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  • #16
    Originally posted by Aiden View Post
    Well he's about as terrifying as I had hoped he would be. He's a nice example of the Chronicles of Darkness not fitting into nice neat rules boxes.
    My first thought was, "Oh my god it's a mini-idigam."


    I call the Integrity-analogue the "subjective stat".
    An explanation how to use Social Manuevering.
    Guanxi Explanations: 1, 2, 3.

    Comment


    • #17
      I'm kind of bad with accounting so this is all going to be descriptive for now. This is based off a sample character I made when reading over 2e Werewolf.

      S. Biting-Tongue, Thukith-Ur, Predator of Contradictions

      "Your syllogism is so fucking debased I want to rip your larynx out for ever uttering something so perversely moronic. Try a different angle next time or I really will."

      The world may have never seen a werewolf quite like S. Biting-Tongue before. This one is a mental predator, a hunter of ideas. He can sniff out the loose thread in any argument, deconstruct any worldview with his vicious teeth of reason. As an Iron Master, he prefers to hunt among humans, for the mortal herd believes itself to be bound to logic, and so can be ensnared by it most easily. Like Socrates, he can twist any dialogue into the direction he wills. Like Hypatia, he knows enough of the material world to bring the force of cold facts to his heady dialectics.

      Of course, for those who will not bow to the Philosopher Wolf's discourse, he will remind them what it means to be an apex predator, when pure rationality rests on the twin pillars of Blood and Bone. The Irraka will find your weakness, and there he will sink his claws.

      The would-be philosopher king's greatest shortcoming is that he does not actually make for a successful leader. He can tear others down, strip them of their beliefs and egos, but he has trouble building them back up again. Just because you find a contradiction doesn't mean your own assumptions are correct. In a pack of gods, he would serve well as a trusted Beta, always looking for the flaws in the commander's tactics, shoring up logical and logistical weaknesses.

      They say he has chased not-spirits into a realm of pure mind, a hunting ground worthy of his intellect which he would love nothing more than to bring to bear under his remit.

      They say he once devoured the foul flesh of a dead monster who claimed to be a shard of the world's very first philosopher, an all-seeing eye from an empire of scorpions.

      They say he solved the impossible riddle of an Idigam that threatened to devour a city, disproving its very nature and causing the creature to collapse into half-truths and false knowledge.

      They also say his Kuruth trigger is being forced to admit his own ignorance. (No one says this to his face though.)

      Comment


      • #18
        What the hell? Aw hells no! Lycaon-Ur is one freaky scary werewolf. If this guy keeps up he'll definitely become a first born in no time. Interesting enough, he sounds more like a spirit--correction an idigam.

        Comment


        • #19
          So, I know where I want to go with this. By the time he hits PU10, he’ll have set up a protectorate where Pure and Forsaken abide by a lasting peace. He’ll still have a pack, even if it’s not his first. But where to start… I think I don’t want him to go for this concept to start; I want it to be a massive change in his worldview to go this route.

          I once described Batman as an Elodoth. I enjoyed that, emphasizing am sa namguli? a lot. So let’s start there: obsessed vigilante.

          PU1
          Jacob used to be a Wolf-Blooded. Not really in the know, but just close enough on the periphery to understand a few things, to have been told to stay out of certain places and away from certain people. You could say it was lucky that his Change came upon him when the Urdaga needed him most, beneath the Judge’s Moon as a pack of Tzuumfin crashed out of a five-story window to descend upon the nearby Forsaken pack.

          He knew right away that, even though they survived and drove off the Pure, it would be his life’s ambition to put those dogs back in their place. They had tore through the families of their prey pack to get at them, and that tragedy would never be dislodged from the heart of that pack.

          Mental stats first: he wants to see them coming first. Societies are just pawns to this Elodoth, and brute strength is part of the werewolf package. So we’ll start Jacob off at Wits 3, Int 3, Resolve 2; Presence 3, Manip 2, Comp 2; Str/Dex/Sta 2.

          With skills, he’s gotta play the Elodoth. Social skills are his job, says the pack. Empathy 1, Expression 2, Intimidation 3, Persuasion 2, Streetwise 1, Subterfuge 2. And as a Uratha, he doesn’t get to skimp on the physical stuff, either. Athletics 2, Brawl 2, Stealth 1, Survival 1, Weaponry 1. Then, Investigation 2, Medicine 2. He has a specialty in Investigation (Genealogies), because he’s got a hard-on to find any other Ivory Claws around; Athletics (Climbing) and Medicine (Uratha Physiology) rounds him out.

          I’ve already decided he’s an Elodoth Blood Talon. He’ll spend his free dot on Politics to start understanding Uratha territories at a more abstract level. His free renown dot goes into Cunning.

          His Blood is the Monster. He doesn’t like holding back. Bone, though, is going to be Community Organizer as a prelude to things to come. His PU10 destiny is written into him; he just mostly ignores it and leaves the field fallow for a while. Too lazy to do Touchstones because it really means making more characters and I’m never going to play this guy.

          So, Gifts. Ward the Wolf’s Den is obvious. Read the World’s Loom is a good starter one, too. Pack Triumphs Together was tempting, but I think he’ll get that after his first pack is torn apart. For the Wolf Gift, I feel like I should use that Cunning Renown I’ve got, but… Cow the Prey is so Batman that I have to take it. For his rite, I’m going to be lazy and pick up Sacred Hunt as something the pack taught him on principle.

          Lastly, Merits. Code of Honor is obvious, but also obvious is that he won’t get any benefit from it in the long run. Moon-Kissed is nice, and we’ll apply it to Empathy so he can fulfill his role better. Fleet of Foot 1 and Indomitable also fit the obsessed vigilante concept well.

          So I’ve got me a puppy with delusions of morality who likes to resist the notion of becoming more spirit-like. He’ll float between Harmony 8 and 5, trying to keep to his code (whatever it is) but remaining too practical to stick to it permanently. It shatters immediately, for instance, when his pack needs him to actually run the Siskur-Dah for them.

          By the time he reaches PU4, he’s pull in about 80 Experiences and made a name for himself as Jacob Cleaver-of-Ivory. By this time, his pack is gone and he has gone silent and solitary for a while, roaming the world, infiltrating cities, finding Tzuumfin and ending them. It takes about a month for him to prepare properly for his hunt, which is nice since that’s how much time he has before Essence bleed.


          Honor Renown to 3. Costs 10 XP, gives 2 free Facets.
          Glory Renown to 2. Costs 5 XP, gives 1 free Facet.
          Cunning Renown to 3. Costs 10 XP, gives 2 free Facets.
          Purity Renown to 1. Costs 5 XP, gives 1 free Facet.

          Warding. Glory. Cunning.
          Inspiration. Glory. Honor.
          Gift of Dominance unlocked. Costs 5 XP. Cunning, Honor. Purity.
          Gift of Inspiration unlocked. Costs 3 XP. Glory. Cunning.
          Gift of Knowledge unlocked. Costs 5 XP. Honor.
          Gift of Stealth unlocked. Costs 5 XP. Cunning. Glory.

          Int 5 (8XP); Resolve 3 (4XP); Manip 4 (8XP); Strength 4 (8XP); Stealth 2 (4XP).


          When he’s at PU7, he’s mellowed. The revenge business no longer drives him in the same way, especially as the pack he’s avenging has been dead for over a decade. Indeed, the trail of broken, bloody bodies he’s left behind him: many murdered outright: has left him bothered in relation to his Oath to the Moon. His hunt is more abstract now, targeting Uratha who have interesting perspectives on the Oath; he isn’t hunting to kill, in these cases, but rather hunting their understanding. Unsurprisingly, this leaves him a little starved for Essence much of the time, but he’s hard to find and doesn’t seek out fights the way he used to, so he gets by. He eventually picks up a pack from these freethinkers, not entirely agreeing with them, but reveling in their passion for interpreting the Oath.


          Academics 3 (6XP); Computer 1 (2XP); Investigation 6 (16XP); Occult 2 (4XP); Politics 5 (8XP).
          Athletics 4 (4XP); Brawl 5 (6XP); Stealth 4 (4XP); Survival 4 (6XP).
          Animal Ken 2 (4XP); Empathy 5 (16XP); Socialize 5 (20XP).

          Blood and Bone Affinity (5XP); Weakest Link (2XP).
          Call Out (2XP); Flanking (2XP); Relentless Assault 5 (5XP); Warcry (2XP).
          Fame 2 (2XP); Sympathetic (2XP)


          Hrm. I was planning to write a thing with the Deceiver Lune here somewhere, but I’m feeling a bit dry. Let’s say he rallied both Pure and Forsaken alike to withstand the seduction of Lu’im Iduth, holding together a protectorate until the idigam was so moved by his rhetoric that it retreated into contemplation. By the time he takes the last step to PU10, he rules a small city as judge. A large network of Blooded and mortal informants keeps tabs on any strange goings-on and lets him and his pack know. They stand as judge, jury, and executioner but allow many of the accused and transgressing Uratha to argue their beliefs before any interested packs. Jacob’s pack is always interested.

          If judged guilty, there is a smile. And then he says, “Run.”


          Honor 5 costs 10XP, 2 free Facets.
          Glory 4 costs 10 XP, 2 free Facets.
          Wisdom 2 costs 10 XP; 2 free Facets.

          Knowledge (Glory). Inspiration (Glory, Honor). Stealth (Wisdom). Hunting (Wisdom).
          Rage unlocked (3XP). Glory, Honor.

          Allies 4, Allies 4 (8XP); Staff 4, Staff 4 (8XP).
          Inspiring (3XP). Status 4 (Protectorate) (4XP).

          Dedicated Locus 5 (5XP). Impartial Mediator (3XP); Resonance Shaper (3XP); Song In Your Heart (3XP).

          Presence 6 (12XP).


          Full stats at PU10:


          Jacob Enforcer-of-Peace
          Tribe: Blood Talon
          Auspice: Elodoth.
          Blood: Monster. Bone: Community Organizer.

          Strength 4; Dexterity 2; Stamina 2.
          Intelligence 5; Wits 3; Resolve 3.
          Presence 6; Manipulation 4; Composure 2.

          Academics 3; Computer 1; Investigation 6; Medicine 2; Occult 2; Politics 5.
          Athletics 4; Brawl 5; Stealth 4; Survival 4; Weaponry 1.
          Animal Ken 2; Empathy 5; Expression 2; Intimidation 3; Persuasion 2; Streetwise 1; Socialize 5; Subterfuge 2.

          Code of Honor.
          Allies 4, Allies 4; Staff 4, Staff 4. Status 4 (Protectorate).
          Inspiring; Fame 2; Sympathetic.
          Blood and Bone Affinity; Dedicated Locus 5. Impartial Mediator; Moon-Kissed (Empathy); Resonance Shaper; Song In Your Heart; Weakest Link.
          Call Out; Flanking; Relentless Assault 5; Warcry.
          Fleet of Foot 1; Indomitable.

          Primal Urge: 10
          Willpower: 5
          Harmony: 6
          Essence: 75/15
          Health: 7/8/9/8/6
          Renown: Honor 5; Glory 4; Cunning 3; Wisdom 2; Purity 1.

          Dominance. Cunning, Honor. Purity.
          Inspiration. Glory. Cunning. Honor.
          Knowledge. Honor. Glory.
          Rage. Glory, Honor.
          Stealth. Cunning. Glory. Wisdom
          Warding. Glory. Cunning.
          Hunting. Glory. Wisdom.


          I'm not really happy with how he turned out, but it is what it is.


          I call the Integrity-analogue the "subjective stat".
          An explanation how to use Social Manuevering.
          Guanxi Explanations: 1, 2, 3.

          Comment


          • #20
            This still ongoing?

            Sorry I haven't been around to take advantage of it, but I needed a withdrawal from the forums to take care of the binge I did have back during the buyout scare.


            Mechs: Because even the Chronicles of Darkness needs robot fights.
            DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
            Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

            Comment


            • #21
              Here is Amari Calls-the-Sun as a starting character. She is an Ithaeur of the Hunters of Darkness. As you can see, I went for a more well-rounded approach. Before the First Change she was, believe it or not, a librarian while studying in college. The setting she's from is in the Cascades, so she has a bit of a rugged, outdoorsy bent. Her Native heritage is not immediately obvious, but it informs a lot of her spirituality before the Change.


              Auspice: Ithaeur • Tribe: Hunters in Darkness • Concept: Mystic Wolf
              Blood: Seeker • Bone: Guru
              Touchstones: The Locus • The Ex (Jessica Bailey)
              Aspirations: Win over a new spirit ally • Lead the pack in a rite • Master the pack's territory

              Attributes
              Strength 2/3/5/4/2 • Dexterity 3/3/4/5/5 • Stamina 2/3/4/4/3
              Intelligence 3 • Wits 3 • Resolve 2
              Presence 2 • Manipulation 1/0/1/0/0 • Composure 3

              Skills
              Academics 3 (Research) • Computer 0 • Craft 2 • Investigation 2 • Medicine 1 • Occult 3 (Spirits) • Politics 1 • Science 0
              Athletics 2 • Brawl 1 • Drive 0 • Firearms 0 • Larceny 0 • Stealth 0 • Survival 1 • Weaponry 0
              Animal Ken 1 • Empathy 2 • Expression 3 (Singing) • Intimidate 0 • Persuasion 0 • Socialize 1 • Streetwise 0 • Subterfuge 0

              Merits
              Area of Expertise 1 (Occult: Spirits)
              Dedicated Locus 1
              Fleet of Foot 2
              Indomitable 2
              Moon-Kissed 1 (Occult)
              Safe Place 1
              Totem 2

              Gifts & Rites
              Affinity Gifts: Elemental, Nature, Shaping, Stealth, Warding

              Crescent Moon
              Shadow Gaze
              Spirit Whispers

              Shaping
              Perfection of Form (Purity)

              Warding
              Boundary Ward (Wisdom)

              Rites
              Sacred Hunt


              Renown
              Purity 1
              Glory 0
              Honor 0
              Wisdom 2
              Cunning 0

              Advantages
              Size: 5/6/7/6/4
              Speed: 12/13/16/19/17
              Initiative: 6/6/7/8/8
              Defense: 5/5/5/5/5
              Health: 7/9/11/10/7
              Willpower: 5
              Primal Urge: 1
              Essence: 10/1

              Harmony: 7

              Equipment
              General survival equipment, such as knives or crafted spears, plus flashlights, hiking gear, etc.



              Theme: Song of the Caged Bird - Lindsey Stirling

              Description:
              Amari is tall and slender, with long, toned limbs and a graceful step. Her deep blue eyes glint with wisdom that belies her years (she's not yet reached her 20th birthday). With her fair skin and long, dark hair, highlighted in platinum, she cuts a striking figure, whether in the library or clad for a hike in the forested hills.

              Background:
              Amari grew up troubled. Raised by a single mother, she never knew her father, nor did she have any siblings. Amari also saw facets of the world everyone else seemed blind to; as a child she would sometimes remark upon an object feeling sad about not being used for its intended purpose, or that the trees and the wind had voices of their own. As a result, she had few friends and grew up isolated, turning to books and songs for exploring the world. Her mother did her best to raise her, but Amari still grew up poor, though she wanted for little—her sights were set not on smartphones or expensive toys, but musty tomes and dusty relics. The secrets and shadows called to her, promising knowledge and the power that comes with it, the only kind of power she has ever known.

              When the First Change came, it was not a violent affair full of Rage and blood. Months turned to years and the voices returned. The visions of faces in the walls and tree-trunks and the whispers of wind and wave, she could not ignore them. They seemed stronger than when she was a kid with her foolish notions and odd sense of spirituality. As she struggled to focus in school amid the distractions, life at home became even more troubled. Her mother took ill, a strange malady that withered her mind and body. The local free clinic couldn't help, and they hadn't the money to seek out more expensive treatments. Amari knew, though, that something was wrong. The disease spoke in its evil voice, and a cloud of hungry spirits hovered just beyond perception like flies buzzing on a carcass. On the eve of her eighteenth birthday, Amari's mother succumbed to the disease. The spirit, grown fat on the Essence of her suffering, then turned on Amari. Her life seemingly shattered, Amari looked upon the crescent moon—and the Moon looked back. The First Change came, gripping her in a swirl of Essence and otherworldly perception. Even the Rage of her Gauru form as she lashed out at the spirit was subdued, a haze of stars and reflective thought clouding her mind. Everything seemed surreal, distant, but she heard the voices all and understood.

              Amari spent the night in a daze, wandering from form to form and in and out of the Hisil. The spirit of her mother appeared to her to guide her that night through the forest realms on both sides of the Gauntlet. As night finally relented she stood alone on a hilltop deep in a forest clearing, howling in Urhan to greet the sun. So her pack-to-be found her, and so did she earn her name. The pack needed her, more than they ever knew: thoughtful and wise, but young and eager, she embodied the aspects of Harmony they struggled with most. While she was not the warrior that some of her packmates were, she knew the land better than they, and she knew the ways of spirits from both instinct and lore. She was wiser, and often kinder, more prone to deep thoughts and seeing the world from angles even other werewolves rarely considered. In time, she became as much of a leader as Peter, their Rahu, leading by a strength of will and a mastery of knowledge, a more subtle but powerful strength that even the blindest warrior could see.

              So began the tale of Amari Calls-the-Sun.

              Abilities:
              Amari is especially good at finding out information and has some athletic ability (which will continue to grow), being swift and agile. Amari is quite knowledgeable about spirits and the Hisil, and helps tend to the pack's territory and locus. She can fashion her own tools and shape them by spirit-magic, perform the Rite of the Sacred Hunt, and suss out the resonance of a place. Amari's greatest contribution to the pack's strength is not tooth and claw, but her knowledge, thoughtfulness, and keen perception. She favors Hishu and Urhan forms equally, but uses every form when necessary—thought she rarely has a need for Gauru and prefers to avoid its mindless Rage. Her wards often support the pack's growing territory and enable them to more easily hunt their chosen prey, whatever it may be.
              Last edited by Claire Redfield; 01-21-2016, 05:01 PM.


              Freelancer • Available for work!

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              • #22
                Hm. Would anyone object if I increase the challenge Experiences level to 300 or more?
                Last edited by Claire Redfield; 01-21-2016, 05:32 PM.


                Freelancer • Available for work!

                Comment


                • #23
                  Originally posted by Claire Redfield View Post
                  Hm. Would anyone object if I increase the challenge Experiences level to 300 or more?

                  Go ahead. More crazy.


                  Mechs: Because even the Chronicles of Darkness needs robot fights.
                  DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                  Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                  Comment


                  • #24
                    I'm working on mine. It's a bit Deviant-ish in that is a kind of experiement going horribly right and bitting Cheiron in the ass (and neck). 300? More fun to play.


                    I'm So Meta Even This Acronym

                    Comment


                    • #25
                      Originally posted by Claire Redfield View Post
                      Hm. Would anyone object if I increase the challenge Experiences level to 300 or more?

                      Is there a rule that this character has to be from the modern day?
                      I'm honestly tempted to write a character for my setting project in my sig... which would make this guy someone from the far future.
                      And of course, someone might be tempted to write someone from ancient history.
                      Last edited by Almarck; 01-22-2016, 05:22 AM.


                      Mechs: Because even the Chronicles of Darkness needs robot fights.
                      DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                      Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                      Comment


                      • #26
                        Historical or futuristic characters are perfectly acceptable.


                        Freelancer • Available for work!

                        Comment


                        • #27
                          Originally posted by Claire Redfield View Post
                          Historical or futuristic characters are perfectly acceptable.

                          Excellent, I'll get to work soon.


                          Mechs: Because even the Chronicles of Darkness needs robot fights.
                          DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                          Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                          Comment


                          • #28
                            I present End-to-Sickness-Through-Blood, once a lowly miner by the name of Tero Mir. He is among the survivors from the planet Eris that fell to a biological weapon that is a zombie virus that is very much equivalent to Halo’s Flood. I will warn that with 300 experience and due to the backstory I came up for him, especially since he's in a scifi setting, I might have gone a little... overboard.









                            Auspice: None • Tribe: Iron Master • Concept: Survivalist Miner

                            Blood: Fox • Bone: Cub
                            Touchstones: The Old Gang • The Buddy Spirit (Hidden Data)
                            Aspirations: Win over a new spirit ally • Lead the pack in a rite • Master the pack's territory
                            Attributes
                            Strength 1/2/4/3/1 • Dexterity 3/3/4/5/5 • Stamina 2/3/4/4/3
                            Intelligence 3 • Wits 3 • Resolve 2
                            Presence 2 • Manipulation 2/1/2/1/1 • Composure 3
                            Skills
                            Academics 2 • Computer 2 • Craft 3 (Robotics) • Investigation 0 • Medicine 2 • Occult 0 • Politics 0 • Science 2 (Geology)
                            Athletics 0 • Brawl 0 • Drive 3 (Dropships) • Firearms 0 • Larceny 0 • Stealth 0 • Survival 1 • Weaponry 0
                            Animal Ken 0 • Empathy 2 • Expression 0 • Intimidate 0 • Persuasion 2 • Socialize 2 • Streetwise 1 • Subterfuge 0
                            Merits
                            Good Time Management 1
                            Crack Driver 3
                            Trained Observer 3

                            Gifts & Rites
                            Affinity Gifts: Knowledge, Shaping, Technology/SIZE]
                            Knowledge
                            Unity (Purity)
                            Technology
                            Garble (Cunning)
                            Rites
                            Sacred Hunt, Chain Rage

                            Renown
                            Purity 1
                            Glory 0
                            Honor 0
                            Wisdom 0
                            Cunning 1
                            Advantages
                            Size: 5/6/7/6/4
                            Speed: 9/10/13/16/14
                            Initiative: 6/6/7/8/8
                            Defense: 3/3/3/3/3
                            Health: 7/9/11/10/7
                            Willpower: 5
                            Primal Urge: 1
                            Essence: 10/1

                            Harmony: 3
                            Equipment
                            Trashed up spacesuit modified to let him breathe even in Gauru, dera plasma rifle





                            Auspice: Itheaur • Tribe: Iron Master • Concept: Militant Geneticist

                            Blood: Challenger • Bone: Lone Wolf
                            Touchstones: The Old Gang • The Buddy Spirit (Hidden Data)
                            Aspirations: Win over a new spirit ally • Lead the pack in a rite • Master the pack's territory
                            Attributes
                            Strength 7/8/10/9/7 • Dexterity 6/6/7/8/8 • Stamina 6/7/8/8/7
                            Intelligence 8 • Wits 6 • Resolve 5
                            Presence 2 • Manipulation 2/1/2/1/1 • Composure 6
                            Skills
                            Academics 7 • Computer 6 (AI) • Craft 7 (Robotics) • Investigation 0 • Medicine 10 (Infestation)• Occult 5 • Politics 0 • Science 2 (Geology)
                            Athletics 0 • Brawl 7 (Claws) • Drive 3 (Dropships) • Firearms 6 (Plasma)• Larceny 0 • Stealth 4 • Survival 4 • Weaponry 0
                            Animal Ken 3 (Moas) • Empathy 5 • Expression 0 • Intimidate 0 • Persuasion 5 • Socialize 2 • Streetwise 1 • Subterfuge 0
                            Merits
                            Good Time Management 1
                            Crack Driver 3
                            Trained Observer 3
                            Totem 5
                            Efficient Killer 3
                            Defensive Combat 1
                            Fire Fight 3
                            Staff 5
                            Contacts (Genelabs) 3
                            Contacts (Robotics Company) 3
                            Gifts & Rites
                            Affinity Gifts: Knowledge, Shaping, Technology/SIZE]
                            New Moon
                            All
                            Knowledge
                            All
                            Technology
                            All
                            Elements
                            Breath of Air (Cunning)
                            Cataclysm (Glory)
                            Tongue of Fire (Purity)
                            Heart of Water (Wisdom)
                            Strength
                            Unchained (Cunning)
                            Predator’s Unmatched Pursuit (Glory)
                            Primal Strength (Purity)
                            Rending Claws (Wisdom)
                            Warding
                            Maze Ward (Cunning)
                            All Doors Locked (Honor)
                            Predator’s Claim (Purity)


                            Rites
                            Sacred Hunt, Chain Rage

                            Renown
                            Purity 4
                            Glory 2
                            Honor 2
                            Wisdom 5
                            Cunning 5
                            Advantages
                            Size: 5/6/7/6/4
                            Speed: 17/18/21/24/22
                            Initiative: 12/12/13/14/14
                            Defense: 13/13/13/14/14
                            Health:11/13/15/14/11
                            Willpower: 10
                            Primal Urge: 10
                            Essence: 10/1

                            Harmony: 4
                            Equipment
                            Souped up Spacesuit Fetish, Heavily modded Supra Plasma Machinegun, shield generator, grenades, deployable shield drone




                            Theme:



                            Description:
                            Tero Mir appears to be a caucasian male, as is typical among the Corpus Crewmen.
                            In his original state, he was typical and bland for a Crewman. Nearly shaved head with dark hair, oversized shoulders, skinny and pale due to lack of sunlight exposure. His space suit is normal, and is approximately
                            After the fall of Eris and his subsequent decision to quest to restore his homeworld, Tero gradually let his hair down until it became a thick and untamed mane. His perplexion changes to be incredibly tan if perhaps a little too tan. And lastly, his body grows massively more muscled and fit to account for the the fact that he’s been training and fighting his way whilst scrounging for a living.
                            Background:
                            Tero Mir grew up on Eris, a distant and far flung dwarf planet at the edge of the solar system, so far away that the sun looked to be a distant star from the perspective of anyone there. His home was a colonial biodome and for the most part, he was raised to be a miner like his parents were, learning about geology and machinery to make a living. He wasn’t particularly rich or poor for a Corpus, in all, one could call him average.
                            He enlisted into the Crewman corp relatively early so that he might leave his homeworld, but during his first year of service, due to the experiments of a rogue Corpus leader, his planet had been overrun by an ancient Orokin bioweapon known as the Infestation. The virus was potent, not just capable overwhelming and converting flesh into fleshy horrors, but also capable of subverting machinery and even spaceships.
                            Hundreds of infested vessels crashed onto Eris or attempted to seize the orbital defenses, letting out billions of nanoscopic spores in the process. Eris was swiftly consumed within hours, with everyone and everything in or near the planet being eaten and turned into horrors.
                            It was in this state of turmoil, that Tero underwent the First Change. The ship that he served on was one of the first, receiving a distress beacon that unbeknownst to everybody was actually a carrier for an infestation virus that overwhelmed the entire lower Deck. Tero was forced to use his Dera on former coworkers and was forced to keep moving as the ship was being slowly consumed from the inside out. But before he could get himself towards a dropship and flee, a sudden growth of the infestation blocked his way whilst dozens of former allies came to convert him. The stress finally got him there, with a fury that could never explain even now, he destroyed them, busted the walls that stood in his way, and then boarded a ship, the infestation no longer able to subvert him in scince then. He wasn’t sure how he was able to pilot the thing given he was a raging monster, but he wasn’t complaining.
                            After Eris’s fall, the other factions of the Origin System began to adjust its security and strengthened the worlds in their control; Eris was left overrun. However, Tero never forgot the screams and the sight of his world dying.
                            After a few weeks wandering the Solar System, not quite sure of what to do with himself especially since everyone he knew died, and fearful of what he had become and unwilling to speak to other Corpus, he eventually found himself on Earth. There, he discovered who he really was: Uratha, a werewolf. He learned about the Mythic history of his race, the power that he now wielded, and the willingness of his new brothers to aid him. Given renewed vigor, Tero began to call himself End-to-Sickness-Through-Blood, for the Infestation had become his enemy.
                            After a length of time adjusting to his new found abilities, Tero began to learn what he could. Using specialized neural training tools that the Corpus were known for, he accelerated his acquisition of knowledge and skill. As he grew more confident on his skills and abilities, he and his packmates began securing a name and a place for themselves. They fought Grineer on several ocassions, at one point managing to steal and strip down a whole Galleon. They helped out in a few of the times Mars was nearly taken by the Infestation, sneaking explosives onboard ships and leaving without a trace. They even once managed to claw their way into the Void by hitching a ride on a Grineer Void Key and came out of it earning a sizable chunk of Forma and Orokin artifacts. Their most dangerous encounter was against an eight machine unit of assassination robots codenamed Hyenas.
                            When the Moon fell out of the Void and was returned to the Origin System allowing the once bareskinned Forsaken to reclaim the power of the Auspices, Tero was made into an Itheaur.
                            Taking the reapparance of the moon as a sign, Tero called to his pack to and asked them to undetake the most dangerous quest of all.
                            The Liberation of Eris had then become Tero’s sole mission in life and during his adventures he made contact with several other refugees, a few of them willing to avenge their homeworld.
                            Tero Mir would take his understanding of robotics and medicine and rid the Solar System of the disease.




                            Abilities:
                            End-to-Sickness is a gifted doctor and machinist, though is no slouch when it comes to fighting.
                            He has honed his intellect to a superhuman degree in an effort to understand what had happened to his homeworld and perhaps in some vain hope, to cure it. At the same time, he has taken some time to study more about the traditional Corpus tools, robotics and artificial intelligences. This is further improved by his mastery of the Knowledge gift, allowing him to control information in a variety of esoteric ways.
                            After his decision to reclaim his homeland, Tero had outfitted himself the best Corpus technology his platinum could buy: an executive class space suit that had been modified and converted into a Fetish to allow him use in Gauru form, a powerful military grade personal shield that can deflect plasma and ballistics alike, and a heavy plasma machine gun.
                            Of course, like any self respecting werewolf, End-to-Sickness prefers to end the lives of his enemies up close and personal with his claws. He is not the same lowly crewman who only knew how to stand and shoot like a moa so long ago, especially since with Primal Strength he can became stronger than what the best combat cybernetics in the Solar System can bestow.
                            Backing up his physical and mental might is his completely mastery over machinery through the Technology gift. Should he need to, he can cause destruction on a wide scale through the use of elements. With Warding, he can prevent prey from escaping… or deny intruders the jump on him.
                            Overall, one should be glad End-to-Sickness is primarly focused on fighting a disease.


                            Mechs: Because even the Chronicles of Darkness needs robot fights.
                            DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                            Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

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                            • #29
                              Originally posted by Almarck View Post
                              [FONT=Arial]I present End-to-Sickness-Through-Blood, once a lowly miner by the name of Tero Mir. He is among the survivors from the planet Eris that fell to a biological weapon that is a zombie virus that is very much equivalent to Halo’s Flood. I will warn that with 300 experience and due to the backstory I came up for him, especially since he's in a scifi setting, I might have gone a little... overboard.
                              Really? Overboard? I'd say Overkill.

                              And that's a good thing, in this case Damn. Now, I really should stat out one of the Werewolves I have for a CofD universe that's still only in my notes.


                              "My Homebrew Hub"
                              Age of Azar
                              The Kingdom of Yamatai

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                              • #30
                                Originally posted by Deionscribe View Post

                                Really? Overboard? I'd say Overkill.

                                And that's a good thing, in this case Damn. Now, I really should stat out one of the Werewolves I have for a CofD universe that's still only in my notes.

                                Yeah I give this guy good odds of shreding a Tenno. Maybe even a whole cell. Werewolves with personal shields are so much harder to kill.

                                So what's your personal universe? What kind of werewolf character would come from there'?


                                Mechs: Because even the Chronicles of Darkness needs robot fights.
                                DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                                Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                                Comment

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