Nature: Guru | - | - | Demeanor: Conformist |
Breed: Homid | - | - | Concept: Using the mind as prepatory grounds for the flesh and bone battle. |
Auspice: Galliard | - | - | Pack Name: ____ |
Tribe: Stragazers | - | - | Pack Totem: ____ |
Deed Name: Frightful Lucidity
Attributes
Physical | Social | Mental | |||
---|---|---|---|---|---|
Strength | 2 | Charisma | 4 | Perception | 4 |
Dexterity | 3 | Manipulation | 2 | Intelligence | 2 |
Stamina | 2 | Appearance | 4 | Wits | 2 |
Specialties:
Charisma: Air of Confidence
Apperance: Alluring
Perception: Uncanny Instincts
Abilities
Talents | Skills | Knowledges | |||
---|---|---|---|---|---|
Alertness | 1 | Animal Ken | 0 | Academics | 1 |
Athletics | 2 | Crafts | 1 | Computers | 0 |
Brawl | 0 | Drive | 0 | Enigmas | 1 |
Empathy | 3 | Etiquette | 1 | Investigation | 0 |
Expression | 3 | Firearms | 0 | Law | 1 |
Leadership | 0 | Larceny | 0 | Medicine | 2 |
Intimidation | 0 | Melee | 0 | Occult | 1 |
Primal-Urge | 3 | Performance | 1 | Rituals | 1 |
Streetwise | 1 | Stealth | 2 | Science | 0 |
Subterfuge | 0 | Survival | 1 | Research | 0 |
Other Talents | Other Skills | Other Knowledges | |||
Instruction | 1 | Meditation | 1 | 0 | |
0 | Kaliando | 2 | Herbalism | 1 | |
0 | Hypnotism | 2 | Lore: Shape-changers | 1 | |
0 | Technology | 0 | 0 |
Specialties:
Academics: Philosophy
Crafts: Woodworking
Advantages
Traits | ||
---|---|---|
Rage (P/T) | 4 | 4 |
Gnosis (P/T) | 4 | 4 |
Willpower (P/T) | 7 | 7 |
Backgrounds | ||
Contacts | 2 | |
Kinfolk | 3 | |
Mentor | 4 | |
Pure Breed | 2 | |
Resources | 1 | |
Totem (Owl) | 5 |
Merits | |
Family Support | 1 |
Language | 2 |
Flaws | |
Banned Transformation | 1 |
Can't transform when hearing Sanskrit Chanting or any form of Hindu sacred mantras. | |
Forced Transformation | 2 |
You automatically change to Crinos when Gibbon moon wanes. |
Renown:
Glory (P/T) | 2 | 9 |
Honor (P/T) | 0 | 0 |
Wisdom (P/T) | 2 | 0 |
Rank: Cliath
Health Levels | ||
---|---|---|
Bruised | -0 | |
Hurt | -1 | |
Injured | -1 | |
Wounded | -2 | |
Mauled | -2 | |
Crippled | -5 | |
Incapacitated | - |
Gifts
(1)
Persuasion (Homid)
Mindspeak (Galliard)
Iron Resolve (Stargazer)
Falling Touch (Stargazer)
Sense Wyrm (Stargazer)
(2)
(3)
(4)
(5)
Rites
(1)
Questing Stone
Rite of Cleansing
Rite of Binding
(2)
(3)
(4)
(5)
Form Statistics:
Homid | Glabro | Crinos | Hispo | Lupus |
---|---|---|---|---|
No Change | Strength (+2) | Strength (+4) | Strength (+3) | Strength (+1) |
Stamina (+2) | Dexterity (+1) | Dexterity (+2) | Dexterity (+2) | |
Appearance (-1) | Stamina (+3) | Stamina (+3) | Stamina (+2) | |
Manipulation (-2) | Manipulation (-3) | Manipulation (-3) | Manipulation (-3) | |
Appearance 0 | +1 Die - Bite DMG | -2 Perception Diff. | ||
FULL DELERIUM | ||||
Difficulty: 6 | Difficulty: 7 | Difficulty: 6 | Difficulty: 7 | Difficulty: 6 |
Descriptions:
(Homid): (describe here)
(Glabro): (describe here)
(Crinos): (describe here)
(Hispo): (describe here)
(Lupus): (describe here)
Martial Arts:
Kaliando
Maneuvers Known: 4
Regular Maneuvers:
Binding Wind: A Kaliandorani catches his opponent by the wrist and immobilizes her.
Roll: Dex+Kaliando, diff 6
Damage: Kaliando.
Special: If scores more successes in the to hit roll than opponent's Dex, Opponent is immobilized. Held opponents may spend WP to attack with another limb or attempt to break free in a Dex vs Dex (Diff 6) roll.
Tornado Kick: The Kaliandorani spins around once with incredible speed while air-kicking.
Roll: Dex + Kaliando, diff 7
Damage: Str+3
Shapeshifting Maneuvers:
When performing a Kaliando maneuver that calls for the character to change forms while striking, the player does not split his Dice Pool. Instead, he uses the full Dice Pool for shapeshifting as if he'd spent a Rage point to gain an extra action. Always use the dice pool of the form being assumed when rolling to hit and damage.
Rising Storm: The Kaliandorani changes to a larget form while punching, kicking or clawing the opponent. Usable by: All but Crinos Roll: Dex+Kaliando, diff 5 Damage: Str+2 Sudden Flurry: Used when grappeled, the Kaliandorani shifts into a smaller form and uses the momentum to throw her opponent. Opponent is thrown Str+Successes ft. foward. The difficulty for the enxt attack against the same opponent is reduced by 2. Usable by: All but Homid or Lupus Roll: Dex+Kaliando, diff 6 Damage: Successes
Detailed Gifts and Rites
Gifts
(1)
Persuasion (Homid)
Roll Cha+Subterfuge, diff 7. Success: -1 to all social rolls difficulties. allows successful rolls to have uncommonly strong impact.
Discord: /r 4d10 >6f1 #Persuasion
Mindspeak (Galliard)
The player spends one Willpower point per
chosen sentient being and makes a Manipulation + Expression
roll (difficulty of the victim’s Willpower) if any
participants are unwilling. All those included in the waking
dream may interact normally through the Mindspeak,
although they can inflict no damage through it. Their real
bodies can still act, although all dice pools decrease by
two. The Mindspeak ends when all the participants want
it to, or on the turn the Galliard fails the roll against an
unwilling member. All beings affected must be within line
of sight. The Garou may include her entire pack in the
waking dream for only one Willpower point, if she desires.
Discord: /r 5d10 >5f1 #Mindspeak
Iron Resolve (Stargazer)
Once per scene, the Stargazer may spend one Willpower to gain two automatic successes on an action, rather than one.
Falling Touch (Stargazer)
Rolls Willpower (difficulty of the opponent’s Stamina + Athletics). Even one success sends
the victim to the ground. This Gift may be employed
through even the lightest, brushing contact at no cost, or
may be delivered through an attack by paying one point
of Willpower or Rage. Such attacks inflict full damage in
addition to knocking the target prone.
Discord: /r 7d10 >5f1 #Falling Touch
Sense Wyrm (Stargazer)
Rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence.
Discord: /r 5d10 >5f1 #Sense Wyrm(Perc Spec: Uncanny Insights).
Rites
(1)
Questing Stone
This rite allows the werewolf to find a person or object
(but not a location). She must know the name of the
object or individual, and must dangle a stone or needle
from a thread while concentrating on the item or person
sought. Glass Walkers often use maps and substitute a
compass for the traditional stone and thread.
System: Standard roll. If the Garou has a piece of the
item or individual (a clipping of hair, a piece of cloth) the
difficulty drops by one. The werewolf gains only a sense
of the object’s general location, not its exact position.
Rite of Cleansing
This rite can be cast upon more than one
person or object, but the ritemaster must spend one Gnosis
point on each extra thing in need of cleansing. Only one
success is required. The difficulty level depends on the level
of taint. For instance, taint caused by a spirit might carry
a difficulty of the spirit’s Gnosis. If the rite is performed at
dawn, the difficulty decreases by one. This rite cannot heal
wounds or damage caused by Wyrm-taint — it only removes
the spiritual contamination itself. This rite cannot cleanse
taint of the most innate sort, either, instead inflicting agony
when performed upon a fomor, vampire, unrepentant Black
Spiral Dancer or other similarly corrupt being.
NOTES:
HISTORY:
Jeet's parent migrated form Delhi, India at the start of the 1980's and settled in New York. His father is an IT engineer, his mother a cook. Jeet was born the 7th child, a much celebrated son after 6 girls. He had a strict upbringing in a traditional Hindu Household. Having raised that way, Jeet never thought it odd having so many "realatives" he only got to see once in his life, as they never seem to really keep in touch, but it was at 10 that he discovered why: his parents served as a transitioning safe house to a group he only knew were called "Garou". He was forbidden to speak about it to strangers, and his father made him swear oaths of silence, and he carried those oaths with pride. Most of all his family, Jeet loved his grandfather, who lived in India, and the two spent much time speaking on skype. Jeet was marked by a great seer as an almost certain Garou, but when puberty came full power, and he did not turn, a disappointment set in. While they talked the talk, they did not walk the walk, and while everyone assured him it was OK, Jeet could feel the distance and disappointment from everyone around. It was only his Grandfather who kept him warm at heart. Having a natural outstanding beuty and great charms, Jeet was the "popular foriegn" in high school, a position he soon got tired of. It wasn't long before Jeet escaped the socialite high school drama into "the odd croud": the outsiders, the hangers, the wierd, the eclectic, the ones you see in the corner of the schoolyard. He withdrew into a world of late night sit-outs, drugs and infamous band music, much to his parent's chagrin. It was these people who taught him about psychonautics - the exploration of the inner mind, and Jeet got HOOKED. By 15 he was a regular at the local psychadelic scene, an avid meditator and even picked up on athletic pursuit to prepare his body to contain the expiriences he had, and picked up on his grandfather's devout Hinduism. And then highschool ended, and Jeet was pressed into "the real world". His father pressured him to go to college, his mother to get married, and everyone pressured him to get off the drug train. Sensing the impending personal doom, Jeet gathered a bit of cash he had left, borrowed some money from his older sisters, and baught a one way ticket to India. He has resolved to go on a hindu pilgramige to understand himself. First stop: Dwarka - the holy city of Gujarat. Landing in India was a shock like Jeet has never expirienced. Cultural, lingual, culinary shock. His weakend western body ravaged from the spicy unhigenic food, the poor condition of the very cheap hotels he slept in, and the exhausting travel by foot from the Ahmedabad airport to Dwarka. He learned to beg, hitchhike, scrap, hunt and care for himself, while his body and mind entered a fluttering state of haze, bordering on dellirium. Arriving at Dwarka, exhausted, poor, beaten,malnurited, Jeet fell into a sort of stopor on a temple flea-bed, the only thing he could afford. So much for a "journey to find oneself". Or so he thought. Late at night, as the Gibbon moon waned on a sacred holyday, and the city fell silent to honor the passage of their gods, Jeet found himself wandering the outskirts of town, following the smell of fresh killed meat. And there, in the moonlit silent forest, ravaged by hunger and mental collapse, his blood boiled and he *turned*. It was a night of hunt and running, of fresh water and fresh blood, and in the morning, exhausted and back in his human form, Jeet knew who he was, who he always was. Picking a renewed strength, Jeet took himself across the north of India towards Badrinath - the holy city in which his Grandfather, Lakshmana Divakar, reside. The journy was not easy. Villagers coiled in terror from his scent and apperance, animals ran from his predator spirit. Food was hard to come by, and the only way was hunting through the forests. Arriving at last at his grandfather's doorstep, he was welcomed with great ceremony and cellebration, and thus began his training. On the eve of his 19th birthday, he was ready to show them his worth. His deed would not be a great hunt, nor a great battle. His deed would be a jourey, the hardest journey, the journey into the self. With incense and gnosis-infused drug waters, atop a himalaian peak they climbed themselves, a band of stargazers, young and old, awaited to see if Jeet's high promises would fare true. It was not an easy sell. If it was not for his high-breed and his grandfathers superior rank, no one would have taken him seriously. The pressure was high, as both his name and his grandfather's honour were at stake.
To dance with spirits is easy, to dance with your own spirit is hard. But that is where Jeet would lead them. To dive down into the depths of murky thoughts and see the veils of illusion swept aside like so much cobwebs driven before the explorer's brushing arm. The holy act of letting masks fall and view the self in it's naked, flawed, glory. To witness the three roots of the tree that is your soul (rage, wp, gnosis) and tend to the harshest battleground of all: the battle against thyself. The bittersweet taste of leathery straps chewed still lingered in his mouth as the Pack started to wake from their singular reveries around him. Tracks through the Umbra were often dangerous, but to lead them down their own pack-mind, to see the Garou within and come out triumphant. That required a different sort of enlightenment indeed. But it was a glorious jorney, and the members gathered, still reluctant to embrace it with full heart, yethad to acknowledge - he has did a deed, and so his Deed name would be sang. Frightful Lucidity allowed himself a moment of Satori and dove into the Iris again.