Grimm Reaper | |
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Long-Shadow-Trails-After-the-Prey / Long-Shadow | |
the Blood Talon Lupus Philodox | |
Played by: | Riz Ahmed |
Virtue: | Territorial |
Vice: | Persistent |
Birthday: | May 4 |
Apparent Age: | 25 |
Occuption: | Bounty Hunter |
Faction: | None |
Attributes | Renown | ||||||
---|---|---|---|---|---|---|---|
Mental | Physical | Social | Cunning | 0 | |||
Intelligence | 2 | Strength | 3 | Presence | 2 | Wisdom | 0 |
Wits | 3 | Dexterity | 2 | Manipulation | 2 | Honor | 1 |
Resolve | 2 | Stamina | 3 | Composure | 2 | Glory | 1 |
Skills | Purity | 1 | |||||
Mental | Physical | Social | |||||
-3 Unskilled | -1 Unskilled | -1 Unskilled | Advantages | ||||
Academics | 0 | Athletics | 3 | Animal Ken | 1 | Size | 5 |
Computer | 0 | Brawl | 2 | Empathy | 2 | Health1 | 8 |
Crafts | 0 | Drive | 0 | Expression | 1 | Defense | 5 |
Investigation | 3 | Firearms | 0 | Intimidation | 2 | Willpower | 5 |
Medicine | 0 | Larceny | 0 | Persuasion | 1 | Initiative | 5 |
Occult | 1 | Stealth | 3 | Socialize | 0 | Speed | 10 |
Politics | 0 | Survival | 3 | Streetwise | 0 | Primal Urge | 2 |
Science | 0 | Weaponry | 0 | Subterfuge | 1 | Default Harmony | 5 |
Skill Specialties
Investigation: Werewolf Senses
Survival: Tracking
Intimidation: Stare Down
Allies Variable •
Prerequisites: --
Allies help your character. They might be friends, employees, associates, or people your character has blackmailed. Each instance of this Merit represents one type of ally. This could be an organization, a society, a clique, or an individual. Examples include the police, a secret society, criminal organizations, unions, local politicians, or the academic community. Each purchase has its own rating. Your character might have Allies (Masons) ••, Allies (Carter Crime Family) •••, and Allies (Catholic Church) •.
Each dot represents a layer of influence in the group. One dot would constitute small favors and passing influence. Three could offer considerable influence, such as the police overlooking a misdemeanor charge. Five dots stretches the limits of the organization's influence, as its leaders put their own influence on the line for the character. This could include things such as massive insider trading or fouling up a felony investigation. No matter the request, it has to be something that organization could accomplish.
The Storyteller assigns a rating between one and five to any favor asked. A character can ask for favors that add up to her Allies rating without penalty in one chapter. If she extends her influence beyond that, her player must roll Manipulation + Persuasion + Allies, with a penalty equal to the favor's rating. If the roll is successful, the group does as requested. Failed or successful, the character loses a dot of Allies. This dot may return at the end of the chapter. On a dramatic failure, the organization resents her and seeks retribution. On an exceptional success, she doesn't lose the dot.
One additional favor a character can ask of her Allies is to block another character's Allies, Contacts, Mentor, Retainer, or Status (if she knows the character possesses the relevant Merit). The rating is equal to the Merit dots blocked. As before, no roll is necessary unless the target's Merit exceeds the character's Allies. If the block succeeds, the character cannot use the Merit during the same chapter.
Jasper Forest Pack: A pack of wolves that the Blood Talons of the Jasper Forest share parts of the territory with.
Direction Sense •
Prerequisites: --
Your character has an innate sense of direction, and is always aware of her location in space. She always knows which direction she faces, and never suffers penalties to navigate or find her way.
Fortified Form Variable ••••
Prerequisites: Stamina •••, Survival ••
Your character has one form that’s particularly durable compared to her others. Choose a form other than Homid when purchasing this Merit. That form has tougher hide, thicker fur, and stronger bones. At the three-dot version, this offers 1/0 armor in that form. The four dot offers 1/1 armor. The five dot offers 2/2 armor.
You can take this Merit multiple times, reflecting armor in different forms.
Form: Hispo
Language •
Prerequisites: --
Your character is skilled with an additional language, beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.
Note: First Tongue/Mother's Tongue is considered a native language to all Garou, even newly Firsted ones. Your grasp may need to improve through RP but your knowledge of it is instinctual and does not require this Merit.
Language: English
Mentor Variable ••
Prerequisites: --
This Merit gives your character a teacher that provides advice and guidance. He acts on your character’s behalf, often in the background, and sometimes without your character’s knowledge. While Mentors can be highly competent, they almost always want something in return for their services. The dot rating determines the Mentor’s capabilities, and to what extent he’ll aid your character.
When establishing a Mentor, determine what the Mentor wants from your character. This should be personally important to him, and it should reflect on the dot rating chosen. A one-dot Mentor might be incapable of dealing with modern society, and want to live vicariously through your character. This might mean coming to him and telling stories of her exploits. A five-dot Mentor would want something astronomical, such as an oath to procure an ancient, cursed artifact that may or may not exist, in order to prevent a prophesized death.
Choose three Skills the Mentor possesses. You can substitute Resources for one of these Skills. Once per session, the character may ask her Mentor for a favor. The favor must involve one of those Skills, or be within the scope of his Resources. The Mentor commits to the favor (often asking for a commensurate favor in return), and if a roll is required, the Mentor is automatically considered to have successes equal
to his dot rating. Alternately, you may ask the Storyteller to have the Mentor act on your character’s behalf, without her character knowing or initiating the request.
Name: Bone Eyes, Blood Talon Theurge
Mental Skill: Medicine
Mental Skill: Occult
Social Skill: Persuasion
Safe Place Variable •
Prerequisites: --
Your character has somewhere she can go where she can feel secure. While she may have enemies that could attack her there, she’s prepared and has the upper hand. The dot rating reflects the security of the place. The actual location, the luxury, and the size are represented by equipment. A one-dot Safe Place might be equipped with basic security systems or a booby trap at the windows and door. A five-dot could have a security crew, infrared scanners at every entrance, or trained dogs. Each place can be an apartment, a mansion, or a hidey-hole.
Unlike most Merits, multiple characters can contribute dots to a single Safe Place, combining their points into something greater. A Safe Place gives an Initiative bonus equal to the Merit dots. This only applies to a character with dots invested in the Safe Place.
Any efforts to breach the Safe Place suffer a penalty equal to the Merit dots invested. If the character desires, the Safe Place can include traps that cause intruders lethal damage equal to a maximum of the Merit rating (player’s choice as to how much damage a given trap inflicts). This requires that the character has at least one dot in Crafts. The traps may be avoided with a Dexterity + Larceny roll, penalized by the Safe Place dots.
Description: A swath of Jasper Forest where the Jasper Forest wolf pack resides and protects alongside the Blood Talons. Lupus (and lupus form) are generally allowed through.
Totem Variable •
Prerequisites: --
Your character has a relationship to a totem spirit, either personally or to a pack totem. Each dot invested in this Merit adds a totem point to create the totem. Note that any character can only have five points in this Merit. A pack totem is limited by the number of pack members, but can be massive with enough invested members. The Totem Merit also adds dice equal to its dots to any Social action with the totem spirit in question.
Drawback: Being tied to a totem leaves a character beholden to the totem. If your character angers the totem, the invested totem points fade. This may require the pack to re-negotiate their totem advantage. The points can return if your character makes reparations with the totem, but must be re-purchased.
Trained Observer Variable •
Prerequisites: Wits ••• or Composure •••
Your character has spent years in the field, catching tiny details and digging for secrets. She might not have a better chance at finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.
Gifts
Scent Beneath The Surface (Moon Gift •)
Cost: 1 Essence
Duration: 1 scene
Dice Pool: Wits + Empathy + Honor versus Composure + Primal Urge
Action: Contested
The Elodoth can use this Facet after at least one turn of conversation with or observation of another character.
Dramatic Failure: | The Elodoth believes whatever the prey says as the truth; after all, his keen senses would never lie. |
Failure: | The Facet fails. |
Success: | The Elodoth can sense whether the prey’s words and actions are deceptive or truthful. He can discern whether they are lying outright or by omission, if they are attempting to mislead or trying to dissemble. |
Exceptional Success: | It becomes trivially obvious how to manipulate the prey. For the remainder of the scene, the Elodoth can add his Honor Renown to all Manipulation-based dice pools targeting the prey. |
Knotted Paths (Shadow Gift Honor; Gift of Nature)
Cost: 1 Essence per prey targeted
Duration: 1 Day
Dice Pool: Wits + Survival + Honor versus Composure + Primal Urge
Action: Contested
Once caught in the trap, the prey cannot escape. Every path she flees down just leads her back to the hunter’s waiting jaws.
This Facet is used against prey who are within an area of wilderness and whom the Uratha can perceive.
Dramatic Failure: | The prey is easily able to leave without obstruction, and benefits from a +3 bonus to Initiative if the Uratha attacks before he leaves. |
Failure: | The Facet fails. |
Success: | No matter what they do, the prey cannot escape the area that they are in for the Facet’s duration. Winding woodland paths leave them back at the clearing where they started; crumbling urban wasteland just seems to turn in on itself no matter where they run. A road winding through a remote valley never actually delivers them to the valley’s border. |
Exceptional Success: | If the prey is in a group, then they rapidly end up split apart, losing track of each other. A lone prey soon gives in to fear, gaining the Shadow Paranoia Condition. |
Black Earth, Red Hunger (Shadow Gift Glory; Gift of Nature)
Cost: 1 Essence
Duration: --
Dice Pool: --
Action: Instant
Feed the hungry earth with blood and Essence, and reap its red harvest.
A riotous eruption of vegetation tears up from the ground where the Uratha spatters a few droplets of her blood — or the blood of someone else. Over the course of a minute, the plant growth fills an area of up to 10 x the werewolf’s Glory Renown yards in radius. This rampant growth can be guided as the Uratha wishes, sending vines climbing up a wall, filling the area with a thicket of thorns, calling up a maze of unruly hedges, or causing new trees to burst upwards. Any dead bodies within the area when this Facet is used are utterly consumed by plants, moss, and fungus, leaving not even bones behind.
Until the next sunrise, the Uratha is perfectly aware of the presence of all creatures with a heartbeat within the overgrown area, as well as creatures that lack a heartbeat but are bleeding. During any turn when another creature suffers an injury within the area and resultantly spills blood amidst the plants, the Uratha’s regeneration heals lethal damage without having to pay Essence.
Sense Balance (Wolf Gift Purity; Gift of Sensing)
Cost: 1 Essence
Duration: 1 turn per success
Dice Pool: Wits + Composure + Purity
Action: Instant
This Gift can sense where another being's moral compass lies. In mortals, this means the Garou has a sense of their Integrity; for other Garou, they get a sense of their Harmony.
Critical Failure | Your perception of their Balance is so muddied that you get a mental feedback loop. You cannot use this Gift again for 24 hours. |
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Failure | You cannot sense their balance. |
Success | You get a sense of whether their score is higher or lower than 5. |
Critical Success | You know exactly how harmonious they are. |
Tireless Hunter (Wolf Gift Purity; Gift of Hunting)
Cost: 1 Essence
Duration: 1 scene
Dice Pool: --
Action: Instant
No matter how long the hunt or where it takes her, the hunter endures.
While this Gift is active and the Garou has the Siskur-Dah Condition, she ignores up to her Purity Renown in penalties from tiredness, fatigue, and poor morale. She may also ignore any Conditions that would prevent her from spending Willpower, as long as the action in question will bring her closer to the hunt’s culmination. She does not even need to eat or drink, although she cannot maintain this benefit from the Facet for more than her Purity Renown in successive days; after that, she must gorge herself and drink over at least one day of rest.
Rites
Harmony
The elders of your tribe have expressed disapproval in you. You: Accept the criticism and change your ways. (+1)
Compared to you, your peers are: Middling. Depends on the peer, really. (+0)
A powerful but corrupt Philodox from another Sept offers you substantial reward if you'll testify against your friend at moot. You: Refuse the offer and refuse to testify (+1)
If imprisoned by the human authorities, would you injure or kill others in order to escape? Yes. Serves them right for locking me up. (-1)
What is the clearest path to wealth? Staying flexible so you can take advantage of opportunities. (-1)
What are some habits or rituals you engage in daily in order to moderate your default Harmony?
Frenzy Triggers
Passive Frenzy Trigger: The unnatural stimuli (scents and sounds especially) of an urban environment
Common Frenzy Trigger: The taste of human blood
Specific Frenzy Trigger: Discovering a Wyld-Tainted creature within his or his pack's territory
Aspirations
Short Term: Meet some humans and maybe get along with them? MAYBE.
Short Term: Restore a Tainted being to balance, preferably without killing it (but if it needs to be dead, then so be it!)
Long Term: Figure out why and how the humans in his Mentor's vision are pivotal to the fate of the Blood Talons
Background
1. What do you want to accomplish with this character?
Explore lupus mentality of Garou-dom. Provide a good base for Blood Talons on game. Be a foil for other human and homid PCs. Start shit, have fun, much awoo.
2. How do you see this character's arc concluding?
Withdrawal from urban setting, and go full wolf (aka turn into an NPC). Or die gloriously. Or someone's gonna shoot him for being so grumpy.
3. Does your character have any connections to PC characters? Any important relationships to note, like Allies, Contacts, or Mentors?
NPC Allies: The Jasper Forest wolf pack is a pack of wolves that have territory in the forest. Together with the Blood Talons as support, they are keepers of that area of wilderness.
NPC Mentor: Bone-Eyes the Talon theurge is an old, cunning lupus who has had a dark vision of where the Blood Talons (at least of Lapis Lazuli) are headed as a tribe. She has sent Grimm to study the human ways in an attempt to interpret a puzzling part of her vision in which the humans somehow play a role in the fate of the Blood Talons tribe.
4. What does your character do for a living? If not their occupation, what are their hobbies or passions?
He's a Talon first, so he hunts the Wyld-tainted creatures. Then the Weaver-tainted creatures. Humans fall somewhere in this as well, and Grimm is still reluctantly learning about humans at the bidding of his Mentor.
5. Has your character joined any factions? If so, what drew them there?
None thus far. He is only loosely affiliated with the Jasper Forest wolf pack
6. In the fight between Nature and Technology, where does your character lie?
Grimm definitely falls into a Nature-leaning aspect. The cities might be greener, but they're still alien environments. Technology is Weaver-based and it terrifies him a little.
7. What does your character care about above all?
Restoration of the Blood Talons' lost brethren and balance of the Triat.
8.What does your character despise above all?
Like a good Philodox, he cannot abide imbalance. Taint and wrongness grate at him and he feels compelled to correct it if he can.
9. At what age did your character have their First Change? What happened?
When Grimm reached maturity, he Firsted in a battle against a Wyld-tainted creature that was roaming the his birth-pack's territory. The Blood Talons of Jasper Forest took him in afterward.
10. Has your character ever broken the Litany?
No. He'd be so upset.
XP Spends
Free Auspice Skill: Empathy
Primal Urge 1->2: 5xp
Affinity Gift: Black Earth, Red Hunger: 2xp
Wolf Gift: Tireless Hunter: 1xp
Allies 0->1: 1xp
Safe Place 0->1: 1xp
Logs
Profile
Grimm is a native-Lazulan Talon, born and raised. Though he would have been content to simply live his days in relative peace in the forest, a dark vision from his Mentor has sent him on an adventure into the realms of humanity. Somewhere, somehow, the humans hold a secret that will save the Blood Talons from a fate worse than death. Mankind, so his mentor is convinced, will keep the Blood Talons from falling to the chaotic madness of the Wyld.
But Bone-Eyes is an old theurge, and knows she has not the capacity for dealing with the eccentricities of humans. So she sent Grimm instead, and the philodox has only just started on his path to learning.