Post by simonsays on Jan 29, 2013 1:32:03 GMT -6
NAME: | Luca | ||||
DEED NAME: | Brings nightmares to life | AUSPICE: | theurge | BREED: | homid |
CHRONICLE: | Hunters Hunted | TRIBE: | ShadowLord | CONCEPT: | Master of psychological warfare |
Rank | Fostern |
Experiance | 10 |
ATTRIBUTES | |||||
PHYSICAL | SOCIAL | MENTAL | |||
STRENGTH: | 2 | CHARISMA: | 3 | PERCEPTION: | 3 |
DEXTERITY: | 2 | MANIPULATION: | 3 | INTELLIGENCE: | 4 Creative Logic |
STAMINA: | 3 | APPEARANCE: | 2 | WITS: | 3 |
ABILITIES | |||||
ABILITIES | SKILLS | KNOWLEDGES | |||
ALERTNESS: | 2 | ANIMAL KEN: | 1 | COMPUTER: | 0 |
ATHLETICS: | 0 | CRAFTS: | 1 | ENIGMAS: | 3 |
BRAWL: | 1 | DRIVE: | 1 | INVESTIGATION: | 1 |
DODGE: | 3 | ETIQUETTE: | 0 | LAW: | 0 |
EMPATHY: | 2 | FIREARMS: | 0 | LINGUISTICS: | 0 |
EXPRESSION: | 0 | LEADERSHIP: | 0 | MEDICINE: | 2 |
INTIMIDATION: | 2 | MELEE: | 0 | OCCULT: | 3 |
PRIMAL-URGE: | 2 | PERFORMANCE: | 0 | POLITICS: | 2 |
STREETWISE: | 0 | STEALTH: | 2 | RITUALS: | 4 Mystic |
SUBTERFUGE: | 3 | SURVIVAL: | 3 | SCIENCE: | 0 |
LORE: /Garou 2 /Shadowlords 2 /Spirit 4 /Vampire 1 /Umbra 1/
MERITS |
Spirit Companion (5pt merit) This companion is a powerful spirit of nightmares and dreams that has agreed to protect and serve Luca as he has become close to his lord. (He is a retainer and warrior that serves Luca) |
Spirit Ally (2 pt ally) Luca is actively trying to forge a bond with the lord of all dreams and hopes to even eventually enter the lords court. |
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FLAWS |
Sado Masochistic (1 pt flaw) Enjoys causing pain and will go out of his way to do cruel things to his enemies rather then just kill them, must make a willpower roll diff 4 (Low level flaw) to avoid acting on this desire. |
Disturbing Aura (3 pt flaw) There is just something about him that makes people uncomfortable, they go to the other side of the road when he approaches, and no one wants to look him in the eye. This adds to intimidation +1 but every other social roll has a +1 difficulty |
Insane Ancestor : (1 pt Flaw) An insane ancestor of yours occasionally takes over when you seek help from thespirits or your forebearers. Usually, this ancestor appears only under certain common circumstances, such aswhen a Black Spiral Dancer threatens you or whenever a certain common rite is performed in your presence;roll your Ancestors Background, difficulty 6. Any successes indicate that your ancestor takes control of you for the scene, or until a packmate manages to convince him to relinquish control once more. You should create your ancestor, name him and describe his madness. If you do not play this character at the appropriate time, your Storyteller may determine that you have spent a Willpower point to stifle this ancestor-spirit. You must purchase the Background: Ancestors to take this Flaw. Silent Striders are barred from the Background:Ancestors and from purchasing this Flaw |
Sokhta's Minor Madness : (2 pt Flaw) Madness overcomes you from time to time, although for the most partyou remain functional. Choose a Derangement for your character. Whenever the moon is in your auspice, you must roll your Willpower (difficulty 8) to avoid surrendering to your lunacy. You must make this roll everynight the moon remains in your phase. At all other times of the month you function normally. |
BACKGROUNDS |
Spirit Network 3 |
Rites 5 |
Fetish 5 |
Resources 3 |
Pure Breed 2 |
GIFTS |
Jam Technology (Homid Rank 2) The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things. System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological devices within 50 feet cease functioning for one turn per success, though the devices are unharmed. The difficulty of the roll is based on the following chart: Device Difficulty Computer 4 Phone 6 Automobile 8 Knife 10 |
Mother's Touch (Theurge Rank 1) The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit. System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point. |
Sense Wyrm (Theurge Rank 1) The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia. System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7. |
Uncloak the Hidden (Theurge Rank 1) By concentrating on a person, object or area, the Garou can determine whether or not her target is hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe - this trick reveals only that a deception is present. The Garou must concentrate on the target in order to invoke this Gift. System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her characters' knowledge in general terms ("That man has some sort of disguise"; "The floor contains a hollow beneath the floorboards"). |
Command Spirit (Theurge Rank 2) The character can manipulate encountered spirits, giving simple commands and expecting their compliance. While she cannot summon spirits by name with this Gift , she can interact with those she meets. This Gift is taught by any Incarna avatar. System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound; that requires the Exorcism Gift (see below). |
Luna's Armour (Shadow Lord Rank 2) The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune. System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene. |
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RITES: | Minor Rites Breath of Gaia During this rite the werewolf breathes deeply of Gala's breath — that is, clean air — 13 times. While so breathing, she clears her mind of all things save her love of Gaia. The Garou must perform this rite at least once per day for one full cycle of the moon. So doing makes it easier for her to heal herself and others and to detect things. Greet the Moon This rite is an exuberant paean to Luna. During this rite, the Garou howls an elaborate greeting the moon. This greeting varies with the phase of the moon. Performing this rite each night at moonrise for a full phase of the moon makes it easier to socialize with Garou of that phase's auspice the next night the moon reaches the phase in question. Greet the Sun Certain Children of Gaia and a few Uktena and Wendigo practice this rite. It is similar to Greet the Moon, but it is performed at sunrise. The Garou must sing Helios' praises for nine consecutive days. If the Garou does so, Helios grants his devotee his aid when attempting to sense Wyrm creatures or Wyrm-taint, provided the werewolf continues to sing his praises daily. If the Garou misses even one day, he must begin this rite anew to reap its Benefits. Hunting Prayer This common rite takes many forms, but it always involves pausing before the start of a hunt to praise Gaia and all her creatures. In addition, the Garou chooses some item to hold her prayers. This item can range from an old belt to a tooth, but the werewolf must have it with her when she hunts. If she loses the item, she must choose a new item and start her prayers anew. If a Garou performs this rite before every hunt for three turnings of the moon, finds it easier to track as long as she continues her pre-hunt prayers. If she hunts even once without praying, she must renew her prayers for another three months before again receiving the bonus. Prayer for the Prey A specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra just after making a kill, subsequently thanking the spirit of the prey for giving its own life that the Garou might survive. Performing this rite is a sign of respect to Gaia, her children and life itself. The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays for one full turning of the moon. Should she do so, She finds it easier to deal with nature spirits. The bonus lasts until she kills an animal without taking time to thank the creature's spirit. Level 1 Rite of Binding Rite of Questing Stone Rite of Talisman Dedication Rite of Contrition Gathering for the departed Level 2 Rite of spirit awakening Rite of Summoning Rite of Becoming Communion with the Storm Level 3 Rite of the fetish Rite of the Totem Calling the Storm Level 4 Enchant the Forest (4) Rite of the Opened Sky (4) Level 5 Rite of the Tornados fury (Follows the exact same rules as Rite of the Hurricane only can be used in non tropical areas) |
RENOWN | TRAITS | ||
GLORY | 1 | RAGE | 1 |
HONOR | 1 | GNOSIS | 8 |
WISDOM | 5 | WILLPOWER | 7 |
Freebie Points Use |
7 gnosis |
6 willpower |
11 background |
14 abilities |
5 abilities (Includes flaw points) |
4 Lore |
GEAR |
The Shadows Gauntlet- It is a frightening tool of black steel, its appearance is terrifying in nature with many sharp dagger like protrusions, However the fetish does not exist for direct combat but instead its control of a powerful Shadow spirit. (Acts like a shield of sorts providing +1 to stamina and can easily take blows from weapons and claws alike with ease) Effect 1: Unnatural Shadow- Spend a point of gnosis When activated +3 dice to stealth rolls + 1 diff to any trying to look upon him, even when using gifts. Effect 2: Blades of the black- Rolls manipulation+occult diff 7 for every success a blade of hardened shadow emerges from the darkness to attack any enemies the wearer desires each blade does 5 dice of agg damage. |
Ornate Cane (Str+ 2 bashing) |
A wardrobe of suits |
Cellphone |
AGE: | 23 | HEIGHT: | 5'6" | WEIGHT: | 190 lbs |
EYE COLOR: | Brown | HAIR COLOR: | Brown | BIRTH MARKS: | None |
TATTOOS: | None | SCARS: | None |
DESCRIPTION: | There is just something about him that makes, you feel uncomfortable. His eyes stare into your soul and the smile on his face always appears demonic. Dressed in only the most expensive attire he appears forever the classy fiend. He is never seen without the black gauntlet on one of his hands and a walking stick in its grip. A crow is usually perched on his shoulder, the physical manifestation of his equally disturbing companion. |
BACKGROUND: | Little Luca learned long ago he was not like other people, Luca was terrifying, a child prodigy born under the scythe of the moon, he began conversing with spirits before he could speak to his parents one of which was a shadowlord garou. and had a knack for making all around him uncomfortable with a stare. He also had another horrible habit he liked to cause his enemies pain. Those who hurt him, suffered horribly in return and when picked on which was often he would think of elaborate ways to get revenge. However things changed when he transformed, it was not a burden like for so many others it was understanding. His transformation occurred at his school and the younger Jay found and saved him before he murdered some bullying classmates, and before he caused any major damage. Luca accepted this path with an unnatural grace gobbling up any information he could find, and whats more he pleased his teachers. His absentee father arrived as well accepting his son, and things began to improve for the young theurge some of his darkness fading away as he was embraced by the missing piece in his life. The cutthroat attitude of the shadowlords aided him in accepting the world more and he was grateful to both Jay and the man who was his father. However while still a cub the inexplicable happened, his father, the man representing his family gave in to his love with a packmate, he dare mate with her, breaking the litany and baring a cub of metis origin, it sickened the young Shadowlord, and worse it brought dishonor on him! His hatred for the metis and has never ended, and he is incredibly vicious to such creatures and any ranked above him are shown no respect. Still despite the increasing looks of unease from others, his primary path did not change, physically weak, he relied on his connection with the spirits to build his power, and decided on a most sinister court to woo. The DreamLord, he who commands and manipulates dreams a dangerous and cunning Incarnae. He has done many favors for this brood, and in return he has gained much hidden knowledge, he has begun to be granted many spies and even better an ally who can aid him with both knowledge and in times of battle against both the Wyrm and garou too stupid to know with whom they pick a fight. |
A Sandman a Greater Jaffling spirit who serves under the lord of Dreams.
Rage: 7
Gnosis: 5
Willpower: 7
Essence: 20
Charms:
Possesses the Common Charms Airt Sense, Materialize, Realm Sense, and Re-Form.
Specialty Charms:
Manifest Nightmares- By expending 2 points of essence this spirit can physically manifest the nightmares of the target. Roll rage causing agg damage. (Completely useless against banes)
Dream Walker- Can see into peoples dreams garnishing valuable information and by expending gnosis manipulate said dream. Spend 1 essence roll gnosis diff 6 for nightmares diff 7 for dreams if successful he can make the target suffer terribly (-1 dice to all physical and mental rolls) or incredibly peaceful effects. (+1 to all mental rolls) A botch can lead to the spirit becoming trapped in the dream and having to escape or die.
Read more: huntershunted.boards.net/index.cgi?board=submissionrules&action=display&thread=239#ixzz2JLOzfXUQ