Tariq Greenwell | |
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Chases-the-Fading-Light / Light-Chaser | |
the Star Children Homid Theurge | |
Played by: | Daveed Diggs |
Virtue: | Hopeful |
Vice: | Zealous |
Birthday: | January 20, 2718 |
Apparent Age: | Early 30s |
Occuption: | Yoga and Self-Defense Instructor |
Faction: | The Church of Radiant Accord |
Attributes | Renown | ||||||
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Mental | Physical | Social | Cunning | 0 | |||
Intelligence | 2 | Strength | 2 | Presence | 2 | Wisdom | 2 |
Wits | 3 | Dexterity | 3 | Manipulation | 2 | Honor | 0 |
Resolve | 2 | Stamina | 3 | Composure | 3 | Glory | 1 |
Skills | Purity | 1 | |||||
Mental | Physical | Social | |||||
-3 Unskilled | -1 Unskilled | -1 Unskilled | Advantages | ||||
Academics | 0 | Athletics | 4 | Animal Ken | 0 | Size | 5 |
Computer | 0 | Brawl | 3 | Empathy | 2 | Health1 | 8 |
Crafts | 0 | Drive | 0 | Expression | 1 | Defense | 7 |
Investigation | 0 | Firearms | 1 | Intimidation | 0 | Willpower | 6 |
Medicine | 3 | Larceny | 0 | Persuasion | 2 | Initiative | 6 |
Occult | 3 | Stealth | 1 | Socialize | 0 | Speed | 10 |
Politics | 0 | Survival | 1 | Streetwise | 1 | Primal Urge | 1 |
Science | 0 | Weaponry | 1 | Subterfuge | 1 | Default Harmony | 5 |
Skill Specialties
Brawl: Kickboxing
Medicine: Acupressure
Occult: Spirit Typing
Ambidextrous •••
(Chargen-only)
Prerequisites: --
Your character does not suffer the -2 penalty for using his off hand in combat or to perform other actions.
Available only at character creation.
Defensive Combat • Brawl
Prerequisites: Brawl • or Weaponry •; choose one when this Merit is selected
Your character is trained in avoiding damage in combat. Use her Brawl or Weaponry to calculate Defense, rather than Athletics. Your character can learn both versions of this Merit, allowing you to use any of the three Skills to calculate Defense. However, you cannot use Weaponry to calculate Defense unless she actually has a weapon in her hand.
Double Jointed ••
Prerequisites: Dexterity •••
Your character might have been a contortionist, or spent time practicing yoga. She can dislodge joints when need be. She automatically escapes from any mundane bonds without a roll. When grappled, subtract her Dexterity from any rolls to overpower her, as long as she's not taking any aggressive actions.
Improvised Weaponry 1
Prerequisites: Prerequisites: Wits •••, Weaponry •
Most people don’t walk around armed. While someone pulling a knife or a gun can cool a hostile situation down, it can also cause things to boil over — an argument that wouldn’t be more than harsh words suddenly ends up with three people in the morgue. If your character is on the receiving end of someone pulling a knife, it helps to have something in his hand as well.
Your character is good at making do with what he’s got. Sometimes he’s lucky — if your character’s in a bar, he’s got a lot of glass bottles, or maybe a pool cue, to play with. However, he’s got something like a sixth sense, and can find a weapon almost anywhere.
• | Always Armed | Your character can always get his hands on something dangerous, and he has an instinctive understanding of how to put it to good — and deadly — use. At the start of your turn, make a reflexive Wits + Weaponry roll to grab an object suitable for use as a weapon in pretty much any environment. (The player is encouraged to work with the Storyteller to determine an appropriate item — a large, jagged rock in the wilderness, for example, or a heavy glass ashtray with one sharp, broken edge in a dive bar.) Regardless of what he picks up, the weapon has a +0 weapon modifier, -1 initiative penalty, Size 1, Durability 2, and Structure 4. On an exceptional success, increase the weapon modifier and Size by 1, but the initiative penalty increases to -2. Whatever your character grabs doesn’t cause you to suffer the normal -1 penalty for wielding an improvised weapon. |
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•• | In Harm’s Way | Your character’s got a knack for putting his weapon in the way of an oncoming attack, no matter how small or inappropriate for blocking it might be. While he’s wielding an improvised weapon acquired with Always Armed, you can treat the Structure of your character’s weapon as general armor against a single Brawl or Weaponry attack. Any damage he takes inflicts an equal amount of damage to the improvised weapon, bypassing Durability. Your character can use the weapon to attack later in the same turn, but can only use this ability when applying his Defense to an attack. |
••• | Breaking Point | One sure way to win a fight is to hit the other guy so hard that he doesn’t get back up, even if that means losing a weapon in the process. When making an all-out attack with an improvised weapon acquired with Always Armed, you can reduce the weapon’s Structure by any amount down to a minimum of 0. Every 2 points of Structure spent in this way adds 1 to the weapon modifier for that one single attack. Declare any Structure loss before making the attack; this Structure is reduced even if the attack does no damage. If the weapon is reduced to 0 Structure, it is automatically destroyed after the attack. You can use this technique in conjunction with In Harm’s Way, allowing your character to parry an attack made on a higher Initiative and then go on the offensive, provided that the weapon wasn’t destroyed. |
Martial Arts 1
Prerequisites: Resolve •••, Dexterity •••, Athletics ••, Brawl ••
Your character is trained in one or more formal martial arts styles. This may have come from a personal mentor, a dojo, or a self-defense class. It may have been for exercise, protection, show, or tradition. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as a punch dagger, or a weapon using the Shiv Merit (see below).
• | Focused Attack | Your character has trained extensively in striking specific parts of an opponent’s body. Reduce penalties for hitting specific targets by one. Additionally, you may ignore one point of armor on any opponent. |
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•• | Defensive Strike | Your character excels in defending herself while finding the best time to strike. You can add 1 or 2 points to your character’s Defense. For each Defense point you take, subtract a die from any attacks you make. This can only be used in a turn in which your character intends to attack. It cannot be used with a Dodge. |
••• | Whirlwind Strike | When engaged, your character becomes a storm of threatening kicks and punches; nothing close is safe. As long as your character has her Defense available to her, and is not Dodging, any character coming into arm’s reach takes one bashing damage. This damage continues once per turn as long as the enemy stays within range, and occurs on the enemy’s turn. If you spend a point of Willpower, this damage becomes two bashing until your next turn. |
•••• | The Hand As Weapon | With this degree of training, your character’s limbs are hardened to cause massive trauma. Her unarmed strikes cause lethal damage. |
••••• | The Touch of Death | Your character’s mastery has brought with it the daunting power of causing lethal injury with a touch. If she chooses, her unarmed strikes count as weapons with two damage rating. |
Multilingual • Spanish Mandarin
Prerequisites: --
Your character has a strong affinity for language acquisition. Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context.
If you purchase the Language Merit for either of these languages, replace the Multilingual language. For example, if you have Multilingual (French, Italian), and purchase Language: Italian, you may choose to take Multilingual (French, Portuguese).
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.
Resources 1
Prerequisites: --
This Merit reflects your character’s disposable income. She might live in an upscale condo, but if her income is tied up in the mortgage and child support payments, she
might have little money to throw around. Characters are assumed to have basic necessities without Resources.
The dot rating determines the relative amount of disposable funding the character has available, depending on your particular chronicle’s setting. The same amount of money means completely different things in a game set in Silicon Valley compared to one set in the Detroit slums. One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich.
Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower, without issue. An item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability below her Resources without limit (within reason).
For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs.
Gifts
Shadow Gaze (Moon Gift •; Gift of the Sickle Moon)
Cost: 1 Essence
Duration: 1 scene
Dice Pool: Wits + Occult + Wisdom versus Resistance
Action: Instant
This Facet forces the Shadow to spill forth its secrets before the baleful gaze of the Ithaeur.
The Theurge adds her Wisdom Renown to all Empathy rolls made when interacting with spirits and the Ridden. Shadow Gaze can also be used directly against any spirit that the Theurge can perceive, revealing the symbolic truth buried at its heart. Second and subsequent uses of this ability in the scene cost 1 Essence each.
Dramatic Failure: | The Theurge is unable to read the spirit, and the spirit becomes aware of the Theurge’s attempt to do so. |
Failure: | The Theurge is unable to read the spirit. |
Success: | The Theurge learns the spirit’s ban or bane. |
Exceptional Success: | The Theurge learns both the spirit’s ban and bane. |
Spirit Whispers (Moon Gift ••; Gift of the Sickle Moon)
Cost: 1 Essence
Duration: --
Dice Pool: Presence + Persuasion + Wisdom
Action: Instant
The Ithaeur can whisper a command that stirs sleeping spirits to mutter their secrets.
The Ithaeur may use Spirit Whispers against a single object or dormant spirit that she can perceive and that can hear her words. She phrases a simple question of at most one sentence. This is generally used to ask the sleeping spirit of a mundane object (such as a door, traffic light, or so forth) for information relating to its immediate area of influence.
Dramatic Failure: | The spirit gives the Ithaeur an outright false or misleading answer. |
Failure: | The spirit remains dormant and does not reply. |
Success: | The spirit whispers a short, one-sentence answer to the Ithaeur’s question. It can only provide information about its immediate environs or influence — a door’s slumbering spirit might know the code that humans use to open it, and descriptions of who has passed through recently, but that is all. “I don’t know” is a perfectly valid answer. |
Exceptional Success: | The spirit provides a longer answer, not limited to just one sentence. |
Scent The Unnatural (Shadow Gift: Purity, Gift of Insight)
Cost: 1 Essence
Duration: --
Dice Pool: Wits + Occult + Purity
Action: Instant
The Uratha who possesses this Facet can smell the tainted presence of creatures and powers that defy the natural order of Flesh and Shadow.
The Uratha can use this Facet to detect supernatural creatures and effects within 10
yards per dot of Purity Renown he possesses. Scent the Unnatural will not detect Uratha or the use of Gifts, nor will it detect spirits and their powers if in the Shadow. It will sense Ridden, Hosts, vampires, ghouls, mages, and other supernatural creatures, as well as active spells, items, enchantments, or other powers of such creatures.
Dramatic Failure: | The Uratha gains the Ban Condition. He must carry a scented or perfumed object with him and must breathe from it at least once per scene. |
Failure: | The Facet fails. |
Success: | The Uratha catches scent of a supernatural presence nearby. Each success indicates a single supernatural being or effect that is in the Facet’s range, including where it is (and, in the case of an effect or power, what area it covers). The Facet offers no further information about the supernatural being’s true nature, except for Hosts and Claimed. The Uratha becomes immediately aware of the latter’s classification, although the Facet does not specify what type of Host, or what spirit is Claiming a victim. |
Exceptional Success: | The Uratha gains the specific scent of the supernatural individuals or effects nearby, and will easily recognize them without requiring the use of this Facet should he encounter them again. |
One Step Ahead (Shadow Gift: Wisdom, Gift of Insight)
Cost: 1 Essence
Duration: --
Dice Pool: --
Action: Instant
Wherever the prey runs, wherever they flee, the predator is always one step ahead.
When using this Facet, the Uratha must be able to perceive his prey, the building or location that they are currently within, or a map of an area on which the prey’s current location is marked. He gains insight into what the prey’s likely next steps will be on the scale in which he is observing, particularly in terms of the hunt. In person, he can tell which exit the prey might run for in the room, or where her patrol or ambling walk will take her. When observing a building or bolthole, he can tell which exit she will come out of if alarmed, flushed, or lured out. On the scale of a map, he gains an impression of to where she will attempt to flee or travel. The Facet provides information on the basis of current events and can become out-dated if the situation changes dramatically.
Shieldbreaker (Shadow Gift: Glory, Gift of Shaping)
Cost: 1 Essence
Duration: --
Dice Pool: --
Action: Reflexive
Under the hammering strike of the Uratha, shields shatter and armor buckles.
The Uratha may activate this Facet when she strikes a foe with a Brawl or Weaponry attack, granting the attack an armor piercing rating equal to her Glory Renown.
Quicksilver Flesh (Wolf Gift: Wisdom, Gift of Change)
Cost: 1 Essence
Duration: 1 scene
Dice Pool: --
Action: Instant
The Uratha’s flesh flows like mercury at her urging, blurring the boundaries between the shapes that she can take.
The Uratha can change a portion of her current form to match that of another, selecting a single benefit from the list below each time she uses this Facet. Each benefit indicates which forms it is available with.
- Honed Senses — +3 to Perception checks (Homid)
- Grasping Hands — Paws change to hands that can grip and manipulate (Hispo, Lupus)
- Loping Stride — +2 Speed (Homid, Glabro, Crinos)
- Razor Talons — Claws that deal 1L (Homid, Glabro, Lupus)
- Maw of Man — Can speak human languages clearly, loses any bite attack (Hispo, Lupus)
Other changes are also possible, based on agreement between the player and Storyteller. Changes while in Lupus or Homid that are obviously unnatural cause the werewolf to inflict Lunacy as if he were in Glabro form.
Rites
Harmony
The elders of your tribe have expressed disapproval in you. You: Ignore the elders and strike your own path. (-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 attend the moot but try to avoid being seen. (+0)
If imprisoned by the human authorities, would you injure or kill others in order to escape? Maybe. Depends on the situation. (+0)
What is the clearest path to wealth? Hard work and perseverance. (+1)
What are some habits or rituals you engage in daily in order to moderate your default Harmony?
Daily meditation in a randomly chosen green space (-1)
Regimented work out schedule (+1)
Frenzy Triggers
Passive Frenzy Trigger: Being near Taint of any kind
Common Frenzy Trigger: Encountering and witnessing a Tainted or other supernatural creature doing something unnatural
Specific Frenzy Trigger: Causing lethal damage to someone he cares for (Pack member, loved one, Sept member, friendly Spirits)
Aspirations
Short Term: Teach others about the spirits and the relationship of the Church of the Radiant Accord's philosophy.
Short Term: Properly ward his residence and studio space; improving the balance and harmony of the areas.
Long Term: Form a protective network of spirits and mortal beings allowing for safe passage between regions of Lapis Lazuli.
Background
1. What do you want to accomplish with this character?
Explore the Radiant Accord faction’s philosophy and mindset and how it affects the character’s story. Create some dramatic story.
2. How do you see this character's arc concluding?
Retirement as an NPC. If he doesn’t perish in some awesome manner or something.
3. Does your character have any connections to PC characters? Any important relationships to note, like Allies, Contacts, or Mentors?
Tariq’s been at the Sept for a while, and should thusly be known to any PCs with connection to the sept.
4. What does your character do for a living? If not their occupation, what are their hobbies or passions?
Tariq works as a yoga and self-defense instructor, but as a method of gaining some disposable income he moonlights (ha, because you know, he’s a werewolf) as an escort for travelers seeking safe passage through some more dangerous routes. He is open in being a Garou, willing to teach about the culture and relations to humanity and spirits.
5. Has your character joined any factions? If so, what drew them there?
He is a part of the Church of the Radiant Accord, believing in their philosophies, and prostelytizes if given the chance to promote harmonious relations amongst all beings. He joined when he came to Lapis Lazuli during a journey of soul searching after he left his past lifestyle.
6. In the fight between Nature and Technology, where does your character lie?
He definitely tries his best to balance between the two, and would rather not fight the spirits if he could help it. But given the Litany is what it is, he takes up the duty of becoming the balancing force when necessary.
7. What does your character care about above all?
As cheesy as it sounds, World Peace. In more detail, a balanced world where every living being understands they are valued and contributing to the betterment of reality.
8.What does your character despise above all?
He abhors needless violence or violence for the sake of violence. Inflicting harm on others without just cause. Garou frenzy is one of the manifestations of this sort of violence, so he tries to avoid it himself as much as possible.
9. At what age did your character have their First Change? What happened?
Tariq’s Firsting was a traumatic affair in his youth when he killed another man in a fit of rage for bullying his friends. However, his friends were too terrified of him and the experience changed their relationship to each other. Afterwards, Tariq went to train with other Garou and Kinfolk, but he was an angsty sort in his youth and still trying to find his way. The Garou had kept watch over the town where he grew up but they did not interfere unless they were needed. Tariq was the child of Kinfolk, but they did not expect a Garou to be amongst the townsfolk. It was only after his Firsting that Tariq learned more about the Garou.
10. Has your character ever broken the Litany?
Yes. He once killed another Garou in a frenzy, and was ruled to have violated the 2nd and 3rd tenets. The Garou was a visiting Circle Keeper theurge, and although the victim was in fact later found to be practicing dark rites on the town and guilty of violating the Litany as well, it was not until Tariq had been punished and was made to leave the area.
XP Spends
4xp - Composure 2->3
3xp - Glory 1 (Free Gift: Shieldbreaker)
1xp - Wolf Gift: Quicksilver Flesh
2xp - Occult 2->3
Logs
Profile
Tariq has been at the sept for a short but decent length of time serving as a resident theurge, spirit healer, people healer, yoga teacher, self-defense instructor, and occasional escort for hire as part of the 1099s. Dig deep enough and his background reveals him to be from a farther off part of a chunk of the eastern US and he's traveled to Lapis Lazuli on a personal journey of discovery and enlightenment.
Logs
Title: A Chicharron By Any Other Name
Date: September 28, 2748
Characters Appearing:Summary: BRIGHT EYES PIG CRUNCHIES!
Link: http://werewolfmush.wikidot.com/log:a-chicharron-by-any-other-name
Title: Predictabilitea
Date: September 30, 2748
Characters Appearing:Summary: Tariq and Bel in an interlude of post-work unwinding, as per usual.
Link: http://werewolfmush.wikidot.com/log:predictabilitea
Gallery
Smile for the Camera
Sit Tariq Sit
I'd Juice That