Unity makes strength



And so, we must be one.


blood moon rising

the storm has chosen you

And I saw the sky turn black,
and the moon was as blood.

1871.

When soldier of Gaia clashed against soldier of Gaia, the Garou of the Chicago Anchorhead made the desperate decision to call forth great and terrible spirits to help them fight back. From the flames of the Chicago Great Fire victory was pried, but at a cost great to all involved.

1925.

Gray Raven of the Children of Gaia found her dreams plagued with visions, evoking imagery of the world's dying days. At its core, the storm rages and the flames surge. None whom she tells heed her warnings.

2006.

The Fanum, the Anchorhead held by the Ghost Council tribe and the few allies they'd held back in the clashes with the European Garou, begins to shake. Cracks in its foundations boom like thunder, the Kindred of Chicago have smelled blood in the water, and the storms above the Windy City have been restless for two weeks now. With desperate times calling for desperate measures, their hands have been forced- they must seek help from any who will lend a claw.

You are here by the guiding hand of fate. Whether a member of the tribe who has come forth to aid your kin, one whose wandering had brought them to the city by chance, or even someone who seeks the prizes war may bestow upon them, it matters not. The Blood Moon rises behind the thick clouds of the spirits' wrath, and the clock begins to count the seconds down to when the storm will finally break.

based on the 1993 module under a blood red moon

guide to chicago

  • Blood Moon Rising

  •  A World of Darkness Chronicle 

  • Werewolf: The Apocalypse 20th Anniversary Ed.

  • Expected Sessions: 30+

  • 18+ themes


updates 
sessionN/A
cast10
watchyoutube
statusongoing

The Rundown.


You will play as Garou or Kinfolk, answering the call the Fanum has howled out. Together, you must work to uncover the forces that threaten Chicago, pooling your unique strengths and skills to weed out threats and figure out how to repair the cracks showing in the Anchorhead. Many pawns lay bare on the chessboard- focus your resources wisely, and decipher which are the right ones to take on.The majority of this will be down over voice call, with certain things (i.e. training, downtime interactions between characters) down in the play-by-post style (typical written RP).To accommodate for a larger amount of players, the setup will permit players to form 4-5 person interchangeable groups per session, with sessions run either 1 or 2 times a week. The times will be settled on based on the people who are available. I will be recording each session so that the full audio logs will be available to listen back on, as well as providing a bullet point summary of what happened during it for ease of access.Groups are kept 4-5 for the sole purpose of permitting players to have an easier time being focused on/having their moments. Otherwise an 8+ man brawl would be... well. You know.Each session grants 3xp. If your character isn't present, the experience points will still be given to you so long as there is a downtime RP of any length provided. This is to keep it fair for everyone and not have people stress about fighting for their place at the table.

I have omitted Totem from Backgrounds. This is for a reason. Rather than relying on points, I will allow Packs to select a Totem via RP and permit them to try to gain its favor and acceptance. The higher the point cost of the Totem, the more it may ask you to do to earn its backing.

Records.


All audio logs will be edited and uploaded onto Youtube, with summaries being written up in the aftermath for quick reference. The goal is to have all of the main plot out in a consistent format, with the things done in Play by Post style being optional reading. One-on-one mini sessions may also be recorded.The time between sessions and uploads may vary depending on how long it takes to edit it. Summaries will be up shortly after a session ends.

Chicago

The Windy City

where storms break, as spirits do


Chicago is the most populous city in the U.S. state of Illinois and in the Midwestern United States. Located on the western shore of Lake Michigan, it is the third-most populous city in the United States with a population of 2.74 million at the 2020 census, while the Chicago metropolitan area has 9.41 million residents and is the third-largest metropolitan area in the nation. Chicago is the seat of Cook County, the second-most populous county in the United States.

European Assault

The European Garou pushed into the region, and the outnumbered Ghost Council could do little to stop them. The tribe lost most of its human
allies, as the Native Americans were pushed from their territory. Sensing the most powerful ally of the Ghost Council had departed, the European tribes gathered for a united assault upon the Fanum.
To protect the tibe, the Ghost Council shamans called upon the power of the Anchorhead to summon unusual spirits, as they had in the past -this time, they accidentally brought forth something they hadn't intended to. This entity, summoned from the Deep Umbra, was called ███████. It adapted the characteristics of its namesake, drawing information from the minds of mortals- and became it in every respect.Chicago was rocked by the power of the entity. There were great storms and the sky blazed red with unnatural fury. It was during this time that the Great Chicago Fire began, blazing through the city and leaving ash in its wake. The Shadow Lords were entirely driven out, and the other invader tribes suffered great losses at the hands of the spirit. The Fanum was saved from destruction only through the powers of ███████, who did not wish it to be harmed.

It is in the aftermath of the Great Chicago Fire that the Stargazers and Children of Gaia earned their place in the Fanum. They did a great service for the Ghost Council- it was the least they could do in turn.

Chicago, mistress of the lakes, Controller of our inland trade, The freest city of our states, What wondrous strides thy fame has made!


The Wyrm War

During the reconstruction of Chicago, the Fanum became a temple where humans could study spiritualism. The Ghost Council kept their presence outside the temple to a minimum, since their Homid forms appeared as Native Americans. Good relations soon developed with the Gangrel. Many Gangrel used the temple to study Thaumaturgy and the ways of the Garou. Many human mages also used the temple.From 1872 until 1923, peace reigned among the Garou. The Fianna established the Wind Catcher Sept in 1888. Because of pressure from the other tribes and the need for unity in the face of the growing vampire population, it eventually opened its membership to others. The Fanum, however, remained strictly in the paws of the Ghost Council, Stargazers and Children of Gaia; all other tribes were excluded.In 1923, a mining operation uncovered the catacombs of the Wyrm creatures, just north of present-day Chicago. The creatures invaded the city, requiring all the Garou of Chicago to unite in defeating them. The Fanum could no longer be used to summon spirits, as there was a danger of releasing ███████ once again. The Garou diligently battled the Wyrmlings and eventually pushed them back into the earth. However, this brought the attention of Black Spiral Dancers.The Black Spiral Dancers dug their web of tunnels to connect with the caverns of the Wyrm creatures. Some Black Spirals even participated in battle against the Garou, trying (but failing) to take the Fanum. They swore they would one day seize the potent Anchorhead and use it to increase the power of the Wyrm by warping the great spirit of the site.

Stormfront

events


storytimeline
claiming~1000 years ago | A large group of Ghost Council arrived, finding the area the home of great numbers of Wyrmlings. The tribe was already weakened from a loss against the Wyrm.
slaying~1000 years ago | The Ghost Council realized that part of the area was an Anchorhead to the deep Umbra. Their Theurges utilized this to summon great spirits, surprising the Wyrming and slaying all who didn't manage to retreat in time.
an ally~500 years ago | A powerful Kindred wandered into the area. They had never encountered Caine's children before. He sought peace, and eventually the local Ghost Council and he formed an uneasy alliance.
first contact~300 years ago | When the Europeans came, death followed in their wake. The sickness they brought destroyed man and Garou alike. European Garou came with them, and contended with the locals for territory. They failed.
defeat~210 years ago | General “Mad” Anthony Wayne successfully defeated the natives. Fort Dearborn is established. The Kindred ally of the Ghost Council falls into torpor after a terrible battle against another of his kind.
storytimeline
invasion~130 years ago | The European garou attempt a second attack against the native Garou, trying to take advantage of their weakened state.
summoning~130 years ago | Seeing no other options, the Ghost Council Theurges once more utilized the Anchorhead to summon spirits to aid them. What they summoned was great and terrible.
the fire~130 years ago | The entity wins the battle. Chicago is set ablaze in the aftermath. No one knows who, or what, started the fire.
the wyrm war~80 years ago | A mining operation accidentally uncovered the Wyrm tunnels. The Garou of Chicago were forced to band together to defeat them. Black Spiral Dancers moved into the area.
prophecy~80 years ago | Gray Raven has a vision of the future of the Fanum- and Chicago as a whole. Her warning is left unheeded.
strange times~30 years ago | A man named Jonathan Peabody presented himself to the Fanum, a supposed immortal who swiftly gained favor with them. He completed building the Temple of Akhenaton, but died shortly after. He is still dead.
war beginning3 days ago | The Kindred of Chicago attacked the Garou, claiming the lives of several. The storms above Chicago have been seething ever since, and the cracks in the Fanum are beginning to show. They are forced to call for help.

Septs of Chicago

The Fanum

Chicago Anchorhead


Tribal Structure: Closed to all but Ghost Council, Children of Gaia and Stargazers.

Level3
Gauntlet3
TypeGnosis
Totems...

The Temple of the Fanum is located at 553 Wrightwood Avenue in Lincoln Park on Chicago’s North Side. Nearby, at 2551 North Halsted Street, is the Orthodox Temple of Akhenaton. The Fanum is normally open to members from 10 A.M. until 2 A.M., Monday, Tuesday, and Thursday through Saturday. The Fanum’s Garou try to present a public image of a respectable, human-controlled institution of serious learning. They have been very successful in the past.Membership is required to use the facility. The fee is $20 per month or $200 per year. Membership includes access to the Fanum’s library, access to the expertise of the temple priests and priestesses, and various seminars open to all members; the topics of these range from alien-hunting to hermetic lore.

The trees reflected in the river -they are unconscious of a spiritual world so near them. So are we


The Fanum has a large occult library, though materials cannot be checked out. It has a number of rooms for seminars and experiments ranging from tantric yoga to exorcism.Many of the Fanum's members spend their time as teachers, using it as both a cover for themselves and a way to pass on their knowledge to those who want it. They accept no human instructors. Kinfolk hold no positions.The Fanum has held in its current state for nearly 300 years. It survived the Great Chicago Fire relatively untouched. Great care is taken in its maintenance.Previously, the Fanum was well-hidden in the Umbra, even in spite of it being an Anchorhead. It's only recently that it's begun to shine brightly against the warped streets of Chicago's shadow, cracks of lightning mirroring the thunder wreaking havoc above. It is easy to find yourself back to it should you face the Gauntlet through the Fanum- you need only follow the beacon of red. This has attracted the unwanted attention of spirits. Agents of the Wyrm are particularly interested in it. It is advised to be wary of encounters with Bane spirits when using the Fanum's Gauntlet. Though for now it remains protected from their touch, both in the regular world and the Umbra, the barrier may not hold forever

Sept of the Wind Catchers

Chicago Anchorhead


Closed, but multitribal; a very xenophobic membership policy.

Level2
Gauntlet4
TypeStamina
TotemsBlackbird

There are other Garou in Chicago besides those of the Fanum. Most are members of the sept called the Wind Catchers. A few live outside the city, but if they have a caern of their own, it remains hidden.The Sept of the Wind Catchers is located near the Glen in Hyde Park. The Sept is based around an old two-story brick house used as a meeting center and a home for the Old Ones. The place is usually under the careful watch of either young Garou or trustworthy Kinfolk. The house and the surrounding grounds are protected from all unwanted spirits by a powerful set of Sanctuary Chimes.

Ye are brothers! ye are men!
And we conquer but to save


The current war leader of the sept is a Get of Fenris named Gnuris One-Eye. He is a highly skilled warrior and tactician, and he is one tough customer. He is dedicated to keeping his fellow sept members alive.The sept was originally to have been Fianna, but the tribe could not defend the Glen on its own. The Black Furies, Shadow Lords, Bone Gnawers, Get of Fenris, Glass Walkers and Silver Fangs helped to establish the caem and all their direct descendants may claim membership to it. No other Garou are allowed membership in the sept. Outsiders are just not trusted.While the sept allows visitors, it is not overly gracious or hospitable. Those who exceed their welcome are told so. Access to the Glen within Hyde Parkis also carefully guarded. No one other than a member of the sept is allowed in except under escort by a sept member. The Rite of the Shrouded Glen has been performed upon the park, so it is very hard to find in the Umbra.

Chicago's Umbra

shadows of a city


The Umbra is strange everywhere, but it is exceptionally so near the Windy City. The effects of the Fanum's entity, along with the strong presence of both the Wyrm and the Weaver in and around the city, make it a very spiritually active place.The center of the Weaver’s great Pattern Web for the city is at the heart of Chicago, the Loop. Reaching monolithic proportions, the Web forms masses of oddly shaped, building-like structures; these house countless numbers of net-spiders. The Web stretches in every direction, covering the city. In various places allover the city, large towers spun from webbing can be seen. In addition to the net-spiders and pattern spiders, there are many enslaved electricity elementals, a few glass elementals, and a virtual army of minor technological spirits -mostly computer Gafflings running along the webbing in service to the spiders. While a few manage to escape (i.e. computer glitches), most are stranded in the Web.Chicago’s Web is a dangerous place. The spiders are strong here and great in number; they use their Charms, Calcify and Solidify Reality, with ease. Even the stronger Banes avoid the Web, and while occasional Wyldlings appear to cause blackouts or brownouts, such incidents are very rare.The buildings of Chicago are all present with in the Umbra, creating a strange mirror of its regular counterpart. However, they appear much taller and have a mixed organic-Gothic look. Some were given self-awareness through years of loving attention by residents, night watchmen,janitors, architects or businessmen.The buildings sometimes talk to one another by sending minor “voice spirits” from one to another. These spirits light up the sky even during the pitch blackness of daytime on the Umbra, though the language of these spirits is imperceptible to all non-buildings.

Even small buildings, or parts of buildings, can be seen. These areas have had their spirits awakened. All other buildings have a dim, grayish color. Were you able to see within them, various electricity and water elementals would be seen traveling up and down make-believe pipes and conduits, carrying out their functions.Within these buildings, and seemingly throughout the city, are elementals. Many stand dormant in one spot, while others actively move about the city; some even chance using the Web for transportation. Electricity and glass elementals are exceptionally numerous.Oddly, some buildings that have been tom down on earth, or that burned down in the Great Chicago Fire, still stand in the Umbra. They look similar to the way they did on earth; some of the smaller ones are even located within larger, newer spirit structures.The city’s ground level is covered with street spirits. Many streets in Chicago have active spirits. Intersections are minor nexuses of spiritual activity as street spirits fight over Gaffling traffic lights. Most streets share control over the traffic light spirits.If the spiritsfind a person in a big hurry, they sometimes jestfully make red lights more numerous and longer for them.A number of spirit cars whiz down the streets, even the few streets that are not awake. The cars often resemble their owners. They are able to negotiate with street spirits for favors and they can also hit any spirit in the way. This sometimes leads to the real car stalling out if it took a particularly nasty lick.Various objects all over Chicago have been awakened by humans’ intense interest in them. Items range from streetlights to neon signs to spectral handbills which no longer exist in the real world. Even particular booths in nonexistent diners can be seen.There are entrances to the sewers all over the place. Down in the sewers are many of the most dangerous spirits, including Banes who prefer to travel out of the sight of the weaver spirits. A number of Wyrm-tainted water elementals ooze through the sewers, as do many spirit-vermin, especially rat-spirits.When traveling in the Realm, the havens of Cadavers can be found with Sense Wyrm if the vampire in question has a Humanity score of six or less. In the Umbra, however, Sense Wyrm does not detect things in the physical world unless the Garou is using a Gift that allows them to pierce the Gauntlet (Umbral Sight), or they are “peeking.” Vampiric havens are sometimes surrounded by Banes, and may be found by searching for this kind of activity. However, there is no guarantee that a given flock of Banes is gathering around a vampire’s haven, especially in war-torn Chicago. When “peeking” from the Umbra into the physical world, Garou perceive vampires as black blotches, sometimes with eerie, swirling lights within. It is very hard to identify specific vampires while in the Umbra.The Rack is one of the more interesting places in the Chicago

Umbra. Almost all the clubs are sentient spirits. Sex, drug and music spirits run wild through the clubs. Inside places like these, an unusually intense feeling of excitement can be felt clear to the bones of all Garou who travel through them on the Umbra.The parks of the city are far from pure areas of the Wyld, but in Hyde Park there is a Glen, although it is very difficult to find. The Wind Catcher Sept uses this area as its caem. All the parks are filled with animal spirits that have no other comfortable place to go. The zoos are similar in most respects to the parks, but a number of Bane spirits often travel through to torment animals trapped in the cages for life.The Chicago trainyards are a very unique location. The ghosts of many settlers who died before they made it out West can be found here, forever waiting for their trains to arrive.The suburbs of Chicago are very similar to other suburban areas in the Umbra. The Web reaches these areas, but the number of Weaver spirits and the strength of the webbing are weaker here than in the city. Also, fewer of the streets and buildings have spirits.North of Chicago, approximately 20 miles south of Milwaukee, is a large Wyrmhole. The region is swarming with Banes. Few Garou are brave enough to travel the area and none travel here via the Umbra, for this would mean certain death. The Black Spirals can often be found in the Umbra of this region, as can certain races of creatures undreamed of on earth.

⚔︎ inventory

equipment


  •   gear    armor.

  •   gear    armor.

  •   gear    armor.

  •   gear    armor.

  •   gear    armor.

  •   weapon    sword.

  •   weapon    sword.

  •   weapon    sword.

  •   weapon    sword.

  •   weapon    sword.

  •   accessories    accessory.

  •   accessories    accessory.

  •   accessories    accessory.

  •   accessories    accessory.

  •   accessories    accessory.

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  •   height    height.

  •   weight    weight.

  •   eyes    eye color.

  •   hair    hair color.

  •   scars    scars.

  •   languages    languages.

  •   ethnicity    ethnicity.

  •   faceclaim    faceclaim.

  •   voiceclaim    voiceclaim.

special items


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TITLE

Name

tribe | auspice | breed


Gendergender
Pronounspro/noun
Ageage
Height0'0
Occupationjob
Naturenature
Demeanordemeanor

Chicago is the most populous city in the U.S. state of Illinois and in the Midwestern United States. Located on the western shore of Lake Michigan, it is the third-most populous city in the United States with a population of 2.74 million at the 2020 census, while the Chicago metropolitan area has 9.41 million residents and is the third-largest metropolitan area in the nation. Chicago is the seat of Cook County, the second-most populous county in the United States.

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stats

attributes/abilities


PHYSICAL
Strength: ★☆☆☆☆
Dexterity: ★☆☆☆☆
Stamina: ★☆☆☆☆
SOCIAL
Charisma: ★☆☆☆☆
Manipulation: ★☆☆☆☆
Appearance: ★☆☆☆☆
MENTAL
Perception: ★☆☆☆☆
Intelligence: ★☆☆☆☆
Wits: ★☆☆☆☆

talents


Alertness: ☆☆☆☆☆
Athletics: ☆☆☆☆☆
Brawl: ☆☆☆☆☆
Empathy: ☆☆☆☆☆
Expression: ☆☆☆☆☆
Intimidation: ☆☆☆☆☆
Leadership: ☆☆☆☆☆
Primal Urge: ☆☆☆☆☆
Streetwise: ☆☆☆☆☆
Subterfuge: ☆☆☆☆☆

skills


Animal-Ken: ☆☆☆☆☆
Crafts: ☆☆☆☆☆
Drive: ☆☆☆☆☆
Etiquette: ☆☆☆☆☆
Firearms: ☆☆☆☆☆
Larceny: ☆☆☆☆☆
Melee: ☆☆☆☆☆
Performance: ☆☆☆☆☆
Stealth: ☆☆☆☆☆
Survival: ☆☆☆☆☆

knowledges


Academics: ☆☆☆☆☆
Computers: ☆☆☆☆☆
Enigmas: ☆☆☆☆☆
Investigation: ☆☆☆☆☆
Law: ☆☆☆☆☆
Medicine: ☆☆☆☆☆
Occult: ☆☆☆☆☆
Rituals: ☆☆☆☆☆
Science: ☆☆☆☆☆
Technology: ☆☆☆☆☆

specialties


Stat | ★★★★☆ | Description
Stat | ★★★★☆ | Description
Stat | ★★★★☆ | Description

backgrounds


Background: ★☆☆☆☆
Background: ★☆☆☆☆
Background: ★☆☆☆☆
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merits


Name

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Name

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flaws


Name

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Name

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gifts + fetishes

rank: 1


Name

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System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Name

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System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Name

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System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Name

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System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Glory
⚫⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Honor
⚫⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Wisdom
⚫⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Rage
⚪⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Gnosis
⚪⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Willpower
⚪⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛

Pattern of Events

the call

October 8th, 2006


  • it's begun

The Garou of the Fanum, spurred by the Kindred attack three days prior and the cracks left in their home, have regrouped enough to let out the call. Their cry for help goes out across the nation, asking for any Garou willing to lend aid against the Wyrm and its minions. The writing is on the wall: this will not be the last attack, and these deaths are only the first of many to come.The Urrah of Chicago have temporarily found refuge within the Fanum, seeking a safe place to hide out in while their lives are threatened. Though the Kinfolk have been alerted, it is not presumed they'll be in as much danger as their Garou kin are. The uneasiness between Urrah and Fanum member is evident.Nothing yet has been heard from the Sept of the Wind Catchers. Anna "Eyes-Of-The-Sun" is unwilling to make first contact.

the meeting

October 10th, 2006


  • Anna "Eyes-of-the-Sun" called a meeting in the Fanum. Only around 40 Garou were present

  • A pack was formed

  • Storms-The-Front seeks a personal favor

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event

date


  • important detail

  • important detail

  • important detail

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event

date


  • important detail

  • important detail

  • important detail

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event

date


  • important detail

  • important detail

  • important detail

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event

date


  • important detail

  • important detail

  • important detail

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Heralds of the Storm

Red Between Worlds

Silver Fangs | Theurge | Homid


Leonette Alarie was born in Paris and raised in the cold embrace of mortal ambition, an orphan forged into power by the man who adopted her only to use her. But her dreams were never of boardrooms; they were of forests and blood-red skies, of wolves that spoke in moonlight, and of paths she’d walked before with the smells of fresh bread and treacle tarts.When her First Change came, the truth followed: Leonette is a Red, a soul that remembers every echo of the tale. In this life, she knows who she is: the daughter of the Wolf and the Red-cloaked girl, a spirit born of both predator and prey, walker and devourer.Now a Theurge of the Silver Fangs, Red moves through the Umbra as easily as she does mortal politics, negotiating with spirits and CEOs alike. She believes the world is a web of mirrored fates, and she intends to be the one who decides which threads are cut.

Dawn Flower

Children of Gaia | Galliard | Warborn


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Eklipse de Solís

Silent Striders | Ahroun | Warborn


Eklipse was born under the light of a lunar eclipse, with only his father left to take care of him. Cursed with no voice, and a burning wanderlust like any other Silent Strider, Eklipse finds himself wandering between the edges of human society and the edges of Garou society, isolated due to his Crinos-form.When his First Change came, a similar lunar eclipse blessing his birth would bless his first shift. No longer restrained by his form, Eklipse would taste the freedom of breaking free of his isolated childhood, dipping himself into the world beyond the nature of the Philippines.Taken under the Silent Striders like his mother once was, Eklipse traveled the world in search of her remaining touches on the earth, leading him to integrate himself into the city of Chicago for the last few years.

Dani

Bone Gnawers | Ragabash | Homid


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celine davies

Unknown | Philidox | Homid


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corva kucherenko

Glass Walkers | Kinfolk | Homid


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character name

Tribe | Auspice | Breed


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character name

Tribe | Auspice | Breed


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character name

Tribe | Auspice | Breed


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NPCs

anna pelfrey

Ghost Council | Galliard | Homid


"Eyes-of-the-Sun"

Anna was once an assistant district attorney. After discovering her Garou heritage, she immersed herself in her tribe’s culture and learned quickly. She is loved and respected, and no one is more trusted by the Sept members. She is disliked by many leaders outside the Sept, with whom she avoids dealing. As the leader of the Fanum, and thus Chicago's Ghost Council, she has found herself dragged into the spotlight as the storms converge above her Sept. Whether she likes it or not, it is her duty to seek help... and in turn, deal with the leaders that dislike her so much.But she is sharp. Even now on the older side, her wit stays with her. For one most always remember; beware of an old man in a profession where men usually die young.

kelly patterson

Glass Walker | Theurge | Homid


"Weaver-Friend"

Kelly was born in Chicago to a rich family. She went to all the best schools and all the best parties. A spoiled child, she got everything she wanted. One day while she was in junior high, she was kidnapped after school by Glass Walkers. Her mother kept it out of the papers and out of police hands, since she had been the one to breed with the werewolf. Her father became convinced of her safety relatively easily, since he did not really care about her anyway. Kelly fit in well among the Garou of the city, and soon proved to be a capable commander of spirits and a strong leader. She is now leader of Chicago’s Glass Walkers. She is surprised she has survived so long while so many others have fallen. She takes her leadership role very seriously, but even she is uncertain of how she would react if faced with betrayal or death.

Gnuris One-Eye

Get of Fenris | Ahroun | Lupus


Gnuris is very old. He was born a wolf in Germany during the 1920s. He stayed in Germany until Hitler rose to power, after which he and his pack moved to Spain to escape the Wyrm. Gnuris’ packmates were all killed during the 1950s in a battle with Black Spirals. Afterward, he traveled to America to make a h s h start, since he had no desire to return to Germany. After proving his intentions, he was accepted into the Sept of the Wind Catchers. Over the years he has slowly acquired more power and responsibility. He is now the strongest leader in the sept. Though he is respected, the respect comes more out of fear than love. He is a harsh disciplinarian, punishing all who break the rules of the sept and the Litany. On the other hand, he has proven to be an outstanding leader when the storm breaks and war seems inevitable on the horizon.

Storms-The-Front

Ghost Council | Ahroun | Homid


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gentle brook

Children of Gaia | Theurge | Lupus


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chasing ghosts

Tribe | Ragabash | Breed


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character name

Tribe | Auspice | Breed


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character name

Tribe | Auspice | Breed


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character name

Tribe | Auspice | Breed


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Challenger of the Deep Umbra

Red Between Worlds

Leonette Alarie

Silver Fangs | Theurge | Homid


GenderFemale
Pronounsshe/they
Age32
Height5'10
OccupationEntrepreneur
NatureChallenger
DemeanorVisionary

Leonette Alarie was born in Paris and raised in the cold embrace of mortal ambition, an orphan forged into power by the man who adopted her only to use her. But her dreams were never of boardrooms; they were of forests and blood-red skies, of wolves that spoke in moonlight, and of paths she’d walked before with the smells of fresh bread and treacle tarts.When her First Change came, the truth followed: Leonette is a Red, a soul

Little by little, the old world crumbled, and not once did the king imagine that some of the pieces might fall on him.


that remembers every echo of the tale. In this life, she knows who she is: the daughter of the Wolf and the Red-cloaked girl, a spirit born of both predator and prey, walker and devourer.Now a Theurge of the Silver Fangs, Leonette moves through the Umbra as easily as she does mortal politics, negotiating with spirits and CEOs alike. She believes the world is a web of mirrored fates, and she intends to be the one who decides which threads are cut.

stats

attributes/abilities


PHYSICAL
Strength: ★★☆☆☆
Dexterity: ★★★☆☆
Stamina: ★☆☆☆☆
SOCIAL
Charisma: ★★☆☆☆
Manipulation: ★★★☆☆
Appearance: ★★★★★
MENTAL
Perception: ★★☆☆☆
Intelligence: ★★★☆☆
Wits: ★★★☆☆

talents


Alertness: ★☆☆☆☆
Athletics: ☆☆☆☆☆
Brawl: ☆☆☆☆☆
Empathy: ☆☆☆☆☆
Expression: ★★☆☆☆
Intimidation: ★★☆☆☆
Leadership: ★★★★☆
Primal Urge: ☆☆☆☆☆
Streetwise: ★★★☆☆
Subterfuge: ★★☆☆☆

skills


Animal-Ken: ☆☆☆☆☆
Crafts: ★★☆☆☆
Drive: ☆☆☆☆☆
Etiquette: ☆☆☆☆☆
Firearms: ★☆☆☆☆
Larceny: ☆☆☆☆☆
Melee: ☆☆☆☆☆
Performance: ★★☆☆☆
Stealth: ☆☆☆☆☆
Survival: ☆☆☆☆☆

knowledges


Academics: ★★☆☆☆
Computers: ☆☆☆☆☆
Enigmas: ☆☆☆☆☆
Investigation: ★☆☆☆☆
Law: ★★★☆☆
Medicine: ★☆☆☆☆
Occult: ☆☆☆☆☆
Rituals: ☆☆☆☆☆
Science: ☆☆☆☆☆
Technology: ★★☆☆☆

specialties


Appearance | ★★★★★ | Drop Dead Gorgeous | When someone finds Red to be irresistible, she has a -2 difficulty to get them to give in to her demands.Leadership | ★★★★☆ | Viva la Revolution | Dire situations and raging emotions is where Red thrives. She has a -1 difficulty to rally the people with speech alone.

backgrounds


Allies: ★☆☆☆☆
Contacts: ★☆☆☆☆
Pure Breed: ★★☆☆☆
Resources: ★★☆☆☆
Contact: The Mayor of Chicago

merits


Self-Confident

You are able to draw on a deep reservoir of belief in your own abilities.When spending Willpower to gain an automatic success, you don't lose that point of Willpower unless; 1) The Willpower-granted success is the only success you gain for that action; or 2) the difficulty for that action is 6 or less. This Merit kicks in only in challenging circumstances

Enchanting Voice

There is something about your voice that others cannot ignore. It is not just that you sound good and have a pleasant singing and speaking voice, there is an almost enchanting quality to it. Difficulties to capture and audience by performances using your voice, public speaking or oratory are reduced by 2.

Unusually Fertile

The character with this merit is far more likely to become a parent than another Garou is. While Garou are not substantially less fertile than humans are, a Garou with Unusually Fertile is twice as likely as an average human to either become pregnant or cause a pregnancy after an unprotected sexual encounter. The children of a character with this Merit are no more likely to be Garou than are the children of another character not so blessed. The specific effects of the Merit are best left to the Storyteller and player involved, especially if the character is female

Sex Appeal

You put it down to your looks and charm, but the dark truth is you have a dangerous, and perhaps unconscious, level of control over your pheromones. Your sexiness and sensuality attracts lovers to you like moths to a flame. You are the irresistible center of attention at any gathering.All rolls where sexual attraction matters have the difficulty reduced by three. This Merit cannot be used to seduce someone lacking a baseline of sexual attraction to the character.

flaws


Impractical Dresser

You tend to dress with an eye toward impressing others rather
than personal comfort. Unless you explicitly state that you dress appropriately for physical activity, you wear high heels, tight jeans or something else that hampers physical activity. Increase the difficulty of Athletics rolls by two when you wear such clothes.

Low Alcohol Tolerance

Alcohol goes straight to your head.While this can be an advantage when you try to enjoy a night out on the cheap, it can be deadly on the hunt. Double any penalties you suffer from consuming alcohol.

Black and White

The world is really a collection of shades of gray, but your character doesn't see it that way. To you, everything is clear as black and white. You think in terms of people being either for or against you, hot or cold, good or evil, easy or impossible, stupid or genius. This closed mindset can cost you dearly in missed opportunities, misunderstandings and under- or overestimation of others.In social situations where your judgmental nature comes to bear, which are more often than you might think, you suffer a one-point penalty to difficulties of rolls.

Callous

The unceasing brutality of existence as a soldier in the apocalyptic war against the Wym has finally gotten under your skin. Your emotional responses of all kinds are somewhat stunted, and almost nothing really gets a rise out of you. Creepy. You must increase the difficulty of all Empathy rolls by 2 and you may not even attempt the roll when the total difficulty is increased to 9 or above.

gifts + fetishes

level 1 gifts


Persuasion

This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of her life).

Umbral Tether

The Umbra is a shifting world where logic doesn’t always apply and losing one’s way is easy. Theurges ensure they can always find their way back to the point where they entered the Umbra with this Gift, which creates a silvery “umbilical cord” connecting the Garou to the point where they last crossed the Gauntlet. Only the werewolf who creates the tether can see it. This Gift is taught by a spider-spirit.

System: No roll is needed to create the thread. However, after each full day the character spends in the Umbra, a point of Gnosis must be spent to maintain the cord; otherwise, it slowly corrodes from the point of entry and toward the Garou.

Grim Resolve

Other werewolves look to the character for leadership in battle, and this Gift helps them live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.

System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one Willpower point, which disappears if it is not used before the end of the scene.

Name

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System: lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.

Glory
⚫⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Honor
⚫⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Wisdom
⚪⚪⚪⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Rage
⚪⚪⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Gnosis
⚪⚪⚪⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Willpower
⚪⚪⚪⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛

Befriender of Vermin

Dawn Flower

Children of Gaia | Galliard | Warborn


GenderMale
Pronounshe/they/it
Age26
Height5'8
OccupationUnemployed
NatureThrill-Seeker
DemeanorOptimist

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Fortune favors the bold.


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stats

attributes/abilities


PHYSICAL
Strength: ★★★☆☆
Dexterity: ★★★☆☆
Stamina: ★★★☆☆
SOCIAL
Charisma: ★★★★★
Manipulation: ★★★☆☆
Appearance: ★★☆☆☆
MENTAL
Perception: ★☆☆☆☆
Intelligence: ★★☆☆☆
Wits: ★★★☆☆

talents


Alertness: ☆☆☆☆☆
Athletics: ☆☆☆☆☆
Brawl: ☆☆☆☆☆
Empathy: ★★★☆☆
Expression: ★★☆☆☆
Intimidation: ★★★★★
Leadership: ★☆☆☆☆
Primal Urge: ★★☆☆☆
Streetwise: ★★☆☆☆
Subterfuge: ☆☆☆☆☆

skills


Animal-Ken: ★★★☆☆
Crafts: ★☆☆☆☆
Drive: ☆☆☆☆☆
Etiquette: ☆☆☆☆☆
Firearms: ☆☆☆☆☆
Larceny: ☆☆☆☆☆
Melee: ☆☆☆☆☆
Performance: ★☆☆☆☆
Stealth: ☆☆☆☆☆
Survival: ☆☆☆☆☆

knowledges


Academics: ☆☆☆☆☆
Computers: ☆☆☆☆☆
Enigmas: ★★★☆☆
Investigation: ☆☆☆☆☆
Law: ★☆☆☆☆
Medicine: ☆☆☆☆☆
Occult: ★★★☆☆
Rituals: ★☆☆☆☆
Science: ☆☆☆☆☆
Technology: ★☆☆☆☆

specialties


Charisma | ★★★★★ | Smooth Talker | In tense situations, Dawn Flower has a -2 difficulty on rolls to smooth things over... whatever that means for him.
Intimidation | ★★★★★ | **Not A Threat, Just A Promise | Though he doesn't look intimidating, his words alone carry weight. Dawn Flower's "promises" receive a -2 difficulty.

backgrounds


Ancestors: ★★★☆☆
Rites: ★★★☆☆
Spirit Heritage: ★★★★★
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merits


Ratkin Buddies

You poor bastard. Ratkin like you. For some reason, an entire pack of them has taken a personal interest in you. On a good day, they'll swarm into your life and solve one of your pesky little problems - sometimes by twisting it around into a completely different problem. On a really good day, they'll decide that one of your enemies is their enemy, too, making the poor fool's life a living hell (that is, worse than yours). And then there are the bad days, the ones where they show up unexpectedly asking for a place to crash, eat all your food, borrow some of your stuff, or generally raise hell where you live. You've learned to be really tolerant of them, because if you're not, they'll make your life a living hell, too.

1Bad Day - Ratkin make your life difficult
2-5Sad Day - No Ratkin. Go outside and leave a present for the local rats.
6-8Good Day - Ratkin perform a minor favor
9Really Good Day - Ratkin allies save your ass
10One Ratkin joins the rat pack, one leaves. The new Ratkin leaves you a gift as an introduction. He thinks its neat, even if you don't

The results affect the story as defined in the first paragraph of
this Merit. The Ratkin pack has a number of wererats equal to the size of the character's pack minus one. Note that Ratkin are not inclined to appear to Garou other than the taker of this Merit; your packmates may never learn the nature of your hidden "benefactors". As an optional rule, if Ratkin show up as part of the chronicle, the player who's chosen this Merit plays his Garou character, but every other player in the troupe can temporarily play a character in the rat pack.

Enchanting Voice

There is something about your voice that others cannot ignore. It is not just that you sound good and have a pleasant singing and speaking voice, there is an almost enchanting quality to it. Difficulties to capture and audience by performances using your voice, public speaking or oratory are reduced by 2.

Sex Appeal

You put it down to your looks and charm, but the dark truth is you have a dangerous, and perhaps unconscious, level of control over your pheromones. Your sexiness and sensuality attracts lovers to you like moths to a flame. You are the irresistible center of attention at any gathering.All rolls where sexual attraction matters have the difficulty reduced by three. This Merit cannot be used to seduce someone lacking a baseline of sexual attraction to the character.

flaws


Tangential

No matter how hard you try, your stories tend to meander. You can't stay on topic when in discussion or when performing, unless you heavily rehearse your lines ahead of time. As a result, you are seen as long-winded and rather dull. Add two to all Expression difficulties (unless you are reciting from a script or from memorized lines), and be sure to roleplay this Flaw.

Lazy

Your character has trouble motivating himself to do anything. He'd rather sit around the house watching TV and thinking of doing something with his life than actually getting up and doing it. He tends to complain loudly when there’s work to do, and he likes to let things slide until the last possible moment. You must make a Willpower roll (difficulty 6) to take care of any routine tasks not directly related to your character’s pack duties and more adventurous activities, such as paying the electricity bill or getting the car’s tires rotated.

Double Jeopardy

Albino, Blind

You were born not with one, but two metis deformities. These are incurable and cannot be eliminated through experience points or events in the chronicle. Gaia has either marked you for something special or cursed you for some unknown reason.The character has no natural sight - the world of color and vision is
lost to him. You cannot even make Perception rolls that require vision, and you suffer a three-point difficulty penalty on any Alertness roll where you do have a shot, unless the matter relies exclusively on another sense. The difficulty of all Dexterity-related rolls increases by two.

Wyld Mind

Your mind is extremely chaotic and unpredictable. As a result you
have difficulty concentrating on any one task. You must make a Willpower roll (difficulty 4) for every extended action roll after the second. With every subsequent roll, the difficulty increases by 1.

gifts + fetishes

level 1 gifts


Create Element

The warborn has the power to create a small amount of one of the four basic elements — fire, air, earth or water. In this way, he can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The warborn cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift.

System: The werewolf’s player spends one Gnosis point and rolls Gnosis. Each success allows the character to create approximately one cubic foot of the desired element, to a maximum weight of 100 lbs, anywhere he can see within 60 feet. The element remains in existence until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are genuinely hot, but they are no substitute for a flame-thrower. They inflict one health level of damage per success, to a maximum of three health levels of damage.

Beast Speech

The werewolf with this Gift may communicate with any animals from fish to mammals. This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves. Any spirit of nature can teach this Gift.

System: The player simply rolls Charisma + Animal Ken, although each separate encounter or type of animal requires a separate roll.

Mother's Touch

The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal himself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Garou may heal even Battle Scars in this manner if the Garou uses the Gift in the same scene in which the scar was obtained and he spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.

Name

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System: lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.

Glory
⚪⚪⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Honor
⚫⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Wisdom
⚪⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Rage
⚪⚪⚪⚪⚪⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Gnosis
⚪⚪⚪⚪⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Willpower
⚪⚪⚪⚪⚪⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛

Born of a Blood Red Moon

Eklipse de Solís

Silent Striders | Ahroun | Warborn


GenderMale
Pronounshe/him
Age28
Height5'9
OccupationGraffiti Artist
NatureEye-Of-The-Storm
DemeanorOracle

A crimson moon blesses the birth born from a broken law.Eklipse was born under the light of a lunar eclipse, with only his father left to take care of him. Cursed with no voice, and a burning wanderlust like any other Silent Strider, Eklipse finds himself wandering between the edges of human society and the edges of Garou society, isolated due to his Crinos-form.

To murder thousands takes a specious name, war's glorious art, and gives immortal fame .


When his First Change came, a similar lunar eclipse blessing his birth would bless his first shift. No longer restrained by his form, Eklipse would taste the freedom of breaking free of his isolated childhood, dipping himself into the world beyond the nature of the Philippines.Taken under the Silent Striders like his mother once was, Eklipse traveled the world in search of her remaining touches on the earth, leading him to integrate himself into the city of Chicago for the last few years.The call for help catches his attention, and Eklipse finds himself curious in the light of the apocalypse.

stats

attributes/abilities


PHYSICAL
Strength: ★★☆☆☆
Dexterity: ★★★★★
Stamina: ★★★★☆
SOCIAL
Charisma: ★☆☆☆☆
Manipulation: ★☆☆☆☆
Appearance: ★★★★☆
MENTAL
Perception: ★★★★☆
Intelligence: ★☆☆☆☆
Wits: ★★★★☆

talents


Alertness: ★★☆☆☆
Athletics: ★★☆☆☆
Brawl: ★★☆☆☆
Empathy: ☆☆☆☆☆
Expression: ☆☆☆☆☆
Intimidation: ☆☆☆☆☆
Leadership: ☆☆☆☆☆
Primal Urge: ☆☆☆☆☆
Streetwise: ★★★☆☆
Subterfuge: ☆☆☆☆☆

skills


Animal-Ken: ☆☆☆☆☆
Crafts: ★★★☆☆
Drive: ★☆☆☆☆
Etiquette: ☆☆☆☆☆
Firearms: ☆☆☆☆☆
Larceny: ★☆☆☆☆
Melee: ★☆☆☆☆
Performance: ★☆☆☆☆
Stealth: ★★★★☆
Survival: ★★★☆☆

knowledges


Academics: ☆☆☆☆☆
Computers: ☆☆☆☆☆
Enigmas: ★★☆☆☆
Investigation: ★★☆☆☆
Law: ☆☆☆☆☆
Medicine: ☆☆☆☆☆
Occult: ★☆☆☆☆
Rituals: ☆☆☆☆☆
Science: ☆☆☆☆☆
Technology: ☆☆☆☆☆

specialties


Dexterity | ★★★★★ | Lightning Reflex | Thinking fast on his feet is like second nature to Eklipse. His hand movement is equally as fast, allowing him to scribble out whiteboard messages faster than an average person. -2 difficulty on quick hand/foot motions
Appearance | ★★★★☆ | Alluring | Somehow, perhaps due to his silent brooding outward appearance, people might find him quite the attractive spectacle.
Perception | ★★★★☆ | Eyes in the back of your Head | With a heightened sense of perception, both physically and spiritually, Eklipse is very sensitive to the presence of people around him. -1 difficulty to detecting other people.
Wits | ★★★★☆ | Ambushes | Attacking without being detected first, Eklipse has quite the mind to come up with scenarios where the initiative is in his favor for the first attack. -1 difficulty to appropriate scenarios.
Crafts | ★★★☆☆ | Spray Painting | Developed as his main medium of tagging locations with glyphs as part of his Silent Strider habits, Eklipse is well-versed in the art of spray-painting.
Stealth | ★★★★☆ | Urban | Well-accustomed to the bustling cityscape of Chicago, Eklipse has an easier time blending in with the shadows and cover of urban alleyways and buildings. -1 difficulty for hiding in the city.

backgrounds


Fetish: ★★☆☆☆
Mentor: ★★★☆☆
Spirit Heritage: ★☆☆☆☆

merits


Cat-like Balance

Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by one and gain three additional dice to soak damage from falls.

Ambidextrous

You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. Ambidexterity does not grant you extra actions or attacks.

Spirit Mentor

The voices in your head may tell you things, but by Gaia, they're useful things.You have a personal guide and advisor who exists largely in another realm of existence – like a totem spirit or an ancestor. A spirit mentor differs from a totem spirit, as it offers you counsel and information, but offers you no powers per se

Natural Runner

Your character's enjoyed running ever since he was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for him. As a result, your character can run like the wind when the occasion demands it.Your character's Dexterity counts as one point higher than it actually is for the purposes of determining movement rates.

Common Sense

You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.

flaws



Double Jeopardy

Albino, mute

You were born not with one, but two metis deformities. These are incurable and cannot be eliminated through experience points or events in the chronicle. Gaia has either marked you for something special or cursed you for some unknown reason.

Impatient

You have no patience for standing around and waiting. You want to
do things now — fuck those slowpokes trying to hold you back.
Every time you are forced to wait around instead of acting, a
Willpower roll is required to see if you go tearing off on your own
instead.

level 1 gifts


Create Element

The warborn has the power to create a small amount of one of the four basic elements — fire, air, earth or water. In this way, he can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The warborn cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift.

System: The werewolf’s player spends one Gnosis point and rolls Gnosis. Each success allows the character to create approximately one cubic foot of the desired element, to a maximum weight of 100 lbs, anywhere he can see within 60 feet. The element remains in existence until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are genuinely hot, but they are no substitute for a flame-thrower. They inflict one health level of damage per success, to a maximum of three health levels of damage.

Falling Touch

This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The Garou’s player rolls Dexterity + Medicine (difficulty of the opponent’s Stamina + Athletics). Even one success send the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.

Silence

The Garou can muffle any sound he makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.

System: The player rolls Dexterity + Stealth. Each success adds one to others’ difficulty to hear the Garou for one scene.

Spirit Speech

This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Garou or leaving. Any spirit can teach this Gift.

System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.

level 1 fetishes



Wanderer's Friend

Gnosis 4

When the owner is holding the compass as he gets directions to his destination (and the compass has been successfully activated), the spirit of magnetism housed within hears and remembers the directions. As the Strider travels, the two needles remain together until the owner reaches a landmark or crossroads given in the directions; at that point, the second needle swings to show the next direction. The compass understands every language spoken by the Garou who created the fetish (and thus it might understand a language that its owner does not), and it is even capable of interpreting pantomimed directions with reasonable accuracy. The compass is entirely dependent on the directions received, however, and the directions might always be plain wrong.

Moonwatch

Gnosis 4

This wristwatch automatically tells a Garou what the current moon phase is and whether it is waxing or waning. When activated, the watch indicates to the user what auspice the person before him is. To create a Moonwatch, a Garou must bind a Lune or Gaffling of Luna into a sanctified timepiece.

Glory
⚪⚪⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Honor
⚪⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Wisdom
⚫⚫⚫⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Rage
⚪⚪⚪⚪⚪⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Gnosis
⚪⚪⚪⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
Willpower
⚪⚪⚪⚫⚫⚫⚫⚫⚫⚫
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛

Night 1

Introduction


The afternoon air is electric.Perhaps it's the storm pouring in full force outside. Perhaps it is the tenseness in the air, singing as sharp as lightning. Most likely, it's a mix of both and something more.The Garou of the Fanum nurse wounds from an attack committed against them three days ago. In the waning hours of the day, they prepare to hold conference, coalescing like blood to the inner sanctum of the temple. Outside, the sign states "closed", but you know better.You enter the foyer. Before you, the other Garou have already funnelled their way to where they needed to be. One has remained behind, a woman of small stature with large, brown eyes. She would be almost deer-like, were it not for the glint of a predator that lay behind such a docile gaze. Some of you who are acquainted with the Garou of Chicago may know her as Gentle Brook.

Anna's Speech

The room that's being used is akin to a college lecture hall. Smoke from burning herbs wafts from incense burners, and though this might have normally offered a dream-like quality to the atmosphere, today the fires burn with the direness of war. At the front of the room, standing behind the table and flanked by two others, is the unmistakable visage of Anna "Eyes-of-the-Sun" Pelfrey. Her brow is furrowed, a deadly silence about her, long curly hair flowing over her shoulders as she stands bowed over the reports laid strewn across the table.Once everyone has assembled, the doors to the hall are closed. Murmurs amongst the gathered folk are stifled by a sharp whistle, Anna stands straight. Like the lawyer she was before, she presents herself with stern wit, and commands the audience with dread purpose.

"None of us are deaf to the way of the world. We see the writings on the wall, feel the cracks in the foundation- dark tidings are upon us. Our hands are once again forced.Three nights ago, our tentative neutrality with the Leeches was shattered. They attacked us unprompted. We know not why, only that they will pay dearly."The crowd's murmuring begins again, muttering of agreement. Anna's voice raising silences them all."We have lost 15 of our kin. We have not lost so many so swiftly in such a short period in nearly a century, not since the Wyrm War. I sense this is only a prelude of what is to come... if the storm itself doesn't speak to it.A rash leader would call for a hunt against the leeches, rash and violent. But I am no rash leader. We will investigate, find what provoked them, and if there is nothing?We will purge Chicago of these pale, rotting servants of the Wyrm.If they are to act with malice, they cannot be allowed to stand. My order as the leader of the Fanum is to kill any leech who dares to interfere in our investigation. We have lost many by surprise, and I cannot fathom losing more from these creatures.You are all to form Packs. The Fanum will serve as your base of operations. Anything you discover should be reported back to me in particular. If there are specific resources you need, Storms-The-Front will handle your requests."A muscular man who looked more like a bodyguard than someone in charge of resources dips his head. Anna nods approvingly."You are all dismissed."

Forming the Pack

Red Between Worlds sought out Anna personally after the meeting was adjourned, wanting to speak with a woman she deemed on par with she herself. Red was aware of Anna's career as district attorney before her retirement, and wished to make a good impression. Anna sternly attempted to guide her, seeing potential.Before Red could slink away as a lone wolf, she was dragged into a pack by Dani after Storms-The-Front called out for anyone left, aiming to help the Kinfolk Corva find a place (GASP). Dani guilted Red into staying by bringing up Corva's lack of Garou status, and roped the warborn Dawn Flower in as well. Before the odd quartet left the inner sanctum, Storms-The-Front offered a tip in regards to where they could look: Hyde Park. He has concerns about the Sept of the Wind Catchers, wanting to take it upon himself to ensure their continued survival but unable to abandon his current duty. The pack decides to pursue his lead.Dani, Corva, and Dawn Flower glean the ire of a particularly pissed off Red, who wanted nothing more than to go off on her own in spite of the warnings. She demands them to do everything her way or else. The pack does not take her particularly seriously, the remaining three finding quick and easy solidarity in one another and an inherent opposition to the over-confident Theurge. Red's valet picks them up.

Hyde Park


The afternoon air is electric.Perhaps it's the storm pouring in full force outside. Perhaps it is the tenseness in the air, singing as sharp as lightning. Most likely, it's a mix of both and something more.The Garou of the Fanum nurse wounds from an attack committed against them three days ago. In the waning hours of the day, they prepare to hold conference, coalescing like blood to the inner sanctum of the temple. Outside, the sign states "closed", but you know better.You enter the foyer. Before you, the other Garou have already funnelled their way to where they needed to be. One has remained behind, a woman of small stature with large, brown eyes. She would be almost deer-like, were it not for the glint of a predator that lay behind such a docile gaze. Some of you who are acquainted with the Garou of Chicago may know her as Gentle Brook.

Anna's Speech

"None of us are deaf to the way of the world. We see the writings on the wall, feel the cracks in the foundation- dark tidings are upon us. Our hands are once again forced.Three nights ago, our tentative neutrality with the Leeches was shattered. They attacked us unprompted. We know not why, only that they will pay dearly."The crowd's murmuring begins again, muttering of agreement. Anna's voice raising silences them all."We have lost 15 of our kin. We have not lost so many so swiftly in such a short period in nearly a century, not since the Wyrm War. I sense this is only a prelude of what is to come... if the storm itself doesn't speak to it.A rash leader would call for a hunt against the leeches, rash and violent. But I am no rash leader. We will investigate, find what provoked them, and if there is nothing?We will purge Chicago of these pale, rotting servants of the Wyrm.If they are to act with malice, they cannot be allowed to stand. My order as the leader of the Fanum is to kill any leech who dares to interfere in our investigation. We have lost many by surprise, and I cannot fathom losing more from these creatures.You are all to form Packs. The Fanum will serve as your base of operations. Anything you discover should be reported back to me in particular. If there are specific resources you need, Storms-The-Front will handle your requests."A muscular man who looked more like a bodyguard than someone in charge of resources dips his head. Anna nods approvingly."You are all dismissed."

Red Between Worlds sought out Anna personally after the meeting was adjourned, wanting to speak with a woman she deemed on par with she herself. Red was aware of Anna's career as district attorney before her retirement, and wished to make a good impression. Anna sternly attempted to guide her, seeing potential.

Timeline

  • 7-9PM

  • ~7:00: Red, Dani, Corva, and Dawn Flower arrive to the Fanum in this order.

  • 7:15: The Fanum attends Anna's war council. She rallies the relatively small number of Garou and instructs them to form Packs. No Garou is to be left on their own.

  • 7:30: The meeting is adjourned. Red speaks individually with Anna "Eyes-of-the-Sun", and Corva speaks with Storms-The-Front. Storms promised to procure silver for Corva's blacksmithing endeavors.

  • 7:40: Storms aids an (embarrassed) Corva in finding a pack, scrapping together Red, Dawn Flower, and Dani.

  • ~7:45: The Pack departs the Fanum. Red's personal driver, Ricky, picks them up. Dawn's van is cared for by the "rats".

  • ~8:05: The 20 minute drive to Hyde Park is completed. Red lavishly tips the driver so he can get himself a nice meal.

  • ~8:10: Dawn Flower picks up the smell of old blood. Corva attempts to peek into the Umbra, but fails, as does Red after her. It's only when Dani, the Ragabash with strangely high gnosis, attempts that they find a strange truth.

  • ~8:20: The Pack encounters a challenger, an unnamed stranger of the Wind Catchers. He aggressively questions them on their trespassing.

  • 8:25: Their standoff with the stranger ends after a trade of information between him and Red. He escorts them out of the neighborhood.

  • 8:35: Ricky picks the gang up. He has procured a nice sushi dinner. The Pack's squabbling continues.

  • ~9:00: The Pack returns to the Fanum.

Pronunciation Cheat Sheet

Garou (Werewolf) - Gah-roo
Ragabash - Raa-gaa-bash
Theurge - Thee-urge
Philodox- Phil-oh-docks
Galliard - Gal-ee-arrd
Ahroun - Ah-roon
Fera - Fair-ah
Homid - Haumm-id
Lupus - Loo-puss

Wyrm - Werm/Wurm
Gaia - Guy-ah
Auspice - Awss-piss
Amenti - Ah-men-tee
Camarilla - Camm-ah-rill-ah
Sabbat - Sah-baht
Glabro - Glah-broh
Crinos - Cree-noess
Hispo - Hiss-poh

Archetypes Link (Natures/Demeanors)

Storms-The-Front

Storms-The-Front


Ghost Council | Ahroun | Homid

Introduction

Storms-The-Front is a young-ish Garou of around 28-30. Though an Ahroun, he maintains a light-hearted personality. He earned his deed name by taking the lead on a warband after the leader was slain in battle, “storming the front” and winning in spite of the odds. He’s taken more of a backseat in the past year, taking a spiritual reprieve and acting as background support instead of the main warring event. This is to keep himself humble and connected with the aspects of life not relating to battle.He is an Adren who has well cemented his place within the Fanum. While on his spiritual journey, he has taken up the role of Armsdealer, keeping the place stocked as best as he can. Unfortunately, this was not enough, seeing that nearly everything was taken the moment shit hit the fan. Now he's been working overtime trying to replenish what he can, both by his own hand and by calling in favor. He understands it's important to be the support... but that doesn't mean he laments staying back when he should be out there fighting.

DemeanorAspirant
NatureKnight

In the events of Blood Moon Rising, Storms-The-Front takes a backseat to the overall war, attempting to force himself to stick with his spiritual journey rather than say "fuck it" and leap back into the fray. His self-discipline is wearing thin, and the players continue to press at him. He was made for the battlefield, dammit- not staying back and offering aid from the sidelines. Storms-The-Front serves as a point of contact for The Pack, procuring them items while he rebuilds the Fanum's depleted arsenal. He wields a unique fetish, an anvil made with a Gaffling of the Fanum's totem.He is a terrible liar and a very emotional man, whether that emotion be in the form of worrying over the well-being of a rival Sept to giving in to the Rage within. It is easy for Gaia's righteous fury to well up within him, anger seeping into his voice as easily as blood seeps into cracks. Storms has done his best to mediate this, employing several different methods of calming himself down.

Voice

Storms-The-Front is a city wolf, having been born and raised in Chicago. His voice is deep and a bit gruff, and unmistakably Midwestern. He shortens a lot of words and speaks informally, save for when addressing those of a higher rank than him.

Ricky Preston

Ricky Preston


Camarilla Ghoul

Introduction

Ricky is a 30-something year old veteran who worked a lot of odd jobs to make ends meet. As far as anyone knows he lives alone, but he’s a polite and sociable guy. He doesn’t ask very many questions and appreciates the work he’s given. Though he's only started working for Red Between Worlds for somewhere around 6 months, he's proven himself to be a dependable employee- which is great, because this job is a blessing for him. Good pay, interesting boss, what's not to like? If you need a lift, he'll answer the call, no matter what weird time of day (or night) it is.The truth about Ricky is complicated. After finishing his tours, he found he was unsure of what to do with himself. Something about his experiences had awakened something in him, and seeking the thrill became his day-to-day. Self-destructive, impulsive, a man with skills popping up in places he shouldn't. It's only when he was given stability through the job Leo accepted him for that the world slowed a bit.But things change. When the Pack pursued a mission to River Park, Ricky was told to stick around for a quick escape. In the time they left him alone, the Camarilla's Sheriff approached him. She was quick to dominate him and extract information on the Pack, as well as forcing him to imbibe her blood.Unknowing of what occurred to him, Leonette exposed Ricky to the true world of the Garou- unwittingly endangering herself and her Pack. Ricky's been compromised, and the power of the blood over his ghoul'd self may prove to be stronger than the will of a soldier.

DemeanorSoldier
NatureThrill-Seeker

Voice

Ricky speaks with great enthusiasm. To any onlookers, his speech seems to convey an optimistic attitude, a man content with his job and his life. He refers to both his boss (Red) and his dominator with the formal 'ma'am', and, if addressing anyone else deemed to be a higher rank than him, offers the same formalities.(Responding to a request)
"Yes ma'am!"
(Asked about an arrival time)
"Hyde Park's about 23 minutes away- buuuuut if you want me to, y'know, get us there faster." :)
(Accepting Red's dinner tip)
"80 bucks? Wow! I'm gonna get so much sushi!"
(The Camarilla ghoul. An example line of dialogue for when he eventually gets revealed. Uses her Garou name over her human one, shift in tone from how he normally speaks. Play with this line how you will, or expand upon it.)
"You know, Red... you've been a good boss."

Jonathan Peabody

Jonathan Peabody


Amenti | Khri-habi

Introduction

Jonathan Peabody is dead.A British archaeologist in the early 1900s, he was inherently missing a portion of his soul- the ba. This made him an unoriginal man, following in the steps of his colleagues and predecessors alike in an attempt to emulate what a "great archaeologist" should look like. He was not above committing “small” atrocities in pursuit of the white man’s science.His failings made him a suitable target for the remains of the mummy Illahun to latch onto, and upon their merging after Peabody’s untimely demise in the Valley of Kings he became a reformed man. He lives and discovers knowledge for the love of the game, fighting the servants of chaos and spreading knowledge in a way that was meant to build instead of destroy.

He arrived in Chicago in the late 40s to establish a base of operations for those like him and give free knowledge to the public, making good relations with the Fanum in the effort to create a long-standing agreement. He died shortly after his Temple was completed, falling against a mighty foe that Chicago knew not of. He has been dead since, for its death throes cursed him to be trapped within the Umbra.He seeks to return to his body and continue his work, but he needs quite the bit of help... which it seems he's on the brink of receiving, should he earn the trust of his apprentice enough.

Voice

Dr. Peabody speaks with a British accent, and though an intellectual he maintains a playful and 'down-to-earth' sort of vibe when speaking with his apprentice. He's quick-witted and sharp, offering advice to the spiritual in a concise yet comedic fashion.(When asked about a strange occurrence in the Umbra)
"Oi bruv, that's right weird innit? Them lights the sort that fit more in the streets and shite than in the Umbra. I'd say it might have something to do with the Gauntlet, a breach in someone's cloaking. Nothin good, that's for sure."
(When presented with something he's never seen before)
"Oh that, that, is quite strange indeed! Never seen anything like it, I haven't."
(Trying to hold back the urge to be curious in front of his apprentice) "Scurry along, I'll see what I come up with yeah?"

DemeanorPedagogue
NatureScientist

Anna "Eyes-of-the-Sun" Pelfrey

Anna Pelfrey


Ghost Council | Galliard | Homid

Introduction

Anna was once an assistant district attorney. After discovering her Garou heritage, she immersed herself in her tribe’s culture and learned quickly. She is loved and respected, and no one is more trusted by the Sept members. She is disliked by many leaders outside the Sept, with whom she avoids dealing. As the leader of the Fanum, and thus Chicago's Ghost Council, she has found herself dragged into the spotlight as the storms converge above her Sept. Whether she likes it or not, it is her duty to seek help... and in turn, deal with the leaders that dislike her so much.But she is sharp. Even now on the older side, her wit stays with her. For one most always remember; beware of an old man in a profession where men usually die young.Anna holds a grudge against Gnuris, leader of the Sept of the Wind Catcher. Their feud goes back decades, when she was but a new Garou and he new to the United States. The two Septs blame one another for an incident that occurred in the 60s, the one case Anna has not untangled because she believes Gnuris and his Sept would be unwilling to listen. Anna does not waste her time on those who cover their ears.But as Chicago marches towards war, there is one thing above her mind more than anything else, something that threatens to drive her into Harano. Her husband, Moon's Shadow, ventured on a quest into the Umbra to aid the threatened spirit of Jupiter. He has not returned, and is presumed deceased by most of the Sept. She has not accepted this, but with each passing day showing no signs of life and war peeking over the horizon, she is steadily becoming more emotionally unstable. The early days of the inevitable have taken much from her.

DemeanorArchitect
NatureJudge

Voice

Anna is a leader first and foremost, honed by decades of hard work. A woman in her late 50s/early 60s, she has dedicated her life to the Fanum. She is blunt, and tends to get her point across in conversation as concisely as possible. Her true strength lies in speeches, her sharp tone and courtroom honing leaving no room for miscommunication.(Anna's speech)
"None of us are deaf to the way of the world. We see the writings on the wall, feel the cracks in the foundation- dark tidings are upon us. Our hands are once again forced.
Three nights ago, our tentative neutrality with the Leeches was shattered. They attacked us unprompted. We know not why, only that they will pay dearly."(Speaking with Red)
"Many of the Fanum have found their packs long ago. Perhaps some would be willing to lend their aid regardless.
But even still, I would recommend seeing who is available. Those who are not in packs will likely still be milling about in here, figuring out what their next steps are. Do you have aspirations?"

Gnuris One-Eye

Gnuris One-Eye


Get of Fenris | Ahroun | Lupus

Introduction

Gnuris is very old. He was born a wolf in Germany during the 1920s. He stayed in Germany until Hitler rose to power, after which he and his pack moved to Spain to escape the Wyrm. Gnuris’ packmates were all killed during the 1950s in a battle with Black Spirals. Afterward, he traveled to America to make a h s h start, since he had no desire to return to Germany. After proving his intentions, he was accepted into the Sept of the Wind Catchers. Over the years he has slowly acquired more power and responsibility, eventually becoming leader of the Sept. Though he is respected, the respect comes more out of fear than love. He is a harsh disciplinarian, punishing all who break the rules of the sept and the Litany. On the other hand, he has proven to be an outstanding leader when the storm breaks and war seems inevitable on the horizon.Like Anna, he holds a grudge, something that's only deepened his own biases. When prompted, he claims she is too deep in the

Weaver's web- there is no room for man's court in the realm of the Wyld. This is survival of the fittest, and actions often speak louder than words.Gnuris seeks to protect his Sept at any and all cost, potentially even to the point of permitting the leeches to take the Fanum if it meant his own Sept would remain standing. At the current point, he has completely sealed off his Sept, assigning only the strongest and largest packs to patrol the territory. His Sept has lost more Garou than the Fanum has, and keeping the rest alive is his utmost priority. Gnuris is aware that he is nearing his own death, and this drives him to make harsher decisions in an attempt to preserve his legacy.

Voice

Gnuris is an old man, well into his twilight years. Yet his voice remains powerful and unwavering, reminding those who might have ambitions of usurping him that he still retains strength. He is blunt, and does not give long speeches. You can decide if he gets an accent or not.(Addressing outsiders)
"Who are you to determine the fate of our Sept?"
(Slamming his hand on the table)
"ENOUGH! I will NOT have those who have yet to wet their teeth in true battle disrespect my rulings. You're too young to understand, too fresh to comprehend.
(Sigh of great age)
"I will not allow more to die. I have failed those we lost, but the ones left I can still save."

DemeanorFatalist
NatureBarbarian

Anpu Bleeds-The-Moon

Anpu Bleeds-The-Moon


Silent Striders | Theurge | Warborn

Introduction

Anpu's birth was marked with an ill omen. A shadow hung over the Metis with fur black as pitch, and as he grew he did little to disprove fate. A foolish deal as a teenager with a spirit for knowledge he shouldn't have led to a regret he could never take back, and since then he's led the life of a lone wolf, wandering in self-declared exile.He shows up to places where the storm crackles with anticipation, as though a harbinger of a tragedy yet to happen.Anpu serves as Eklipse's physical mentor, even if he himself teeters more in the Umbra than in the material world. He has only been in Chicago since about a month ago, following the omens of disaster on the horizon. It's no coincidence that he's there when the storm breaks and war begins. He offers no direct help to any faction, never once aligning with either Sept. He is an outcast first and foremost.His goals seem unclear to anyone who interacts with him, but he knows exactly what he's doing. Part of his self-assigned penance is fighting the Wyrm on the spiritual level, constantly going toe-to-toe with Banes in spite of lacking the regenerative factor that saves so many of his kin. He ambushes foes and then vanishes without a trace, whatever mess left behind being harrowing in its own right.

Demeanor...Antisocial
NatureEye-of-the-Storm

Voice

His delivery is cryptic, and his appearances are ominous. You can be speaking to him one moment, and when you look back he's disappeared into the shadows. He pauses frequently and prefers to keep his speech limited as much as possible, and rarely has much emotion to his voice. Anpu doesn't have much of a social or cultural understanding and it shows. He's a strange man.

Gentle Brook

Gentle Brook


Children of Gaia | Theurge | Lupus

Introduction

Gentle Brook differs from her module variation. She is more naive to the ways of human life, being a relatively new Cliath. She was found by the Garou of the Fanum, and though she was taken in by Anna and her husband, Isaiah, the ways of the human world are still strange to her. As a blossoming Theurge, Moon's Shadow took a personal interest in training her, wanting her to find purpose in a role instead of being lost to the turmoil of human and Garou ways.It's only been about a year for her, yet it was enough to bring her close to those who essentially adopted her. Sure, Garou life is tumultuous, but she had stability in found family. When the storms broke above the city two weeks again, her mentor took a delve into the Deep Umbra to try to help the spirit of the Fanum.

DemeanorOracle
NatureOrchid

He did not return.As the inevitability of war looms over Chicago, Gentle Brook has found herself utterly lost in the chaos. No pack will take her in, deeming her too young and inexperienced to be worth taking the risk on, and Anna has completely consumed herself in the madness of battle. For the first time in a while, it feels like she has only herself, and that she's back to being how she was before her First Change.

Voice

Gentle Brook is young, excited, and curious. She sees the world through bright eyes, inexperienced yet unafraid to pursue things regardless. As a relatively new Lupus-born Garou, the human world is a brand new frontier for her. However, she bears a nervous edge to her- she's lost her father figure to the Umbra, and finds herself lost and useless in the upcoming War of Chicago. No pack wants her, and without guidance she's left to her own devices.(words)
"words"

Isaiah "Moon's Shadow" Pelfrey

Isaiah Pelfrey


Ghost Council | Theurge | Homid

Introduction

wip

DemeanorOptimist
NatureOracle

Voice

Honestly? Have fun with this. I don't have anything particular in mind for him, and I'll probably end up tweaking things and basing him off the voice I get for him.

Burns-The-Brightest

Burns-The-Brightest


Fianna | Galliard | Warborn

Introduction

wip

DemeanorSaint
NaturePaladin

wip

Voice

Gentle Brook is young, excited, and curious. She sees the world through bright eyes, inexperienced yet unafraid to pursue things regardless. As a relatively new Lupus-born Garou, the human world is a brand new frontier for her. However, she bears a nervous edge to her- she's lost her father figure to the Umbra, and finds herself lost and useless in the upcoming War of Chicago. No pack wants her, and without guidance she's left to her own devices.(words)
"words"

Erebus Pack

The Erebus Pack, nicknamed the 'Wonderland Pack' by the players, is an envoy pack sent by the Sept of the Raccoon. Their primary directive is to assess the nature of the Fanum's call and determine if it's worth risking resources to lend aid. Their evaluation could make or break the brewing War of Chicago.Unknown to them, this mission is a test by the Sept's leader not just to glean insight on the events transpiring in Chicago, but also to test the pack's worth. They have cemented themselves as an effective 4-man pack, true, but suspicions remain in regards to their motive... especially since two are Warborn and one seems to have Weaver sympathies. Strikes-First, thusly, has been tasked with tagging along, testing their resolve and ability to adapt to a new player on the field. She is the only one that knows the true nature of their mission... and her orders should they fail.NOTE: Stalks-The-Web has assigned them all "agent" names for the sake of "safety". These are the names they'll use the most, save for Strikes-First and Chasing Ghosts. Strikes-First because she thinks it's stupid, Chasing Ghosts because he physically cannot remember to respond to his.

Rabbit

Carves-The-Hours


Galestalkers | Ahroun | Homid

Introduction

Carves-The-Hours, aka "Rabbit", is the leader of the Erebus Pack. The bastard son of a prominent Galestalker, his time in his original Sept was an uneasy one. It was out of obligation that they raised him, and when his First Change came and the training went by, he knew his time with them was up. He bounced around from Sept to Sept until he eventually landed in Milwaukee, teaming up with Allie.He prides himself a self-made man, putting his disciplines entirely on his own credit. Punctual, quick, and effective is his motto. There is not enough time in the day for fucking around- thus, he is meticulous in how he carves the hours. Getting off track is his bane.As alpha of the Erebus Pack, he forces a greater sense of seriousness. He understands his position isn't one of inherent glory, it is one he'll need to fight for, making do with the tools he was given. He'll prove himself as Garou, even if it means dragging the rest down the rabbit hole.

Voice

"Rabbit" speaks with a gruff voice, one I can only really describe as 'kind of like Dean from Supernatural'. He's very serious and to the point, never having the time for antics and always wanting to be on schedule. His patience is short.

DemeanorRegent
NatureArtisan

Hearts

Strikes-First


Red Talons | Galliard | Lupus

Introduction

Strikes-First, aka "Hearts", is not part of this pack.For the moment, she is, but she knows just as well as the others that she doesn't belong here. She is the looming shadow of authority over a group that must take its final step into being fully vetted, and in this sense she is an impossible force for them to ignore. A constant reminder that their actions are being watched with particular interest.She holds a place of particular legend for the members of the Sept of the Raccoon- an orphan of the Red Talons who clawed a place for herself in a foreign land, who rose to the top in spite of her circumstances. She is cutthroat and ambitious, which makes it a wonder to all that she bows to the leader of the Sept instead of trying to vie for his position. Maybe she respects him. Or maybe she's just waiting for the right moment to strike.

Voice

"Hearts" detests human language. She uses it simply, bluntly, straightforward, attempting to have there be as little miscommunication as possible so she doesn't have to repeat herself. Her voice always carries a dangerous edge to it, more akin to a knife than an instrument of communication. She has no time for games, and no time for wasting breath on useless language.

DemeanorBravo
NatureDefender

Allie

Stalks-The-Web


Glass Walkers | Philodox | Homid

Introduction

Stalks-The-Web, aka "Allie", was a normal girl, a child of circumstance and nothing more. There was nothing to complain about, and maybe that's what the problem was. At the age of 16, she wandered too far into the woods, and it was there she found the rabbit hole.Or, rather, the Wyrm hole.Generations of dormant Garou genetics had lain secretly in wake within her family, and it was only when she quite literally fell into it that she became the first of her family in centuries to experience the First Change. Since then, her life has been an acid trip of Umbral encounters and skittering visions- and she's tackled it with the power of modern technology. Something ancient lurks beneath the surface, and curiosity leads Alice deeper into Wonderland by the day.Her role in the pack is an info-gatherer and a spy, weaving a network of bugged devices across whatever city she's in. She's particularly tech-savvy for a Garou, something others don't like.

Voice

(Refer to casting page)

DemeanorCourtier
NatureMartyr

Chess

Waking Dreams


Shadow Lords | Ragabash | Warborn

Introduction

Waking Dreams, aka "Chess", is just glad he's not the other guy. Sure, the birth of him and his twin brother had cost the life of their mother, but that was just par for the course in the unfortunate existence of a Warborn. Rough childhood, uneasy upbringing, yada yada. Yeesh.It's always been easy for people to overlook him in "favor" of his brother's derangements. The forgotten twin, lost to the meltdowns of the one spirits could never stop pestering. The caretakers were so preoccupied with Ghosts that they forgot the Living.But it was he who did something they couldn't. Stuck in their old ways, failing where they should've succeeded, the other half became the vanquisher, the one who could wake a possessed soul from the dreams of the Umbra. Not that he brags about it, or anything. That's for people who want attention. Him? He's fine with the name and charade, because it's always better to be underestimated as a fool.

Voice

Chess tends to speak with a more relaxed, almost smug tone, like he knows something you don't and wants you to know that he knows. It's like he's always playing 5D chess with you, but you're not even aware you're on the board. Despite this demeanor, Chess never takes a particularly outspoken role in pack discussions, knowing damn well what his place is.

DemeanorBon Vivant
NatureConniver

Mads

Chasing Ghosts


Shadow Lords | Ragabash | Warborn

Introduction

Chasing Ghosts, aka "Mads", is an odd sort. At birth he didn't appear to have any deformities, unlike his twin Waking Dreams who presented the expected physical tells of a Warborn. The only thing particularly ominous about his birth was that it cost the life of his mother.This was what should be expected of those who break the Litany. His father lamented what he had done, but to this child? She had never left. Not to him. For the terrible curse he bore as a Warborn was not being touched in the body, but in the soul. His was too weak, too easy for outside forces to latch onto and push around. They held tightly and took control as they saw fit.There was no world where he or his brother should have been accepted into a pack. But "Allie" embraced their oddities and vouched for them to her teammate, and the rest, as they say, is history. Though at the bottom of the pecking order, it's thanks to his pack that his curse serves a purpose as a gift, and for that he can't help but be grateful.

Voice

Chasing Ghosts can never ever EVER talk straight. He's practically incapable of giving a simple truth to anything, much less a straight forward answer. Talking to him is more likely to get your brain all twisted into knots. His voice constantly carries a whimsical edge of fairytale madness to it.

DemeanorFreak
NatureTrickster

Smaller Roles

Characters who have had little screentime and will likely not be as central to the plot as the characters with individual sections.

Mauls-A-Bitch


Black Furies | Ahroun | Homid

Introduction

Mauls-A-Bitch is the alpha of the Street Blazers Pack, a migratory pack made mostly out of Garou from the Black Furies tribe. She seems aloof, holding an almost stereotypical "cool girl" attitude about her to those who view her from the outside. Yet still, she absolutely is not afraid to throw hands and get dirty.

Voice

Her delivery is oftentimes flat, lacking a lot of social eloquence to it. The talking is typically left to her packmates- she's the wartime leader, after all.

Splits-The-Road


Black Furies | Galliard | Lupus

Introduction

Splits-The-Road is a member of the Street Blazers, a motorcycle gang pack that answered the Fanum's call. Her name is not for nothing- she quite often will split from her pack, because that's simply what she does. This often gets her into all sorts of trouble, but she will never stop doing it

Voice

Splits-The-Road spent her entire debut screaming in agony over a silver wound. One might initially feel sorry for her, but she was quite literally just putting her theater kid heart into dramatizing the situation as much as possible.

Jeremy Drives-The-Van


Ratkin | Engineer | Homid

Introduction

Jeremy is a Ratkin from Brooklyn, and the actual owner of Dawn's van. Most Ratkin revile the Garou (and for good reason at that), but Dawn spared him from a pretty nasty fate so he feels a little indebted. As a result, he's taken the reigns as his chaperone, letting him live in the van and driving him places between doing things for his own rat pack.

Voice

EYYYYY I'M WALKIN 'ERE I'M FROM BROOKLYN FUCK YOU

Leech's Bane


Get of Fenris | Ahroun | Homid

Introduction

A long-standing member of the Sept of the Wind Catchers, Leech's Bane has held a prominent position as a War Captain for about a decade. As war marches on Chicago and his Sept's leader considers neutrality without putting up a fight, his connection with Storms-The-Front and the debt he feels he owes him will push him to become an active player on the fight against the undead.

Voice

Leech's Bane is inherently confrontational, with words openly hostile. He's very much of the mentality 'shoot first, ask questions later'.

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