Difference between revisions of "Derek"
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− | [[Category:PCs]][[Category: | + | [[Category:PCs]][[Category:Retired_PCs]][[Category:Shifter]][[Category:Werewolf]][[Category:Garou]][[Category:Gaian]][[Category:Shadow Lords]][[Category:Theurge]][[Category:Homid]] |
Latest revision as of 01:19, 23 June 2018
Vitals
Full Name: | Derek Aleksander Kemeny |
Ritename: | Honors the Altar |
Race: | Garou |
Faction: | Gaian |
Tribe: | Shadow Lords |
Auspice: | Theurge |
Breed: | Homid |
Rank: | Cliath (1) |
Age: | Late teens |
Height: | 5'4" |
Weight: | ~120lbs |
Eye Colour: | Grey-Blue |
Hair Colour: | Dark Brown |
Demeanor: | Sage |
Photo Reference: | Chandler Riggs |
We may encounter many defeats but we must not be defeated.Maya Angelou
Gifts & Rites
Gifts | |
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Mother's Touch | 1
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty of the wounded individual’s Rage, or 5 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.
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Persuasion | 1
This Gift allows a garou to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).
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Seizing the Edge | 1
To the Shadow Lords, there is no possible way for a contest to be even. If neither competitor wins, they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favor. A spirit servant of Grandfather Thunder teaches this Gift.
The player spends one Gnosis point. For the remainder of the scene, whenever the Shadow Lord is involved in a direct confrontation with another being (specifically, if the player must make an opposed roll), any ties go to the Shadow Lord. For example, a Shadow Lord and her Get of Fenris rival are wrestling. Both players must roll to see if the Get of Fenris can break the hold that the Shadow Lord has caught him in. If the players roll the same number of successes, the Shadow Lord wins, and the Get remains pinned. This Gift lasts for one scene.
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Spirit Speech | 1
This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be adddressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.
Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.
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Rites | |
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Talisman Dedication | 1
This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans will grow to accommodate the size increase of the Crinos form, for instance) or become tattoos, and to accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms automatically. A werewolf most often performs this rite during the phase of the moon under which he was born.
The cost is one Gnosis point per object dedicated, and a character may never have more objects bound to himself than his Gnosis score.The player should decide what happens to the object when the character assumes certain forms. When an object appears a tattoo, others must spend a Willpower point to remove the object from the character.
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Summoning | 1
Garou mystics are adept at calling spirits, from minor Gafflings to totem spirits to even Incarna. This involves complex rituals, long periods of meditation, and tribal mantra chanting, but is far easier in the spirit world. Spirits must seek those who call them; the spirit cannot escape its caller and must attend the mystic. Many spirits are too weak to resist a powerful summoning; powerful ones come out of curiosity. The chance of a successful summoning depends upon the skill of the mystic, the power of the spirit, and the strength of the area's Gauntlet.
The ritemaster roll Gnosis vs the Gauntlet, unless already in the Umbra. The power level of the spirit determines the difficulty, and or each hour the Garou spends invoking the spirit, his target number drops by one, to a minimum of 3. The Garou must then roll Gnosis roll OR Wits+Rituals to determine the spirit's disposition.
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Listen; there's a hell of a good universe next door: let's go.e. e. cummings
RP Hooks
Leader of the Pack: Derek's from the Breakwater Beacon sept in Fairport Harbor, Ohio. His father's an Alpha there, though he rarely brings it up.
Book Em, Danno!: Often found with his nose in a book.
Teacher's Pet: He's a theurge, always looking to learn-- and someday teach-- more about the spirit world.
Walkin' On Sunshine: This kid rarely if ever even smiles, and doesn't like to talk about himself.
Smooth Talker: Derek knows Spirit Speech and the Rite of Summoning, and would no doubt make use of it to aid the sept. For that matter, he also knows Persuasion-- does someone need persuaded?
Pardon My French: Need an interpreter? Derek speaks fluent Hungarian and Spanish. Hey, it's a start!
Hook, Line, & Sinker: If these hooks don't work for you, we can work something else out!
Once they get their hooks into you, you're a dead pigeon.Bud Abbott
Appearance
He wears a grey v-neck t-shirt under a black leather jacket. Below that is a pair of blue jeans and black workman's boots. His only concession to accessorizing is a stainless steel analog wristwatch with a black face and white writing.
Everyone sees what you appear to be; few experience what you really are.Niccolò Machiavelli, The Prince
Playlist
- Rumours - Chloe Howl
- The Grand Optimist - City and Colour
- The Pretender - Foo Fighters
- It Will Come Back - Hozier
- King of Wishful Thinking - Letta
- Wide Awake - Katy Perry
Where words fail, music speaks.Hans Christian Andersen
Contacts
None yet.
Hope is a pleasant acquaintance, but an unsafe friend.Thomas Chandler Haliburton
Words
Quotes
We lie best when we lie to ourselves.
No one can tell what goes on in between the person you were and the person you become. No one can chart that blue and lonely section of hell. There are no maps of the change. You just come out the other side.
Or you don't.
Let me tell you something my friend. Hope is a dangerous thing. Hope can drive a man insane.
The mind can calculate, but the spirit yearns, and the heart knows what the heart knows.
We put our lives on hold for people who so easily forget about us.
Learning is experience. Everything else is just information.
The aim of art is to represent not the outward appearance of things, but their inward significance.
I mean, I feel like I've been pretending I was a werewolf since I was a little kid.
Nearly all men can stand adversity, but if you want to test a man's character, give him power.
Life is a hideous thing, and from the background behind what we know of it peer daemoniacal hints of truth which make it sometimes a thousandfold more hideous.
The appeal of the spectrally macabre is generally narrow because it demands from the reader a certain degree of imagination and a capacity for detachment from everyday life.
Logs
I write my own quotes. Except this one. I obviously stole this from somebody really clever.Brian Celio