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  1. 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!
  2. 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.
  3. What is everyone thinking about playing in Vampire? Maybe we could use this Topic to discuss character ties and start to form an IC court? Sam P.S. I am hoping at playing an Elder Malkovian Lance
  4. Name: Kaitlin Vandussen Personal Information: Public Identity: Kaitlin Vandussen Nicknames: Kat Real Name: Same Occupation: Working on that... Legal Status: United States Citizen, living in Los Angeles Marital Status: Umarried Known Relatives: Reynolds Vandussen (Father), Felicienne Devereaux (Mother) Deceased Relatives: - Physical Traits: Weight: 143 lbs Height: 5' 7'' Apparent age: Late teens Gender: Female Ethnic Background: Caucasian Eye Color: Gold-Flecked Green Hair Color: Honey Blond with pale highlights Handedness: Left Age: 17 Appearance: A very cute and attractive young woman, with a lean and trim figure, toned curves, and a pair of firm and perky breasts. She's particularly fond of her long and strong legs. Her hair falls short of her shoulders and is worn loose and windblown, and her eyes are large and green, flecked with gold. She moves with a remarkably fluid and easy grace and favours casual clothing and sportswear, worn loose or tight to aid movement. She has several piercings through each ear and one through an eyebrow, and wears a friendship bracelet around her right wrist. Personality: Energetic and vivacious, almost always moving, with a never say die attitude - when Kaitlin gets knocked down, she gets up again, an almost necessary trait in a freerunner and skater. She alternates between enjoying company and preferring solitude. She's sort of uncomfortable with her rising bisexual, but like most everything else, she'll take her lumps and deal with that too. However, the revelation that there really are things that go bump in the night has severely knocked her off kilter. Background All her life, she's been running... But was it towards something or away from something, something she couldn't even define, that was the question. Kaitlin was born and grew up in Las Vegas, raised only by her father, since her mother ran out on them when she was just a baby. With no mother figure in her life and Reynolds Vandussen working long hours as a security guard, Kaitlin often had to fend for herself and was a tomboy and wild child growing up. She learned to cook and be handy around the house from an early age, it was just her and her dad, after all. But the energetic wildness in her heart called to her and as much as she loved her father, he wasn't enough to keep her content. Almost running before she learned to walk, Kaitlin spent most of her time outdoors, active and enthralled with extreme sports, competing with the boys of the gang of street kids she ran with. And she was treated just like one of the boys... until she entered her teens and started to develop more woman curves. At first she was annoyed, thought it was stupid they were treating her as if she were delicate porcelain just because she had boobs, but she quickly she was every bit as tough as they were. And when they started showing interest in her, as a girl, Kaitlin learned the fun in a whole different sort of extreme sport. Kaitlin and her father didn't have much money, so she was mostly self taught in her athletic endeavors, even sneaking in to watch the Cirque de Soleil performers train when she could - the friendlier ones showed the cute and enthralled girl a some moves, to her delight. Her father found enough cash to enroll her in kick-boxing and martial art classes - if she was spending so much time on the streets, he wanted his to know how to defend herself - but he couldn't enroll her in acrobatic or gymnastic classes, despite her pleading. With hard won skills, Kaitlin considered some of the street kids she ran with, wondering how they could afford such sick boards and skates, or to attend competitions in other cities, other countries, even. Some of them even lived in the Underground - which in some places, wasn't nearly as bad sounding as you'd think. And then one night, when she was twelve or thirteen, she found out. She was running with a gang of amateur freerunners through the landscaped yards of the high-class residences surrounding the Las Vegas Country Club, when passing through a yard that was dark - the security lights not flashing on, she was pressed into climbing into an open second story window, being the only one small enough to fit... Excited and scared, she did it, only finding out later that the guys had cased the place and knew the owners were out of town. Her take from the easily fenced swag, mostly jewelry, watches, and personal electronics, was more cash then she had ever held in her hands. It was a lot more than she ever got from shoplifting or dining-and-dashing. This was how they could afford all their things and how she could afford it too. Besides, it was only from people who had more money than they needed anyway, right? They could afford a few small loses, so she could afford to attend professional competitions with professional equipment. And maybe a few other things... Besides, it was a thrill and a rush. To her father's consternation, his daughter was as likely to spend the night out on the streets as she was in her bed, and though he never said anything or had firm evidence, he suspected what she was up too. He tried grounding her, but then had to deal with her morose sulking or the fact she'd just as likely ignore him, so he relented. Still, he worried, feared that like her mother, she would disappear without a word, but Kaitlin always came back. Nighttime was her favourite time in Las Vegas. The heat of the sun was cut down and if anything, the city seemed even more alive. She loved the blending of shadows and neon lights, and even knowing there were bad sorts out there, she never feared the night. It just added a spice of danger and possibility. Running through the shadows and across rooftops, it felt like you could find anything and nothing could find you. It was awesome... Until one night, after graduating high school, she saw something she never expected to see, and suddenly, the night was irrevocably changed in her eyes. Kaitlin and her first and only girlfriend Madison Madsen were partaking of the liquor cabinet and seeing what small items they could find in a conveniently empty house. How she had ended up with a girlfriend still surprised her - Madison had pursued her all year and had finally gotten her drunk at a party they had invited themselves to and to Kaitlin's chagrin, she found out she liked girls as much as she liked guys - maybe it was growing up mostly with guy friends and having many of the same interests. Her street friends were certainly jealous that she ended up with a girlfriend hotter than theirs, the ones that even had girlfriends. There was something... odd about the house. Though of modern design, the furnishings all seemed old, Victorian, if in good condition, with few modern electronics. There was even a turn-table with records! And the place was eerily clean, as if it was a showroom. There wasn't a single thing in the fridge or freezer and the blinds were heavy and black, blocking out all traces of starlight. But the bar in the den was fully stocked and the antique jewelry chest was just left out in the open on the vanity in the master bedroom. Kaitlin and Madison where in the master bedroom, handing a bottle of Jack back and forth, giggling as they tried on some of the jewelry by the moonlight filtering in through a window they had opened, when they heard the front door crash open, followed by a muffled scream. The girls barely had time to hide in the closet before a tall, pale-skinned woman strode in, holding a boy about their age by his neck, a hand over his mouth. At first, Kaitlin thought she was stunning, then the woman turned, moonlight falling across her cheek, revealing the savage claws marring her face and damaging an eye. And then the 'woman' smiled, revealing lengthening canines and bent over, biting the boy on the neck! Clutching each other, Kaitlin and Madison watched in horrified fascination through the slatted door as the woman drank the boy's blood, a thin line of crimson, looking black under the moonlight, trailing down the line of his throat, and they could see her terrible wounds closing right before their eyes, as if they never were. They couldn't say it, but both of them were thinking it: Vampire! And this one didn't seem like the sparkly kind. Their hearts pounding, not daring to look away for fear that if they did, the vampire would be on them, they started as the blood-drinking woman's head snapped around, looking back and down as if her gaze could pierce the floor, blood-stained lips peeled back in a snarl. Then the woman dove for her bed, reaching for something under it. A second later, a large man burst into the room saying something that the girls, in their fright, didn't understand, just as the woman flowed back to her feet, a pair of silver knives in her hands. The terrible strangeness was just beginning. As the woman darted forward, the man howled, tensing as he grew, flesh and bone contorting with a sickening crackle, grey-black fur sprouting from his skin, face extending into a muzzle, fingers lengthening into claws. He met the vampire's attack head on. Werewolf! And not the hot Taylor Lautner kind! The girls screamed, clawing open the closet door and making a run for the window and escape. Kaitlin made it. Madison didn't. The sudden movement had attracted the attention of both predators. A silver dagger found Madison's bowels while a casual sweep of a huge, clawed hand ripped away half of her head. Tears flowing, Kaitlin didn't stop. She leapt through the window and fled while the vampire and werewolf turned on each other. She couldn't stay here. The night used to be her friend, but now it was full of monsters. Full of terrified desperation, she began packing her old, beat-up stationwagon with all her belongings. The commotion woke up her father, who demanded to know what was going on. She wanted to tell him, she really did, but either he'd think she was insane or worse, believe her and then the dark would be full of monsters for him too. And what if the survivor in that fight tracked her down to him? She couldn't do that to him, so she mumbled something, saying she just wanted to leave early to attend the X-games in LA, praying he would buy her excuse and almost begged him to come with her. She almost cried when she saw the look on his face. He thought she was abandoning him too, just like her mother, and he had no intention of leaving his home. He thought her larcenous activities had led her into something dark and heavy, but he had no idea how bad it was and she couldn't explain it too him. She gave him a fierce hug, promising she would be back, praying he would believe it, though not sure if she believed it herself. She had lost her girlfriend, her home, her love of the night, and maybe even her father in Las Vegas, she wasn't sure if she could ever come back. So with a heavy heart, she finished backing in a frenzy, and as the sun began to dawn, Kaitlin fled Las Vegas, heading to LA as the only other place she sort of knew, having competed there several times during the Summer X-games, and planning on competing again. She was running again, away from an old life and into a new one... one full of things that went bump in the night. Name: Kaitlin Vandussen Concept: Freerunner-Thief who saw too much Breed: Bastet Species: Pumonca (Were-cougar) Accord: Sun-Chaser Virtue: Fortitude Vice: Gluttony Attributes Mental: Intelligence - 2, Wits - 3, Resolve – 2 Physical: Strength - 3, Dexterity - 4, Stamina – 3 Social: Presence - 3, Manipulation - 2, Composure – 2 Skills Mental Skills (-3): Academics 1; Crafts 2 ; Investigation 1; Physical (-1): Athletics 4 (Climbing, Jumping); Brawl 2; Larceny 3; Stealth 3 (Moving in Darkness) Social (-1): Expression 1; Persuasion 2; Socialize 1; Streetwise 1 (Black Market); Subterfuge 2 Merits: Sleepwalker **** (Free); Parkour ****; Fleet of Foot ***; Iron Stamina ** Striking Looks **; Contacts * (Fences); Fame * (X-Games Champ: Girls' Skateboard Street & Climbing), Fighting Style: Evasive Striking (JKD) ** Parkour Merit New Merit: Parkour (• to •••••) Prerequisites: Dexterity •••, Athletics •• The sport of parkour began in France, and has quickly spread to other parts of the world. Parkour demands a level of athleticism from its practitioners that few other sports do. The purpose of parkour, which is also called "free running" or "urban running," is to move as quickly as possible through an environment with a variety of obstacles, sprinting through the terrain and using a variety of climbing techniques, leaps, rolls and other athletic movements to navigate. Watching an expert traceur (one of the terms for someone who practices parkour) at work is awe-inspiring, like something out of an action film. Though the technique comes from well-disciplined training, imbedding a certain body of movements and techniques into the parkour's instinctive reactions, the goal is a flawless, seamless flow of movement from one obstacle to the next, with hardly any pause in speed or movement. This "flow" is the goal of traceurs — it is the highest achievement of a practitioner of parkour to achieve a Zen-like state of lack of thought, where purest instinct and reaction drives the movement. Skilled traceurs speak of sometimes being aware that they've accomplished a tremendously difficult feat heartbeats after they've accomplished it. Through intensive training to drive home certain actions when confronted with certain obstacles, the traceur can depend on his instincts, rather than his thoughts — which are vulnerable to fears and doubts — when moving through the urban environment. Traceurs gather in clubs. Though the sport has begun to catch on, and some of these clubs are receiving corporate sponsorship, the clubs tend to be quite informal, with members gathering in a given place on a given day of the week to work on their techniques. Dots purchased in this Merit allow access to special athletic maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have "Cat Leap" until he has "Flow." The maneuvers and their effects are described below, most of which are based on the Athletics Skill. Flow (•): Your character has some basic training in the techniques of parkour, allowing him to act instinctively to obstacles and jumps. When using running or using the Foot Chase rules (see the World of Darkness Rulebook, p. 65), your character may negate hazardous terrain penalties equal to his Rating in the Parkour Merit. Additionally, the roll to gauge a jump distance (see the World of Darkness Rulebook, p. 67) is a reflexive action. Cat Leap (••): Your character has mastered some of the twisting leaps, landing rolls and wall taps used by traceurs. When using a Dexterity + Athletics roll to mitigate damage from falling (see the World of Darkness Rulebook, p. 179), your character gains one automatic success. Additionally, add one per dot in this Merit to the threshold of damage that can be removed through this roll. Thus, if the Storyteller decrees that only three successes may be garnered to reduce falling damage, the traceur with three dots in this Merit may actually use six successes (assuming the player accumulates that many, including his automatic success). Wall Run (•••): Your character has mastered the quick wall-run and leaping climb techniques of parkour. When using Athletics to climb (see the World of Darkness Rulebook, p. 64), your character is capable of scaling heights of 10 feet + 5 feet per dot in Athletics as an instant action (rather than the normal 10 feet), though every full 10 feet beyond the first imposes a –1 die penalty. Expert Traceur (••••): Your character has trained so extensively in this athletic discipline that its maneuvers are normal and instinctive for him. Your character may designate any Athletics roll that involves running, jumping and climbing as being a Rote Action (see the World of Darkness Rulebook, p. 134). However, when doing so, he is less able to react to events that don't have to do with navigating the environment, causing him to lose his Defense for that turn. Freeflow (•••••): Your character has achieved the freeflow that is the holy grail of traceurs everywhere — he acts without thinking, his movements flowing, graceful and quick when he enters "the zone." He can perform any Athletics action that involves running, jumping or climbing as a reflexive action, rather than an instant action. Doing so requires that the character has been running for at least a full minute previously; any use of this ability before that minute mark requires the expenditure of one point of Willpower, however. Feral Heart: 1 Willpower: 4 Harmony: 5 Respect: -Ferocity 1 -Passion 2 Health: 8/13 Initiative: 6 Defense: 5 Speed: 15/26 Size: 5/7 Perception: 5 Perception Roll Bonuses: +2/+4 ,, Favors & Aspects Fang & Claw 2 (L) Keen Senses (All) Catwalk 1 ,, Darksight 1 Extraordinary Specimen 1 Leap 3 Righting Reflex 3 Tell -1 (rib tattoo appears in animal form as dark fur on the flank in the same design) ,, War-Beast: None Dire Beast (Including Extraordinary Specimen): Strength +4, Dexterity +4, Stamina +3, Size 7, Health +5, Speed +11 (species factor 8), +2 Perception Rolls Primal Beast (Including Extraordinary Specimen): Strength +3, Dexterity +3, Stamina +2, Size 6, Health +3, Speed +9 (species factor 8), +2 Perception Rolls Experience Log Trait/XP Type Rank Gain/Spent Current Total Creation - +50 50 50 XP From -2 Morality - +10 60 60 Strength 2 -10 50 60 Composure 2 -10 40 60 Strength 3 -15 25 60 Striking Looks 2 -4 21 60 Contacts 1 -2 19 60 Iron Stamina 1 -2 17 60 Iron Stamina 2 -4 13 60 Brawl 2 -6 7 60 Fame 1 -2 5 60 WoDA Restart Bonus - +5 10 65 XP Earned for August - +3 12 68 XP Earned for September - +3 15 71 Escape From Las Vegas - +1 16 72 Evasive Striking (JKD) 1 -2 14 72 Evasive Striking (JKD) 2 -4 10 72 October - +3 12 74 November to February - +12 24 86 March - +3 27 89 Boot-Scooting Boogie - +3 30 92
  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. 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.
  17. Name: Arak Noak Personal Information: Birth Name: Arak Noak Nicknames: none as yet Occupation: woodsman, adventurer, Country of Origin: A'va'laan; Ka'chuun is nominally part of the nation of A'va'laan, Arak fancies himself a true wanderer however Marital Status: Unbound Known Relatives: Bai'larr (father), Na'toth (mother) Allegiance(s): none as yet Physical Traits: Weight: 156 lbs Height: 6' 1" Apparent age: late teens Gender: Male Ethnic Background: Skrofan Eye Color: golden Hair Color: rusty orange brown Handedness: Right Actual Age: 17 Distinguishing Marks: none at this time Appearance: Average height for a Skrofan with a bit leaner build compared to most males, even at his age. Arak has a shaggy head of reddish brown hair and golden eyes that contrast with the deep mahogany brown of his skin. Arak dresses in dark colors, primarily deep greens and browns with swatches of black. He possesses an innate grace that shows in his movements. Powers, Skills, and Personality: Known Powers: Like all Skrofan Arak is stronger and tougher than a human, both physically and mentally. Arak has been taught the magic art of Xylemic Runes by his father and makes use of those limited magics to bolster his formidable skills as a hunter. Abilities/Special Skills: Arak possesses a natural talent for navigation and woodworking as all Skrofan do. In addition he is a trained woodsman and hunter. Adept at surviving off of the land, moving quietly, tracking, and trained in the use of the Skrofan Vine-Stave, a unique and difficult weapon to master. Personality: forthcoming upon start of play Interests: New people, new places, new things, and new adventures. Having grown up in the tiny farming town of Ka'chuun, Arak is eager to see the world and do things that he never had the chance to experience before. Background: Arak was born and raised in the tiny town of Ka'chuun (see below). As a child Arak was precocious, curious, and full of the spirit of adventure. Though Arak was smart and capable, he was also restless and always looking outside of the limits of his life. Arak's father was a woodsman and a trapper, and Arak learned from him the techniques to move quietly, to track prey, and the simple combination of nature and rune magic that the common folk in his village practiced as part of their daily lives. Despite having a good, albeit poor, life Arak wanted more; he wished to see more of the world, to have adventures, and to see the things that he heard about from the trade caravans. Six months ago Arak decided to leave home with the next caravan that came through Ka'chuun. Though his parents were at first reluctant they ultimately saw that Arak would not be happy if he never got to live his life as he saw fit. When the the next trading caravan came back through the tiny village on the path south Arak left with them. Zheng's Caravan Company was returning from its annual visit to Thull and headed south, through Peace Pass, to Nay'fen before it would return to its home city of Nisoi. Arak tagged along for the journey, trading on his ability to trap animals an forage for food from the countryside. A few weeks ago, the caravan lay camped across the river from S'ur during a local festival. As part of the celebration an area had been set up for tests of fighting prowess. Arak made a wager with a young woman from the caravan on one of the fights, taking the little money he had available and putting it on the tattoo covered long shot competitor. Despite the long odds the man defeated the caravan drover he was paired against easily and Arak won a large sum, only to find that the young woman could not pay, and had been in fact somewhat intoxicated when she made the wager. The following day Tora attempted to gain the money to pay Arak from her father, the leader of the Caravan, but was rebuked for her indiscretion. Arak tried to forgive the outstanding debt that she could not pay but neither Tora nor her father would hear of it, instead she would travel with him until she could pay off her remaining debt. Complications Motivation - Adventure! - Arak left home to see the world and have adventures, he's more prone than most to do something "because it's there" or "because I've never done that before", finding it hard to resist the offer of a new experience.Rube - Arak is from a tiny farming town. It shows.Power Loss - Most Arak's Xylemic Rune magic requires pre-created runes that are consumed by the energies that power the spells. He loses access to his magic if his runes are taken from him or if he is unable to prepare replacements.Combat Initiative +3CloseUnarmed +1 Damage +1Vine-Stave: whip +8 Damage +1Vine-Stave: staff +6 Damage +4 Note: +3 to ParryRangedThorn +4 Damage +4Tanglefoot – Ranged Burst Area Affliction 5 (Resisted by Dodge, Hindered, Immobile)SavesDodge +3 Parry +3 [+6 when using Gnarled Staff]Fortitude +2Will +3Toughness +5 [+2 w/o armor]
  18. 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.
  19. Ankassar, God of Justice, Order and Virtue - Aspect of Fire, judicator and arbiter. Ankassar is the God of Justice and Order. He is often represented as a majestical giant red dragon with lidless eyes. His gaze pierces the entire realm and recognises truth and justice where ever he settles his eyes. Ankassar is a cruel and unforgiving God and knows no compromise, his followers are fanatical zealots and often settle arguments in Duels which not seldom end in death of one or the other. Ankassar doesn’t care as long as justice has been served.
  20. 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."
  21. Zahan-Thaya, Goddess of Life, Growth and Abundance - Aspect of Earth, creator and shepard of all life and living beings. Zahan-Thaya permeates everything living that is not an object. She is Siponak’s spouse and in her darker aspects represents Fury and Ferocity (as in uncontrolled growth of life). She is reverred and honored not only by farmers but also by everyone who respect life and Growth. The Goddess of Life is often depicted with her husband Siponak God of Death especially in context of his Vitality aspect.
  22. Quote: "It's your choice: we can do this the easy way, and that's best all round except for your pride. So tuck tail, chump, or we'll go the hard way." Background: Different. Always different. Dreams of blood, dreams of freedom and the clean scent of sharp winter air. Declan grew up in the Montana wilderness, raised by his uncle and taught to hunt, shoot and forage in the woods and mountains that were the world for him. A world he took to almost too well. His childhood was punctuated by episodes of him running off into the forests at night, only to wake up with no memory of the long chases his uncle would have to endure in order to bring the child back home, regardless of the weather. When he was twelve, however, the old man died of pneumonia doubtless brought on by over-exposure to the elements during a particularly arduous chase through a winter blizzard, and left Declan to the tender mercies of the foster system. It was not a success. Always home-schooled before, Declan did not adapt well to the hurly-burly of public education, and his peers did not adapt well to the taciturn, strange-eyed kid who didn't care about music or cars or video games, who stared out the window and dreamed of running through the woods, drawing idle pencil-sketches on his books. He still sleep-walked, but the episodes got milder and milder as the forests grew more distant to him and the city drowned out the wilderness's call. At the age of 16, going nowhere, having nothing, and lacking any direction to his life he joined the Army. He found a direction there, a focus. He found the hard life of a light infantryman to his tastes, and re-enlisted as soon as his first term was up, volunteering for Ranger School and passing with flying colours. Promotion to sergeant, then First Sergeant came readily. Then came Afghanistan. Despite all the training, something in Declan came apart in the mountains of the Middle East. He started to hallucinate and worse, sleepwalk at night time, causing his platoon leader to worry. The subtle sense of wrongness, of not belonging, crept back into Declan's mind, making him erratic and prone to fits of anger. Finally, the Storm that was hanging over the young soldier broke during a night-time ambush. None of the survivors of Dec's unit can clearly recount what happened that night. Most agreed behind closed doors that they had seen a huge dog or wolf rip into the enemy, shrugging off bullets and rending the Taliban fighters limb from limb in a gruesome display of savage bloodlust. The insurgents broke and ran, the beast following them. The U.S. troops, unclear as to what was really going on, kept their heads down, holding position until dawn and listening to the deep throated howls that echoed over the desert and chilled the blood. Dec woke up before dawn the next morning back at the company's forward base, asleep next to the oasis there and stark naked, covered in blood. He remembered everything of the previous night. The bloodlust, how good it had felt to tear into the prey even while his human mind had been revolting at the sensation of flesh and blood on his tongue. How the Beast and he had talked once the hunt was done, looking into the still clear pool of the oasis and coming to know one another, to complete the bond that had been predestined at birth. Sneaking back into the firebase and donning a dirty, bloodstained uniform was easy for the young Vargr. Pretending over the next two weeks that he had snapped and lost his mind along with his will to fight was harder. Being treated with pity and even contempt by some of his previous fellows was the hardest of all. The dissembling didn't come easily to him at all. Fortunately, the violent outbursts of irrational anger helped convince his commanding officer that the best place for Declan was the V.A Psychiatric hospital. Three months of imprisonment was the hardest burden yet. Dec barely made it through a week, and would not have if it hadn't been for a visit from a woman claiming to be his cousin. It was then that Dec discovered that lycanthropy was not necessarily a lonely condition: he had family. His mother's family, who'd been watching him for awhile now, waiting for his gift to manifest. "Endure", the woman told him. Endure and this would pass, and then his new life would begin anew. She was proven right. The V.A. were pleased to monitor his improvement, and quickly processed him into the outpatients department, finding him a home and a job to rebuild his life with. They continued to watch him and call him in to therapy sessions for another nine months, but have finally seen fit to grant Declan his full honorable discharge. A job as a groundskeeper at U.C.L.A now assists his pension in paying his various bills, and the werewolf has come to regard the campus as his territory, already having dealt with a few 'local issues' and completing his education into his new life. For now, his extended and spread-out family are content to let the young Vargr find his own footing. Like all things, however, that state of affairs is not likely to last forever. Dec acts predominantly as a vigilante in his predations to date. The beast needs to hunt, and the worst of L.A's drug-dealers, pimps, and gang-bangers are his self-justified prey of choice as he seeks to remove the rot from the Herd around him. A frat-boy with a penchant for slipping Rohypnol into girl's drinks has also been on the receiving end of his tender mercies. Dec's not reckless about it: he makes sure that the prey are truly deserving (in his mind, admittedly) of their fate - his boss, Eugene Farquad, despite being an asshole with poor personal hygiene, falls below the demarcation line, no matter how often Dec fantasizes about ripping his throat out. Just being an asshole doesn't mean a guy deserves to be killed and eaten - and he's cautious about leaving signs that a wolf the size of a small horse is killing people in L.A. Some of the time, this means eating the evidence and dropping the cracked-open bones down the nearest sewer or into the UCLA incinerator. At first, he had no compunctions about eating his kills - after all, wasn't it natural to eat what you killed? But as the first flush of freedom and power faded he rethought his position. After all, he was a wolf AND a man, not one or the other, and he wasn't eating out of necessity, he was eating to make a statement. Since then he has confined himself to only a few impromptu meals, usually just tearing his victims apart and dumping the bodies in the incinerator. The local police don't trust him - he sets off their 'troublemaker' vibe even when he's being cooperative, such as in the pusher incident last year. The campus cops resent him - he makes them uneasy and they imagine they can feel his contempt for them in his silver stare. His boss is too scared to fire him - not that he has grounds to - but finds every excuse NOT to be the one that deals with him face to face. Being a Vargr is tough on interpersonal relationships, too. One-night stands and professional association aside, Declan doesn't have much to do with others. The huge wolf-shaped elephant in the room is somewhat of an obstacle to genuine friendship. Yes, he's a monster. But there's worse out there than him. Image: Six feet-and-change of lean, hard muscle topped by shaggy dark brown hair, Declan's looks reflect the harsh truth of a wild thing in human shape. His most noticeable feature is his eyes: a grey so pale as to be silver, with dark circles ringing the outside of the irises. When he focuses those eyes on a person, they often cannot help but feel the urge to step back. Even the most drunken and boisterous frat boys steer clear of "Crazy Perault" when seeking targets for their pranks. Some subconscious signal or vibe the large man sends out sets off most folks survival instincts. In women, however, he tends to set off different instincts altogether. There is something primally compelling about the groundskeeper that is more scary/exciting than scary/terrifying for females (and males) of the right gender-orientation. His wolfen shape is no less imposing. An exceptional example of a Vargr, Owns-The-Night stands nearly six feet high at the front shoulders and weighs in at over 400lbs of long-limbed, deep-chested lupine, with jaws capable of engulfing a human head. His thick, shaggy coat is dark grey with black and brown markings, and even when calm the near-totemic aura of all things Wolf about him is awe-inspiring. When he's angry, Owns-The-Night is nothing short of terrifying to behold. Psychology: An alpha predator, pure and simple. Declan was somewhat dehumanised by the action he's seen, and turning into a large mythical carnivore hasn't exactly made him any softer. Owns-The-Night isn't stupid, and he's been warned that there are other predators out there in the Night he lays claim to. He's met some, too. They didn't taste great, but they died easily enough once he figured out that his massive jaws could readily sever a neck. He's still finding his feet with the whole 'werewolf' deal, but so far he loves being one. He has his territory, his range, and he's the boss wolf in those parts, adopting a 'live and let live' approach to any predators that are merely passing through. Those that seek to stick around without acknowledging his primacy, however, may be in for a rude shock. Name: Declan Perault Concept: Big, Bad, and a Wolf. 'nuff said. Breed: Canid Species: Vargr Accord: Heart-Ripper Virtue: Fortitude (Uncompromising) Vice: Wrath Height: 6'4" Weight: 220lbs Hair: Dark brown, thick and shoulder-length. Eyes: Silver. Age: 25 Attributes Mental: Intelligence - 2, Wits - 3, Resolve – 3 Physical: Strength - 4/7, Dexterity - 3/5, Stamina – 3/5 Social: Presence - 3, Manipulation - 1, Composure – 2 Skills Mental Skills (-3): Crafts - 2; Investigation - 1; Medicine - 1 Physical (-1): Athletics(Long-distance running) - 2; Brawl Bite - 3; Firearms - 1; Stealth - 3; Survival(Hunting) - 2; Social (-1): Animal Ken - 1; Empathy - 1; Expression - 1; Intimidation(Non-verbal) - 3; Subterfuge - 1 Other Traits Merits: True Breed - 2; Fighting Style: Tooth & Claw - 3 (Hunter's Eye, Slip Through, Pounce); Fighting Style: Bareknuckle (Aggressive Striking) - 3 (Body Blow, Iron Skin, Combination Blows); Fighting Style: Grappling - 2 (Sprawl, Takedown); Predator's Bearing - 2; Iron Stamina - 2; Striking Looks - 2; Fast Reflexes - 1; Resources - 1; Danger Sense - 2; Heavy Hands - 3 (+1 damage on unarmed strikes); Two Legs or Four - 2 (x3: Fang & Claw, Grappling, Aggressive Striking); Ground and Pound -2; Feral Heart: 1 Willpower: 5 Harmony: 5 Respect: -Ferocity 3 Health: 8/12 Initiative: +6/+8 Defense: 3 Armor: 1 vs Bashing only (Iron Skin) Speed: 12/25 Size: 5/7 Perception Roll Bonuses: +2 / +6 Favors & Aspects: Fang & Claw: (Bite 2, Claws 1) Keen Senses: (Sight, Hearing and Smell) (+2 on Perception rolls in all shapes) Speed +8 Darksight (1) [Can see in the dark and gains +2 to stealth in the dark] Extraordinary Specimen (1) [+1 Str and Size in Dire Wolf Form] Leap 2 [Triple leaping distance. In human shape can leap half the beast form's distance] Unsettling Eye (1) [Double intimidation dice pool once per scene] Warrior's Restoration (2) [Heals as an Uratha] Alarming Alacrity 1 [Can double running speed for 1 turn per dot] Catwalk 1 [+1 stealth and balance dice pools. Hard soles to the feet in human shape.] Magnificence (2) [+4 dice on Social rolls when making an impression in Dire Wolf shape] Hound's Honor 1 [+1 dice on scent-based tracking, identification or perception rolls] Tell -1: Silver eyes the same in either shape. Date Trait / XP Source Ranks XP Gained/Lost XP Remaining ,, 04 Mar 2010 Creation Points - +50 50 04 Mar 2010 Bonus XP from -2 Harmony - +10 60 04 Mar 2010 Merit: Predator’s Bearing 2 -4 56 04 Mar 2010 Merit: Iron Stamina 1 -2 54 04 Mar 2010 Dexterity from 2 to 3 1 -15 39 04 Mar 2010 Intelligence from 1 to 2 1 -10 29 04 Mar 2010 Aspect: Alarming Alacrity 1 -5 24 04 Mar 2010 Aspect: Unsettling Eye 1 -5 19 04 Mar 2010 Merit: Striking Looks 1 - -4 15 04 Mar 2010 Aspect: Catwalk 1 -5 10 04 Mar 2010 Aspect: Hounds Honor 1 -5 5 01 Aug 2011 Merit: Danger Sense 2 -4 1 01 Sep 2011 XP for August - +12 13 06 Sep 2011 Merit: Heavy Hands 3 -6 7 06 Sep 2011 Fighting Style: Aggressive Striking 1, 2 -6 1 01 Oct 2011 XP for September - +5 6 13 Oct 2011 Fighting Style: Grappling 1, 2 -6 0 01 Feb 2012 XP for Oct, Nov, Dec, Jan - +12 12 01 Mar 2012 XP for Feb - +8 20 03 Mar 2012 Strength 3 to 4 - -20 0 01 May 2013 XP for March, April and Revival - 26 26 01 May 2013 Merit: Two Legs or Four: Striking 2 4 22 01 May 2013 Merit: Two Legs or Four: Grappling 2 4 18 01 May 2013 Merit: Two Legs or Four: Fang & Claw 2 4 14 01 May 2013 Fighting Style: Aggressive Striking 3 6 8 01 May 2013 Merit: Ground and Pound 2 4 4 01 May 2013 Iron Stamina 2 4 0
  23. 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.
  24. 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
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