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Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]
Quote:
Originally Posted by SiuiS
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!
Ooooh, I like that... A lot... For IRL even...
Quote:
*hug*
It's okay
Ooh, bummer on the hiatus. Sorry to hear that. Though I guess I benefit, but still.
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?
Indeed, this is a great gift since you can essentially lock down casters (at least the ones who use essence), especially if you boost occult, wits and honor a lot, then you can achieve those exceptional successes, good bye healing, good bye casting, good bye wolfie...
Quote:
I was gonna wait for the locale before filling in those blanks
What? It's only cheating if I get caught >_>
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.
nice! you're planning on becoming the pack's general?
__________________ "Where do promiscious fillies go?" - Awesome Tyrion Ponytar by Elemental
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by SiuiS
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!
Will your pack have enough money to afford something like that? From what I can see, the highest resources dots anyone has is 2...
Quote:
Originally Posted by SiuiS
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?
When you heal lethal, it doesn't downgrade, it's actually fully healed. So spending an essence to heal would heal 1+ lethal, and leave a basing in its place. You are right, though, that once his Health boxes are full enough, any essence spent will wrap over into Lethal territory. So that's useful. Basically, it doesn't really hinder healing too much, but it makes gift use something he definitely has to think about. But with advanced healing, a single bashing is no longer a full turn's worth of healing...
Quote:
Originally Posted by SiuiS
I was gonna wait for the locale before filling in those blanks
What? It's only cheating if I get caught >_>
Well, you got caught . Actually, though, I was wanting to do a quick rundown of each character's past in PM with everybody, so we can iron out details like that, see what you know that you might not want to share, and stuff like that. So get in touch, and we can do that!
Quote:
Originally Posted by SiuiS
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.
Those look neat. Mr. Shopping definitely gives all packs the three-dot version of Pack Affinity for free, minus the wound penalties thing.
Quote:
Originally Posted by Heliomance
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?
We're going to be starting at the ungin where you all get shoved together as a pack. You've Changed, obviously, but you probably haven't been indoctrinated into your tribe yet. That may happen at ungin, or it may happen later, if no elder is available to initiate you (there isn't a local elder of every tribe, so you may have to wait until one wanders in/can be summoned). It really depends on how recent of a Change you are. If you were born only a few days ago, perhaps the only thing you've done is get over your shell shock, and learn how to transform. You were probably taken in by a local pack for the interim (assuming, of course, your character would accept that, although she might not actually have had a lot of choice, depending on whose turf she was on when she Changed, and whether the local pack was already on to the fact that she was going to change soon).
If you've just changed, you probably don't have any Renown yet, which means no Gifts. You'd need to visit one of the Lunes of your Choir to get your first Renown and Gift (your auspice one), and then, if you had time between then and now, you might have gotten a second gift just from doing random things. Your tribe Renown and gift, as well as your third Renown, would most likely come at your initiation.
Rituals though, if you have any (which you likely do) you could have learned at any time. The small ones could probably have been taught to you in a couple hours, if you've been Changed for more than a couple of days.
Okay, so a couple of things. First, Keveak! Could you vote on Houserules (you can abstain from any or all of them, I just need to know).
Second, I've noticed that people seem to keep forgetting that you get a free skill specialty from your auspice skills. So, add that!
Third, I forgot a Houserule I normally use. I forgot what book it's from, but it's: Stacking Skill Specialties: You can buy skill specialties up to +3 dice. Your starting specialties can also be stacked, up to that maximum.
I'ma add it to the OP, for voting. I will hold off on casting my vote until I get some idea as to how you people react to the idea >_> <_< .
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Also, I forget - are we putting essence expenditure per turn back on par with the other supernatural creatures? As in, one essence per turn per dot of PU?
__________________
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.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Heliomance
Also, I forget - are we putting essence expenditure per turn back on par with the other supernatural creatures? As in, one essence per turn per dot of PU?
I don't think we ever agreed to it officially. If you'd like to put it up for consideration, I'll put it in the OP.
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-
Like it, but I am a bit confused about the merits. According to Werewolf: The Forsaken, we have seven points to spend in merits. Am I misreading when it looks like you have only spent 3? ^_^'
Really like your descriptions, they are quite intriguing.
Quote:
Originally Posted by Absol197
Okay, so a couple of things. First, Keveak! Could you vote on Houserules (you can abstain from any or all of them, I just need to know).
Second, I've noticed that people seem to keep forgetting that you get a free skill specialty from your auspice skills. So, add that!
I do not feel I have the experience to make a good decision on most, but I shall vote for the few I do. ^_^
1: A yes from me. Healing being based on Primal Urge seems like a good idea, particularly since it adds a measure of power to Elders.
9: A no from me. I agree with the core book, Willpower is your ability to overcome short-term challenges and loss of it equals exhaustion. Sleep will restore your mental fortitude in the vast majority of cases.
I do not object to nightmares disrupting it or traumatising losses being harder to overcome, however.
I noticed the extra speciality, I spend it on First-Aid. :3
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Heliomance
Yeah, put it up for discussion.
Tis Done! I assumed you were voting "Yes" to it, because you suggested it. If not, I'll change your vote.
Quote:
Originally Posted by Keveak
Like it, but I am a bit confused about the merits. According to Werewolf: The Forsaken, we have seven points to spend in merits. Am I misreading when it looks like you have only spent 3? ^_^'
That's because SiuiS spent 3 of his Merit points on Primal Urge 2 (I think...you did, right?), and another on a merit that he hasn't written in yet.
Socratov also spent merit points on other stuff: he bought two new rituals with two of his merit points.
Yeah, those are the two other things you can spend your CC merit points on. Just so's you know!
Quote:
Originally Posted by Keveak
I do not feel I have the experience to make a good decision on most, but I shall vote for the few I do. ^_^
1: A yes from me. Healing being based on Primal Urge seems like a good idea, particularly since it adds a measure of power to Elders.
9: A no from me. I agree with the core book, Willpower is your ability to overcome short-term challenges and loss of it equals exhaustion. Sleep will restore your mental fortitude in the vast majority of cases.
I do not object to nightmares disrupting it or traumatising losses being harder to overcome, however.
Your votes have been logged! Because of them, we have most of our rules decided on! Except the new two; are your votes the same (basically, abstain from everything) on those, or do you have an opinion one way or the other?
Quote:
Originally Posted by Keveak
I noticed the extra speciality, I spend it on First-Aid. :3
Well, good then. At least one person got it right! When will we be given a look-see at your character?
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Absol197
Your votes have been logged! Because of them, we have most of our rules decided on! Except the new two; are your votes the same (basically, abstain from everything) on those, or do you have an opinion one way or the other?
Afraid so, most balancing issues seem much more apparent through gameplay. Since I have not experienced Gameplay with the Forsaken, I would be even more crazy with my votes than usual. :3
Quote:
Originally Posted by Absol197
Well, good then. At least one person got it right! When will we be given a look-see at your character?
Probably tomorrow or the day after. I am mostly done with the mechanics, but I need to write down the fluff when I have time to do it. ^_^'
By the way, any sources for flaws not in the core book? The backstory may warrant some, but I am not sure where to look.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Socratov
Ooooh, I like that... A lot... For IRL even... Indeed, this is a great gift since you can essentially lock down casters (at least the ones who use essence), especially if you boost occult, wits and honor a lot, then you can achieve those exceptional successes, good bye healing, good bye casting, good bye wolfie...
nice! you're planning on becoming the pack's general?
Yeah, those were really neat back when I was working towards a PMC.
And I don't know, really. I just gravitate towards group cohesion. It's also better optimization wise; wishbone adds two successes to the second wolf's attack. Not dice, successes. In order to get that normally, I would have to drop five dots on Fang & Talon, and then it only helps me and not my allies. If its me and, say, a hypothetical Heliomance who is really bad at physical combat because of shaman stereotypes, then we could either equalize our pools (5 STR, 3 brawl, 2 jaws for me, 2 STR, 1 brawl, 2 jaws and 2 successes for them) or go for the throat, with the first wolf doing a bit of damage and me comin in with ten dice and free successes and tearing of their arm.
Besides, if I can't trust my pack, who can I trust?
Quote:
Originally Posted by Absol197
Will your pack have enough money to afford something like that? From what I can see, the highest resources dots anyone has is 2...
Yes, but it would leave us hurting. between our resources, and my eventual underworld contacts we could get ahold of them. And take them as spoils from our ruined foes.
Quote:
When you heal lethal, it doesn't downgrade, it's actually fully healed. So spending an essence to heal would heal 1+ lethal, and leave a basing in its place. You are right, though, that once his Health boxes are full enough, any essence spent will wrap over into Lethal territory. So that's useful. Basically, it doesn't really hinder healing too much, but it makes gift use something he definitely has to think about. But with advanced healing, a single bashing is no longer a full turn's worth of healing...
Right, with your house rule yes. Perhaps just increase the bashing? Stronger essence tears through the body when poisoned.
Quote:
Well, you got caught . Actually, though, I was wanting to do a quick rundown of each character's past in PM with everybody, so we can iron out details like that, see what you know that you might not want to share, and stuff like that. So get in touch, and we can do that!
Aye, though I'd have no problem doing this in-thread. I'll work out the details and shoot them to you anyway.
Quote:
Those look neat. Mr. Shopping definitely gives all packs the three-dot version of Pack Affinity for free, minus the wound penalties thing.
Thinking about this, I don't know. Yin is inscrutable, and yet Bastian easily comes across. I think it's simpler than that. With access to scent, and with a broad-spectrum equalization of body language through instinct and spiritual homogeny, combined with the bonus on inter-pack social rolls... A wolf with composure of 3 is inscrutable to a human with wits 3, but normal to a wolf with wits 3. If the wolf with composure 3 wants to communicate, it's like they are both speaking the same patois, and fluency would be a matter of expression.
That's also why Kamau has such high expression, and a body language specialty. Silent communication of a sort, even with the herd, even if just simple communication.
Quote:
We're going to be starting at the ungin where you all get shoved together as a pack. You've Changed, obviously, but you probably haven't been indoctrinated into your tribe yet. That may happen at ungin, or it may happen later, if no elder is available to initiate you (there isn't a local elder of every tribe, so you may have to wait until one wanders in/can be summoned). It really depends on how recent of a Change you are. If you were born only a few days ago, perhaps the only thing you've done is get over your shell shock, and learn how to transform. You were probably taken in by a local pack for the interim (assuming, of course, your character would accept that, although she might not actually have had a lot of choice, depending on whose turf she was on when she Changed, and whether the local pack was already on to the fact that she was going to change soon)
*nod* Kamau had his first change in another pack's territory, and was chased out. He's been a ghost since, until a traveller of some sort met him about a week or so later, to do a better job explaining. Takin him in, taking him to Ungin.
Quote:
Second, I've noticed that people seem to keep forgetting that you get a free skill specialty from your auspice skills. So, add that!
Free specialty in expression was the first one I did
I'm not sure whether to enhance expression, or add a brawl specialty for Gauru. One is an inhuman ability to get a point across, the other reflects his desired crazy boost in Gauru.
(P.S. - as story teller you can make executive decisions looks like everyone accepted stacked specialties with no fuss)
Quote:
Originally Posted by Heliomance
Yeah, put it up for discussion.
I'm good either way. I think that with regeneration equal to primal urge, we don't need to worry about normalized essence expenditure, but we will see.
Quote:
Originally Posted by Keveak
Like it, but I am a bit confused about the merits. According to Werewolf: The Forsaken, we have seven points to spend in merits. Am I misreading when it looks like you have only spent 3? ^_^'
Really like your descriptions, they are quite intriguing.
Thank you! And yes, Kamau is as yet incomplete. His merits will either go towards increased Primal Urge, Pack Tactics, a Totem, or some combination. I also need to finish skills and equipment.
EDIT FLAWS
There are a couple scattered around. Do a search on google for flaws werewolf the forsaken. There's bad regeneration, a crippling ailment from regenerating too fast and having something set wrong, silver allergy, "Hollywood syndrome" (movie symptoms of lycanthropy, like hairy hands, unibrow, underbite, pentacle on your palms, pinky as long as your ring finger, etc), being a lone wolf, and being human focused and having trouble connecting to your wolf heritage can all be found in Rage: the Forsaken Player's Guide.
Nightmares comes from Changeling: the Lost, and interacts with changelings all being lucid dreamers (lucid dreaming is a 2 dot merit for other characters). Dreams have intensity (wits+resolve), and if the intensity is higher than your resolve, it's a nightmare - a brutal one, because it's so intense. Nightmare prevents WP recovery, or actually costs WP if wits+resolve roll is a dramatic success.
Finally, I prefer to use mild derangements as flaws. The definite mechanical effect makes it easier for me to work with because I've been playing D&D for decades.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Change my vote to an abstain on the essence normalisation, if you would be so kind. I haven't delved into the mechanics and balance of Werewolf to know how much of a difference it makes. Presumably, there are very few abilities that require more than one essence, unlike in, say, Changeling, where only being able to spend one glamour per turn makes you very weak.
__________________
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.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Heliomance
Change my vote to an abstain on the essence normalisation, if you would be so kind. I haven't delved into the mechanics and balance of Werewolf to know how much of a difference it makes. Presumably, there are very few abilities that require more than one essence, unlike in, say, Changeling, where only being able to spend one glamour per turn makes you very weak.
Essence expenditure comes out in high end rituals. Healing rites for example, or hunting rites. For gifts or fetishes, I think the most I've seen is 2; usually an expensive gift requires willpower.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Background
Spoiler
A child of two worlds, that was Jaci Nelson. Born to Native American mother and a white father, she ever had a foot on either side. From her mother's mother she heard the old tales, tales of Coyote, tales of Anansi, tales of the windigoog, and other monsters and spirits. From her father she learned science, and the modern ways. She never found one better than the other, they both were pleasing.
She grew up a bright young girl, ever curious. Ever wanting to find out more about the world around her, and hear the stories. And as girls do, she became a pretty young woman. Except, she never bled. And when she still hadn't bled by the time she was fifteen, her parents took her to the doctor. The doctor ran tests, and looked confused, and referred her to a specialist, who ran more tests, and looked serious. And told her something she had never expected to hear.
Genetically, Jaci was a man. For some reason, her body simply didn't recognise the hormones that govern being male, and never had. So in the womb, her body had never changed to become male as it should have done. There were very few possible health complications from this, so the doctors saw no need to do anything - it was just a fact. Jaci would never be able to have children, because she did not in fact have ovaries.
In time, she got over the shock, and accepted the fact. She got on with life. She had boyfriends, as teenagers do, and thought they'd last forever, as teenagers do. And broke up with them, as teenagers do. She graduated from school with good grades, and went to university. While she was there, she remembered her grandmother's stories, and she heard more stories about ghosts, and spirits, and other supernatural things. Her grandmother died. It was peaceful, a natural death of age, but Jaci was there in the hospital with her when it happened. She was holding her hand, when between one sentence and the next, her grandmother passed away. And Jaci would swear that she felt a ghostly kiss on her forehead, felt a hand brush her cheek.
Jaci began to wonder if any of her grandmother's stories might be true. She began to research stories of strange happenings, things that, if true, couldn't be explained by science. To her secret disappointment, she found explanations for all of them.
She finished her degree, and almost on a whim started work on a doctorate in parapsychology. She made sure all her research was scientifically rigorous, and she looked into every story she could find.
Her life changed shortly after her 22nd birthday. She was following a lead, an old house that was said to be haunted. She took her equipment with her, and went to investigate.
It was dark in the house, and the shadows seemed alive. The night sky outside was completely clear, and the half moon hung in the sky, shining eerily bright. The moonlight came through the windows, and dark shapes moved in ways they really shouldn't. She tripped over something soft - a dead black cat, lying on the floor. She blinked, and suddenly stumbled backward, stifling a shriek. There were - things - eating the cat. They looked like miniature vultures, diseased and scabrous. She blinked again, and they were gone. She could smell the cat though, the scent of recently dead flesh rich in her nostrils.
She shook her head to try and clear it. Not a good time to be imagining things, Jaci. You're a scientist, act like it. Hesitantly, she moved down the hall and opened a door. Stairs lead down into blackness. She blinked. No, not blackness. She could see fairly clearly, though oddly only in black and white. She stepped down, torch shone ahead of her.
Child of death, hated betrayer, she comes, she comes!
What was that? Heart in her mouth, she clicked on her recorder and carried on.
The wolf-child is ours, is ours!
Jaci was seriously freaked out. This was the first investigation she'd done that had had any substance behind it - that or she was going mad. Suddenly pushing back the terror with amusement, she checked her hand. That was how the old wives' tale went, wasn't it? One of the first signs of madness, hair on the palms of your- ohgod. Ohgodohgodohgod. There was hair. And not just a bit - it looked more like fur, and claws on the ends of her fingers. Ohgodohgodohgod, what was happening?
The torch clattered to the floor as Jaci-the-wolf stared at her forepaws. No, that wasn't right. Jaci could feel parts of her body that had never been there before, and not just the tail.
Terrified, and utterly at a loss, Jaci-the-wolf stared at his forepaws. Because he was definitely male. He could feel the alien chemicals pumping around his body, feel the extra weight between his hind legs. He let out a scream - no, a howl of terror. He tried to turn, to scrabble up the stairs and escape, but the door at the top slammed shut, and he felt hundreds of hands pulling at his fur.
He bumped down the stairs to the bottom, dragged by the invisible hands, powerless to resist. He blinked, and saw them - malevolent little spirits, gleeful at their prize. He heard breaking glass from somewhere above, before suddenly, the world shifted.
Colour returned, sickly and violent colour. The spirits were plainly visible now, all of them. And in the centre of the floor stood a horrific being that looked like the conglomeration of every urban legend monster she had ever heard of.
It spoke without sound, the words appearing in her mind like nails on a chalkboard.
Greetings, little hunter. You have found me. Am I all that you hoped I would be?
It smiled sadistically, and the spirits around burst into raucous laughter.
Jaci closed his eyes, terrified, hoping only that the nightmare would end, when a new emotion started making itself known. Not fear, anger. No, anger didn't do it justice.
Rage.
Rage that these spirits dared to taunt him, dared to hurt him. He was the hunter, they were the prey. He stood up on his hind legs, the posture comfortable, and howled a howl of defiance at them. He was preparing to leap, when an almighty crash came from upstairs. He paused. None of the other spirits seemed to have heard it. He blinked, and saw two large, muscled, clawed men appear on the stairs and charge into the room. Another blink and they were gone, before they materialised out of nowhere in the middle of the spirits.
"Stalker, she is ours!" one of them bellowed.
Yours? Why, she is in my house. She is my uninvited guest, that gives me dominion over her.
"You are allowed this house only by virtue of your pact with us! Leave her to us, or we might have to revoke that pact."
The being narrowed its eyes, and when it spoke its mind-voice was dripping with vitriol.
Fine, take her then. But some day you will be weak, and on that day I will feast deep on all of your essences, little hunters!
Jaci looked at them, confused. The two new people nodded to each other, then to her. "Scuse me, miss, we need to get out now. I'll carry you, if that's okay. You've been through a lot."
He picked her up and put her over his shoulder in a fireman's carry, seemingly effortlessly lifting her weight. She was tired, now that he mentioned it, the strange rage and the boundless energy it had brought draining away. Strange, she thought. She wasn't at all afraid of these monster men.
She slept.
...that ended up longer than I was planning. I kinda started writing and didn't stop. Oops.
__________________
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.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Heliomance
Change my vote to an abstain on the essence normalisation, if you would be so kind. I haven't delved into the mechanics and balance of Werewolf to know how much of a difference it makes. Presumably, there are very few abilities that require more than one essence, unlike in, say, Changeling, where only being able to spend one glamour per turn makes you very weak.
It shall be so changed! And you're correct - the only Gifts that require more than one Essence at a time are 5-dot gifts, if I remember correctly, when it's quite likley you'll have enough Primal Urge to pay for it. Other things that cost multiple Essence (such as the Rite of Healing, like SiuiS mentioned) are on a time-scale where it's your total Essence reserves that are important, not your Essence/turn.
Quote:
Originally Posted by SiuiS
Essence expenditure comes out in high end rituals. Healing rites for example, or hunting rites. For gifts or fetishes, I think the most I've seen is 2; usually an expensive gift requires willpower.
'Tis true!
Quote:
Originally Posted by Heliomance
Background
Spoiler
A child of two worlds, that was Jaci Nelson. Born to Native American mother and a white father, she ever had a foot on either side. From her mother's mother she heard the old tales, tales of Coyote, tales of Anansi, tales of the windigoog, and other monsters and spirits. From her father she learned science, and the modern ways. She never found one better than the other, they both were pleasing.
She grew up a bright young girl, ever curious. Ever wanting to find out more about the world around her, and hear the stories. And as girls do, she became a pretty young woman. Except, she never bled. And when she still hadn't bled by the time she was fifteen, her parents took her to the doctor. The doctor ran tests, and looked confused, and referred her to a specialist, who ran more tests, and looked serious. And told her something she had never expected to hear.
Genetically, Jaci was a man. For some reason, her body simply didn't recognise the hormones that govern being male, and never had. So in the womb, her body had never changed to become male as it should have done. There were very few possible health complications from this, so the doctors saw no need to do anything - it was just a fact. Jaci would never be able to have children, because she did not in fact have ovaries.
In time, she got over the shock, and accepted the fact. She got on with life. She had boyfriends, as teenagers do, and thought they'd last forever, as teenagers do. And broke up with them, as teenagers do. She graduated from school with good grades, and went to university. While she was there, she remembered her grandmother's stories, and she heard more stories about ghosts, and spirits, and other supernatural things. Her grandmother died. It was peaceful, a natural death of age, but Jaci was there in the hospital with her when it happened. She was holding her hand, when between one sentence and the next, her grandmother passed away. And Jaci would swear that she felt a ghostly kiss on her forehead, felt a hand brush her cheek.
Jaci began to wonder if any of her grandmother's stories might be true. She began to research stories of strange happenings, things that, if true, couldn't be explained by science. To her secret disappointment, she found explanations for all of them.
She finished her degree, and almost on a whim started work on a doctorate in parapsychology. She made sure all her research was scientifically rigorous, and she looked into every story she could find.
Her life changed shortly after her 22nd birthday. She was following a lead, an old house that was said to be haunted. She took her equipment with her, and went to investigate.
It was dark in the house, and the shadows seemed alive. The night sky outside was completely clear, and the half moon hung in the sky, shining eerily bright. The moonlight came through the windows, and dark shapes moved in ways they really shouldn't. She tripped over something soft - a dead black cat, lying on the floor. She blinked, and suddenly stumbled backward, stifling a shriek. There were - things - eating the cat. They looked like miniature vultures, diseased and scabrous. She blinked again, and they were gone. She could smell the cat though, the scent of recently dead flesh rich in her nostrils.
She shook her head to try and clear it. Not a good time to be imagining things, Jaci. You're a scientist, act like it. Hesitantly, she moved down the hall and opened a door. Stairs lead down into blackness. She blinked. No, not blackness. She could see fairly clearly, though oddly only in black and white. She stepped down, torch shone ahead of her.
Child of death, hated betrayer, she comes, she comes!
What was that? Heart in her mouth, she clicked on her recorder and carried on.
The wolf-child is ours, is ours!
Jaci was seriously freaked out. This was the first investigation she'd done that had had any substance behind it - that or she was going mad. Suddenly pushing back the terror with amusement, she checked her hand. That was how the old wives' tale went, wasn't it? One of the first signs of madness, hair on the palms of your- ohgod. Ohgodohgodohgod. There was hair. And not just a bit - it looked more like fur, and claws on the ends of her fingers. Ohgodohgodohgod, what was happening?
The torch clattered to the floor as Jaci-the-wolf stared at her forepaws. No, that wasn't right. Jaci could feel parts of her body that had never been there before, and not just the tail.
Terrified, and utterly at a loss, Jaci-the-wolf stared at his forepaws. Because he was definitely male. He could feel the alien chemicals pumping around his body, feel the extra weight between his hind legs. He let out a scream - no, a howl of terror. He tried to turn, to scrabble up the stairs and escape, but the door at the top slammed shut, and he felt hundreds of hands pulling at his fur.
He bumped down the stairs to the bottom, dragged by the invisible hands, powerless to resist. He blinked, and saw them - malevolent little spirits, gleeful at their prize. He heard breaking glass from somewhere above, before suddenly, the world shifted.
Colour returned, sickly and violent colour. The spirits were plainly visible now, all of them. And in the centre of the floor stood a horrific being that looked like the conglomeration of every urban legend monster she had ever heard of.
It spoke without sound, the words appearing in her mind like nails on a chalkboard.
Greetings, little hunter. You have found me. Am I all that you hoped I would be?
It smiled sadistically, and the spirits around burst into raucous laughter.
Jaci closed his eyes, terrified, hoping only that the nightmare would end, when a new emotion started making itself known. Not fear, anger. No, anger didn't do it justice.
Rage.
Rage that these spirits dared to taunt him, dared to hurt him. He was the hunter, they were the prey. He stood up on his hind legs, the posture comfortable, and howled a howl of defiance at them. He was preparing to leap, when an almighty crash came from upstairs. He paused. None of the other spirits seemed to have heard it. He blinked, and saw two large, muscled, clawed men appear on the stairs and charge into the room. Another blink and they were gone, before they materialised out of nowhere in the middle of the spirits.
"Stalker, she is ours!" one of them bellowed.
Yours? Why, she is in my house. She is my uninvited guest, that gives me dominion over her.
"You are allowed this house only by virtue of your pact with us! Leave her to us, or we might have to revoke that pact."
The being narrowed its eyes, and when it spoke its mind-voice was dripping with vitriol.
Fine, take her then. But some day you will be weak, and on that day I will feast deep on all of your essences, little hunters!
Jaci looked at them, confused. The two new people nodded to each other, then to her. "Scuse me, miss, we need to get out now. I'll carry you, if that's okay. You've been through a lot."
He picked her up and put her over his shoulder in a fireman's carry, seemingly effortlessly lifting her weight. She was tired, now that he mentioned it, the strange rage and the boundless energy it had brought draining away. Strange, she thought. She wasn't at all afraid of these monster men.
She slept.
...that ended up longer than I was planning. I kinda started writing and didn't stop. Oops.
There is absolutely nothing wrong with getting carried away with writing (says the writer ). Especially if it's that good! I must say, Luci had a very, uh, lucid Change.
Quote:
Originally Posted by Socratov
For my character it doesn't really matter since I can only use essence for healing, which is limited any way...
Oh, how wrong you are! Even with no Gifts or Rites that require it, you have the following things you can spend Essence on:
--Healing, as you know;
--Fast transformation - change to any form as a reflexive action, without rolling;
--Quick Cross - cross the Gauntlet (at a locus, of course) in 1 turn without rolling;
--Awaken a sleeping Locus; technically a part of the rite that puts loci to sleep, but if you happen across such a locus, you can use Essence to wake it up;
--Bargain with a Spirit; Spirits often require Essence in payment for services, information, or just to behave themselves. As Elodoth, your job is to negotiate with them, so you'll likely be spending a lot of Essence on this.
--Activate a Fetish; You can activate a fetish without a roll by spending an Essence.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Absol197
It shall be so changed! And you're correct - the only Gifts that require more than one Essence at a time are 5-dot gifts, if I remember correctly, when it's quite likley you'll have enough Primal Urge to pay for it. Other things that cost multiple Essence (such as the Rite of Healing, like SiuiS mentioned) are on a time-scale where it's your total Essence reserves that are important, not your Essence/turn.
'Tis true!
There is absolutely nothing wrong with getting carried away with writing (says the writer ). Especially if it's that good! I must say, Luci had a very, uh, lucid Change.
Oh, how wrong you are! Even with no Gifts or Rites that require it, you have the following things you can spend Essence on:
--Healing, as you know;
--Fast transformation - change to any form as a reflexive action, without rolling;
--Quick Cross - cross the Gauntlet (at a locus, of course) in 1 turn without rolling;
--Awaken a sleeping Locus; technically a part of the rite that puts loci to sleep, but if you happen across such a locus, you can use Essence to wake it up;
--Bargain with a Spirit; Spirits often require Essence in payment for services, information, or just to behave themselves. As Elodoth, your job is to negotiate with them, so you'll likely be spending a lot of Essence on this.
--Activate a Fetish; You can activate a fetish without a roll by spending an Essence.
count me in favor of spending more essence then PU in a turn
__________________ "Where do promiscious fillies go?" - Awesome Tyrion Ponytar by Elemental
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Socratov
count me in favor of spending more essence then PU in a turn
Your vote shall be logged!
In other news, I was searching online and I found a document that had every gift list from every book, and a useable description of how they work. So, that means that all those gifts are now available, both to you, and to me!
>:) Mwahahaha!
I also stumbled once again across the stats of my favorite canon NPC:
Red Sticks
Spoiler
Red Sticks
Virtue: Faith; Vice: Lust
Mental
Physical
Social
Intelligence
OO
Strength
OOOOOOOOO
Presence
OOOOOOOOO
Wits
OOOOOOO
Dexterity
OOOOO
Manipulation
OO
Resolve
OOOOOOO
Stamina
OOOOOOOO
Composure
OOOOOOO
Mental
-3 Unskilled
Physical
-1 Unskilled
Social
-1 Unskilled
Academics
Athletics*
OOO
Animal Ken
OOOO
Computer
Brawl*
OOOOO
Empathy
O
Crafts
OOO
Drive
Expression
Investigation
Firearms
Intimidation
OOOOO
Medicine
OO
Larceny
O
Persuasion
OO
Occult*
OOOO
Stealth
OOO
Socialize
Politics*
OO
Survival*
OOOOO
Streetwise
O
Science
Weaponry*
OO
Subterfuge
OO
Specialties: Athletics (chasing, jumping), Brawl (biting), Occult (Uratha lore), Politics (Uratha), Survival (tracking), Weaponry (Klaive) Merits: Allies (Predator King Alphas) (*****); Direction Sense (*); Fleet of Foot (**); Inspiring (****); Language (English) (*); Language (French) (*); Resources (*)
Werewolf Traits Tribe: Predator Kings Renown: Cunning 3; Glory 5; Honor 3; Purity 4; Wisdom 3 Gifts: (1): Call the Breeze, Crushing Blow, Mask of Rage, Predator’s Presence, Speak with Beasts, Warning Growl, Wolf-Blood's Lure;
(2): Father Wolf's Speed, Hone Rage, Mighty Bound, Plant Growth, Ruin, Silent Fog, Unending Fury, Ward Versus Humans;
(3): Challenger’s Instinct, Deluge, Forest Communion, Iron Rending, Leech Rage, Primal Howl, Running Shadow, Silver Jaws, Technology Ward;
(4): Beast Ride, Embrace the Beast, Legendary Arm, Rekindled Rage, Savage Rending, Shatter;
(5): Baresark, Nature’s Vengeance, Primal Form, Savage Might, Soured Rage, Spirit Pack
Rituals (OOOOO): Any from Chapter Two.
Red Sticks is an Uratha of legend. The Forsaken gave him that name because that was what his victims look like, piles of red sticks, when he gets finished with them. He does not remember much of his human past; some legends has it he was born into a northeastern American Indian tribe in the late 1880s, but many of the Pure put his age at least a century earlier. He finds it difficult to speak in any human tongue — those that serve him say he focuses best when addressed in Iroquois. No matter his material heritage, Red Sticks is now more spirit than physical, both mentally and physically. Even the Predator Kings who pride themselves on their inhumanity have trouble empathizing with Red Stick. Some say that soon he will shed his material form altogether and rise as a Greater Jaggling to hunt at Dire Wolf’s side.
He spends most of his time in the Hisil, where he has slumbered sometimes for decades in one of his three dens located in North America. Each of these dens is guarded by a pack of Predator Kings who honor Red Sticks almost as a totem. Sometimes he honors them by leading them in a hunt. Sometimes powerful Pure make pilgrimages to his lair and abase themselves before him — begging for his help to rid them of a powerful Forsaken or other supernatural that plagues them. The Pure believe that he alone was responsible for nearly a quarter of all the Forsaken killed in the Brethren War. It is said that Red Sticks accomplished this within days, not weeks.
Red Sticks remains in Urshul form most of the time, occasionally venturing into populated areas when a troubling dream reminds him of human habits: women, booze and, strangely enough, sugar. Back in the day, he developed quite a sweet tooth and, from time to time, he wanders brazenly into town in almost a childlike daze to slake it. Oddly, he has rarely killed during one of these binges — though woe to anything that gets in his way. (It is not unknown for candy stores and bakeries to report doors ripped off their hinges, cars thrown through roofs and display cases emptied when he is active.) In his Hishu form, he looks like a steely-eyed Native American man in his mid-50s, though impossibly huge and well-muscled. Even in human form, his eyes are aglow with a predatory gleam, his clothes are buckskin and, unlike many of his tribe, well-maintained, as if his garments were his best finery.
Abusing Red Sticks
Red Sticks will annihilate experienced packs with ease and shrug off the magical attacks of other supernaturals more easily than shaking off water from a refreshing dip. They are nothing to his might. With his mastery of Strength Gifts alone, he can easily tear car doors off their hinges to get at his prey or turn telephone poles into spears. Due to his Primal Urge and Health, he can regenerate wounds that would outright slay a neophyte Uratha with staggering ease. Save Red Sticks for a climatic fight and only with characters who have earned hundreds of experience points. Red Sticks does not have to fight smart, but he will if he begins to meet stiff resistance. He can use lesser Predator Kings as fodder, use hit and run tactics, leech the Rage from the most powerful crusaders, call upon spirit allies and even eat the Forsaken’s human allies to gain Essence.
He’s likely to kidnap and torture crusaders (to death) first to find out the names of their leaders and use spirits pressed into service to locate them. He will then launch a campaign of terror by eliminating the crusade’s leadership and killing their spirit allies. He can easily use Rending the Gauntlet to surprise his foes from the Shadow and Father Wolf’s Speed (he can muster a speed of up to 62) to escape. In short, even though he could probably waltz into the midst of a dozen Forsaken and kill them, he won’t. He’ll hunt, ambush and murder.
To be blunt and mechanical, if the characters can’t bring attacks that can mass dice pools at least in the mid- to upper teens, they will die. Without trying hard, he will do about six Health levels of damage with each attack. Without cutting off his supply of Essence or ambushing him with perhaps a dozen very experienced warriors, the crusaders have little hope of prevailing against Red Sticks in a stand-up fight. They will have to fight smart and well to beat him. They will need every ounce of extra power given to them by the crusade. His preferred fighting form is Urshul, though against a worthy foe he will use Primal Form to its ultimate effect. As his campaign of terror continues, he will begin taking the heads of his most puissant foes and Dedicate them so that he might wear them as an ever-growing mark of his achievements.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Absol197
Your vote shall be logged!
In other news, I was searching online and I found a document that had every gift list from every book, and a useable description of how they work. So, that means that all those gifts are now available, both to you, and to me!
>:) Mwahahaha!
I also stumbled once again across the stats of my favorite canon NPC:
Red Sticks
Spoiler
Red Sticks
Virtue: Faith; Vice: Lust
Mental
Physical
Social
Intelligence
OO
Strength
OOOOOOOOO
Presence OOOOOOOOO
Wits
OOOOOOO
Dexterity
OOOOO
Manipulation OO
Resolve
OOOOOOO
Stamina
OOOOOOOO
Composure OOOOOOO
Mental
-3 Unskilled
Physical
-1 Unskilled
Social
-1 Unskilled
Academics
Athletics*
OOO
Animal Ken
OOOO
Computer
Brawl*
OOOOO
Empathy
O
Crafts
OOO
Drive
Expression
Investigation
Firearms
Intimidation
OOOOO
Medicine
OO
Larceny
O
Persuasion
OO
Occult*
OOOO
Stealth
OOO
Socialize
Politics*
OO
Survival*
OOOOO
Streetwise
O
Science
Weaponry*
OO
Subterfuge
OO
Specialties: Athletics (chasing, jumping), Brawl (biting), Occult (Uratha lore), Politics (Uratha), Survival (tracking), Weaponry (Klaive) Merits: Allies (Predator King Alphas) (*****); Direction Sense (*); Fleet of Foot (*); Inspiring (****); Language (English) (*); Language (French) (*); Resources (*)
Werewolf Traits Tribe: Predator Kings Renown: Cunning 3; Glory 5; Honor 3; Purity 4; Wisdom 3 Gifts: (1): Call the Breeze, Crushing Blow, Mask of Rage, Predator’s Presence, Speak with Beasts, Warning Growl, Wolf-Blood's Lure;
(2): Father Wolf's Speed, Hone Rage, Mighty Bound, Plant Growth, Ruin, Silent Fog, Unending Fury, Ward Versus Humans;
(3): Challenger’s Instinct, Deluge, Forest Communion, Iron Rending, Leech Rage, Primal Howl, Running Shadow, Silver Jaws, Technology Ward;
(4): Beast Ride, Embrace the Beast, Legendary Arm, Rekindled Rage, Savage Rending, Shatter;
(5): Baresark, Nature’s Vengeance, Primal Form, Savage Might, Soured Rage, Spirit Pack
Rituals (OOOOO): Any from Chapter Two.
Red Sticks is an Uratha of legend. The Forsaken gave him that name because that was what his victims look like, piles of red sticks, when he gets finished with them. He does not remember much of his human past; some legends has it he was born into a northeastern American Indian tribe in the late 1880s, but many of the Pure put his age at least a century earlier. He finds it difficult to speak in any human tongue — those that serve him say he focuses best when addressed in Iroquois. No matter his material heritage, Red Sticks is now more spirit than physical, both mentally and physically. Even the Predator Kings who pride themselves on their inhumanity have trouble empathizing with Red Stick. Some say that soon he will shed his material form altogether and rise as a Greater Jaggling to hunt at Dire Wolf’s side.
He spends most of his time in the Hisil, where he has slumbered sometimes for decades in one of his three dens located in North America. Each of these dens is guarded by a pack of Predator Kings who honor Red Sticks almost as a totem. Sometimes he honors them by leading them in a hunt. Sometimes powerful Pure make pilgrimages to his lair and abase themselves before him — begging for his help to rid them of a powerful Forsaken or other supernatural that plagues them. The Pure believe that he alone was responsible for nearly a quarter of all the Forsaken killed in the Brethren War. It is said that Red Sticks accomplished this within days, not weeks.
Red Sticks remains in Urshul form most of the time, occasionally venturing into populated areas when a troubling dream reminds him of human habits: women, booze and, strangely enough, sugar. Back in the day, he developed quite a sweet tooth and, from time to time, he wanders brazenly into town in almost a childlike daze to slake it. Oddly, he has rarely killed during one of these binges — though woe to anything that gets in his way. (It is not unknown for candy stores and bakeries to report doors ripped off their hinges, cars thrown through roofs and display cases emptied when he is active.) In his Hishu form, he looks like a steely-eyed Native American man in his mid-50s, though impossibly huge and well-muscled. Even in human form, his eyes are aglow with a predatory gleam, his clothes are buckskin and, unlike many of his tribe, well-maintained, as if his garments were his best finery.
Abusing Red Sticks
Red Sticks will annihilate experienced packs with ease and shrug off the magical attacks of other supernaturals more easily than shaking off water from a refreshing dip. They are nothing to his might. With his mastery of Strength Gifts alone, he can easily tear car doors off their hinges to get at his prey or turn telephone poles into spears. Due to his Primal Urge and Health, he can regenerate wounds that would outright slay a neophyte Uratha with staggering ease. Save Red Sticks for a climatic fight and only with characters who have earned hundreds of experience points. Red Sticks does not have to fight smart, but he will if he begins to meet stiff resistance. He can use lesser Predator Kings as fodder, use hit and run tactics, leech the Rage from the most powerful crusaders, call upon spirit allies and even eat the Forsaken’s human allies to gain Essence.
He’s likely to kidnap and torture crusaders (to death) first to find out the names of their leaders and use spirits pressed into service to locate them. He will then launch a campaign of terror by eliminating the crusade’s leadership and killing their spirit allies. He can easily use Rending the Gauntlet to surprise his foes from the Shadow and Father Wolf’s Speed (he can muster a speed of up to 62) to escape. In short, even though he could probably waltz into the midst of a dozen Forsaken and kill them, he won’t. He’ll hunt, ambush and murder.
To be blunt and mechanical, if the characters can’t bring attacks that can mass dice pools at least in the mid- to upper teens, they will die. Without trying hard, he will do about six Health levels of damage with each attack. Without cutting off his supply of Essence or ambushing him with perhaps a dozen very experienced warriors, the crusaders have little hope of prevailing against Red Sticks in a stand-up fight. They will have to fight smart and well to beat him. They will need every ounce of extra power given to them by the crusade. His preferred fighting form is Urshul, though against a worthy foe he will use Primal Form to its ultimate effect. As his campaign of terror continues, he will begin taking the heads of his most puissant foes and Dedicate them so that he might wear them as an ever-growing mark of his achievements.
****ing hel. Can we do a cross-splat game? I feel the urge to play a Thyrsus Mage. >_>
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by SiuiS
****ing hel. Can we do a cross-splat game? I feel the urge to play a Thyrsus Mage. >_>
Uuuuhhh, no. Sorry, I don't want to deal with that at the moment. Plus, if you start branching off into other splats, other people will want to do so, and suddenly it's not the same game anymore, and I have to do a lot more work.
Additionally, now that I have access to all the Gifts that have every been printed, I have expanded the Tribe and Auspice Affinity gift lists. If you want to know what specific gifts do, let me know!
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by Absol197
Uuuuhhh, no. Sorry, I don't want to deal with that at the moment. Plus, if you start branching off into other splats, other people will want to do so, and suddenly it's not the same game anymore, and I have to do a lot more work.
I was jus joking about the power discrepancy, silly.
Although there is a big difference between "has power that could, in theory, affect Red Sticks" (a beginning Thyrsus) and "has a chance of not dying immediately" (just under Archmaster, and requires successfully fraying his attributes to the point of normalcy). Red sticks is a big honkin' scary mother.
Quote:
Additionally, now that I have access to all the Gifts that have every been printed, I have expanded the Tribe and Auspice Affinity gift lists. If you want to know what specific gifts do, let me know!
Ironically, changes nothing for me. Although I'd like to know what books Dreamer's Moon is from.
Quote:
Originally Posted by Heliomance
I'm sure I came across a third set of moon-affiliated gifts, but for the life of me I can't remember which book they were in.
The second set comes from one of the last few books, in the last five printed. We could check the last few and see if they came out afterward?
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Here we go! Not actually moon gifts, but they have the same clause about only the relevant auspice can learn them. From Signs of the Moon, with have the Irraka's Gifts of Cunning, the Ithaeur's Gifts of Wisdom, the Elodoth's Gifts of Honour, the Cahalith's Gifts of Glory and the Rahu's Gifts of Purity.
__________________
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.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Quote:
Originally Posted by SiuiS
I was jus joking about the power discrepancy, silly.
Although there is a big difference between "has power that could, in theory, affect Red Sticks" (a beginning Thyrsus) and "has a chance of not dying immediately" (just under Archmaster, and requires successfully fraying his attributes to the point of normalcy). Red sticks is a big honkin' scary mother.
Oh, sorry. My sarcasm detection software must not be working properly. I should probably update that to version 3.7. Anyone know how much that costs, these days? Is there a good patch for my current version?
And, of course, fraying his attributes won't work especially well. The only way to get a sympathetic bead on him is to, well, find him in his den. Red Sticks isn't his actual name, it's just what people call him. His original human name and Uratha deed name have been lost; you can get a piece of fur or anything, because he's out and about so rarely. That means hacking away at him from some safe location isn't going to work, so you have to go find him personally.
And, of course, to get to him you first have to get through his spirit guardians and the packs of Predator Kings that guard his dens. Which means he'll likely hear the ruckus, and now you've got Red Sticks stalking you. I don't care how great your magic is, when he dives on you in Primal Form swinging around a possible Strength of 43 (!!!) dealing straight aggravated damage, your head is going flying.
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Originally Posted by SiuiS
Ironically, changes nothing for me. Although I'd like to know what books Dreamer's Moon is from.
Lore of the Forsaken, like Heliomance's Witch's Moon gifts.
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Originally Posted by Heliomance
Here we go! Not actually moon gifts, but they have the same clause about only the relevant auspice can learn them. From Signs of the Moon, with have the Irraka's Gifts of Cunning, the Ithaeur's Gifts of Wisdom, the Elodoth's Gifts of Honour, the Cahalith's Gifts of Glory and the Rahu's Gifts of Purity.
Well, share! And depending on how they work, I might rule that the Gifts of Purity can also be learned by the Pure.
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
Oh no, no sympathy. I figured I would have in in sight lines for this hypothetical working. Seeing him isn't the hard part, no matter how well he hides. It's, as you said, being stalked by Red Sticks. Watching a meter doesn't make you safe after all. Knocking his strength down to "only" eight in primal form isn't exactly comforting.
Gifts of glory, hm? Might be worthwhile. Will give it a look-see, soonly. Polish out the majority of history, maybe switch some gifts, add merits and specialties. Then good to go. Have several ideas for equipment patterns. Know that a beginning character isn't likely to have everything I can think of, so I need to finalize the hazy edges Of his personality. Think I want to lean towards a hefty padlock on a thick chain as an eventual klaive, though.
Oh, and is klaive just a generic term for a fetish which operates as a weapon, now? I mean they weren't too defined in the apocalypse (just long blades weapons of silver) but now there's an axe, a sword, some knives, a mace...
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
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Originally Posted by SiuiS
Oh no, no sympathy. I figured I would have in in sight lines for this hypothetical working. Seeing him isn't the hard part, no matter how well he hides. It's, as you said, being stalked by Red Sticks. Watching a meter doesn't make you safe after all. Knocking his strength down to "only" eight in primal form isn't exactly comforting.
It's that 5-dot strength Gift that's the real kicker: +3 Strength for every Essence spent. He can spend 10 Essence per turn. Ouch. Plus, in Primal Form, he heals lethal damage at the same rate normal Werewolves heal bashing. He'll just suck up any damage you manage to hit him with.
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Originally Posted by SiuiS
Gifts of glory, hm? Might be worthwhile. Will give it a look-see, soonly. Polish out the majority of history, maybe switch some gifts, add merits and specialties. Then good to go. Have several ideas for equipment patterns. Know that a beginning character isn't likely to have everything I can think of, so I need to finalize the hazy edges Of his personality. Think I want to lean towards a hefty padlock on a thick chain as an eventual klaive, though.
Oh, and is klaive just a generic term for a fetish which operates as a weapon, now? I mean they weren't too defined in the apocalypse (just long blades weapons of silver) but now there's an axe, a sword, some knives, a mace...
Sounds neat! And yes, a Klaive is any Fetish designed to be used as a weapon.
All right, I've got most of the city planned out. I basically just waiting on characters to be finished, and then we can get started. So, characters y'all!
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
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Originally Posted by Keveak
Probably tomorrow or the day after. I am mostly done with the mechanics, but I need to write down the fluff when I have time to do it. ^_^'
By the way, any sources for flaws not in the core book? The backstory may warrant some, but I am not sure where to look.
Really really sorry that I have to postpone it, but I am much busier than expected. I most certainly will post the sheet itself tomorrow, but the backstory will unfortunately not be done until at least late Thursday. Big sorries. m(_ _)m
Re: LGBTAitP grows some teeth! [Werewolf:the Forsaken]; 1-2 players welcome!
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Originally Posted by Absol197
It's that 5-dot strength Gift that's the real kicker: +3 Strength for every Essence spent. He can spend 10 Essence per turn. Ouch. Plus, in Primal Form, he heals lethal damage at the same rate normal Werewolves heal bashing. He'll just suck up any damage you manage to hit him with.
Well, there are two ways it would go. Either the Mage is a person, and wouldn't get involved/wouldn't care/wouldn't see him coming and get murdered; or the Mage is optimized. But that's just as bad, because why would a Mage that invested in winning care about the weird spirit hippies? The hisil is small-time to such a guy.
Which is unfortunate, because that means the odd mate who actually cares about how spirits work with reality has no support from his brethren. The awakened Don't even know the spirits by the same names, and when they ask what the spirits call themselves te answer is an uncaring shrug. Who cares? Spirits are tools.
Being able to actually do stuff with the shadow denizens is part of the appeal of werewolf, actually.
Oh, and on that note something that took me a moment to grok.
Spirits are listed as rank 1-10. That's actually a dirty lie! Spirits are ranked 1-5, and rank 5 is "Minor God". The gafflings are ranks 1 and 2; those are pets or food. Ranks 3 and 4 are jagglings, and are either allies, enemies, or "Poor Ripheart. He never stood a chance...".
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All right, I've got most of the city planned out. I basically just waiting on characters to be finished, and then we can get started. So, characters y'all!
City where? Which city? And then, my planning shall be COMPLETE! MUAHAHAHAHAHA!
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Originally Posted by SiuiS
Kamau
Updated history and added a bit of personality to description. History also have me some ideas on where to focus with his remaining merits.
Also oops I'm th last poster, I'd better just edit this in then >.<