Post by felicia on Jan 31, 2013 8:32:12 GMT -6
NAME: | Selene Knight | ||||
DEED NAME: | "Dreamspeaker" | AUSPICE: | Theurge | BREED: | Homid |
CHRONICLE: | Hunters Hunted | TRIBE: | Children of Gaia | CONCEPT: | Shaman |
Rank | Cliath |
Experience | 12 |
ATTRIBUTES | |||||
PHYSICAL | SOCIAL | MENTAL | |||
STRENGTH: | 2 | CHARISMA: | 1 | PERCEPTION: | 3 |
DEXTERITY: | 3 | MANIPULATION: | 2 | INTELLIGENCE: | 4 (Creative Logic) |
STAMINA: | 3 | APPEARANCE: | 3 | WITS: | 3 |
ABILITIES | |||||
ABILITIES | SKILLS | KNOWLEDGES | |||
ALERTNESS: | 1 | ANIMAL KEN: | 1 | COMPUTER: | 0 |
ATHLETICS: | 1 | CRAFTS: | 2 | ENIGMAS: | 3 |
BRAWL: | 1 | DRIVE: | 0 | INVESTIGATION: | 1 |
DODGE: | 0 | ETIQUETTE: | 2 | LAW: | 0 |
EMPATHY: | 2 | FIREARMS: | 0 | LINGUISTICS: | 0 |
EXPRESSION: | 2 | LEADERSHIP: | 0 | MEDICINE: | 3 |
INTIMIDATION: | 1 | MELEE: | 0 | OCCULT: | 3 |
PRIMAL-URGE: | 0 | PERFORMANCE: | 0 | POLITICS: | 0 |
STREETWISE: | 0 | STEALTH: | 0 | RITUALS: | 3 |
SUBTERFUGE: | 2 | SURVIVAL: | 1 | SCIENCE: | 0 |
ARCHERY: | 1 | ||||
ISKAKKU: | 1 |
MERITS | 7 pts (free) |
Natural Channel 3 pt | This merit may only be taken by those naturally able to enter the umbra on their own. You find the Gauntlet between the spirit and physical realm thinner. Add +5 to any rolls to step sideways also spirits react to you at +2. |
Horn of the Unicorn 1 pt | Grants one automatic success on any roll involving healing or purification.This is not a real horn, though a short, horn-like shaft of light may appear from the Garou's forehead in the Umbra |
Soothing Voice 3 pt | Did the serpent in the Garden possess such a voice? Your voice is calm andsoothing, almost entrancing. Hot heads and rash tempers are cooled by your liquid oratory. People (and beasts)in earshot will be inclined to trust you. In game terms, add two dice to all rolls that directly include use of your voice to soothe or lull the hearer (Leadership, Manipulation, Singing, etc. |
FLAWS | 7 pts |
Potent Blood 4 pt | Your blood is very potent to vampires and they will desire to drink it. Your blood is a x5 multiplier to the blood strength. Vampires who are in your presence must make constant Will rolls if they are below 1.5 blood volume points to not drink your blood. |
Bard's Tongue 1 pt | The character speaks the truth with uncanny accuracy. Things you say tend to come true. At least once per story you will make an uncomfortable truth almost without control and it will come to pass. To avoid speaking the prophesy that you have requires a Will roll difficulty 12. |
Slut 2 pt | You are perceived by others to either put out for almost anybody or sleep with anything that will have you in bed with them. In your chosen crowd add +5 to any dice rolls to pick someone up but on all other social rolls add 5 to the difficulty simply because people in the scene lack respect for you. This is only a 1 point flaw for a Hetaerae since it is considered to be forgivable behavior due to the nature of their clan. |
BACKGROUNDS | |
Garou Lore | 2 |
Children of Gaia Lore | 2 |
Spirit Lore | 1 |
Spirit Network | 1 |
Familiar Spirit | 2 (• • Your familiar is a decent-sized Gaffling and almost intelligent. The only ways you can speak to it are with the Gift: Spirit Speech or by direct communication when you're near it in the Umbra. It can store five extra points of Gnosis, Willpower or Rage (choose one at a time) for you. It knows instinctively where you are, and it can Peek to see you from time to time.) |
Ancestors | 1 |
Pure Breed | 1 |
Rites | 1 |
GIFTS |
Persuasion (breed) |
Spirit Speech (Auspice) |
Mother's Touch (Tribe) |
None |
None |
RITES: | |
Hunting Prayer | minor |
Breath of Gaia | minor |
Prayer for the Prey | minor |
Rite of spirit Binding | level 1 |
Rite of Talisman Dedication | level 1 |
Rite of cleansing | level 1 |
RENOWN | TRAITS | ||
GLORY | 0 | RAGE | 3 |
HONOR | 0 | GNOSIS | 5 |
WISDOM | 3 | WILLPOWER | 7 |
FAMILIAR SPIRIT | Corn Spirit |
TRAITS | Str 2, Dex 3, Sta 2, Brawl 1, Dodge 3, 7 health levels (when materialized) |
BROOD | (Plant/Unicorn brood) |
RANK | Gaffling |
ESSENCE | 35 |
RAGE | 2 |
GNOSIS | 6 |
WILLPOWER | 7 |
CHARMS | Airt sense, Create wind, Field sense, Healing, Peek, Materialize (Power cost 12: Str 2, Dex 3, Sta 2, Brawl 1, Dodge 3, 7 health levels) Field Sense: like forest sense, except that the spirit can sense all that transpires in the earthly field(s) which make up its domain • Airt Sense: Most spirits have a natural sense of the airts (directions) of the spirit world, and they are able to travel about without much difficulty. They can create or find spirit tracks at will. The Storyteller rolls Gnosis for a spirit to locate a particular place or individual in the Umbra. However, even spirits aren't infallible, and a botch can lead them to an unforgiving Realm (especially if they are leading a pack of werewolves). • Materialize: This Charm lets a spirit take physical form on Earth. The spirit must have a Gnosis score equal to or greater than the area's Gauntlet rating. A spirit's physical form appears just as the spirit appears in the Umbra. The spirit's Gnosis rating is used for all Social and Mental rolls. Stamina and Dexterity rolls use the spirit's Willpower as a dice pool. Strength uses Rage. All rules for spirit Traits in the Umbra apply to the physical world. Materialized spirits don't have Abilities, but their dice pools are assumed to take the spirit's knowledge into account. In some circumstances, such as a toad-spirit trying to program a computer, the Storyteller should divide the spirit's dice pool in half and raise the difficulty numbers to reflect the spirit's lack of knowledge. Materialized spirit forms do possess health levels like most physical creatures. Spirits usually have seven health levels, but the Storyteller may make exceptions for things like elephant-spirits or particularly monstrous Banes. If a spirit "dies" in the Material world, it enters Slumber automatically upon its return to the Umbra. Many spirits will not use this Charm except in extraordinary circumstances. The modern world is far from welcoming to their kind. • Realm Sense: The spirit can sense all that transpires in its Domain both in the Umbra and on Earth, although it still requires successful Gnosis rolls for specific perceptions. This Charm is usually associated with Naturae, woodland spirits of Gaia, but most spirits bound to an area possess this ability. Free-floating spirits without direct ties to Earth may have this Charm, but with the abilities to sense only their dens in the Near-Umbral Realms or home Domains. • Re-form: Spirits may dissolve their forms and transport themselves through the Umbra to their home Domains. Glass Walkers refer to this Charm as "re-spawning." It takes a spirit a full turn to try to re-form. The Storyteller must roll the spirit's Gnosis successfully for this Charm to succeed. Spirits use this Charm to flee their enemies. • Create Wind: The spirit can create wind effects. The Storyteller rolls the spirit's Gnosis. The difficulty varies — from 2 for a breeze to 10 for a tornado. • Healing: This Charm allows a spirit to heal physical beings (such as Garou). A spirit can heal up to its Gnosis in health levels of damage. So, a spirit with 5 Gnosis can restore five health levels. The Storyteller rolls the spirit's Gnosis against a difficulty of 6 for regular damage and 8 for aggravated damage. This Charm can be used only once per scene per target. • Peek: Spirits with this Charm are able to peek at will from the Penumbra to the physical world, no matter where they may be. This Charm is common among nomadic spirits with no Domain of their own. |
DESCRIPTION | A Corn-spirit appears as a perfect cornstalk, with multiple ears and silky tassels. She undergoes a transformation from planting season to harvest as firm green husks gradually unfold to reveal the succulent yellow or multicolored kernels within. Occasionallym a Corn-spirit will assume the form of a female human, either a comely young maidenm a mature woman whose body swells with child or a wizened crone. |
Freebie Points Use | spent (22) *7 pts from flaws |
Willpower | Points 5 to 7 for 3 freebie points |
Gnosis | Points 2 to 5 for 8 freebie points |
Rage | 3rd point for 1 freebie point |
Skills | Dodge 1st dot for 2 freebie points |
Skills | Archery 1st dot for 2 freebie points |
Skills | Animal Ken 1st dot for 2 freebie points |
Skills | Iskakku 1st dot for 2 freebie points |
Backgrounds | Spirit Ally 2nd dot for1 freebie point |
Backgrounds | Spirit Lore 2nd dot for 1 freebie point |
GEAR |
Quartertaff/traveler's staff |
Backpack |
set of herbal pouches and mortar |
Journal |
Hunting Bow, quiver and arrows |
AGE: | 18 | HEIGHT: | 5'5" | WEIGHT: | 120 |
EYE COLOR: | Blue-violet | HAIR COLOR: | white-blonde | BIRTH MARKS: | None |
TATTOOS: | None | SCARS: | Nine |
DESCRIPTION: | Selene is a bright young girl, she has few concerns on her personal appearance because she's always more actyve mentally. This leads her to have a thin, wiry phisique (due mostly to her restless walking) and a very odd fashion sense. Despite the fact, she has inherited her mother's good looks and her father's eyes, which appear to be able to give the impression to be able to look through anything or anyone. She goes about somewhat absent-mindedly, as she converses with the spirits that choose to come to her, paying them a little bit more attention than she does to people. She is a strong believer of balance and how it brings weath and health, so she'll often pay attention not just to the physical, but the spiritual side of things as well. She can be commonly seen talking, apparently on her own |
BACKGROUND: | Selene was always a child different from the others. She knew this since her early childhood, as the weaker kids avoided her and the strongest enjoyed bullying her. She wanted to get back at them, but she always ended up in more trouble if she did. Her mother separated from her father as soon as she knew she was pregnant, moving into a distant city. Every so often they's moved again, sometimes it happened in the middle of a school term. Because of this, Selene grew somewhat isolated, taking her refuge in books and knowledge, as well as fantasy and her "imaginary friends". This was the only way she could explain to her mom why she talked on her own and seemed to listen to things no one else could. As she grew older, life was harder for her. She was too distracted into her own little fantastic world to pay real attention to her looks, or boys, or even social procedures. She was a classical "geek" and "nerd", only lacking the use of eyeglasses. Her place in highschool ecology was that of the not-so-ugly friend that made the not so pretty ones look better by simple, obvious comparison. As her social life went downwards, she started having issues with her mother. She would not now anything about her father from her, and ultimately, she barely ever saw her Grandmother (on her father's side). She started getting into fights at school, ditching classes and other typical teen rebel rants. But it all escalated when her Grandmother became gravely ill, as her mother forbid her to go visit her or even attend the funeral, which came up shortly after. This caused Selene to run away from home. When she finally reached her Grandmother's home near a reservation, it was too late, she had already been cremated and her ashes were blown to the four winds as she had wished for. Regretting not being able to say her goodbyes to her beloved Grandma, Selene started her way back home. It seemed like everything could only go worse when she was about to be assaulted walking alone by the highway at midnight, but then all the pain, the sorrow, the helplessness... it all became frustration and funnally anger. An all-encompassing anger that turned her sight red. She woke up a few hours later. She was lying on the ground, surrounded by natives from the reservation. In the next few days, she learned of all the things she had been kept aside by her mother. Her true nature, the people she belonged to, her relationship to Gaia, the Triat, her Father, and even spirits. She was given her Father's last will, which set her in a path of further self-discovery. The first step was to travel, find a sept that would agree to instruct her through her rite of Passage,(during which she accidentally summoned her Grandmother's spirit and found her true calling into shamanism) and finding her own traveling stick. These tasks she did in about a year, earning her deedname "Dreamspeaker" among her father's tribe, the Children of Gaia", due to the dreamlike manner she spoke in at times. Last one of her tasks, was to find her own place in a sept, to accopmplish her fate as Gaia has wanted it to be, aiding in the was against Gaia's enemies. |
Read more: huntershunted.boards.net/index.cgi?board=submissionrules&action=display&thread=239#ixzz2GrNo0UdI