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Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Socratov
All Hail the Tiara Wearing ST!
No hailing necessary!
Okay, you can hail a little bit!
Quote:
Originally Posted by Socratov
yeth, my lady, anything elthe, my lady? Like a thertain timeframe to remind you of thith my lady?(you should recognise this)
Sorry, I don't recognize it. And no time frame necessary! 'Tis done!
EDIT: Also, you'll notice that, unless we get two new members, a couple of the houserules have passed, because their opposition can't possibly get more votes than their support.
Quote:
Originally Posted by Socratov
Hey! no railroading!
Railroads? Where? Don't worry, there will be minimal railroading. That does mean, though, that your bad decisions will come back to haunt you!
Quote:
Originally Posted by Keveak
Uhm, t-thanks. I will be sure to make it up to you!
But how... I will be drawing those maps if I can, but feel free to ask for anything else in the art department. I may be an amateur with no time management, but I shall do my best to provide! ^_^
Some maps would be great! I'd really appreciate it!
Quote:
Originally Posted by Keveak
Must. Get. Tiara. @_@
It also lets me cast prismatic spray at will, so all y'all better watch out, or I'll inflict a randomly determined punishment on you!
Taste the rainbow, sucker!
Quote:
Originally Posted by Keveak
That will be amazingly fun! Can my character name it? It will not be too silly! Promise!* :3
*Crossed claws
Sorry, spirits have their own names. What you could do, however, is choose a totem that has a name you like! But finding one of those with all the other traits you want, that might be tough...
Quote:
Originally Posted by Keveak
On another note, I really must finish the book and get my character's mechanics done. School is being quite stressful, but that is no reason to stall the fun of everybody else. ^_^
I do have a neat idea for how to write the non-mechanics part, however. Would it be realistic for there to be a few days between the first change and initiation to the Uratha?
Sure, there several ways that could happen! You might have been out of town or away from any packs' territory during your Change, so none of them found you for a while to explain a few things. You could have either run away, or decided not to accept the help of whatever pack found your during your Change, and talked to you afterwards (they would have chased you out of their territory in that case, but that's okay). There are other options too, but those are the main ones I see.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Absol197
Oh, I'll do it. I've already got the tiara and everything! Besides, despite being the first character createdd here, Christina isn't actually very inspired. On the scales of characters I've been excited to play, she ranks someone near the middle. So, Keveak, if you don't want to ST, let me know, and I'll do it!
Hmm. Well, alright?
Quote:
Let's see if I can put some of the pieces on the table for you (you'll have to put them together yourself):
Spoiler
--This idea came about in the LGBTAitP thread;
--SiuiS* and I identify the same way, and Heliomance identifies in a similar way**;
--There's a certain, uh, Horror movie (that shall remain nameless) that also brings the location mentioned and the topics of the aforementioned thread together.
Any lightbulbs yet?
Ooooooooooooooohhhhh
I completely lost track of the conversation and couldn't figure that out XD
Quote:
Originally Posted by Heliomance
I'd vote for bolstering our totem strengths, actually. Just to awkward.
yay awkward buddies~!
We should set points aside still, so dear ST (whichever she may be) will know how many dots we have available
-
Absol: It was an Igor impression, hon. Socratov's I mean.
also, I'd like to remind you of recording my timezone and times available (as I quoted myself earlier) into the OP
Huh. I don't know anything about Discworld, so it makes sense that I've never heard of them. Interesting race idea, though!
Oh, right, your availability! I'll get that done tonight. I have a very important appointment this afternoon, and it's distracting me...I hate it how time goes so slowly when you're waiting for something later in the day!
Also, Mynxae, are you still around? We haven't heard from you recently. Are you still interested in playing (or able to)?
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Do we know what our setting is going to be yet? It occurred to me that Kamau may be either Storm Lord (and possibly aiming for Lodge of Crows), or an Iron master, depending on the backdrop and thus what specific kid of criminal background he's got. It's either a human tool to utilize or something he's outgrown, depending.
Solace unfortunately has less wiggle room. And a touch less thought put into her... But a more sold initial concept. Hmm.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Sorry guys! Yesterday was therapist day, so I spent a lot of time driving and talking, so I couldn't really jump in here.
Quote:
Originally Posted by SiuiS
Do we know what our setting is going to be yet? It occurred to me that Kamau may be either Storm Lord (and possibly aiming for Lodge of Crows), or an Iron master, depending on the backdrop and thus what specific kid of criminal background he's got. It's either a human tool to utilize or something he's outgrown, depending.
Solace unfortunately has less wiggle room. And a touch less thought put into her... But a more sold initial concept. Hmm.
I think that, no matter where the game ends up being set, there's going to be some influence from Boulder, because that's what I know best, and incorporating elements from that city will help me make the city we end up in more life-like.
So, it will likely be a middle-ish sized city, surrounded by lots of nature. That gives a good mix between urban and natural settings, so as not to preclude any tribe, and to add variability. But really, we still need to decide about the actual location before I can give you any more information. I'm mostly working on NPCs right now.
Quote:
Originally Posted by Socratov
Yay! another storm lord!
Absol: another reminder? (just teasing you )
BTW, if thre is anything I can do to help a bit, just ask andI'll see what I can do.
There's nothing I really need right now, but thanks for offering!
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Socratov
Yay! another storm lord!
Yup! Should work out well, too, as it's in my best interests for you to take te lead, and it's in your best interests for you to take the lead! Yay agreement!
Quote:
Originally Posted by Absol197
Sorry guys! Yesterday was therapist day, so I spent a lot of time driving and talking, so I couldn't really jump in here.
Oh, sweet! Hope it went well~
I'll check the other thread for details/grilling you
Quote:
I think that, no matter where the game ends up being set, there's going to be some influence from Boulder, because that's what I know best, and incorporating elements from that city will help me make the city we end up in more life-like.
So, it will likely be a middle-ish sized city, surrounded by lots of nature. That gives a good mix between urban and natural settings, so as not to preclude any tribe, and to add variability. But really, we still need to decide about the actual location before I can give you any more information. I'm mostly working on NPCs right now.
I think we can safely say that, within the bounds of "city, mountains, wilderness" you would be well off making an Executive DecisionTM on locale.
I am more interested in if it's small time street gangs, good ol' boys running white lightning, dock smugglers, mafia-wannabes, etc. Or I'd be perfectly happy using Solace if she fits better / there is no organized crime.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Absol197
Sorry guys! Yesterday was therapist day, so I spent a lot of time driving and talking, so I couldn't really jump in here.
I think that, no matter where the game ends up being set, there's going to be some influence from Boulder, because that's what I know best, and incorporating elements from that city will help me make the city we end up in more life-like.
So, it will likely be a middle-ish sized city, surrounded by lots of nature. That gives a good mix between urban and natural settings, so as not to preclude any tribe, and to add variability. But really, we still need to decide about the actual location before I can give you any more information. I'm mostly working on NPCs right now.
There's nothing I really need right now, but thanks for offering!
So good therapist day or bad therapist day? Well eiter way I'll see what you will come up with
Quote:
Originally Posted by SiuiS
Yup! Should work out well, too, as it's in my best interests for you to take te lead, and it's in your best interests for you to take the lead! Yay agreement!
<.< >.> yay agreement!
__________________ "Where do promiscious fillies go?" - Awesome Tyrion Ponytar by Elemental
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
which reminds me.
There are some stuffs I'd like to get ST clearance on, if I may. The first is a gift list, for Storm Lords. The Alpha gifts.
Spoiler
Alpha Gifts
The Iminir aspire to the role of the alpha tribe, the leaders of the Forsaken. Not every Storm Lord will be a pack leader or hold a position of authority, but it is the tribe’s duty to lead the others by example and guide their brethren, even when in a subordinate role. Alpha Gifts are often referred to as Winter Wolf’s Gifts, for the spirits that bestow them upon the Storm Lords are closely associated with the Firstborn totem of the tribe. The Gifts are traditionally sought out by Iminir werewolves who want to present a more authoritative demeanor in their packs, most notably by alphas or Uratha that want the top slot.
Sense Guilt (•)
Being the leader means knowing your friends and foes. Storm Lords use this Gift to detect any hidden shame or guilt in their packmates and enemies, to see if such a weakness can be neutralized or exploited, depending on the werewolf’s decision.
By meeting the target’s eyes for a turn, the character can search the other’s soul for evidence of guilt or past shame that still haunts the subject. This is a sensory Gift, not an invasive one.
Cost: 1 Essence Dice Pool: Intelligence + Empathy + Honor versus subject’s Resolve + Resistance Action: Instant and contested; resistance is reflexive.
Roll Results Dramatic Failure: The character either believes she sees a grave guilt that isn’t there in reality, or sees innocence where a great shame truly lies. Failure: The character detects nothing about the target’s guilt. Success: The character senses any serious shame or guilt the target feels over past actions. The subject need not be feeling the emotion at the time of the Gift, because the sense detects any shame buried deep in the werewolf’s heart. The information provided by this Gift is vague, offering only conformation of whether the target feels any serious guilt, rather than exact details of why. Exceptional Success: As with a success, but the information provided is much more detailed. The character gets a general sensation of whatever deed fuels the guilt, such as “crime against family,” “crime against a stranger,” “violation of Uratha law,” or so on.
Alpha’s Aura (••)
An alpha should be an inspiration in war as well as peace. This Gift heightens the werewolf’s outward projection of confidence, creating a palpable aura around the Storm Lord in battle. Enemies suddenly fear the werewolf, re-evaluating their attacks and rethinking strategies in the face of such an impressive opponent. Cost: 1 Willpower Dice Pool: Composure + Intimidation + Honor versus subject’s Resolve + Resistance Action: Contested; resistance is reflexive.
Roll Results Dramatic Failure: The failed Gift backfires and the effects of a success are applied to the Storm Lord instead of his opponent. Failure: The Storm Lord fails to project his aura
to intimidate the target. The Storm Lord may not try again on the same subject for the rest of the scene. Success: The character emits a fearsome wave of authority and competence. For the remainder of the scene, the werewolf may use his Composure or his Intimidation rating in combat instead of his Defense against the target, depending on which is higher. Exceptional Success: As with a success, though the effects apply against the target for an entire night, until the next sunrise.
Taste of Flaws (•••)
A good leader finds out all he can about his enemies before confronting them. This Gift allows the Storm Lord to sense his foe’s weaknesses, detecting flaws in his opponent’s speech, mental faculties or combat style. This Gift does not reveal specific weaknesses as with the New Moon Gift: Sense Weakness, but instead reveals an overall picture of the target’s flaws and shortcomings, allowing the Storm Lord to work around them.
Roll Results Dramatic Failure: The Storm Lord receives a false impression of the target’s flaws and reacts to weaknesses that do not exist. For the next three turns, the werewolf suffers a –3 penalty to all dice rolls made against the subject, whether they are combat rolls or social rolls made to intimidate, charm or negotiate, etc. Failure: The werewolf remains unsure of the
target’s flaws. Success: The Storm Lord receives a clear impression of the target’s flaws. The character senses how to seize upon the advantage in combat and social situations, such as exploiting weaknesses in his opponent’s combat style, pinpointing openings in his arguments and so on. For the remainder of the scene, the character receives a +2 bonus to all rolls made against the subject, including combat rolls. Exceptional Success: Per success, but the bonus rises to +3.
Lordly Will (••••)
The strongest leaders render themselves immune
to unwanted outside influence, hearing only the voice
of their own authority and those of their advisors.
This Gift reinforces the alpha’s dominance over his
own mind in the face of psychic or other supernatural
manipulation.
When activated, this Gift makes the character
automatically immune to all Gifts, Disciplines,
Numina and other supernatural powers that affect
the mind — such as Dominance Gifts, Majesty
Disciplines, etc. The Gift’s effects last for the turn in
which the Gift is activated; if the opponent attempts
to use another mind-affecting power on the werewolf
next turn, the werewolf must spend another two Essence
to invoke Lordly Will for that next turn if he so
chooses.
Cost: 2 Essence
Dice Pool: No roll is necessary.
Action: Reflexive
Alpha’s Howl (•••••)
With a long and powerful roar, the Storm Lord
exalts in his prowess, skill and nobility over his
enemies. The howl thunders through the ears of his
foes, temporarily stripping them of courage and mastery
of their own supernatural abilities. Any enemies
within earshot of the howl (beings who actively wish
to harm the character) will suffer the Gift’s effects.
In cases of more than one opponent, the Storyteller
should use the highest Resolve among the group to
resist the Gift’s effects.
Cost: 3 Essence
Dice Pool: Presence + Intimidation + Glory
minus subjects’ Resolve
Action: Instant and resisted
Roll Results
Dramatic Failure: The Storm Lord fails to instill
dread in his enemies and may not use this Gift on
anyone for another cycle of the moon.
Failure: The roar has no effect beyond its natural
intimidation value.
Success: For every success on the roll, an enemy
within earshot loses the ability to use his supernatural
powers (including shapeshifting, unless in Death
Rage) for a turn. Gifts fail, Disciplines don’t function,
vampires are unable to spend blood to enhance
Traits, etc.
Exceptional Success: No further benefit beyond
the additional successes.
(forgive the formatting, it's from an unfamiliar program)
Kamau would end up getting at least up to rank 2 eventually.
The second is a fighting style specifically for wolf-form, Tooth and Claw style.
Spoiler
Prerequisites: Strength ••, Dexterity •••,
Stamina ••• and Brawl ••
Effect: Your character has spent a long time in
her Urshul and Urhan forms, becoming acquainted
with the body and senses available in her inhuman
forms. Rather than training, instinct has spurred her
to practice hunting and killing prey. Very few people
expect a werewolf to be fully adept with the flexibility
offered by her lupine shapes, expecting her to rely
on natural strength and speed the same as in Gauru
form. Your character bucks that trend, having tested
all her body’s forms to their limit.
Dots purchased in this Merit allow access to special
combat maneuvers that must be bought sequen104
Chapter II: Meat (Rules)
tially. Your character can’t have “Slip Through” until
she has “Hunter’s Eye.” The maneuvers and their
effects, most of which are based on the Brawl Skill,
are described below. These maneuvers can only be
used by a werewolf in Urshul or Urhan form.
Hunter’s Eye (•): Your character’s eyes are
naturally drawn to signs of weakness, which normally
indicate the easiest prey in a group. Your opponent’s
Defense is counted as one lower for the duration of the
scene if you spend at least one turn observing him.
Slip Through (••): Your character is used to
darting around an attacker, confusing him by attacking
from many angles at once. Make a normal attack
roll, penalized by the opponent’s Defense. This attack
does not strike the foe or do any damage; but if you
roll even one success, your opponent is distracted as
he works out where you will attack from next. Your
opponent does not apply his Defense against the next
attack he suffers.
Pounce (•••): Your character leaps at her opponent,
bearing him to the ground with her full weight.
Make a normal attack roll. If you roll more successes
than your opponent’s Size, he falls to the ground under
you. Getting up counts as an action (see “Going
Prone,” the World of Darkness Rulebook, p. 164).
Close-combat attack rolls against a fallen opponent
receive a +2 bonus. Drawback: Your character’s Defense
suffers a –2 penalty on the turn you make this
attack.
Fury (••••): Your character knows how to go
all-out, striking with both claws and teeth at the
most vulnerable spots on an opponent’s body. She
can make both a claw attack and a bite attack against
the same opponent in the same turn. The bite attack
receives a +1 bonus. Drawback: Your character cannot
use her Defense on the same turn she intends to
use this maneuver. If she uses Defense against attacks
that occur earlier in the Initiative roster, before she
can perform this maneuver, she cannot perform the
maneuver in the turn. She is too busy ducking out of
the way of incoming attacks.
Throat Tear (•••••): Your character’s jaws are
powerful enough to tear a creature’s throat out with
a single bite. Do not apply the +2 bonus for size of
teeth and jaw to the attack roll (other bonuses apply
normally). Instead, if the roll is successful, apply the
modifier as automatic successes for the purposes of
damage. Drawback: Spend one Willpower point per
attack. Note that this Willpower expenditure does
not add three dice to the attack.
These would be used by Solace, specifically, since she has much more of a rough and tumble background.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Those specifically are affinity gifts for Storm Lords. The book Rage - the Player's Guide has a set of gifts for all five tribes, and some others. I got lucky and found it by accident when double checking some stuff on the white wolf wiki. The Alpha gifts were the only ones with actual descriptions, and use the better of composure or intimidation as your defense? Yes.
Tooth and claw I found because of the snippet that fighting styles don't work in gauru, Urshul or urshan. Tooth and claw work in Urshul and Urhan only - leaving Gauru unable to use any particular style of fighting. It's for the best, but my last werewolf, a Garu from werewolf: the apocalypse, had gained some skill in the lyvanthropic martial arts specifically. Alas, that is thus far, not to be.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
well, strictly speaking gauru doesn't need a fighting style buff since the form basically (at least for now) doubles the combat effectiveness of anything in hishu (yay strength buff + natural weapon buff)
__________________ "Where do promiscious fillies go?" - Awesome Tyrion Ponytar by Elemental
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Socratov
well, strictly speaking gauru doesn't need a fighting style buff since the form basically (at least for now) doubles the combat effectiveness of anything in hishu (yay strength buff + natural weapon buff)
Yeah. It's just an edge against other Uratha. All things being equal, the better trained will win. Better to hold an edge in training when everyone can basically throw small cars with ease.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by SiuiS
Yeah. It's just an edge against other Uratha. All things being equal, the better trained will win. Better to hold an edge in training when everyone can basically throw small cars with ease.
yes, but in that form (gauru) no one can use any particular style, resulting in the luckiest guy wins...
__________________ "Where do promiscious fillies go?" - Awesome Tyrion Ponytar by Elemental
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Socratov
yes, but in that form (gauru) no one can use any particular style, resulting in the luckiest guy wins...
Exactly. However, I know it's for balance but it's still
Unsatisfying. Just means Kamau will fight primarily in Dalu. The point of his high composure is his virtue. Gauru is a weapon, a powerful one. One you don't use lightly. Kamau is a Slayer; when he finally has to go full warform, something will die. So mechanically, I want to avoid losing my cool, and I want to make sure that he can hold his own in one form and brutalize in another. Whether that's feasible or not, well. We will find out in game.
I also want to use a high expression score so he doesn't have to talk very often, if at all. That's going to be fun and a challenge.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by SiuiS
Exactly. However, I know it's for balance but it's still
Unsatisfying. Just means Kamau will fight primarily in Dalu. The point of his high composure is his virtue. Gauru is a weapon, a powerful one. One you don't use lightly. Kamau is a Slayer; when he finally has to go full warform, something will die. So mechanically, I want to avoid losing my cool, and I want to make sure that he can hold his own in one form and brutalize in another. Whether that's feasible or not, well. We will find out in game.
I also want to use a high expression score so he doesn't have to talk very often, if at all. That's going to be fun and a challenge.
yeah I just took the gateway vice (pride), and it fits well with my virtue (justice). I mean, justice is actually the fuzzy referral to newton's 3rd law: action begets an equal and opposite reaction, you piss me off? It's kind of a you get what you deserve kind of way (pride acting as a catalyst to act as judge, jury and excecutioner)
__________________ "Where do promiscious fillies go?" - Awesome Tyrion Ponytar by Elemental
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by SiuiS
which reminds me.
There are some stuffs I'd like to get ST clearance on, if I may. The first is a gift list, for Storm Lords. The Alpha gifts.
Spoiler
Alpha Gifts
The Iminir aspire to the role of the alpha tribe, the leaders of the Forsaken. Not every Storm Lord will be a pack leader or hold a position of authority, but it is the tribe’s duty to lead the others by example and guide their brethren, even when in a subordinate role. Alpha Gifts are often referred to as Winter Wolf’s Gifts, for the spirits that bestow them upon the Storm Lords are closely associated with the Firstborn totem of the tribe. The Gifts are traditionally sought out by Iminir werewolves who want to present a more authoritative demeanor in their packs, most notably by alphas or Uratha that want the top slot.
Sense Guilt (•)
Being the leader means knowing your friends and foes. Storm Lords use this Gift to detect any hidden shame or guilt in their packmates and enemies, to see if such a weakness can be neutralized or exploited, depending on the werewolf’s decision.
By meeting the target’s eyes for a turn, the character can search the other’s soul for evidence of guilt or past shame that still haunts the subject. This is a sensory Gift, not an invasive one.
Cost: 1 Essence Dice Pool: Intelligence + Empathy + Honor versus subject’s Resolve + Resistance Action: Instant and contested; resistance is reflexive.
Roll Results Dramatic Failure: The character either believes she sees a grave guilt that isn’t there in reality, or sees innocence where a great shame truly lies. Failure: The character detects nothing about the target’s guilt. Success: The character senses any serious shame or guilt the target feels over past actions. The subject need not be feeling the emotion at the time of the Gift, because the sense detects any shame buried deep in the werewolf’s heart. The information provided by this Gift is vague, offering only conformation of whether the target feels any serious guilt, rather than exact details of why. Exceptional Success: As with a success, but the information provided is much more detailed. The character gets a general sensation of whatever deed fuels the guilt, such as “crime against family,” “crime against a stranger,” “violation of Uratha law,” or so on.
Alpha’s Aura (••)
An alpha should be an inspiration in war as well as peace. This Gift heightens the werewolf’s outward projection of confidence, creating a palpable aura around the Storm Lord in battle. Enemies suddenly fear the werewolf, re-evaluating their attacks and rethinking strategies in the face of such an impressive opponent. Cost: 1 Willpower Dice Pool: Composure + Intimidation + Honor versus subject’s Resolve + Resistance Action: Contested; resistance is reflexive.
Roll Results Dramatic Failure: The failed Gift backfires and the effects of a success are applied to the Storm Lord instead of his opponent. Failure: The Storm Lord fails to project his aura
to intimidate the target. The Storm Lord may not try again on the same subject for the rest of the scene. Success: The character emits a fearsome wave of authority and competence. For the remainder of the scene, the werewolf may use his Composure or his Intimidation rating in combat instead of his Defense against the target, depending on which is higher. Exceptional Success: As with a success, though the effects apply against the target for an entire night, until the next sunrise.
Taste of Flaws (•••)
A good leader finds out all he can about his enemies before confronting them. This Gift allows the Storm Lord to sense his foe’s weaknesses, detecting flaws in his opponent’s speech, mental faculties or combat style. This Gift does not reveal specific weaknesses as with the New Moon Gift: Sense Weakness, but instead reveals an overall picture of the target’s flaws and shortcomings, allowing the Storm Lord to work around them.
Roll Results Dramatic Failure: The Storm Lord receives a false impression of the target’s flaws and reacts to weaknesses that do not exist. For the next three turns, the werewolf suffers a –3 penalty to all dice rolls made against the subject, whether they are combat rolls or social rolls made to intimidate, charm or negotiate, etc. Failure: The werewolf remains unsure of the
target’s flaws. Success: The Storm Lord receives a clear impression of the target’s flaws. The character senses how to seize upon the advantage in combat and social situations, such as exploiting weaknesses in his opponent’s combat style, pinpointing openings in his arguments and so on. For the remainder of the scene, the character receives a +2 bonus to all rolls made against the subject, including combat rolls. Exceptional Success: Per success, but the bonus rises to +3.
Lordly Will (••••)
The strongest leaders render themselves immune
to unwanted outside influence, hearing only the voice
of their own authority and those of their advisors.
This Gift reinforces the alpha’s dominance over his
own mind in the face of psychic or other supernatural
manipulation.
When activated, this Gift makes the character
automatically immune to all Gifts, Disciplines,
Numina and other supernatural powers that affect
the mind — such as Dominance Gifts, Majesty
Disciplines, etc. The Gift’s effects last for the turn in
which the Gift is activated; if the opponent attempts
to use another mind-affecting power on the werewolf
next turn, the werewolf must spend another two Essence
to invoke Lordly Will for that next turn if he so
chooses.
Cost: 2 Essence
Dice Pool: No roll is necessary.
Action: Reflexive
Alpha’s Howl (•••••)
With a long and powerful roar, the Storm Lord
exalts in his prowess, skill and nobility over his
enemies. The howl thunders through the ears of his
foes, temporarily stripping them of courage and mastery
of their own supernatural abilities. Any enemies
within earshot of the howl (beings who actively wish
to harm the character) will suffer the Gift’s effects.
In cases of more than one opponent, the Storyteller
should use the highest Resolve among the group to
resist the Gift’s effects.
Cost: 3 Essence
Dice Pool: Presence + Intimidation + Glory
minus subjects’ Resolve
Action: Instant and resisted
Roll Results
Dramatic Failure: The Storm Lord fails to instill
dread in his enemies and may not use this Gift on
anyone for another cycle of the moon.
Failure: The roar has no effect beyond its natural
intimidation value.
Success: For every success on the roll, an enemy
within earshot loses the ability to use his supernatural
powers (including shapeshifting, unless in Death
Rage) for a turn. Gifts fail, Disciplines don’t function,
vampires are unable to spend blood to enhance
Traits, etc.
Exceptional Success: No further benefit beyond
the additional successes.
(forgive the formatting, it's from an unfamiliar program)
Kamau would end up getting at least up to rank 2 eventually.
The second is a fighting style specifically for wolf-form, Tooth and Claw style.
Spoiler
Prerequisites: Strength ••, Dexterity •••,
Stamina ••• and Brawl ••
Effect: Your character has spent a long time in
her Urshul and Urhan forms, becoming acquainted
with the body and senses available in her inhuman
forms. Rather than training, instinct has spurred her
to practice hunting and killing prey. Very few people
expect a werewolf to be fully adept with the flexibility
offered by her lupine shapes, expecting her to rely
on natural strength and speed the same as in Gauru
form. Your character bucks that trend, having tested
all her body’s forms to their limit.
Dots purchased in this Merit allow access to special
combat maneuvers that must be bought sequen104
Chapter II: Meat (Rules)
tially. Your character can’t have “Slip Through” until
she has “Hunter’s Eye.” The maneuvers and their
effects, most of which are based on the Brawl Skill,
are described below. These maneuvers can only be
used by a werewolf in Urshul or Urhan form.
Hunter’s Eye (•): Your character’s eyes are
naturally drawn to signs of weakness, which normally
indicate the easiest prey in a group. Your opponent’s
Defense is counted as one lower for the duration of the
scene if you spend at least one turn observing him.
Slip Through (••): Your character is used to
darting around an attacker, confusing him by attacking
from many angles at once. Make a normal attack
roll, penalized by the opponent’s Defense. This attack
does not strike the foe or do any damage; but if you
roll even one success, your opponent is distracted as
he works out where you will attack from next. Your
opponent does not apply his Defense against the next
attack he suffers.
Pounce (•••): Your character leaps at her opponent,
bearing him to the ground with her full weight.
Make a normal attack roll. If you roll more successes
than your opponent’s Size, he falls to the ground under
you. Getting up counts as an action (see “Going
Prone,” the World of Darkness Rulebook, p. 164).
Close-combat attack rolls against a fallen opponent
receive a +2 bonus. Drawback: Your character’s Defense
suffers a –2 penalty on the turn you make this
attack.
Fury (••••): Your character knows how to go
all-out, striking with both claws and teeth at the
most vulnerable spots on an opponent’s body. She
can make both a claw attack and a bite attack against
the same opponent in the same turn. The bite attack
receives a +1 bonus. Drawback: Your character cannot
use her Defense on the same turn she intends to
use this maneuver. If she uses Defense against attacks
that occur earlier in the Initiative roster, before she
can perform this maneuver, she cannot perform the
maneuver in the turn. She is too busy ducking out of
the way of incoming attacks.
Throat Tear (•••••): Your character’s jaws are
powerful enough to tear a creature’s throat out with
a single bite. Do not apply the +2 bonus for size of
teeth and jaw to the attack roll (other bonuses apply
normally). Instead, if the roll is successful, apply the
modifier as automatic successes for the purposes of
damage. Drawback: Spend one Willpower point per
attack. Note that this Willpower expenditure does
not add three dice to the attack.
These would be used by Solace, specifically, since she has much more of a rough and tumble background.
Or I can pretend neither of them exist. your call
Those both work fine!
Quote:
Originally Posted by SiuiS
Exactly. However, I know it's for balance but it's still
Unsatisfying. Just means Kamau will fight primarily in Dalu. The point of his high composure is his virtue. Gauru is a weapon, a powerful one. One you don't use lightly. Kamau is a Slayer; when he finally has to go full warform, something will die. So mechanically, I want to avoid losing my cool, and I want to make sure that he can hold his own in one form and brutalize in another. Whether that's feasible or not, well. We will find out in game.
I also want to use a high expression score so he doesn't have to talk very often, if at all. That's going to be fun and a challenge.
This sounds like an awesome character . As does the other one! ... I'm having trouble deciding which I want to run for more...I can't imagine the trouble you're having!
Okay, could we get a sound off from Keveak, Heliomance, and Mynxae? I haven't heard from you guys in a while, I want to make sure you're still around. Also, since we're trying to get going (SiuiS and Socratov especially seem to be pulling at the bit), can you guys post whatever you might have for your character: stats, background, wht have you? If you need help, I can help, or I'm sure SiuiS and Socratov would be willing to , as well . Let me know!
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
I'm actually willing to take a break for a week or so if you'd like. I just like to keep the energy up in OOC threads, it helps prevent attrition. I feel that good games are made or broken in character generation; characters who interact well, know each other, and the justifications for their stats and such play better as a group than when each player makes a character in private and plunks it down, an waits. But a cool down period would give me, personally, some focus. I've been hitting the books pretty hard for four games, a job search and some tax breaks. XD
As for characters, I will stick with Kamau, I think. He seems to fit better with half of the pack dynamic, at least. And Sol is going to start the game with Harmony 6 because her guiding vice is lust, and we don't need more reasons to just chill around the den >_>;
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
I've gone splat-diving and found some gifts I'd like to use.
Spoiler
WITCH’S MOON GIFTS
The Gifts of the Witch’s Moon focus on the interaction between the flesh and the Shadow, in ways that are often dangerous and, to outside eyes, even sinister. They allow an Ithaeur to entice and then disrupt the affairs of spirits, as well as hex victims of a more physical nature.
SHADOW-SPEAKING (•)
The idea that a spirit or spirits may choose to contact mortals by speaking through a mortal vessel is a concept as old as humanity — and likely older. This Gift allows the Ithaeur to become that vessel. The Ithaeur opens herself to contact with spirits on the other side of the Gauntlet, allowing willing spirits on the other side to speak through her. The spirit speaks with her voice, and looks with her eyes. This Gift is obviously at its most useful when the pack is unwilling or unable to cross the Gauntlet at a particular location, yet desire to interrogate the spirits of the area.
Cost: None
Dice Pool: Intelligence + Occult + Glory
Action: Instant
Roll Results
Dramatic Failure: The Ithaeur makes the wrong sort of contact, drawing the attention of something she shouldn't have.
Failure: The Ithaeur is unable to push her consciousness through the Gauntlet and make contact.
Success: The Ithaeur becomes a limited conduit between the physical world and the spirit. Any spirit that is within the Shadow reflection of her immediate area (such as in the same room with her) may choose to contact the pack through the Ithaeur. This is not possession, and the spirit becomes no more able to affect the physical world than usual; the only thing that is facilitated is communication. Though nothing compels a spirit to take the Ithaeur up on her offer, it is an interesting enough invitation that usually a spirit will do so out of curiosity. Naturally, the spirit will speak in the First Tongue.
The Ithaeur cannot herself speak while the Gift lasts, but she is awake and able to witness the entire conversation.
If multiple spirits are present across the Gauntlet, they may vie for the “honor” of parley. Usually the strongest spirit manages to establish and retain contact, but it’s also possible that the Ithaeur will speak in the garbled
voices of multiple spirits. The Gift lasts for as long as the Ithaeur is willing to maintain concentration.
Exceptional Success: The spirit is entranced by the experience. Any Social
rolls made to influence the spirit during the conversation are made at an additional +1.
SHADOW DISCORD (••)
A skilled wolf-witch can call on the Shadow to jinx a material foe, but she can also make things more difficult for those entities trying to reach across the Gauntlet. This Gift causes a form of supernatural interference, countering a spirit’s ability to influence the things it exemplifies.
Cost: 1 Essence
Dice Pool: Presence + Occult + Purity
Action: Instant
Roll Results
Dramatic Failure: The Gift fails to take effect. For the next scene, the Ithaeur is at a -2 penalty to any rolls made to resist a spirit’s Influences.
Failure: The Gift has no effect.
Success: The Gift creates a field of spiritual static that radiates out from the Ithaeur for 10 yards per success and moves with her. For the next scene, any attempt by a spirit to use its Influences within the affected area is at a dice pool penalty equal to the Ithaeur’s Resolve + 2.
Exceptional Success: The penalty to any Influence dice pools is increased to the Ithaeur’s Resolve + 4.
LUCK-EATING (•••)
Some Ithaeur are able to hex their enemies in a particularly subtle fashion. With this Gift, the Crescent Moon can devour a portion of her target’s luck for her own use. The Ithaeur must touch the target in order to activate this Gift; any touch will do, even casually brushing against him in a crowd. The Gift is a subtle one, and the victim fails to realize that anything has happened until something goes terribly wrong.
Cost: 1 Essence
Dice Pool: Wits + Occult + Cunning versus target’s
Resolve + Primal Urge
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The Gift’s effects fail. In addition, the target is now aware that the Ithaeur tried to do something to him, though he might not know just what.
Failure: The Gift’s effects fail.
Success: The Ithaeur successfully establishes contact. At any point before the next moonrise, the Ithaeur may choose to devour a portion of the target’s luck as a reflexive action. Once she does so, the target suffers a -3 penalty
to his next dice roll, and the Ithaeur gains a +3 bonus to her next dice roll. An Ithaeur can only be “attached” to one victim at a time through means of this Gift.
Exceptional Success: The stolen luck rises to five dice rather than three.
CAGE THE RIDER (••••)
Many of the spirits that cause the most trouble for Uratha are those that attempt to Ride living creatures. This particularly risky Gift allows the Ithaeur to act as bait to such spirits and then to trap them within herself.
Some Ithaeur refer to this Gift as “catching a spirit in my ribcage,” while others liken it to swallowing a spirit for a time or caging a spirit within the mind. Most frequently, this Gift is used either to frighten a spirit into complying with the pack’s demands, or as a temporary way to catch a spirit until a formal Rite of Binding or other means of disposal can be prepared.
Cost: 1 Essence to activate + 1 Essence per scene of entrapment
Dice Pool: Resolve + Intimidate + Wisdom
Action: Instant
Roll Results
Dramatic Failure: The internal “spirit cage” does not form, but the enticing aura still manifests in a way, drawing the attention of nearby spirits without disguising the werewolf’s nature. The Ithaeur is likely to suffer from unwanted spirit attention for the remainder of the scene.
Failure: The Gift does not work, and spirits regard the Ithaeur as different in no particular way.
Success: Until the next moonrise, the Ithaeur exudes a spiritual aura that is particularly enticing to spirits that possess the Living Fetter, Possession or Claim Numina. The werewolf appears to be the ideal host to such a spirit, and the spirit is unlikely to even notice that the Ithaeur is a werewolf at all. Obviously, this Gift is not used lightly; around a nest of spirits with such Numina, it could start a minor war. A spirit that is more than one Rank above the Ithaeur’s effective Rank is not affected by this Gift, and most do not notice the lure (though it’s possible that one might).
When a spirit attempts to fetter, claim or possess the Ithaeur via a Numen, the trap activates. The player rolls Intelligence + Occult + Wisdom as a reflexive action to attempt to trap the spirit; the spirit contests the roll by
rolling Power. If the roll is a tie or the spirit gets more successes, the Gift effects end, and the spirit breaks free (and may attack or flee, depending on its mental state). If the player gets more successes, though, the spirit is effectively trapped for a scene; the Ithaeur may extend the duration of the imprisonment by spending one Essence per scene. The spirit shares the same space as the Ithaeur, yet cannot break free or manifest itself. The spirit cannot use any Influences or Numina while bound within the Ithaeur.
Once per day, at sunrise, the spirit may make a new attempt to break free by rolling Power contested by the Ithaeur’s Resolve + Occult. If the spirit breaks free, or is released by the Ithaeur (the Ithaeur may do so at any time as a reflexive action), it wins free of the werewolf’s body. If the Ithaeur is in the physical world at this time, the spirit will appear in a state of Twilight.
An Ithaeur can have only one spirit bound within her at a time by means of this Gift.
Exceptional Success: The trap is particularly cunningly crafted. The player gains two extra dice to the roll made to initially trap the spirit.
POISONED ESSENCE (•••••)
The final trick taught by the witch’s moon is a curse, and a dangerous one at that. The Ithaeur can levy a hex on an opponent that taints the very Essence within him. As the victim attempts to use his Essence reserve, the tainted energy sends painful shocks throughout his body, eventually causing physical damage as the poison worsens.
This Gift works only on targets that have an Essence trait, such as spirits or other werewolves; it cannot be used to poison a vampire’s blood pool, for instance.
Cost: 1 Essence
Dice Pool: Wits + Occult + Honor versus Resolve + Primal Urge
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The Ithaeur loses two points of Essence as her own spiritual reserve is partly tainted and must be expunged.
Failure: The target is unaffected.
Success: The hex takes hold. For the duration of the scene, the target takes one point of bashing damage for every point of Essence he spends.
Exceptional Success: As above, but the damage is lethal.
Having read up more, I definitely want to use the Ithaeur mechanics. I'm still quite fond of the idea of Changing under the half moon, though, and having everyone assume she's an Elodoth until it becomes obvious she has far more of a gift as a shaman.
Also, is there likely to be much in the way of XP gain? I'm thinking about starting out without some of the gifts and rites that would be necessary, having only just Changed, but only if I'd be able to pick them up in pretty short order.
__________________
Quotebox
Spoiler
Quote:
Originally Posted by shadow_archmagi
You know, I think gods are the exception to the rule that "I built you a shrine" is creepy.
Quote:
Originally Posted by hotel_papa
I maintain that until I see a movie trailer where Patrick Stewart introduces himself as Mordenkainen, there never was and never will be a D&D movie.
Quote:
Originally Posted by dixieboy
I am unable to respond due to the awesomness of seducing a god, sorry
Quote:
Originally Posted by Kalirren
The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
Avatar by Musashi.
Last edited by Heliomance : 09-15-2012 at 08:32 AM.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Absol197
Okay, could we get a sound off from Keveak, Heliomance, and Mynxae? I haven't heard from you guys in a while, I want to make sure you're still around. Also, since we're trying to get going (SiuiS and Socratov especially seem to be pulling at the bit), can you guys post whatever you might have for your character: stats, background, wht have you? If you need help, I can help, or I'm sure SiuiS and Socratov would be willing to , as well . Let me know!
My apologies, I have been terribly busy with schoolwork and panicking about said schoolwork. I am currently reading the chapter on character creation before I make the definitive stats, but I shall try to get it done as soon as possible.
I do have concept and background down, however. In short terms, the character grew up as an orphan in France, having absolutely no knowledge of the Uratha and the dangers of being related to them. Recently moving to the USA for studies, the character's First Change happened under most gruesome circumstances. A great fire burning down a dorm and... something causing the disappearance of others who lived there. At least, that is what the character believes, but you will see why that might not be the best evidence. But that is for when I have the stats down. ^_^
Personality-wise, the character clings to humanity as much as possible, but is in terrible confusion about whether "human" is even what the character is any more. Most likely will be a bit depressed and a fair bit odd, but very willing to protect humans and discover more about the World of Darkness. Expect plenty of strange reactions and psychological growth, or at least my attempt at writing those. ^_^'
You might have noticed that I have no name yet. That is mostly because I am quite fascinated with symbolism, so it can take some time to find one for me. For now, "Louise" is the working name.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
@ absol, I still have no timezone/schedule
@rest So we are going to have a week rest and then we are all prepared to start this adventure? (can'twaitcan'twaitcan'twaitcan'twaitcan'twaitcan' twait)
(and yeah, I'm available for questions and/or help, if you want it just let me know)
__________________ "Where do promiscious fillies go?" - Awesome Tyrion Ponytar by Elemental
Kamau in hishu is a first-world weekend warrior, with the slightly chubby and soft at the edges, with baby fat on his cheeks. He stands only 5'8"/173cm, relying on his posture and breadth to impose on others. Since the change, however, he has begun to shed this layer of fat.
Kamau is possessed of strong, angular features, sculpted out of deep chocolate skin like a dark wood. His skin is somewhat glossy and greasy, due to his diet, but otherwise unmarred. He is clean shaven, with sharp, light brown eyes and a bushel of well-managed dreadlocks – his most prominent feature. Artfully manicured, arrayed to fall behind his shoulders like a pharaoh's head dress, and woven with bits of jewelry, it falls down to just below his ribs.
In Urhan, Kamau most resembles an anubian jackal, black fur tinged with the red brown of desert sands tinged by the final rays of the setting sun. Long, sleek, and predatory he seems eternally starved, always hunting.
In Gauru his two contrasting halves mix; wide, muscular and intimidating shape mixed with the sleek, almost mechanical elegance of a desert hunter crowned by coils of dread-like fur ropes.
Kamau is a quiet, thoughtful man who is held back more by missing so much of his basic education than by being unintelligent. He has a rapacious appetite for folklore, military history and cultural mores because he believes people need something to fight for, and need to know how. He's a fair hand at tagging an graffiti, an excellent if erratic dancer, and has a wide collection of music hidden behind death metal and rap albums so no one finds them – and these are all extensions of his desire to fin grounding in his roots.
HISTORY
Spoiler
Kamau is defined, or perhaps has defined himself, by enforced isolation. Plagued by violent nightmares since youth, he learned very quickly to keep himself under control. With an odd, African name, a strangely afroislamic home life, and moving whenever circumstances called for it - from promotions calling them across the country to a windfall allowing them to better themselves - he learned to put up a calm face in the midst of everything, knowing this too shall pass. On the meantime, being scared, being angry, being open, always let someone get you. So he shut down.
Unlike the majority of such cases however, Kamau knew he was putting on a mask. In a shinin moment of youthful wisdom he knew there was no point in being safe if you weren't happy, and so he strove to protect who he was, keeping everyone at arm's length, cracking only once when his father died. He was eight.
Kamau's mother had saved diligently, enough that even without a provider, they could live comfortably for a long time. It took five years and a surprise emergency room trip (for the mother) and emotional counseling (for Kamau) to really shake things up. His mother insisted they were fine, and outwardly he professed belief. But when he could, he checked their finances and saw bare-bones survival under a happy veneer. And being a young, seemingly impressionable black outcast there was only one easy way to help. A few fistfights, the right words at the right time, and shady connection to that kid Ho always smoke behind the portables were Kamau's gateway to a life of crime.
It was small stuff, at first. Cigarettes, intimidation, dressing scary. It took him a few years to meet and join his first street gang, and another year before coming to the attention of a man with pretensions of starting his own organized crime family.
Now, operating as the quiet, stone faced enforcer has brought Kamau the money he needs to support his mama. It's given him a purpose, a sense of identity, and has even begun to filter down through his mask (now an obsidian grimace of calculated boredom and violence) into his soul, affecting who he is at a deeper level. He tells himself it's still because he is supporting his mother, being a provider. He tells himself it's because he's already made so many sacrifices, his friends when he was young, his education just recently as earning his keep cut into class time in high school. He tells himself it's because it soothes the dreams he's always had, expressing their rage and terror and violence outward.
In truth, it's because they give him half of what he wants. Kamau is only an enforcer, but he has respect from everyone who's been promoted past him, an some of those who have been around since he joined. Where other gangsters threaten and scream, he stands tall and arcs an eyebrow. Where some talk a good game, Kamau let's people underestimate him. And where a lot of kids join up an look for easy money, growing fat on the work of those beneath them, Kamau has amassed a small army of admirers for getting his hands dirty and sticking to what he wants, despite those who want him out of the way either through promotion or 'removal'.
FIRST CHANGE
Spoiler
Kamau's first change came on the job, of all places. Months before, while watching over a delivery, some dumb bastard had the audacity try and steal what they were dropping off. In the scuffle, Kamau ended up with a face full of broken glass and some hallucinogen or another, or so he thinks. Tripping out, swinging around basically calling down half the damn county with his noise, his crew clubbed him until he was quiet and wrapped him in blankets. They holed up at a hotel room until their boy could come down from*Whatever he was trippin' on, and that was that.
Except Kamau was a budding Uratha, and that was most definitely not that. He kept hallucinating. Hearing things. Seeing things. finding himself in strange rooms that only showed up in dreams, until now. And through it all, he kept a stiff upper lip. But his boys, his boss, they noticed. They were gonna give him one more chance, one more shot, and then let him go on vacation - no one wants a soldier with a psychotic break.
it went smooth. Borrow his boy's car, drive down to the city, find the relay point and drop off the goods. Back home by midnight at the latest. Until this crazy homeless bitch started growling at him, snapping her teeth an damn near barking. And after the last month, well **** it, he barked back. That cowed her pretty quick, until her crew showed up. A couple dogs, a big dude in a ripped biker jacket, all of them with glowing orange eyes.
The rest of the night was a chaotic mess. Somehow, he's managed to avoid Uratha notice building up to his change; there just weren't any real packs around his house. So faced with a cub about to go ape on them, they did what any group of dogs would do and chased him out of their territory.Running in two legs, four, hands grabbing fences, claws ripping holes, teeth gnashing through branches and the whole time tripping out on the most psychedelic flashback you've ever heard of.
Kamau made it out of their territory okay. The wolves at bay, but the spirits needling incessantly, he kept going. Running. Always running. Looking back, reading some, he feels*It was almost like some sort of vision quest or a psychodrama. He wasn't even sure those werewolves were real, until two days later his mama was sayin' one I his friends was at the door, and there was that big biker dude, smaller now, and an angry looking middle-eastern fellow. And damn if that biker dude didn't look cowed.
They made it clear they had to talk, and Kamau's room was as good as their car. Better even, see, because getting in the car with strange men who knew your name and your job? That's a professional shakedown, he knows, and that ends in execution if you do it wrong. So he invites them in, makes some coffee, makes sure the neighbors are home and there's witnesses.
He gets the PowerPoint version. We are Uratha - The People. Werewolves. They say. You are too. You've been seeing the spirit world. You're not crazy, you are dangerous, you need to be taught. He takes it all in. Turns out, his daddy was Uratha, made this creepy Coptic dude promise to look out for him. His daddy was big over across the pond. His mama, her too. She was wolf-blooded, that's why they knew, kept an eye on him even when his daddy died.
They took him to a gym, a real hole. Concrete everywhere, a couple of bars of ruddy steel, and sand-packed black plastic. And while Kamau learned a few words in the first tongue, and leaned to control himself, and learned a bit of Urdaga history, they beat the hell out of him. Made sure he could fight like a werewolf. The biker guy left smiling, said come on down any time, meetup for a talk on the edge of his territory. Name of Terry. The Coptic dude, he left frowning less, which is as close as Kamau got from him to a smile, and said there was a meet up real soon, a big gathering. He'd keep in touch.
It's been a week or so since, the half moon fading into the quarter, almost gone.
EQUIPMENT
Glock (bb pistol) inflicts 1B, cannot inflict lethal Prepaid Cell disposable Used Pickup Truck nondescript, w/ camper shell Three Bedroom Apartment spartan, living room converted to gym Bug-Out Bag some cash, some clothes, bandages, and a phone card.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
There we go.
Looking at merits, Kamau will probably end up with Primal Urge 2 just ecause there isn't really much else to spend those dots on. Pack Sense at three dots lets you communicate through body language and familiarity with anyone who also has pack sense, but then I would have to wait 9 XP minimum before it becomes useful, and I would suffer the worst wound penalties of all my packages regardless.
I don't know if the wait is official, Socratov, but it seems to be happening... Oops? I'll try and flag down Mynxae when next I see hir. We are losing pack mates like flies
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by SiuiS
There we go.
Looking at merits, Kamau will probably end up with Primal Urge 2 just ecause there isn't really much else to spend those dots on. Pack Sense at three dots lets you communicate through body language and familiarity with anyone who also has pack sense, but then I would have to wait 9 XP minimum before it becomes useful, and I would suffer the worst wound penalties of all my packages regardless.
I don't know if the wait is official, Socratov, but it seems to be happening... Oops? I'll try and flag down Mynxae when next I see hir. We are losing pack mates like flies
Dunno, but I suffer wounds pretty easily too, I have defense 1 and 1 PU. For the rest I'm pretty resilient because of my high wits, stamina and composure...
And yeah, it's awfully quiet here... I expect iether a savage kill as wolves do or a great big glomp as found in the LGBT thread... *uses dodge until saying otherwise*
__________________ "Where do promiscious fillies go?" - Awesome Tyrion Ponytar by Elemental
I've been busy, but I have been working on the chronicle! I'll get back to answering stuff - the good news is, because of school stuff getting in the way, my real-life Avatar game has been put on hiatus, so I'll now have Saturdays free to work on this more.
Quote:
Originally Posted by Heliomance
I've gone splat-diving and found some gifts I'd like to use.
Spoiler
WITCH’S MOON GIFTS
The Gifts of the Witch’s Moon focus on the interaction between the flesh and the Shadow, in ways that are often dangerous and, to outside eyes, even sinister. They allow an Ithaeur to entice and then disrupt the affairs of spirits, as well as hex victims of a more physical nature.
SHADOW-SPEAKING (•)
The idea that a spirit or spirits may choose to contact mortals by speaking through a mortal vessel is a concept as old as humanity — and likely older. This Gift allows the Ithaeur to become that vessel. The Ithaeur opens herself to contact with spirits on the other side of the Gauntlet, allowing willing spirits on the other side to speak through her. The spirit speaks with her voice, and looks with her eyes. This Gift is obviously at its most useful when the pack is unwilling or unable to cross the Gauntlet at a particular location, yet desire to interrogate the spirits of the area.
Cost: None
Dice Pool: Intelligence + Occult + Glory
Action: Instant
Roll Results
Dramatic Failure: The Ithaeur makes the wrong sort of contact, drawing the attention of something she shouldn't have.
Failure: The Ithaeur is unable to push her consciousness through the Gauntlet and make contact.
Success: The Ithaeur becomes a limited conduit between the physical world and the spirit. Any spirit that is within the Shadow reflection of her immediate area (such as in the same room with her) may choose to contact the pack through the Ithaeur. This is not possession, and the spirit becomes no more able to affect the physical world than usual; the only thing that is facilitated is communication. Though nothing compels a spirit to take the Ithaeur up on her offer, it is an interesting enough invitation that usually a spirit will do so out of curiosity. Naturally, the spirit will speak in the First Tongue.
The Ithaeur cannot herself speak while the Gift lasts, but she is awake and able to witness the entire conversation.
If multiple spirits are present across the Gauntlet, they may vie for the “honor” of parley. Usually the strongest spirit manages to establish and retain contact, but it’s also possible that the Ithaeur will speak in the garbled
voices of multiple spirits. The Gift lasts for as long as the Ithaeur is willing to maintain concentration.
Exceptional Success: The spirit is entranced by the experience. Any Social
rolls made to influence the spirit during the conversation are made at an additional +1.
SHADOW DISCORD (••)
A skilled wolf-witch can call on the Shadow to jinx a material foe, but she can also make things more difficult for those entities trying to reach across the Gauntlet. This Gift causes a form of supernatural interference, countering a spirit’s ability to influence the things it exemplifies.
Cost: 1 Essence
Dice Pool: Presence + Occult + Purity
Action: Instant
Roll Results
Dramatic Failure: The Gift fails to take effect. For the next scene, the Ithaeur is at a -2 penalty to any rolls made to resist a spirit’s Influences.
Failure: The Gift has no effect.
Success: The Gift creates a field of spiritual static that radiates out from the Ithaeur for 10 yards per success and moves with her. For the next scene, any attempt by a spirit to use its Influences within the affected area is at a dice pool penalty equal to the Ithaeur’s Resolve + 2.
Exceptional Success: The penalty to any Influence dice pools is increased to the Ithaeur’s Resolve + 4.
LUCK-EATING (•••)
Some Ithaeur are able to hex their enemies in a particularly subtle fashion. With this Gift, the Crescent Moon can devour a portion of her target’s luck for her own use. The Ithaeur must touch the target in order to activate this Gift; any touch will do, even casually brushing against him in a crowd. The Gift is a subtle one, and the victim fails to realize that anything has happened until something goes terribly wrong.
Cost: 1 Essence
Dice Pool: Wits + Occult + Cunning versus target’s
Resolve + Primal Urge
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The Gift’s effects fail. In addition, the target is now aware that the Ithaeur tried to do something to him, though he might not know just what.
Failure: The Gift’s effects fail.
Success: The Ithaeur successfully establishes contact. At any point before the next moonrise, the Ithaeur may choose to devour a portion of the target’s luck as a reflexive action. Once she does so, the target suffers a -3 penalty
to his next dice roll, and the Ithaeur gains a +3 bonus to her next dice roll. An Ithaeur can only be “attached” to one victim at a time through means of this Gift.
Exceptional Success: The stolen luck rises to five dice rather than three.
CAGE THE RIDER (••••)
Many of the spirits that cause the most trouble for Uratha are those that attempt to Ride living creatures. This particularly risky Gift allows the Ithaeur to act as bait to such spirits and then to trap them within herself.
Some Ithaeur refer to this Gift as “catching a spirit in my ribcage,” while others liken it to swallowing a spirit for a time or caging a spirit within the mind. Most frequently, this Gift is used either to frighten a spirit into complying with the pack’s demands, or as a temporary way to catch a spirit until a formal Rite of Binding or other means of disposal can be prepared.
Cost: 1 Essence to activate + 1 Essence per scene of entrapment
Dice Pool: Resolve + Intimidate + Wisdom
Action: Instant
Roll Results
Dramatic Failure: The internal “spirit cage” does not form, but the enticing aura still manifests in a way, drawing the attention of nearby spirits without disguising the werewolf’s nature. The Ithaeur is likely to suffer from unwanted spirit attention for the remainder of the scene.
Failure: The Gift does not work, and spirits regard the Ithaeur as different in no particular way.
Success: Until the next moonrise, the Ithaeur exudes a spiritual aura that is particularly enticing to spirits that possess the Living Fetter, Possession or Claim Numina. The werewolf appears to be the ideal host to such a spirit, and the spirit is unlikely to even notice that the Ithaeur is a werewolf at all. Obviously, this Gift is not used lightly; around a nest of spirits with such Numina, it could start a minor war. A spirit that is more than one Rank above the Ithaeur’s effective Rank is not affected by this Gift, and most do not notice the lure (though it’s possible that one might).
When a spirit attempts to fetter, claim or possess the Ithaeur via a Numen, the trap activates. The player rolls Intelligence + Occult + Wisdom as a reflexive action to attempt to trap the spirit; the spirit contests the roll by
rolling Power. If the roll is a tie or the spirit gets more successes, the Gift effects end, and the spirit breaks free (and may attack or flee, depending on its mental state). If the player gets more successes, though, the spirit is effectively trapped for a scene; the Ithaeur may extend the duration of the imprisonment by spending one Essence per scene. The spirit shares the same space as the Ithaeur, yet cannot break free or manifest itself. The spirit cannot use any Influences or Numina while bound within the Ithaeur.
Once per day, at sunrise, the spirit may make a new attempt to break free by rolling Power contested by the Ithaeur’s Resolve + Occult. If the spirit breaks free, or is released by the Ithaeur (the Ithaeur may do so at any time as a reflexive action), it wins free of the werewolf’s body. If the Ithaeur is in the physical world at this time, the spirit will appear in a state of Twilight.
An Ithaeur can have only one spirit bound within her at a time by means of this Gift.
Exceptional Success: The trap is particularly cunningly crafted. The player gains two extra dice to the roll made to initially trap the spirit.
POISONED ESSENCE (•••••)
The final trick taught by the witch’s moon is a curse, and a dangerous one at that. The Ithaeur can levy a hex on an opponent that taints the very Essence within him. As the victim attempts to use his Essence reserve, the tainted energy sends painful shocks throughout his body, eventually causing physical damage as the poison worsens.
This Gift works only on targets that have an Essence trait, such as spirits or other werewolves; it cannot be used to poison a vampire’s blood pool, for instance.
Cost: 1 Essence
Dice Pool: Wits + Occult + Honor versus Resolve + Primal Urge
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The Ithaeur loses two points of Essence as her own spiritual reserve is partly tainted and must be expunged.
Failure: The target is unaffected.
Success: The hex takes hold. For the duration of the scene, the target takes one point of bashing damage for every point of Essence he spends.
Exceptional Success: As above, but the damage is lethal.
Having read up more, I definitely want to use the Ithaeur mechanics. I'm still quite fond of the idea of Changing under the half moon, though, and having everyone assume she's an Elodoth until it becomes obvious she has far more of a gift as a shaman.
Also, is there likely to be much in the way of XP gain? I'm thinking about starting out without some of the gifts and rites that would be necessary, having only just Changed, but only if I'd be able to pick them up in pretty short order.
I like those Gifts a lot! The last one seems kinda weak, though; if we get to a point where you're able to consider grabbing it, then we'll discuss what to do with making it a bit stronger.
As for mixing fluff in crunch, you can do that in two ways:
1. You Changed on a night when it moon changed from crescent to half (it happens sometimes, the moon rises in a different phase than it sets), and so you have qualities of both. You can fluff how you want, and then you can choose to have the auspice abilities (auspice power, affinity skills) of one, and the gift lists of the other. Or;
2. You changed on a night when it was technically still Crescent moon (or on a multi-phased night, like I drescribed above), but everyone else thought it was half-moon. You're entirely Ithaeur, but because of how you act and because People thought it was half-moon, they treat you as Elodoth.
If neither of those options sound appealing, let me know and I'll try to think of something else.
Since we're probably going to do what SiuiS suggested, and adding a sort of "supernatural XP", yes, you guys will be advancing quicker than normal. Also, you're more than welcome to start without some of your beginning gifts and/or Renown, and you won't have to pay for them, either. They're due you, so when we get to the point in the story where you unlock them, then you get them and can use them without fuss (or XP!)
Quote:
Originally Posted by Keveak
My apologies, I have been terribly busy with schoolwork and panicking about said schoolwork. I am currently reading the chapter on character creation before I make the definitive stats, but I shall try to get it done as soon as possible.
I do have concept and background down, however. In short terms, the character grew up as an orphan in France, having absolutely no knowledge of the Uratha and the dangers of being related to them. Recently moving to the USA for studies, the character's First Change happened under most gruesome circumstances. A great fire burning down a dorm and... something causing the disappearance of others who lived there. At least, that is what the character believes, but you will see why that might not be the best evidence. But that is for when I have the stats down. ^_^
Personality-wise, the character clings to humanity as much as possible, but is in terrible confusion about whether "human" is even what the character is any more. Most likely will be a bit depressed and a fair bit odd, but very willing to protect humans and discover more about the World of Darkness. Expect plenty of strange reactions and psychological growth, or at least my attempt at writing those. ^_^'
You might have noticed that I have no name yet. That is mostly because I am quite fascinated with symbolism, so it can take some time to find one for me. For now, "Louise" is the working name.
Kamau in hishu is a first-world weekend warrior, with the slightly chubby and soft at the edges, with baby fat on his cheeks. He stands only 5'8"/173cm, relying on his posture and breadth to impose on others. Since the change, however, he has begun to shed this layer of fat.
Kamau is possessed of strong, angular features, sculpted out of deep chocolate skin like a dark wood. His skin is somewhat glossy and greasy, due to his diet, but otherwise unmarred. He is clean shaven, with sharp, light brown eyes and a bushel of well-managed dreadlocks – his most prominent feature. Artfully manicured, arrayed to fall behind his shoulders like a pharaoh's head dress, and woven with bits of jewelry, it falls down to just below his ribs.
In Urhan, Kamau most resembles an anubian jackal, black fur tinged with the red brown of desert sands tinged by the final rays of the setting sun. Long, sleek, and predatory he seems eternally starved, always hunting.
In Gauru his two contrasting halves mix; wide, muscular and intimidating shape mixed with the sleek, almost mechanical elegance of a desert hunter crowned by coils of dread-like fur ropes.
HISTORY
Spoiler
-pending-
I like, as well! Can't wait for that "History" section to get filled in.
EDIT: You have, however, missed an important part of the Iminir's ban: "Allow no one to see or tend to your weakness."
Quote:
Originally Posted by SiuiS
There we go.
Looking at merits, Kamau will probably end up with Primal Urge 2 just ecause there isn't really much else to spend those dots on. Pack Sense at three dots lets you communicate through body language and familiarity with anyone who also has pack sense, but then I would have to wait 9 XP minimum before it becomes useful, and I would suffer the worst wound penalties of all my packages regardless.
I have not heard of this Pack Sense merit; what book is it in? I might consider it to be something I give for free, or at least be something that your Spiritual XP can be spent towards. In fact, I may give out a limited third kind of XP - whenever you do things that strengthen your bond with your pack, you start building up XP towards earning that merit yourself. Depending on exactly what it does, of course.
Quote:
Originally Posted by SiuiS
I don't know if the wait is official, Socratov, but it seems to be happening... Oops? I'll try and flag down Mynxae when next I see hir. We are losing pack mates like flies
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Socratov
Dunno, but I suffer wounds pretty easily too, I have defense 1 and 1 PU. For the rest I'm pretty resilient because of my high wits, stamina and composure...
And yeah, it's awfully quiet here... I expect iether a savage kill as wolves do or a great big glomp as found in the LGBT thread... *uses dodge until saying otherwise*
Ouch
You're going on the list of wolves who get armor first XD
Did you know they make bullet proof business suits? I'm totally looking into those if I go the organized crime route.someone distract him! Defense only applies to the first few attacks!
I've been busy, but I have been working on the chronicle! I'll get back to answering stuff - the good news is, because of school stuff getting in the way, my real-life Avatar game has been put on hiatus, so I'll now have Saturdays free to work on this more.
Ooh, bummer on the hiatus. Sorry to hear that. Though I guess I benefit, but still.
Quote:
I like those Gifts a lot! The last one seems kinda weak, though; if we get to a point where you're able to consider grabbing it, then we'll discuss what to do with making it a bit stronger.
Hm. I dunno. Beat up on a wolf enough, and he can't heal anymore. Once he's all bashing, essence will actually damage you. And if he has mixed bashing and lethal, instead of 'downgrading' a point of lethal damage into bashing, the lethal heals and he takes two bashing. That's brutal.
It would definitely be in our best interests to help her build up a dice pool big enough for dramatic successes - imagine the look on an anshega's face when instead of downgrading a lethal wound, it just gains a couple bruises?
Quote:
I like, as well! Can't wait for that "History" section to get filled in.
I was gonna wait for the locale before filling in those blanks
What? It's only cheating if I get caught >_>
Quote:
I have not heard of this Pack Sense merit; what book is it in? I might consider it to be something I give for free, or at least be something that your Spiritual XP can be spent towards. In fact, I may give out a limited third kind of XP - whenever you do things that strengthen your bond with your pack, you start building up XP towards earning that merit yourself. Depending on exactly what it does, of course.
The player's guide. It also has rules on pack tactics, which are specialized applications of the team work rules, and a bunch of stuff I'm not sure needs to be special tactics. I know one o them, good Samaritan, was a tactic I planne to use to make Socratov look good. Having official rules makes it seem like you can't do them without meeting the requirements...
I'll grb them off my computer real quick, then he's to bed. That means more bad formatting though, I am afraid.
Spoiler
Pack Merits
The following Merits either provide a bonus for
the pack as a whole, akin to the Totem Merit, or become
more effective as more members of a pack buy
them. These Merits show the closeness and effectiveness
a werewolf pack possesses compared to just about
any other group.
Pack Affinity (• or •••) Effect: Either because packmembers have spent
so long in each other’s company or through a powerful totem bond, packmembers have a better understanding of one another. They will find themselves finishing each other’s sentences, or all sharing the minor aches and pains of one member. Some packs even share a form of primitive communication, through a combination of these shared feelings and body language.
For one point, each packmate who possesses this Merit gains an unconscious awareness of the others’ general states of mind. All Social rolls among packmates have a +1 bonus as long as one of them possesses this Merit. For three points, each packmate who possesses this Merit can communicate with others who also possess this Merit without using words. A combination of body language and the general low-level empathy between packmates allows them to send simple messages of up to three words maximum without anyone else being able to eavesdrop. These messages are normally of the form of “Danger,” “They hurt Jack” and so on. Drawback: Characters with the three-dot form of this Merit suffer the highest wound penalty of all of their packmates, whether they themselves are injured or not. There’s a price to pay for such close ties.
Pack Tactics (varies) Effect: The packmates have trained together, learning how best to use their combined skills to strike at powerful opponents or groups that threaten to overwhelm them, to dominate others before a fight begins or to get their way without ever being seen. This training has paid off, and the packmates have a number of options that are unavailable to other groups when they work together.
The pack can pick one pack tactic for each point put into this Merit. This Merit is shared by all members of the pack; all members of the pack can use the tactics whether they put points into this Merit or not. The pack cannot select pack tactics that require more werewolves than are part of the pack. The prerequisites of each tactic must be met by one member of the pack who possesses this Merit (hence, a tactic with prerequisites of Manipulation ••• and Intimidation ••• would require one packmate to have both traits).
Huh. Reading that, seeing that not every member has to put points into pack tactics, that may be where my last merit dot goes.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by Absol197
I like those Gifts a lot! The last one seems kinda weak, though; if we get to a point where you're able to consider grabbing it, then we'll discuss what to do with making it a bit stronger.
As for mixing fluff in crunch, you can do that in two ways:
1. You Changed on a night when it moon changed from crescent to half (it happens sometimes, the moon rises in a different phase than it sets), and so you have qualities of both. You can fluff how you want, and then you can choose to have the auspice abilities (auspice power, affinity skills) of one, and the gift lists of the other. Or;
2. You changed on a night when it was technically still Crescent moon (or on a multi-phased night, like I drescribed above), but everyone else thought it was half-moon. You're entirely Ithaeur, but because of how you act and because People thought it was half-moon, they treat you as Elodoth.
If neither of those options sound appealing, let me know and I'll try to think of something else.
Since we're probably going to do what SiuiS suggested, and adding a sort of "supernatural XP", yes, you guys will be advancing quicker than normal. Also, you're more than welcome to start without some of your beginning gifts and/or Renown, and you won't have to pay for them, either. They're due you, so when we get to the point in the story where you unlock them, then you get them and can use them without fuss (or XP!)
Excellent, thank you! I'll take option 2, and start actually building this chickadee then!
Question: At what point does the campaign actually start? How much is likely to have happened to us already?
__________________
Quotebox
Spoiler
Quote:
Originally Posted by shadow_archmagi
You know, I think gods are the exception to the rule that "I built you a shrine" is creepy.
Quote:
Originally Posted by hotel_papa
I maintain that until I see a movie trailer where Patrick Stewart introduces himself as Mordenkainen, there never was and never will be a D&D movie.
Quote:
Originally Posted by dixieboy
I am unable to respond due to the awesomness of seducing a god, sorry
Quote:
Originally Posted by Kalirren
The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
Avatar by Musashi.
Last edited by Heliomance : 09-17-2012 at 08:24 AM.