power - Backstab: You inflict extra damage with a melee attack if you strike from an unexpected direction. You must approach your target with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you do both you can use your major action this turn to backstab. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You can’t backstab the same target in successive rounds. Class Power - Rogue’s Armor: Ignore penalties for wearing leather armor (already figured into your stats). Talent - Scouting: Novice: You can use the lay of the land to your advantage. If you fail a Dexterity (Stealth) test, you can re-roll it, but you must keep the results of the second roll. Class Power - Stunt Bonus: You become more adept at finding the weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2. Talent - Archery: Novice: Your aim is true. When you take the aim action while using a bow or crossbow, you gain a +2 bonus on your attack roll instead of the usual +1.
  13. These are the teams I’m currently looking at: Team Blue: Kemuri (Dawn) – Physical Adept Zan’nen (Malachite) - Technomancer Tomas (Ravi) - Mage James (AceWildcard) – Street Samurai Chunin (Revenant) - Physical Adept Team Red: Imiri (Krul) - Shaman Mr Grimm (Jordan) – Street Samurai Valkyrie (Smax) – Combat Hacker Jian (Jeremy) – Physical Adept Ace of Hearts (Kamiko/Saku) – Combat Medic Without submission/undecided as of yet – Revenant. Depending on his pick either Team Blue or Red. Special case – Justin’s PC will be handled in his own thread because of metaplot. Both Teams look balanced and well-rounded and should be able to deal with the challenges I planned. UPDATE: Unless I get heavy complaints, these teams are final now. I'm giving Jameson a card blanche to decide which team he wants to join - he can do fine in both. Jameson - please tell me your pick - Blue-Pill or Red-Pill?
  14. Raised in one of the mobile mining villages common to the Murg; that for most of his childhood was set at the foot of what would become Mount Way under the carved likeness of their kind. There were multiple veins of garnets found and it came to identify the camp. All of the bonded Lenai, instead of taking the more common ruby bond, took Garnets (in their various colors). Even the camp itself started to become known via their work as 'the Rhodor clan' after the Murgan word for Garnet. He was teased for being thin and taller than most Murg, which pushed him to prove himself more. He wasn't told of his 'mixed blood' until he was almost sure of it himself and his parents confirmed it after Drage confronted them as he neared adulthood. Drage grew in his faith early and felt himself called to the service of the Twin's Knights. That the Knights voyaged beyond the borders of his village didn't hurt. The Knights trained him and formed his desire to please people and gain recognition into more of a desire to do good through reinforcement of his faith. He gained acclaim through his actions in the defense of a camp that was attacked by a group of Keyai. The village in thanks created armor from the hide of a Keyai slain in the battle. The actions at that battle also allowed him the opportunity to become a member of the 'calvary', undergo formal training that allowed him to become bonded to a Lenai after it was found he had a talent for Engraving. Amazed and honored, Drage leaped at the chance, but wanted to use a yellow garnet to honor his camp and family. Drage flourished as a mounted warrior, coming into his own quite quickly and was known throughout the Knights for his uncanny accuracy with a bow. And so was his career. Patrols through the Mire, escorting groups, gawkers, and would-be students to the School of the True Way. A place that Drage did not trust. That those would study Chaos in the hopes to bend it to their will were naive, or just stupid. The Twins save their souls. The birth of the Horde was a day that Drage's soul would be permanently scarred. He had just returned from Crescent Island with a party of Skrofan, that despite his words, insisted upon studying at True Way. They had just beached the skiff from the larger vessel that had taken them across the Sea of Tears when the storm clouds had begun to form and roil around Mount Way. (As it had come to be known then) For storms to gather around the lone peak was not uncommon, so Drage did not think much of it. The group continued their journey inland, weaving their way around the large shallow lakes of the Mire and watching for the many dangerous plants and animals that would sooner see them a meal. Drage felt the rumble first, and his mount desired to flee greatly. The storm around the Mountain became fierce. Lightning flashed. Part of the mountain caved inward. Then a stampede of animals could be seen fleeing away from the mountain all around them. The wind began howling with a ferocity that chilled him to the bone as it called upon a primordial fear from the origin of his species. Calling out a quick prayer, he commanded his charges to drop the equipment and they started to flee back to the skiff, Drage taking up the rear. The winds became too much and he knew they would not be able to find the necessary shelter. He screamed for his charges to stop as he dove off his mount, silently calling upon the Twins for aid. His arms were already moving before he hit the ground and nearly instantly, massive amounts of sodden soil began to fly. Drage hoped that the hole would be sufficient and the seepage would be slow enough that they could weather whatever foul curse the practitioners of The Way had brought down upon them. He dug deep first, and then up, creating both a reserve for water to collect and also a choke in case battle was needed. They all sat, silent in the fear that was overtaking them. After a what seemed like an Age, the winds stopped, when it was in fact mere moments. One of the Skrofan, not fond of tight spaces, leaped forward towards the exit, halfway gone before Drage could even turn. As Drage's boots splashed into the water collecting at the bottom, he looked up in time to see the Skrofran pulled by nothing out into the storm that raged over the Mire that now seemed to be silent. Drage shuffled backwards, pushing on the Lenai that had sensed Drage's unease and had inched forward. The refuge was flooding by morning, Drage continued digging, snaking and creating offshoots to hold water as he could, always moving away from the Mire and towards the Skiff. Another Skrofan died in a tunnel collapse. They reachedthe small camp the skiff had been left at, or what was left of it. The place was nearly inundated. Corpses floated everywhere, and before their eyes, heads began to rise and hollow eyes of undeath began to bore into them with an insatiable hunger. They moved as fast as they could, but almost immediately, one Skrofan was taken down by the undead, only to rise and join the pursuit. Drage pulled the one Skrofan left up onto his Lenai who struggled, but managed to find purchase on the surface of the flooded land and half ran, half waded across the waters in search of a boat or deeper waters. The vessel that had brought them across the Ocean and the Sea of Tears was gone, having either been destroyed or fled. They found the skiff, upside down and lodged on top of the remains of a dwelling. Adrenaline pumping, they dismounted and tried to get it free and hope it was still seaworthy. The water was too deep for Drage, so he moved his veil across and dove under, hoping to clear debris while the lone left Skrofan worked from above. The undead closed the distance too quickly and they were forced to fight. The Lenai rammed the skiff and dislodged it, but took a significant injury to its leg from an undead to do so. The undead were cleared enough for them to flip the boat and for Drage to board. The last Skrofan was going to shove them off when something grabbed him from beneath the water and took him under. The Lenai, against all odds, bleeding heavily from its wound, managed to struggle its feet to the surface and ran to the skiff. At the last moment when it seemed about to leap into the boat, it stumbled and one leg fell into the water. Its options few, it turned its fall into a send off and used its momentum to push the skiff out. Drage opened the link as wide as he could, pleading. Undead emerged from the water around the Lenai and Drage had the odd experience of seeing it from both angles. Drage prayed, the Lenai's fear vacated. The message of love came strongly through the link and as he drifted away onto the Sea of Tears, he added his own to its reserve. Without any appreciable way to steer, he was at the mercy of the currents. Drage's endurance eventually gave in and he passed out and had visions of Atriarchs, in full-feathered splendor, carrying him into the arms of the Twins which at the last moment turned into a writhing mass of undead that was already feasting on his Lenai. He struggled, but the Marghuls continued to drag him, all the while he could hear the mad laughter of something he knew to be Chaos. Drage was neary broken and consumed with despair when the skiff ran aground in the Wylds. He remembers only finding water and then consuming mass quantities of it and how sweet it tasted. The next thing he remembers is waking up on Ignum in the care of the Skrofan. Having been told he walked out of the Weald Gyre. He was in and out of consciousness for weeks, struggling with fever. One day, during a good day, an Atriarch appeared to him and told him of the events transpiring elsewhere and how he was needed in the Struggle and how his deeds had garnered the attention of Tal & Len. Refreshed in his faith, if still full of sorrow, he committed himself to the cause then and there. He made arrangements to leave with a contingent of Skrofan that were leaving via the Gyre to join the last bastion at Jötnar's Wall. The battle was epic, Drage learned to adapt to his blindness. He hacked with his busted Halberd just outside the mass of Anupu as they performed their ritual that would vanquish the Horde. Relief at the end of the battle left him empty and numb and also sick from the number of his own people, if twisted, that he was forced to cut down. Shying away from any title of 'Hero' and wary of being used as the last remnant of his people. Drage left, and found his journey led him to Ki'ninay. He serves in the Twin's temple there in the shadow of the Winds and also hires on as a sailor from time to time.
  15. Nar-Suraygh - PL 7 Strength-7, Stamina-7, Agility-1, Dexterity-1, Fighting-6, Intellect-1, Awareness-3, Presence-3 Advantages Accurate Attack, Benefit 1 (Wealth), Improved Initiative, Defensive Attack, Quick draw, Fearless, Leadership, Inspire, Take down 1, Connected, Languages 2, Status 1, Equipment 3, *Diehard, Improved Sunder Skills Expertise: Leadership +7, Mercenary+4,Religion+5, Sailing+3, Insight+7, Persuasion+7, Ranged Combat+3, Stealth+2 Powers Ankassim *Dragon Breath(Lightning) 6 (DC21) Cone Area, 60' Cone, Unreliable (5uses), Diminished Range *Growth 2 +2 Strength, +2Stamina, -2 Stealth, -1 Active Defense, Permanent *Winged Flight 4 Speed 30mph, 500'/round, Innate Wings, Activation 2, Standard Action Onxyiron Chainmail Armor (Removable) Impervious +7 (on Stamina) Onxyiron Great Axe (Easily Removable) Strength Based Damage 2 (Penetrating 7, Affect Insubstantial +2) • Slashing, DC The 'kassim Pearl - Sense 4 [Precognition (Uncontrolled)] Both are removable but gain no cost savings for it (since they do not have enough points to gain one Equipment (15points) Crossbow (Damage 3, Piercing, Critical 19-20) Bags(2) Offense [*]Initiative +5 [*]Ranged [*]Crossbow (+4) (DC 18)(19-20) [*]Throw (+1)(DC22) [*]Close [*]Melee: Axe (+6) (DC 24) [*]Unarmed (+6)(DC22) Complications [*]Guilt for the Death of his Father: Nar didn't go to with his father when he went off to the last stand. He stayed true to his contract and his word, but he feels that led to his father's death. The loss of his father haunts him and has led him to put aside his previous career and to seek out an Adventure's path. He doesn't know how many kills it will take, or lives saved, for him to feel whole once more. [*]Sense of Honor: Never reneg on a contract once truthfully taken. As long as an employer is true to you, you are bound by oath to full fill your part of the bargain, even if it should lead to your death. [*]Sense of Loyalty: Lead from the front, cover the retreat. Never leave a comrade behind if there is any hope they are alive. [*]Hatred of Chaos: Never suffer Chaos to live unchallenged. Hunt it were you can, report it and come back to kill it if you can't kill it immediately. [*]Distrust Quaress: Chaotic actions lead others to fall into Chaos. Those who embrace chaotic actions are never to be trusted, and their victims to be defended with all your strength. Languages Thayim (Common), Kassim, a'Fen, Anupu Defense Dodge +0, Parry +5, Fortitude +7, Toughness +7, Will +5 Power Points Stats(50) + Power(18) + Advantages(17) + Skills(14) + Defenses(2) + Race(16) = 115 Background: Nar-Suraygh as born several decades ago in Bib'ney. His clan has lived in the city (near the Temple District) for over a hundred years. They are familiar to the city, and well-known and respected for their craft (they are Warrior-Marines) and their civic contributions. All members of his clan must complete five years in the militia after their 'Becoming' when their wings come into being. After that, most males follow into service with their kinsmen taking coin to protect merchants (both legitimate and illegitimate) from pirates. This brings much coin to the clan's coffers. The females pursue a wider variety of professions (including Marines), but their scribes hold the highest honor. Nar-Suraygh followed in his father's and uncles footsteps. His father had gone inland and may well have died at Peace Pass, escorting pilgrims for the final effort to stop the Horde. Suraygh was away at the time, dealing with other aspects of the Horde's invasion, but still misses his Father and privately wishes he gone with his him instead of staying true to his contract. Since that time, Suraygh has been more careful in the contracts he takes, keeping them short, one passage, or one round trip. Whenever he gets the chance to pursue any remaining signs of Chaos, he takes it as long as he doesn't have to break contract. In the intervening years, he has become more devoted to Tal and Len. He has also become more hostile to the faith of Quaress. Kaer is right out, and he would stop out any cell he was lucky enough to discover. While not a paladin, he doesn't miss an opportunity to speak of religion and the glories of Tal and Len. He feels he's doing someone a favor if he turns them to the 'right' faith. Outside of his two passions (Chaos-hunting and religion), he is beginning to feel a desire to find a mate, so the legacy of his ancestors will be carried on in his blood. He is worried that his responsibility as a father may curtail his Chaos hunting, and this too weighs on his mind. He remains close to his kin (who worry about his seeming Death-wish) and always considers Bib'ney his home. He would aid the city if there was a need, as he would most likely aid any Ankassim in danger. His upbringing in a multi-ethinc city-state means he has no racial bias. Everyone who doesn't follows chaos is welcome. Basics: Chaos hunter Worshiper of Tal and Len Warrior career with minor emphasis in religion and sailing Dislikes Quaress and things "tainted by Chaos/acting chaotic" A big believer of doing what's right, but also a strong sense of Loyalty and Honor. While he could break his word, it would have to be a powerful motivator. After all, he didn't break his word when his Father may have needed him. Strangely, he doesn't look down on thievery, as long as the motive is good. He understands that the world can be a dark and dangerous place. He has no opinion good or bad about magic and magic-users. As long as you don't dabble in chaos, he's fine with you pursuing your vocation. He is adaptable. His opinions of things may change as the game progresses. He's not (much of) a zealot. Power Points 1 - Strange Winds
  16. Personal Information: Public Identity: Aradia McConnell Shadow Name: Calypso Nicknames: Ari, 'Radi Real Name: Same as public identity. Occupation: UCLA Student (Working on a Sports and Health Science Degree), circus acrobat (on temporary hiatus for school). Legal Status: American citizen living in Los Angeles. Marital Status: Single Known Relatives: Vikki (Victoria) McConnell (Mom), Donald Williams (Dad), Tricia Bahaar (Aunt), Rahim Bajaar (Uncle), Oneca Bajaar (Cousin), Saja Bajaar (Cousin) Deceased Relatives: No immediate deceased relatives. Physical Traits: Weight: 109 lbs. Height: 5’ 1" Apparent age: Late teens Gender: Female Ethnic Background: Caucasian Eye Color: Brown Hair Color: Brown (often with colored streaks) Handedness: Right Age: 19 History: Aradia was born the daughter of a selfish circus performer and a naive young military man. By the time she was born, her mother was bored of her "real life" stint, and was ready leave Aradia's father to go back to the circus. She wanted to leave the baby with her (now) ex-husband too, but constant deployments and the lack of anyone else in his life who could watch her while he was away made it an impossibility. In fact, he demanded a paternity test to make sure the baby was even his. But it was, and though he couldn't be there for her, he still loved her dearly. So he made no argument against the child-support that Aradia's mother demanded of him (after all, if she had to raise the little brat, she wasn't going to be the one to pay for it!) Not that Aradia saw much of it growing up.. her mother spent too much of it on drugs and booze to have much left over. She was raised mostly by the carnies (who felt for the unwanted little girl), home-schooled by them, and as a result is much more down-to-earth than her mother. They have a.. complicated relationship. But only if the word complicated is code for "I hate your guts and think you're a selfish, stuck-up bitch. Why don't you think of someone other than yourself for once in your miserable life?". Growing up around the carnies, Aradia had every opportunity to learn their trades, and learn them she did. She showed an early affinity for gymnastics, but she loved the circus animals as well. So she started training to be an acrobat, and she learned how to ride. At about the age of nine, she began to combine the two in her training. By the time she was fourteen, she was performing as both an acrobat and a bareback rider in the circus, and helping with the animal acts behind the scenes. Her mother was furious, of course. She was a huge hit, and her mother the "fortune teller" was quickly becoming yesterday's news in regards to being one of the most beautiful women at the circus. When Aradia was fairly young, she was noticed by a Thyrsus visiting the circus, who immediately took note of the girl's potential. She signed up as an animal trainer, and spent several years developing a friendship with the girl, who was enraptured by the animals and sought escape from her mother's various abuses by spending all her time with them, or on the trapeze. When her father eventually found out about her mother's treatment he offered her a place to stay with him, told her he'd figure something else, transfer to a different position if he needed to.. but by that point Aradia was too involved in the life of a performer to want to leave it, despite having to deal with her mother in order to stay. So stay she did, and eventually the potential the Thyrsus had seen in her Awakened, and she began to train her in the ways of magic and the watchtowers. Eventually, the circus began to fall apart.. traveling circuses are only as good as their talent, after all, and a lot of that talent was getting OLD. And despite Aradia's protests, her mentor informed her that it was time for her to move on.. she needed other experiences, she needed to be somewhere else, and meet others. She had a destiny - all mages did. So she called her father, who was able to arrange a meeting with his sister and brother-in-law, who have two daughters attending UCLA. He volunteered to pay the tuition, and Aradia was sent west to meet them. She moved in with her cousins, Oneca (whom she gets along swimmingly with) and Saja (whom she took an immediate dislike to, the goody-two-shoes little brat), and their roommate August. Oneca and Saja's parents were hoping that she'd be a good friend for their youngest daughter, and a positive role-model for their older, troubled daughter.. though now that they've met the girl (and on her best behavior too!), they have their doubts.
  17. Garfield Randall Edison Richard Mortimer Edison could not have been prouder when he learned he was going to have a son. Sure, his wife had done her part as incubator, but that's why he had married her, right? That it turned out to be twins was even better news. What man of power doesn't need a back-up heir just in case something doesn't work out. Okay, one of the children turned out to be just a girl, but he still was going to have a son, a namesake, someone he could pour the depth and breadth of his knowledge into. It had worked like this for him and his father, and his grandfather before him. The Edison's were men after all. The birth was harsh. The boy was somehow damaged in the procedure. The daughter, April, was born first and without difficulty, but somehow life seemed to evade the infant Garfield's grasp. Only as his mother collapsed into cardiac arrest were they able to tear the boy from his mother's failing flesh. She never made it out of the OR. Somehow, Garfield, or Randy as most of the help called him, was off. He was slow and introspective, and seemed surrounded by the worst luck. His first puppy, Gustav, (Edison men always got them dogs as their true companions) drowned in the pool. The Hector slipped off the second story stairwell and strangled on its leash. The third ... well, the less said about poor Sampson the better. Snakes followed. Lawnmower, rat poison, a rare and majestic eagle stopped by for dinner. Scuppers the Turtle - vaccumed up by accident. The Phirana lived to a ripe old age (but Randy never liked it much anyway). Only April persevered through these harsh times. She became her brother's shield, confidant, and closest friend. Everything else that he loved died, yet she remained. With school came Dick Edison's deepest dissappointment. Randy was, how to put this politely, subpar. That didn't matter, Dick put him in an exclusive school. The only things Randy excelled in were fights and getting expelled. Somehow, Dick couldn't wrap his mind around the fact that Randy wasn't going to follow the long Edison family tradition of a Law Degree from Harvard. Mind you, April excelled at everything she put her mind to. Her sole failure was in attracting her father's notice. "That's nice dear, but you think about getting a good degree from Brown and then we'll see what kind of man you should marry." In time, Dick Edison remarried. She bore him a daughter, after two miscarriages, and after another two she was rendered incapable of having anymore, so she found herself comfortably exiled to somewhere else (we don't need to talk about such things). The daughter, Autumn, barely saw her older siblings and they obtained near mythical standing in her minds. She worshiped April, and secretly pitied Randy because the boy always seemed so sad when he was around her, yet when she tried to comfort him, he would gently shunt her aside. "It's better this way," he would say. By accident, when the twins were fourteen, Dick Edison put both his kids in the same school. Maybe he hoped some of Randy's sister's success would wear off on him ... and it did. Suddenly, Randy buckled down and began doing passably, if not stellar. The fighting stopped. He even managed to make some friends among the 'right' kind of people. Sadly, his best friend Daniel Whitmore died when his family struck a mountain while flying in Alaska, but those things happen, right? Randy was sad, but April was his rock. Randy graduated and not by the skin of his teeth. April was valedictorian, of course, but she gave all the credit to her father. Dick Edison pulled all the strings that money and the influence two centuries of power in Mass. could bring to bear to get Randy accepted to Harvard. Oh yeah, April was to be admitted to. She was Dick's ace in the hole for Randy's future after all. The only problem was that Randy didn't want to go. For the first time in his life, Randy stood up to his father and said "No." And his father browbeat Randy into the ground. Randy cried. School was pure torture for him. He was a freak and he knew it. The world wasn't right and only April understood that, and she knew that umpteen more years in school wasn't what he wanted to do with his life. Randy wanted the dying to stop. He wanted the pain to stop. He wanted a world where it would only be him and April and the rest would be shut aside. Dick didn't care. Randy had to grow a set and Man-Up. Randy had to accept that there was only one path for an Edison man to take, and that was the path he laid out for him. They warred. Dick drank himself stupid and finally slugged his stunned son to the ground. April rushed to her brother's defense, shielding him from their father's wrath. She screamed at her drunken father. She heaped back years of scorn and derision back on Dick with interest. She went so far as to threaten the old man with fists of her own. "Randy may not be as smart as you," she screamed, "but he will be something you will never be. A decent man, a true man." Then he hit her. Her head snapped back and the spell on Randy was lifted. He rose from the floor like an angry wave rising up from the depths and clocked his father hard in the face. Dick's nose shattered and blood was everywhere. No one said a word for a moment. Dick moaned and fell back into a chair, then Randy ran out of the room. April ran after her brother and caught him at the door. He pulled away, screaming "I'm going away and I'm never coming back! I don't want to see you anymore, not ever again!" It was angry and foolish, and something about the tie that bound April and Randy came unbound. April died in a car crash when she went out in search of her brother. Part of Randy died with her. Any tie to the rest of the world passed into dust with April. There was nothing for him anywhere on earth now. No one to live for, and nothing keeping him here. Still ... Randy stood by his father and young sister as they put April into the ground. A clergyman intoned words which were ashes in his mouth, and moths to his ears. Autumn took his hand. "She's not gone, you know," she told her older brother. Randy looked down into those young eyes. While she must have meant something different, it touched something in his soul. Some kernel of understanding that had remained long banked in his heart. 'Death happens. Death is a force, and like other forces, it can be learned and harnessed. Know it, and you can master it.' What could he do? Learn about Death? What did that mean? Medical School was right out. Randy know how abysmal his grades were. So, were could he go to learn about death? and Randy proved he wasn't the dumbest guy in the world after all. "Autumn," Randy said gently, "thank you. You've helped me a lot. Maybe more than you can know right now. I promise you this; no matter what happens, or what you hear, I'll come back for you. No matter what he does, I won't forget you and when I can, I'll send for you and we can be a real family. Can you hang on that long?" Autumn nodded, more than a bit confused. She took comfort in the fact that she knew that Death walked with her brother now, and with Death on your side, what did you have to fear? When Dick Edison said, "You are still going to school," Randy nodded. He made not one word of protest. He looked his father straight in the eyes and said he knew what he had to do. The family chauffeur drove him to Harvard, helped him unload and set himself up in the dorm room (only second year Edison men needed off-campus housing, or better yet, a fraternity). He smiled and waved goodbye, looked in the phone book, and headed to the bus stop. The Marine Corp recruiter looked up at Edison and shrugged. He had certainly seen, and passed, worse. Maybe the kid was a bit soft, but the Corp was in the Man-Making business and was damn good at it. "Welcome Son, what can I do for you?" "I want to be in the Marine Corp, Sergeant. I want Combat Infantryman, and I want to see some action." "Do you have a death wish, boy?" "No Sergeant. I want to kill them long before they can kill me. I don't rightly know if I hate somebody enough to kill somebody, but I aim to find out. I need to know about Death, and I figure it's better if I learn it from the best." The Sergeant smiled. Maybe this kid was crazy and they would figure it out soon enough, but maybe this kid would also make one fine Marine. Something about this kid spoke of a fearless demeanor and a hunger to learn. "Okay then, let's start filling out some paperwork. If everything works out I can have up off to our next induction class by ..." "... the end of the week," Randy finished for him. "That's how I want it. The sooner I put his place behind me, the better off I'll feel." No amount of Dick Edison's influence, or money could sway the Marines to give up their man. Randy wouldn't quit of his own free will, and though he felt the Corp was trying to kill him on more than one occasion (I have to get up at 4a.m. and do a twenty mile run? Seriously?). Classes came and passed. Randy squeaked by, but kept going (he really was soft). Before long, Randy also began to get a reputation. He was a lucky guy, sort of. Bad things tended to happen to other people, not his own. It was minor stuff, but in the combat sims Randy's team won more often than not. Randy became a Rabbit's Foot. Randy also got shipped off to Afghanistan. Men die in combat. That's a fact. They get hurt too, which is why you get to play with guns and other things designed to stop people from functioning properly. In Randy's platoon (he was only a lowly private at first) people got hurt, but no one died. The SSgt soon realized that Randy had a gift for spotting trouble. IED up ahead? Better send Edison's Hummer up the road first. Taliban on that mountainside? Send Randy and whatever rooky that is clinging to him today out on point. RPG hit the squad and you got a man down? "Edison!" "On it Sarge," and off into the chaos of combat would go Edison. He wasn't brave, really. He never volunteered for any of the dangerous crap. He was pretty cool under fire, but what veteran wasn't? No, Edison was a Rabbit's Foot. With him around, no one died (though in the great tradition of the green recruit, many tried) and the wounded recovered more or less whole. The Taliban died. Maybe some civilians died along the way too. Even other units around Randy's took a bit more heat ... but Edison kept his own, somehow, alive. "Death don't like us much," one cocky grunt once said over a beer. "It's afraid of Edison here." "Its not afraid of me," he warned his foolish comrade, "No, its more like an old girlfriend playing hard to get ... punishing me for ignoring her for so long." That made little sense to the men, but then Edison was kind of odd. Eight years of service. It would have been ten, but near the end of his final tour, something happened. It was a clusterfuck. People were dying everywhere and none of it seemed real, or maybe it was too real. I mean, how did someone wrap their car around a light post in the middle of the desert, or run past you in combat only to stagger back and die of cancer. This guy's head come off ... but he aged years in seconds and they were ... and there were other people as well, not just his team. Pedro's little sister, dead these past eight years. Doug's dad, who had passed away just last spring. He had seen these pictures, heard their stories, and in some cases actually met them before they died ... thousands of miles away from this killing zone. Edison took a head wound and his team crowded around him as night fell and help seemed a million miles away. In the darkness, one man snuck into the American perimeter and stole the young marine away. When Edison awoke, the Taliban leader was sitting alone with him in a cave. First the man offered Randy bread, salt, and water as a sign of hospitality, then he spoke. "Welcome," he said. "You have started on a long journey that few of us ever complete. I will help you with the first steps, but it falls to you to reach the Tower of Lead on your own. You are now marked as one of the Awakened. Like me, you are Moros. I have much to teach you before the Day returns. Once you return to base, you will be able to seek me out before you leave this combat zone ... for a time. Now, we begin." Randy found his people looking for him shortly after sunrise. He could hardly explain what had happened to him. It seemed so impossible, yet he knew it wasn't. His old world was the impossible now ... a shackle, but no ... a place where everything possible wasn't understood. There was so much to learn. (Long story cut short) Randy came back to the states and mustered out at Camp Pendleton. From there he migrated north and east, but always coming back to Los Angeles. He walked down the road to the Tower of his Choosing, and came back much changed as his mentor had told him he would. He found other Moros to help him out as he grappled with newfound strengths and limitations, but finally he knew the time had come to strike out on his own. He returned to LA, seeking others of the Mysterium to give him an anchor from which to build something from. He sought allies because the Awakened world was fraught with perils, for himself as well as others. Besides that, there were other aspects of his old life he had to face. His Father knew he was alive, but so what? Would he deal with the man, or could he put that aspect of his life behind him? Then there was Autumn? He had kept up with her over the years, her from her boarding school and him from were ever he happened to be at the time. Did he want her to be a surrogate April for him, or was there something else? Was she a Moros like him, or was that too much to hope for? What of his old war buddies? From time to time, over the past months, he had looked them up. He could no longer see the deaths that awaited them (he was more controlled now) but was that a good thing, or a bad thing? Death happens after all, and knowing that, how can a Moros ever have a true friend? Randy Edison Concept: Guardian of Others Path: Moros Maeror (Latin:Sorrow) Virtue: Fortitude Order: The Mysterium WoD:Attrition Vice: Pride Cabal: (None) Attributes Power Intelligence 2 Strength 3 Presence 2 Finesse Wits 3 Dexterity 4 Manipulation 2 Resistance Resolve 3 Stamina 2 Composure 4 Skills Mental: Academics 3(Archeology), Computer 2, Crafts 0, Investigate* (Body Language) 3, Medicine 1 Occult* 3(Artifacts), Politics 0, Science 0 Physical: Athletics 1, Brawl 3, Drive 1, Firearms 3, Larceny 1, Stealth 1, Survival* 1, Weaponry 1 Social: Animal Ken 0, Empathy 1, Expression 0, Intimidation 1, Persuasion 1, Socialize 1, Streetwise 1, Subterfuge 0 Merits: Language: Latin, Resources 2, High Speech (Free), Status (Mysterium) 1 Size 5, Defense 3, Initiative 8, Speed 12, Health 7 Willpower: 7 Gnosis: 3 (12/3) Paradox (2dice) Time per Roll: 1 hour Wisdom: 5 Mana: 5 Wisdom: 7 Arcana: Death(*) 3, Fate 0, Forces 0, Life 2, Matter(*) 1, Mind 0, Prime 0, Space 0, Spirit (-) 0, Time 0 Rotes Corpse Mask (Death 2) (Intelligence + Subterfuge + Death) Entropic Guard (Death 2) (Wits + Occult + Death) (+1) Self-Healing (Life 2) (Dexterity + Medicine + Life) Grim Sight (Death 1) (Wits + Occult + Death) (+1) Bonus Points (7): Gnosis 2 (3) Gnosis 3 (3) Resources 1 (1) The 'Why is Randy in the Mysterium' Section Mage Book; page 47 under Members 1st Paragraph - 2nd Sentence - "The Society does not reject talented, uneducated sorcerers, but such novices quickly learn the academic skills they need to identify and analyze arcane treasures." 1st Paragraph - last sentence - "These situations require considerable street savvy, and some of the newest members are recruited to fill this growing niche."
  18. Adrian Moss Mekhet Ordo Dracul Embraced: August 3rd 2007 Intelligence: 2 Wits: 5 Resolve: 2 Academics – 1, Investigation – 4 (Crime Scenes) Strength: 2 Dexterity: 5 Stamina: 1 Athletics – 4, Drive - 1, Firearms (Pistols) – 4, Stealth – 1, Weaponry – 3 Presence: 2 Manipulation: 1 Composure: 4 Persuasion (Seduction) – 3, Streetwise – 4 Merits Ambidextrous (3), Resources – 4, Striking Looks - 1, Status (PI) - 1, Covenant Status (Invictus) -1, Covenant Status (Ordo Dracul) -1 Disciplines Auspex - 1 Obfuscate – 3 Virtue (Charity) Vice (Lust) Speed: 12 Defense: 5 Health: 6 Initiative: 9 Willpower: 6 Humanity: 7 Equipment: Reddish-brown duster, twin 9mm pistols, bullet proof vest (isn’t it nice not to feel the heat in LA anymore?), Collapsible Baton, handcuff keys, somewhat fashionable clothes. Background: Was Bernard Vickers ever sure why he embraced Adrian Moss? If so, he never told his childe. What was known to both was that Adrian had been a member – a junior member – of a gang of four toughs that had accosted Bernard when he was out on the prowl. Instead of twisting the situation to his advantage, or just avoiding his pursuers, Bernard had turned on them and thrashed them soundly. It had been terribly easy for the aged Mekhet. Three of the thugs went rapidly to the ground, but Adrian … Adrian had eluded Bernard’s grasp and then shot him. Despite his Celerity, the young man had put a bullet into Bernard, ruining his jacket and shirt and driving him nearly to a rage. Maybe it was because Adrian looked so pathetic there at his moment of death. Maybe something about the boy sparked the long dormant interest. Whatever happened, Bernard embraced the boy and took him back to his manse to begin a new life amongst the Kindred. The next night and the nights that followed were a keen disappointment to Bernard. His Childer was much more of a feral thing than a stable person. Adrian was insular, mulish, sullen and above all, a dolt. There was no indication that he would make even a passable, if hardly memorable, Mekhet. More than once, Bernard contemplated killing Adrian off and consigning this whole episode to ‘the beast made me do it’. It was as he looked into his fireplace that a revelation came to him. Maybe Adrian was some sort of cosmic challenge? Maybe by delving into the boy’s host of weaknesses he would find out more about his own. Maybe by turning the boy into something worthwhile, he would find a way to advance himself. The next night he inducted Adrian into the Coils of the Dragon and the wisdom that was Clan Mekhet. Adrian’s long, torturous tutelage under his Sire had begun. Recently, Bernard has left on an extended trip, leaving most of his mortal affairs in capable hands. He has allowed his child to continue to live off him until such time as Adrian is deemed capable of maintaining himself. In the past year or so, Adrian has gotten to know a variety of people in the city. He is starting to come out of his shell and do more. Having recently received his Private Investigator's license, Adrian has taken a sabbatical away from LA to further his education in the Ordo Dracul. A few nights ago, he returned to his haven, bitter, heart-broken, and seemingly more alone than ever. Still, something new has emerged in Adrian. A sense of purpose, will, and drive to make a difference. In a way, he has discovered his moral core. Appearance: Adrian is a painfully thin young man with raven-black hair and luminescent grey eyes that seem to look out into the soul. He carries an aura of loneliness and awkward indecision most of the time. He would be handsome, but his look is more given over toward that of a beaten dog, both parts tragic and feral.
  19. Name: Goes by Tomoe Ichigo Nature: Martyr Theme:Artistic & Adaptive Aberrations: Silken tongue(low), Blue hair(low), Allergy: cotton(minus two dice from all actions due to distraction from itching while in contact and for a couple of rounds afterward) Str ** Dex *** mega * Enhancements: physical prodigy Sta ***** *** mega *** Enhancements: Adaptation, regeneration, resiliency Cha ***** mega * Enhancements: Rile, Rile is an enhancement from forceful personalities that can force an opponent or group of opponents to focus all of their attention on attacking me, to the exclusion of all else. With only one dot of mega cha, I'm not very good at it, though. Man ***** mega *** Enhancements: The Voice, tactful App ***** mega *** Enhancements: Mr. Nobody, kawaii, yin-yang Per *** mega * Enhancements:enhanced hearing Int *** mega * Enhancements: linguistic genius, taint resistance Wit ***** mega * Enhancements: artistic genius, Skills Dex: Athletics *** Martial Arts ** Stealth ** Sta: Endurance **** Resistance **** Per: Awareness *** Int: Linguistics *(Romance languages, Germanic languages, Japanese, and most varieties of Chinese) Linguistic genius gives me language families instead of individual languages, 4 per dot in the skill Survival ** Wit: Arts *****(song/dance) Biz ** App: Style *** Man: Subterfuge * Cha: Perform *****(sing/dance) Backgrounds: Allies **** Attunement ***** Backing **** Node *** Resources *** She actually has more money than this through the organization listed above; this represents what she can access freely at her current age. Most of it goes to food. Special backgrounds: Boosted attunement * Willpower ***** **** Quantum ***** Quantum Pool Taint Powers: Body modification: Augmented blood, 2 extra maimed health levels(1), 2 vocal modifications, Hypersleep x 2, 2 bruised health levels, enhanced attribute: stamina Extradimensional pocket level * deep pockets Teleport * Combat teleport Armor *** Sheer toughness. No noticeable alteration to her, it just takes a lot of effort for an attack to affect her. Force field *** For thematic reasons, this functions as an area just above the surface of her skin intensely vibrating, as if the fabric of space itself were singing. This robs most attacks of the majority of their energy and will often deflect whatever is left. Absorption(damage to mega stamina) *** Converts damage absorbed into mega stamina instead of mega strength, so the more you beat on her the tougher she gets. Claws, aggravated damage * These claws are not physical, instead being a projection of quantum effect that extends a couple of inches in front of her fingers. They are not energy either. What they do is cancel the Vanderwahl's forces within any matter they contact. The simplest way to think of this is to think of it removing internal friction from an object. Molecules don't interact with each other, though it doesn't break chemical bonds, resulting in anything solid being rendered into the finest sand imaginable, a liquid becoming runnier than the runniest liquid you have ever seen, and even air can no longer be supported by the pressure beneath it, sliding down between the molecules and creating a constant updraft around her hands. She is immune to her own power, or, rather, instinctively controls it enough that she doesn't affect herself with it. This power has absolutely no effect on forcefields, but will pass through most of them as if they weren't there. Merits: Iron Will 6 Taint resistance: free Flaws: Flashbacks 3 Secret 1 Secret 3 Young 1 Short 1
  20. Concept: A seeking of mysteries and magic, of deeper enlightenment and understanding of the essence and nature of magic, a professor of history, literature and mythology. Personality & Beliefs: Thomas is perhaps, one of the most intelligent minds of his generation, perhaps not the absolute most intelligent, but very nearly so, and he has a good measure of pride in that fact. He is also one of the most calm and self-controlled individuals, and his resolve has been increased by his awakening to being above the norm, but he lacks somewhat in charm and charisma due to being so cerebral, but makes up for it with considerable empathy and persuasive capability, and even now often attempts to find ways to get folks to work together when they are unwilling. He believes strongly that everything in the universe has a place and a purpose, that there is a powerful divine will behind everything, and his experience with awakening has only strengthened this believe, though he now believes he sees the building blocks, the essence of the divine will, in the arcana, that within the essence of the arcana is the very mind of god. History Thomas was born approximately 28 years ago, in the city of LA, and he grew up in a fairly normal home, his parents were both teachers, at the elementary school level, and he learned to love knowledge while growing up in that house. As a child he learned quickly, and was well behaved, and he was their first child, but the arrival of a sister, and later another brother changed his life in some interesting ways. His childhood was fairly normal, though his intelligence and such actually had him skipping a grade or two, and by the time he was 12 he was actually a sophomore in high school, by the time he was 15, he had enrolled in collage and begun to study literature as his major. It was about at this time, the disappearance of his sister and brother was to change his life significantly, though they tried to find her, they couldn’t, and after a time they were sure she was dead. It broke his parent’s heart, and within the next few years his family dissolved, but even so, he managed to complete his major and begin studying for his doctorate by the time he was 18.. Continuing to aggressively focus on his studies, he kept coming back to his sibling’s disappearance, and began to study the nature of occult and science to see if there wasn’t anything more he could find out, with a steady and direct manner that was actually to serve him well in the years to come.. It was when he was 25 when he managed to confirm one thing in his own mind, if not find actual proof, the world was filled with dark supernatural creatures, and that meant he’d only found the tip of the iceberg, and Thomas slow and direct investigation at last, he found his way to the watchtowers.. It was while at a anthropological during heavy rains when he saw something outside in the lightning from his tent, and curiosity, and need to know compelled him to investigate.. Heavy winds and storms blew in his face, and he felt as though he was fighting against the world itself, but he found his way to a golden tower, and going inside, was almost compelled to write his name on the pages of the golden book he found there… when he woke, he had awakened and found that he was drenched and in an old building that they had uncovered in the dig, one with nothing all that remarkable about it, except it overlooked the rest of the dig. [This was a little more then year ago] A thirst for knowledge and understanding of the mysteries lead him to the mysterium, and he began to take the first step in the deeper mysteries of his order in this last year, and he has spent a measure of resources on building a private sanctum near a personal hallow he found, that has allowed him a place to carry out some of his more private researches and begin building his knowledge base. He also took the first steps onto the legacy, The Eyes of Ain Soph, the seekers, seeking to know more of the nature of magic itself Today, Thomas has entered the LA university as a teacher of Anthropology, Literature and History, though he’s only begun teaching there this year. Goals: Among Thomas’ many goals in life are the following - Find/Join/Start a Cable of Mages in his area, Oppose the Sears and Banishers, Deepen his understanding of the Mysteries (deeper status with the Mysterium & Mystery Initiation), Build an Athenaeum, Master the Prime Arcana (before others), Further his steps along the Seeker’s path (Expand Legacy), Find out what really happened to his Brother and Sister (he's certain it was something supernatural, he's simply unsure what) Capabilities: Thomas has degrees of anthropology and mythology, not to mention history and literature, he's also a capable scientist, and as a student of human nature, he knows the basis of persuasion and empathy, and due in part to the years spending time on different digs in many parts of the world knows a bit about survival. On the arcane front, however, his first steps along the path's of his legacy have allowed him to gain the ability to see and interpret magical phenomenon without much trouble, and look across the gauntlet into the spirit world.. as natural capabilities. His considerable ability with the prime sphere allows him considerable control over what sort of magic he allows to affect him, and should he need to, one of his more powerful rotes even allows him some offensive capability when necessary. He often has the rotes of magic shield and aura perception up, with the vision his legacy attainment gives him, and sometimes includes second sight when dealing with spirit beings.
  21. Personal Information: Public Identity: Wakiki Izumi Shadow Name: Imriel Nicknames: Wakki Real Name: same a public Identity Occupation: Adamantine Arrow, Programmer and rap artist Legal Status: Japanese Citizen, currently on a work VISA, living in Los Angeles Marital Status: Umarried Known Relatives: Izumi Nashi (mother), Izumi Seiko (sister), Livy Jenings (half-sister) Deceased Relatives: Izumi Saito (paternal aunt), Izumi Harou (father) Physical Traits: Weight: 155 lbs Height: 5’ 10”” Apparent age: mid-twenties Gender: Male Ethnic Background: Japanese Eye Color: brown Hair Color: black Handedness: Left Age: 25 History: In Japan, the nail that sticks up gets hammered down. But for a household of mages, even life in Tokyo was a little more freeform. Wakiki grew up a Sleepwalker in a family of mages. He and later his sister, Seiko, were groomed for service to mages, particularly by their mother, Nashi. She was a Mastigos of the Silver Ladder while his father was an Obrimos Arrow and both were members of a Aoi Sagi Cabal and Tokyo’s consilium, the Shin-en Yakei Consilium. Wakiki and his sister’s childhood were full of secrets and wonder – and some pain, as well. They were the children of a woman who could read minds with ease, and hiding things from her became a fine art. Their mother was actually pleased when they could trick her – those times she found out about it at all. Both children were taught different things by their parents. Harou tried to instill a belief in higher powers with the children, taught them to work hard and be spiritually upright, but Nashi instructed them in less honorable things. She taught them, from an early age, how to dissemble and lie, how to talk people into doing things for them and how to socialize with others. Seiko was skilled, but Wakiki surpassed her at those talents. It was easy for the young man to charm people into giving him what he wanted. Wakiki was a focused child; he had no need to daydream about his life and future. He knew what it would be; he’d get a useful degree and go to work for the consilium. He had no other thoughts; the mission of his parents overshadowed everything in his life – in their lives, as well. Deep inside, he wanted more, though. He couldn’t have named that desire, until the day he heard Public Enemy’s Fight the Power. Something about the song called to him, and the young man listened to more and more anti-establishment music. That gradually morphed into minor rebellions against authority – talking back at school and silently questioning his life. It wasn’t full-on rebellion yet. As a teen, he was vaguely aware that something was wrong with his parents’ relationship. They fought a lot, particularly for two people who could wield the power of the cosmos. He caught hints of an affair, which he tried to ignore. It was their business, and they would work it out. It was a very Japanese response to a problem: ignore it until it went away. He was more preoccupied with his life; doing well in school so that he could go to the college of his choice. He was also starting to dabble in making music – writing lyrics and starting to practice with mixing songs. Despite having parents who were Awakened, Wakiki wasn’t sure if he would ever Awaken himself. It did happen, but not always. His parents always emphasized that there was a hope that it could happen but not to plan on it. Because of that uncertainty, he went to college, getting a degree in computer programming. A streak of his individuality surfaced in his minor in music and his continued work on his music. His life seemed bound for normalcy – as normal as it got for a man bound to be a Sleepwalker retainer for friends of his parents – until the night he won a rap contest. It was a minor affair; far from the down-and-dirty rap battles common in the US where audiences were the judges, this was an open mic in a club with a Japanese celebrity as a judge. Still, it gave him the thought that he might actually be good at this. At that point, his focus shifted from making a safe life for himself and whatever family he might build to making a career with this music. He continued to work as a programmer, to make a living and please his parents, but it was no longer his goal. He hadn’t told anyone about it yet, but he knew that there would come a time when it would be obvious and he’d have to openly rebel. He was figuring out how to do that when his parents’ drama spilled over into his life. Harou and Nashi had met while battling a monster from the Abyss, fallen in love and married. The rumors of an affair were correct, but what Wakiki had never known was that there had been a child born of the affair. He’d also not known that his mother had found out by picking it out of his father’s head. The dual shattering of marital trust had quickly poisoned the relationship. The obvious option was divorce, but his parents refused that due to the public shame it would cause the family. They remained together in bitter silence, never letting their cabal or the local Consilium see their issues. Only Wakiki and his sister Seiko were aware of the silent cold war. By the time Wakiki was twenty-two, they were still in that status quo. The status quo was disrupted violently. Wakiki and Seiko had, at their mother’s insistence, gone to a music festival in Okinawa. It was a good weekend; Wakiki made some friends while there, including an Amercian couple, David and Rebecca. They worked for a record label, a folk song label, but they had friends in the industry. Wakiki felt that this was the closest he’d come to getting signed, so he was happy to make friends. Seiko liked them too. It was the last happy time the two would share. The siblings returned to Tokyo to find their father and most of the Consilium dead, and the Seers in control. As they prepared to flee, their mother found them. Nashi revealed her years of lies to the two, explaining that she was and always had been a Seer of the Throne. As her children, there was a place for them in the new magical landscape of Tokyo. Wakiki immediately rejected his mother’s proposal, but Seiko was laden with guilt and fear. She took their mother’s offer. For being her son, Wakiki was given seven hours to flee the city. Wakiki went, got on the train to Nigata. He had friends from college living there. Lying on their couch, racked by grief and rage, he started down the path of being a Seeker. Torn by the fevered dreams of Awakening, Wakiki walked the Path of Nightmares, and returned in the morning a Mastigos. Wakiki knew no one who could help him in Nigata; the local consilium, if one existed, had no ties to the Tokyo one. He gathered his few belongings and moved on again, to Oita, where a Consilium dwelt, eager to find friends and allies. His welcome there wasn’t warm. By now, the story of his mother’s betrayal was known to mages around the world. The only surviving member of the Shin-en Yakei Consilium had given damning witness, including the news that Seiko had been seen at her mother’s side, serving the Seers. It was immediately suspected that Wakiki was in collusion with Seers and playing a long game of betrayal. Though they weren’t going to condemn him out of hand, their doubts meant that he’d have no aid here. Wakiki contacted Dave and Rebecca, reaching out to his last friends. Arrangements were made for him to come visit them in the US. They lived in Seattle and Wakiki was able to visit for two weeks. He found a job; his fresh computer degree made him attractive to a small start-up company that was creating anti-virus software. Wakiki settled in and worked for a time, living comfortably enough that he began to DJ on the side. He was serious enough about it to buy his own equipment, starting a small side-business and working on his music. At the same time, he was making overtures to the local consilium. The well had already been poisoned here, too – Kenpachi Okami, a Thyrsus Arrow, was a resident and he made sure that everyone knew about the betrayer’s son. There were a few people willing to give him a chance, including Whisker, a Thyrsus Arrow. Whisker was petite with big blue eyes, a shapeshifter who liked to transform into cats. There was a definite sexual chemistry between the two, but they resisted doing anything because Whisker was grooming him for the Arrows. Although unsure at first, Wakiki quickly warmed to the idea of stepping into his father’s shoes. The shadow of his mother loomed over him and few in the Arrow trusted him. It took all of Whiskers’s influence to get Wakiki the right to call himself an Arrow. To gain the order’s trust further (ooc: to gain status in the order), he needed to prove himself. Meanwhile, Wakiki had been searching for a shadow name. He’d been using about Mentok for now; it hadn’t earned him much respect, but he’d had the importance of shadow names drilled into him from the beginning of his life. He’d been very circumspect about calling his parents by their shadow names around other mages. So he wanted to choose his final name with care. The name he finally settled on was Imriel, taken from a book series about a young man. Wakiki had felt a connection to the protagonist; he also had a mother who had betrayed her people. And like Imriel, Wakiki struggled with the urgings to manipulate and control people. Wakiki undertook another project during his last year in Seattle. Twisting the strands of Fate, in which he had limited skill, he dug up the information on his father’s lover. It took him quite a bit of time, but he persisted and in the Fall of 2010, he took a trip to San Francisco, intent on meeting his half-sister. He was a few weeks too late. Livy had disappeared at the start of the semester from UCLA; her mother was frantic. Wakiki left with a new mission: to find Olivia. He started hunting for a job in LA. Given the economy, it was spring before he got one, but he managed to land one as a programmer for a web-based property management software provider. His move was completed by the end of April. His search hasn’t gone well but he has remained hopeful. Someone or something knows what happened to his half-sister. He’ll find them and make them talk; he’ll find his sister or her ending, and make sure she’s safe or at peace.
  22. Quote: "I'd rather be surfing..." Background: Alexander Hoya grew up in the small town of Skidegate, one of only a few on the Haida Gwaii islands (formerly known as the Queen Charlotte islands). His father, Jack Hoya, was a craftsman by trade and his mother had died giving birth to him. As he grew, Alex learned from his father how to shape and build canoes, kayaks, and pretty much anything else that was made out of wood and designed to float. Alex took to the art quickly and enjoyed it, but his real passion was always the open ocean and the wild outdoors – and there was plenty of both in and around the Haida Gwaii. And so Alex's childhood was spent running through the wilds of the woods that dominated the island he called home, or paddling across the bays and inlets that surrounded his island, but always in his heart was an urge to paddle further and farther out, onto the open ocean. For some reason, for as long as he could remember, Alex felt that he belonged out there, out in the water. The land beneath his feet seemed solid enough, but he only ever felt really real – really at peace – when he was in the water. As he grew older, Alex began to range further into the wild terrain of the Haida Gwaii, and even further out into the wild waters that led, eventually, to the open ocean of the Pacific. It was during these later trips that he first began to have close encounters with the sgaana – killer whales – and from the first such meeting the connection between the young boy and the giant predators in the waters underneath him was immediate and readily apparent. Also, as he grew older, he began to more and more frequently witness strange and difficult (sometimes impossible) to explain creatures and events as he wandered in the wilds away from the homes of men. In the forests he would often see strange and often frightening forms watching him from afar, and once he encountered a strange old crone living along a deserted beach; she seemed to mean him no harm and even read his fortune, but she also seemed to know more about him than she should have and told Alex that she had more to tell him 'when he was ready' and would be waiting for him there on that beach when the day came. Out on the water he loved, Alex's encounters with the mysterious were even stranger, and he often worried that he was hallucinating, so strange and, at times, terrifying were the things he saw down in the waters beneath his canoe or kayak. At times the things he saw were enough to frighten him away from the ocean for a time, but always the longing in his heart would eventually draw him back. When Alex was sixteen his drive to explore the ocean's vastness finally outreached itself and he found himself caught in a severe storm with nothing but his canoe to keep him from the churning, and now very ominous-seeming waters below. During the two or three years leading up to this, Alex had become more and more difficult to control, and would sometimes disappear for days at a time. His father and the other villagers began to warn in increasingly strong terms against going so far afield and venturing so far out into the open waters in just a small boat, but the headstrong youth would not heed them, and indeed, at times he seemed absolutely uncontrollable – wild even. But now Alex was caught in a storm that was bigger and stronger and more heedless than he would ever be, and it seemed that he would finally pay the price for his hubris. Of course he lost of control of his boat and was hurled into waves and the water, but what happened to him after that is not something that Alex can adequately describe even now. What he remembers is being found and rescued by killer whales, but instead of taking him back to the surface they took him further down into the ocean depths, eventually reaching what seemed to be a village – like those his people used to live in before the Europeans came – that sat at the bottom of the ocean. There the sgaana treated him like a guest of honor, introducing him to their chief and holding an old-fashioned potlatch festival in his honor, along with dancing and feasting and the telling of old stories. Finally, they asked him if he was ready to join them and become one of The People, to which the young man emphatically answered 'YES!'. And so they awarded him with his very own dorsal fin to wear and, putting it on, he became like one of the sgaana, a killer whale. Then he and all the killer whales swam out of the village to begin their hunt; they tracked down and killed a great whale and feasted on it, and it was good, and Alex felt more alive and more free than he had ever felt in his entire life… That's what Alex Hoya remembers, when he tries to think back on that night. All he can really say for certain, though, was that he woke up naked and alone, floating in the tide of a far beach the day after the storm sank his boat, with blood and whale blubber still clinging in bits and gobbets to his face and hands. After a brief (and very traumatic) period of discovering what he now was, Alex began to slowly make his way back towards civilization. If there ever was a 'magical village beneath the waves', where a tribe of killer whales go to feast and dance and entertain foolish boys who paddle out into storms, Alex has never found it or seen any sign or hint of it since then. What Alex did find when he finally made his way back to Skidegate, was that his father had ventured out into the storm after him in his own, larger fishing boat and had drowned after the storm capsized it the same way it had capsized Alex's boat. Alex was still struggling to come to terms with what had happened to him, so learning what had happened to his father nearly sent him over the edge. Reeling with guilt at having caused his own father's death (even if unintentionally) and overcome with remorse at his loss, Alex found himself cast adrift. He hung on and stuck around long enough to attend his father's funeral, but as soon as that was over he ran away before the civil workers could come and haul him off to some orphanage or place him in foster care. Alex wandered from port to port and truck stop to truck stop, introducing himself only as "Finn" (after the fin that the orcas in his vision had given him to make him one of them). Eventually the teenager managed to make it all the way out to Hawaii. Hawaii was, in many ways, ideal for a young Oceanborn Feral struggling to figure things out without any parents or mentors to turn to for help. Civilization was always ready to hand on any of the islands, but so was the wide open ocean, and it was easy for 'Finn' to slip away and give in to his 'wild side' for a time, learning how to be what he now was out among the waves; swimming, playing, hunting and killing – often alongside other, mundane orcas with whom he now found he had a greater connection than he'd ever had before. Back on land, amongst 'regular' humanity, Finn had little trouble finding work. He was surprised and very pleased to discover that the 'alaia' – the original wooden surf boards that ancient Hawaiians used before European or American colonists ever showed up – was making a comeback amongst the surfing community, and that his skills in wood water crafting were perfectly suited towards the wooden boards. Soon, building the boards turned into using them as Finn took up surfing himself, and after a while the young man was almost always either near, on, or in the water. For the next few years Finn managed to find a measure of happiness and, even more importantly, peace in the life that he'd built for himself on the islands of Hawaii, but he'd known in his heart almost from the moment he'd arrived there that he couldn't stay forever. And so, with a certain amount of regret, Finn left the Hawaiian Islands. For a time he traveled through Indonesia, hitting some of the best surf spots in the world, but he could only ignore the urging in his heart for so long, and eventually he gave in and followed that urging, which took him back home. The other villagers in Skidegate were both surprised and happy to see Alex 'back from the dead', but the young man had changed so much that he found he no longer had much of a connection to the town he'd grown up in. He was the only son of an only son, his mother was long since dead, and after travelling through so much of the world, the tiny harbor town really didn't seem to have much to offer or people that he could connect with. The villagers, meanwhile, found that 'little Alex' had quite grown up, and that he had become a strange and imposing figure who was, if anything, even wilder than he'd been as a child – there was just something disturbingly other about him now. Finn wound up spending the majority of his time in his primal form as a killer whale, swimming the bays and inlets surrounding the Haida Gwaii. It took more than two months before he finally stumbled across that lonely stretch of sand he'd found as a boy so many years before where the strange old crone had been waiting for him and had read his future. A part of him wasn't even surprised to find that she was there waiting for him still, all these years later. This time the old woman introduced herself to him as 'Grandmother', claiming that this was because Finn was actually her grandson. 'Grandmother' went on to explain to him that she was the mother of his own mother, whom he'd never gotten a chance to know. Far more amazingly, she revealed to him that, while his own mother had been as 'normal' as everyone else Finn had ever known, Grandmother was like him. It seemed that the Changing Gift had skipped a generation, she said, adding that it sometimes did so. For more than three years Grandmother taught her grandson a great deal – things about the history of their people (or at least what she claimed was their history – it wasn't like there was anyone else around to dispute or correct her if she were wrong or not telling the truth), amazing things about his own nature that he would never have guessed otherwise, and perhaps most importantly, about the mysterious Spirit Realms that border our own. Grandmother had explained to Finn about how it had always been the duty of the Xa'aidlatha* (as she called 'their people') to watch over and protect the border between the realms of flesh and spirit, just as they watched over the border between the ocean depths and the surface world that abutted them, and so it was vitally important that he embraced that portion of his heritage and learn to interact with that strange and ominous world. Finn will never forget the first time his Grandmother helped him cross the Gauntlet – he still has nightmares about it sometimes, actually. Through his training he learned much about maintaining a balance between the Spirit Realm and the physical world he'd grown up in – and about maintaining a balance within himself as well. His Grandmother also taught him the importance of cultivating the environment – in both worlds – rather than simply 'managing' problems as and when they arose. He learned more than he really wanted to about the word 'chiminage'. And, finally, Finn also learned about the uratha – or at least, he learned how much they disapproved of 'interlopers' like he and his Grandmother 'interfering' in their business. Fortunately, the wolf-blooded did not have much of a presence on the Haida Gwaii and knew that they couldn't adequately watch over the entirety of the islands themselves, and Grandmother had been living and operating in the area for longer than most of them had been alive, so she and Finn were grudgingly accepted. Also, as Grandmother was keen to remind him (and the werewolves, when they would listen), the Xa'aidlatha had been operating amongst the Haida Gwaii for at least as long as the Uratha had been, and their domain was the waves and the sea where the wolves couldn't go anyway, so there was no reason for disagreements between them. Though the Spirit Realm was strange enough, stranger still – and more disturbing – were his occasional brushes with the dead. Finn has always seemed to be a magnet for the otherworldly and the unnatural, but even for him ghosts are something out of the ordinary. Even so, he's had a few encounters with them and one of them has left its mark on him, literally. The ghost of a young woman from Skidegate who had recently disappeared began to appear to Finn whenever he was in town, and though he at first tried to ignore her (he's no more comfortable around ghosts than most 'normal' people), the woman would not leave him be. When he finally gave in and started paying heed to her gestures and attempts at communication it led to him discovering where her body had been left. He got the local police involved at that point and they quickly determined that she'd been raped and then murdered, but there were no further leads forthcoming and the woman's spirit wasn't showing any signs of leaving Finn alone. More problematically for Finn, he was now under suspicion after mysteriously finding the woman's body "by chance" (he couldn't exactly tell the police that her ghost had showed him where to find the body). As it was, the townspeople of Skidegate had found him to be increasingly strange and disturbing since his return, so he honestly seemed like the likeliest candidate for the murderer to most anyway. Now just as eager to clear his name as he was to be rid of the disconcerting presence of the ghost, Finn continued to investigate the killing on his own and, with the spirit's help, managed to track down her killer, who turned out to be one of the town's most respected members. Though Finn had no doubts that this man was the killer, he had no proof. Hoping to provoke the man into a confession, he lured him out to the ravine where he'd found the young woman's body and there confronted him about what he had done. Far from confessing, the man instead became angry, and then violent. The two men fought briefly before the ghost appeared, manifesting not only to Finn but also to the man who had raped and murdered her as well. She rushed at him with a horrifying expression on her ghastly face as a blood-curdling and otherworldly scream poured out of her. In his terror as he scrambled to get away from the ghost of the woman he'd murdered, the man stumbled and fell into the same ravine that he'd dumped her body in, breaking his neck on the way down. Seeing her killer's unmoving body lying at the bottom of the ravine that she herself had been left to die in seemed to satisfy the woman's vengeful spirit, and she began to discorporate as Finn watched. Before she vanished for good, however, the ghost silently reached out and placed her ephemeral hand against Finn's chest, just over the heart. After she'd vanished, Finn found that a handprint remained where she had touched him, almost like a tattoo, and it remains there to this day and shows no signs of fading. While Finn was glad that the woman had found some measure of peace (or at least had her vengeance) and wasn't all that heart-broken over the death of her rapist-killer, he knew immediately that he was now even worse off than he had been before. The police already suspected him in the woman's death and now there was a second body tied to him. Wasting no time, he stopped briefly by his place in town to gather up what few possessions he still had (and would actually need on the road), and then made his way back out to the remote beach where his Grandmother lived. He explained the situation to her there and, though she would be sad to see him go, she agreed that her grandson would need to leave immediately, and so Finn once again left home for the open road (or ocean, as the case might be). Though he misses his Grandmother – and even his hometown of Skidegate, filled as it was with people who never quite understood him – at the same time he is privately pleased to be wandering again, as it seems that being continually on the move is in his blood. Since leaving the Haida Gwaii Finn has slowly worked his way down through British Columbia, into Washington and Oregon, and finally into California. He stopped for a time in Seattle, building back up his meager savings and supplies, before once again going on the road. He's recently arrived in Los Angeles, and his funds and supplies are once again running low, meaning he'll probably need to hunker down for a bit, find a job, and save up some more cash before he moves on. How long he'll hang around the City of Angels remains to be seen – maybe just a few weeks, maybe much longer. Who knows? Maybe he'll like it here. *- "Xa'aidlatha: This is a made-up (by me) First Tongue word that's supposed to mean "The People of the Boundary of the World". It's based off of a word from the Native American Haida language, "Xhaaydla", which means something along the lines of either "worlds" or "place between worlds" (I'm not entirely clear on this point). Anyway, it's understood in the original language that "worlds" here refers to the sea and sky, specifically the "border" where the two meet – or in other words, the horizon. I thought it was a fitting name for Feral orcas who, as aquatic mammals, are creatures that are neither entirely of the sea nor of the land, and who are only really at home at that place where sea and sky meet. Appearance: At 6'6" and 264 lbs., Finn is a very big man and certainly qualifies for the description, "tall, dark, and handsome" (or just 'hawt', as all the girlz like to call it these days), if not quite in the old-fashioned sense that was perhaps once intended, what with both of his arms, all the way up to the shoulders, being covered in thick, bold tattoo sleeves made up of various tribal designs. Finn also has what appears to be a tattoo of a hand print done in unusually black and glossy ink on his left pectoral, right over the heart. He avoids discussing the meaning behind this tattoo if at all possible (and will resort to "lies of omission" if it can't be avoided). Even as good-looking as he is, what really stands out about Finn isn't his height or his looks, but the sheer intensity of his presence that is, at times, simply overwhelming for many people. The man gives off a notable sense of wildness and the 'other', and there is a literal, if subtle scent as well as a 'feel' (for lack of a better word) about him that reminds most of the open ocean. Meanwhile, his expressive brown eyes seem to stare right through a person with a gaze that virtually defines the word 'piercing', making many on whom that gaze falls feel that he can see more about them than they might like. And then there's the fact that while he has one of the most open and friendly grins most people ever get to see, there's something that's just unmistakably predatorial about it. Finn's primal form is that of an enormous killer whale over 35 feet in length and weighing more than 11 tons, with a dorsal fin that stands as tall as he does in human form. Aside from being enormous even for an orca, his eyes also radiate a sense of calculating intelligence that goes beyond even the not-inconsiderable intelligence that most mundane orcas display. Very unusually – and somewhat unfortunately for Finn – his 'tattoo' of a handprint (actually a ghostly mark left behind where the spirit of a dead woman touched him as she went to her final rest – or perhaps judgment) does not fade as normal tattoos do when he undergoes the Change. The print remains even when in his animal or throwback form, and can be clearly seen against the white underbelly of his orca body. In his 'Throwback' form, Finn transforms into enormous man-like creature with the gleaming black skin and patches of brilliant white that his killer whale kin are so famous for. In this guise he stands almost ten feet in height and weighs over one thousand pounds. His face becomes broad and round, with an equally broad (and most often smiling or grinning) mouth, and a broad nose with wide-flared nostrils. His lips, nostrils, and eyebrows take on a brilliant blood-red hue while the bridge of his nose and his forehead turns a deep dark blue color. The result closely resembles the killer whale masks used by Native Americans of the Pacific Northwest in their ritual dances and ceremonies. Though his smile is usually friendly enough, it's also filled with the sharp teeth of the ocean's deadliest predator and this, combined with his enormous size and an appearance that seems like something out of a shamanistic vision, is enough to provoke the Delusion in almost any mortal. Personality: Finn has the intense personality and dangerous aura that one might expect from a Feral whose Breed happens to be the world's largest and most successful apex predator of the past 10,000 years or so - and it can be positively room-filling when he needs it to be – but he is also surprisingly laid back and lacks the often domineering and hyper-aggressive demeanor possessed by most other Feral predators. This is absolutely due more to his Breed than to his personality though, as Finn is actually somewhat unusual amongst his kind (or what's left of them at any rate), being more aggressive and more of a loner than is typical for one of the whale-kin – though this isn't surprising given his calling as a Wind-Dancer. Unusually aggressive or not, Finn can't escape what he is, and killer whales – despite their fearsome name – are not known for their aggressiveness, even if they are known for being arguably the most sophisticated, efficient, and effective pack hunters on the planet. Orcas have a matriarchal society and, moreover, it is always a given that the oldest female present is in charge of her pod and that there are never any challenges from younger females, and certainly never any challenges from any adult males. So, needless to say, as an orca-blooded Feral male, Finn generally lacks the desire to – as he would put it – posture, strut, and generally behave like a bully, all in an effort to prove to everyone watching that he somehow deserves to be the asshole in charge. If at all possible, he'd rather let some other asshole take the job, support the guy in that role if he can, and try not to laugh out loud – or too hard at least – at all of his no-doubt-very-impressive posturing. True to his Breed, Finn is also highly social and unfailingly supportive and trusting of anyone he calls a friend, to the extent that some would call it naivety or foolishness. He will readily share anything he has to give with those who seem to be in need, even when he has little enough to give, and will do so without a second thought (and he has been taken advantage of because of this on more than one occasion). On the other hand, those who do betray that trust leave him feeling deeply hurt, and the ability of a killer whale to enact its vengeance upon those who've wronged it is the stuff of myth and legend – literally. As vengeful as he can be towards those who wrong him, those who are stupid enough to wrong his friends are the ones who truly experience his full wrath. Such unfortunates would have done well to remember that one of the lesser-known names for a killer whale is 'the smiling assassin', and still another is 'the grinning killer'. Name: Finn ("just Finn") Real Name: Alexander Hoya Concept: Shape-shifting Surfer Species: Orca Accord: Wind-dancer Virtue: Charity (compassion) Vice: Pride (ego) Height: 6'6" Weight: 264 lbs. Hair: black Eyes: dark brown Age: 24 Attributes Mental: Intelligence: 2, Wits: 3, Resolve: 2 Physical: Strength: 4/8/11, Dexterity: 2, Stamina: 3/7/8 Social: Presence: 3, Manipulation: 2/1/1, Composure: 3 Skills Mental: Crafts (wood water crafts): 2, Investigation: 1, Occult: 1 Physical: Athletics: 3, Brawl: 3, Drive: 1, Stealth (moving through water): 2, Survival (hunting): 2 Social: Animal Ken: 1, Empathy: 2, Expression (singing): 1, Intimidation: 1, Persuasion: 1, Streetwise: 1 Merits Direction Sense - 1 Feral Heart – 6 (+2 dots) Language (First Tongue) - 1 Pleasing Aura - 3 Quick Healer - 4 Striking Presence - 2 Nahual: Oceanborn Feral Heart: 3 Harmony: 7 Respect: 3 -Insight 3 Willpower: 5 Health: 8/15/24 Initiative: 5 Defense: 2 Speed: 11/15/21 Size: 5/8/16 Favors & Aspects Favors: Aquatic Echolocation Fang & Claw (Bite) 3 (L) Size 15 Limbless (-1) Aspects: Darksight (1) [Can see in the dark, reduced penalties in poor visibility conditions, and gains +2 to Stealth rolls in the dark] Extraordinary Specimen (1) [+1 Str and Size in Primal Form] Keen Sense (hearing; 2) [+2 on Perception rolls and distance-related penalties reduced by up to 3 in all forms] Shadow Bond (3) [Can Sidestep and cross the Gauntlet] Weather Skin (1) [immune to extreme weather conditions] Tell (-1) [What appears to be a tattoo of a handprint is visible on his chest in all forms] CREATION LOG ATTRIBUTES Mental: Intelligence: 0, Wits: 2, Resolve: 1 Physical: Strength: 3, Dexterity: 0, Stamina: 2 Social: Presence: 2, Manipulation: 0, Composure: 2 SKILLS Mental: Crafts: 2, Investigation: 1, Occult: 1 Physical: Athletics: 3, Brawl: 3, Drive: 1, Stealth: 2, Survival: 2 Social: Animal Ken: 1, Empathy: 2, Expression: 1, Intimidation: 1, Persuasion: 1, Streetwise: 1 SPECIALTIES: Crafts (wood water crafts), Stealth (moving through water), Expression (singing), Bonus from Accord: Survival (hunting) MERITS Direction Sense – 1, Feral Heart – 6 BEGINNING FAVORS Aquatic Echolocation Fang & Claw (Bite) 3 (L) Size 15 Limbless (-1) ASPECTS Darksight (1) Extraordinary Specimen (1) Keen Sense (hearing; 2) Shadow Bond (3) Tell (-1) Weather Skin (1) Experience: 50/50: 10 points spent on Dexterity 2. 10 points spent on Intelligence 2. 10 points spent on Manipulation 2. 6 points spent on Pleasing Aura merit. 8 points spent on Quick Healer merit. 4 points spent on Striking Presence merit (2 dots). 2 points spent on Language merit. Xa'aidlatha: Wolves of the sea Breed Favors: Aquatic, Echolocation, Fang and Claw (Bite) 3 (L), Limbless (-1), Size (15) Breed Bonus: Orcas, like dolphins, can ram opponents, inflicting an additional three bashing damage (this is, in fact, one of their favored hunting techniques). Throwback: Strength + 4, Stamina + 4, Manipulation -3, Size + 3, Health + 7, Speed + 4 (species factor 5), + 1 to perception rolls, Fang & Claw Favor (Bite) Primal Beast: Strength + 6, Stamina + 5, Manipulation -4, Size +10, Health + 15, Speed + 9 (species factor 8), + 3 to perception rolls.
  23. Penman Wright is his real name, but given what he became a god of, it rather suits his divinity as well. As a child he would say that he loved books, but as he grew and experienced more and more forms of storytelling, he realized that it was the story itself that he loved in any and all forms. Life itself was a myriad of stories combining and separating to create stories that grew beyond the individuals participating in him. His discovery of fanfiction enriched this even further, as he was exposed to what was once the truth of all stories--that there were a thousand ways to tell every story, a thousand branches that the story might have taken. At some point, a point not clear even to him, he began to perceive the... threads of the stories, the course a story could take even before it began, including the stories of people's lives. He had developed a spark of divinity, which attracted the attention of a member of the Phoenix Society, who inducted him into their beliefs and practices. He has since devoted his time and effort to developing the used book store he ran into a business that not only rivalled, but surpassed the big box bookstores. Unlike those companies, which had their business spread out over nations, all of his work went into developing his one store, upgrading it further and further. Today, the store takes up most of a city block, subdivided into categories, not just books used and new now, but also a music and video store, a theatre that plays both regular movies and has a section set aside for dollar movies(funnily enough, he makes more money off of the dollar movies, as people buy concessions either way, and that is where the real money lies), and a social center which hosts seminars for aspiring authors and a safe zone for after school activities, especially a very comfortable area designed to baffle sound where role playing groups are encouraged to meet, all served by a central restaurant/cafeteria. There is an occasional 'ook' from the depths of the darkest parts of the bookstore. An increasingly large group of regulars have joined an author's group run by Penman, who has already helped several budding authors get published(no best sellers yet, though). None have started worshipping him yet, though some of his jokes about offerings to the god of stories have been taken a little more seriously than he intended. Penman often spends his afternoons checking out other used book stores for rare books, and his evenings attending open mic nights, looking for promising individuals to invite to join his group, and slowly expanding his domain. Penman is a slight fellow, rather unassuming in demeanor most of the time. His general attire would likely best be described as 'academic casual,' leaving him generally looking like a professor on his day off. He works hard to maintain the feel of a small family store by encouraging close communication with his employees, keeping them happy, and encouraging them to know the regulars as much as possible. Traits that the other gods would know: Dominions: Stories, Creativity Entitlements: Strong Spark, skill excellency performance(storytelling), Tongues He rarely looks like my current avatar, but can if he wants to.
  24. Shane O'Neally Tribe: Ghostwolf Auspice: Rahu Age: 27 Mental Attributes: Intelligence 2, Wits 3, Resolve 3 Physical Attributes: Strength 3, Dexterity 2, Stamina 3 Social Attributes: Presence 2, Manipulation 2, Composure 2 Mental Skills: Academics 1, Crafts (Automobiles) 3 Physical Skills: Athletics 2, Brawl 3 (Boxing), Drive (Off-Road) 2, Firearms 1, Stealth 1, Survival (Foraging) 3, Weaponry 1 Social Skills: Animal Ken 1, Intimidation 2, Streetwise 2, Subterfuge 2, Empathy 1 Merits: Fighting Style (Boxing) 1 Willpower: 4 Harmony: 5 Primal Urge:3 Virtue: Fortitude Vice: Wrath Health: 8 Initiative: 4 Defense: 2 Speed: 10 Size: 5 Weapons/Attacks: 5B - Unarmed Strike Armor: -none- Gifts Partial Change, Crushing Blow, Clarity, Wolf Blood's Lure Renown Purity 2, Honor 1 Totem: 6 XP spent CREATION LOG ATTRIBUTES (5/4/3) Primary Physical: 2 Strength, 1 Dexterity, 2 Stamina Secondary Mental: 1 Intelligence, 2 Wits, 1 Resolve Tertiary Social: 1 Presence, 1 Manipulation, 1 Composure SKILLS (11/7/4) Primary Physical: 2 Athletics, 2 Brawl, 2 Drive, 1 Firearms, 1 Stealth, 2 Survival, 1 Weaponry Secondary Social: 1 Animal Ken, 2 Intimidation, 2 Streetwise, 2 Subterfuge Tertiary Mental: 1 Academics, 3 Crafts SPECIALIZATIONS (3) Crafts (Automobiles), Drive (Off-Road), Survival (Foraging) MERITS (7) 2 Primal Urge (cost 6), 1 Fighting Style: Boxing RENOWN (2) BONUS SPECIALIZATION (1) GIFTS (3) XP LOG Date Trait/Exp. Type Rank Gain/Cost Balance 01 Apr 2010 Creation Points: 50 / 50 01 Apr 2010 reduced Harmony 2: +10 / 60 01 Apr 2010 Attribute Resolve 3: -15 / 45 01 Apr 2010 Skill Survival 3: -9 / 36 01 Apr 2010 Skill Empathy 1: -3 / 33 WoDA Reboot 16 Aug 2011 Skill Brawl 3: -9 / 24 16 Aug 2011 Renown Purity 2: -12 / 12 16 Aug 2011 Lvl 1 Gift 1: -5 / 7 16 Aug 2011 Totem Merit 2x 2: -6 / 1 01 Sep 2011 XP-Gains: +8 / 9 Background Shane's entire life was dominated by the importance of his birth. He was the twin brother of Sarah O'Neally who, unlike him, was denied her genetic heritage and would never go through the change. After the disappointment Sarah turned out to be the tribe put all it's focus and attention on the young boy who struggled with emotional outbursts throughout his early childhood. The Elders took those as signs of an unusual early change and some even thought of him as being exceptionally gifted. At the age of 8 he was separated from his sister who had been the only constant factor in his life. She was the only one who could soothe his rage and without her he felt lost and disoriented. The following years were a constant fight and struggle to keep the boy under control. Shane's condition got worse and worse but the Elders kept persisting that those were signs of his change which should come soon. Shane learned the rules and history of the tribe and got some basic school education but unlike other kids he never went to school since it was too dangerous. As he got older his resentment grew and built up to a hot gleaming hatred for his heritage. Everyone expected him to be someone he didn't feel he was, for some goddess in the sky he had no understanding of. All he knew was a life of denial and pain and lots of rage. One fateful day he managed to break free from the tribe seeking his fortune. He was alone and always on the run, never really knowing peace or safety. His rage a constant companion. Shane felt it under his skin. The change was imminent but it didn't come. He prayed that it would give him some kind of release or that it would grant him freedom but instead it only increased his desperation. For a few months he found a way to live: helping out at a interstate gas-station as a mechanic in Tennessee His life was slowly taking a shape that resembled 'normal' and as long as he kept to himself his rage-issues wouldn't surface. Almost a year into his 'freedom' he fell in love with a beautiful young woman who managed to catch his attention in a way that soothed his inner demons. In her presence he almost felt normal and he quickly proposed in an overjoyed moment. She accepted, which seemed like a miracle to him. For once in his life he thought that he was doing the right thing and he was at peace. The terrible tensions which had racked him his entire life were eased. They decided to get married immediately, and to wait to have sex until the wedding. The wedding was small but the happiest day of his life. They didn't have much money, so they went to Vegas. Afterwards, they were planning to drive up to Washington State and camp. They had a wonderful day together, driving north. That night, everyone went wrong. When they consummated the marriage in a tent at their campsite in Colorado, Shane went through his First Change and killed her. But Shane doesn't remember that; he only remembers waking up, the tent soaked in blood, and Lilly dead. In his unending rage he destroyed everything that reminded him of her and ran away like he never ran before. Now his quest was finding his sister Sarah, the only human being he had left in his life.