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Bad Moon Rising; Bad'ryya D'uat
Topic Started: Mar 3 2009, 08:04 AM (50 Views)
The Storyteller
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[align=center]Bad'ryya D'uat

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Wealth I ask not, nor hope nor love. Nor a friend to know me. All I ask; the heaven above and the road below me. ~Robert Louis Stevenson, Songs of Travel~


Deed Name: Howls-in-Silence

Chronicle: Amethyst-Thornhaven

Nature: Loner
Demeanour: Survivor
Protectorate:

Tribe: Silent Striders
Breed: Metis
Concept: Harbinger

Camp: Harbingers
Personal Totem: Crocodile, Owl
Rank: Elder (5)

Theme Song: The Chains Are On ~Dio~

Attributes

Physical
Strength: * * * * (Powerful)
Dexterity: * * * * (Smooth-motioned)
Stamina: * * * * * (Tireless)

Social
Charisma: * *
Manipulation: * *
Appearance: * * *

Mental
Perception: * * * * (Apprehensive)
Intelligence: * *
Wits: * * * * (Raw Instinct)

Abilities

Talents
Alertness: * * * * (Ambushes)
Athletics: * *
Brawl: * * * * (Body-slam)
Dodge: * * * * (Side-step)
Empathy: * * *
Expression: * *
Intimidation: * * * * * (Overt Violence)
Instruction: * * * * (Customs and Laws)
Primal-Urge: * * * * * (Combat)


Skills
Animal Ken: *
Archery: * *
Fast-Draw: * * * * (D'saih)
Leadership: * * *
Melee: * * * * * (D'saih)
Repair: * * *
Performance: * * * * (Dance)
Stealth: * * * * * * (Prowl)
Survival: * * * * * (Desert, Forest)

Knowledges:

Enigmas: * * * * (Ancient)
Investigation: * * *
Garou Lore: * * * * (Litany)
Kindred Lore: * * * (Setite)
Linguistics: * * * * (Strider communication)
Medicine: * * * * (Emergency Care)
Occult: * * * * (Ghosts)
Politics: * * *
Rituals: * * * * * (Death, Punishment)
Wyrm Lore: * * * * (Wyrm Manifestations)




Backgrounds
Allies: * *
Contacts: * * *
Rites: * * * * *
Fetish: * * * (D'saih)
Fetish: * * * * * (Hemsu-Sheru amulet)
Totem: * * * * *



Renown:
Glory: * * * * *
Honour: * * * * *
Wisdom: * * * * *

Rage: * * * * * * *
Gnosis: * * * * * *
Willpower: * * * * * * * *



Merits:

Long Distance Runner

When running, you may double your normal speed for one hour per dot of stamina. Gifts improving movement are calculated from the new speed.

Noted Messenger

Your reputation is as a reliable and incorruptible messenger precedes you. You can enter most septs unchallenged, as long as you have a message for someone residing there. In addition, few Garou will attempt to hinder you in your duties, and most will let you cross their territories unmolested. However the mere word of your presence will sometimes stir up rumour and intrigue, as the locals wonder what message it is you carry.

Iron Will

When you are determind and your mind is set, nothing can divert you from you goal. You cannot be Dominated by vampires. Garou, wraiths and mages using mental attacks against you gain a +3 difficulty if you are aware and resisting them. However, the additional mental defense costs you 1 willpower per turn. Even if you are unaware of the attack, anyone attempting to influence you magically must do so at +1 difficulty.

Danger Sense

You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your perception+alertness; the difficulty corresponds to the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give indication of direction, distance, or nature.


Flaws:

Freak Magnet

You attract the worst sorts of ghosts, thus when your Haunted weakness comes into play, the ghost attracted to you is always a Spectre, the absolute nastiest kind of wraith. For all intents and purposes it a powerful Bane that will either seek to do you physical harm, or corrupt you into ruin.



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[align=center]Breed Gifts

Create Element

The Garou can, by spending a gnosis point and succeeding in a gnosis roll, create a small amount of one of the four basic elements; fire, water, air, or earth. The Garou can create one cubic foot per success, to a maximum weight of one hundred pounds. Precious metals, gases and acids be cannot be created this way.

Sense Wyrm

On a successful roll of Perception + Occult, the Garou can sense manifestations of the Wyrm (including Vampires) in the nearby area. This power requires avid concentration. The difficulty for this gift is based on the concentration and strength of the Wyrm's influence. (Sensing a single Vampire in a room would be difficulty 6)

Shed

Splintered Claw

Burrow

The Garou may, by rolling Strength +Athletics against a difficulty dependent upon the substance t be tunneled through, burrow into the earth at one foot per turn for each level of success.

Curse of Hatred

The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotions. By spending a gnosis point and successfully rolling Manipulation + Expression against a difficulty of the opponent's Willpower, the Garou can cause her opponent to lose 2 Willpower and Rage points.

Eyes of the Cat

The Garou may, by spending a Willpower point, see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power is in effect.

Mental Speech

The Garou may, with a roll of Charisma and Empathy against a difficulty 8, mentally communicate with another being over a distance of 10 miles per sucess. This does not allow mind-reading, but does allow the Garou to use Social Abilities at a distance.

Gift of the Porcupine

Wither Limb

Madness

Heightened Senses

Sense the Unnatural

Song of the Great Beast

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[align=center] Auspice Gifts

Inspiration

Razor Claws

The Falling Touch

Sense Silver

Combat Healing

Shatter Bone

Cull the Herd

Pointing the Bone

Spirit of the Fray

True Fear

Heart of Fury

Silver Claws

Clenched Jaw

Stoking Fury's Furnace

Kiss of Helios

Strength of Will

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[align=center] Tribe Gifts

Speed of Thought

Tread Sebek's Back

Eyes of Ma'at

Blissful Ignorance

Summon Talisman

Long Running

Messenger's Fortitude

Adaptation

The Great Leap

Attunement

Troubleseeker

Speed Beyond Thought

Touch of Death

Ignore Death Blow

Gate of the Moon

Reach the Umbra

Luna's Avenger

Dam the Heartflood

Invocation of the Pharoah

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[align=center]Rites

Rite of Cleansing

This rite purifies a person, place, or object, allowing it to be used without fear of contamination by the Wyrm. To perform this rite, the Garou must inscribe a circle on the earth, walking widdershins (counterclockwise), around the afflicted person, or object, while holding a smouldering branch or torch. She must use a branch (preferably willow or birch) dipped in pure water or snow to asperge the object or person cleansed. When that is done, all Garou present release an eerie, otherworldly howl in an attempt to 'frighten away' and thus banish the corrupting influnce. Idealy, this rite is preformed at dawn, but can be done any time.

Rite of Contrition:

This rite is a form of apology, it is often used to prevent the enmity of spirits or Garou whom an individual has annoyed, or to prevent war between two septs or tribes. The rite often involves the enactor dropping onto her belly and slide forward. The Garou may also whine or lick her paws and hands. It performed well, however, a simple inclination of the head will sufice. To enact this rite successfully, the Garou must give a small gift to the offended individual, or, in the case of a spirit, possess some aspect of the spirit in question (such as a clay falcon if the Garou is appealing to the Totem Spirit Falcon).

Gathering for the Departed

This is a rite for the newly dead. It is most often performed by a Galliard or a packmate of the departed Garou. The rite varies dramatically from tribe to tribe. For example, a Fianna ritemaster leads the sept in the telling of tales both racous and heroic, about the fallen Garou.

Rite of the Winter Wolf

This solemn and bleak rite is performed by a Garou who is too wounded or aged to fight with his tribe. The Garou, upon announcing that he will undergo this rite, sits at the center of a gathering of his pack and sept mates. The meeting is an onerous, solmn affair during which Moon Dancers sing hymns of the celebrant's lifes and deeds, and invoke the spirits of Glory in the next world or life. The celebrant then slowly and proudly walks through the closed ranks of the tribe. As he pases his people, they begin howling a dirge similar to that sung in the Departed. Some Garou beat a heavy drum or play mournful pipes as the celebrant drags himself to a secluded site, where he ends his life, usually with a silver klaive.

Immediately after the suicide, the Gathering is performed. This rite is most often performed by the Red Talons and the Get of Fenris; and is almost unheard of by the Children of Gaia.

Rite of Talisman Dedication

This rite allows a Garou to bind objects to her body, allowing these objects to fit the Garou's various forms, and accompany the Garou into the Umbra. Such talismans are most commonly mundane objects, for spiritual items such as fetishes and talens automatically remain with the Garou in all forms. A garou most often performs this rite during the phase of the moon under which he was born. Each auspice has it's own ritual.

Rite of Ostracism

Stone of Scorn

Voice of the Jackal

The Hunt

Rite of Passage

Rite of Wounding

Rite of the Stolen Wolf[/align]
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