Post by Wendy Snowball on Dec 23, 2011 2:01:00 GMT -5
Name: Wendy Snowball
Age: 24
What am I: Garou
Sex: Female
Height: 5'6
Weight: 145
Supernatural Clan: Wendigo
Merits:
Code of Honor (The Litany) - Wendy has sworn to always uphold the Litany.
Favor - Wendy has special favor with the elder because of what her father has done for him in the past. Because of this, he has created a cover up story for Wendy's dark secret.
Graceful - Wendy has had to make up for her lack of strength (by garou standards) with a more agile approach to proving herself to her tribe of warriors. All dexterity rolls for Wendy are at a -1 difficulty.
Iron Will - Wendy is fueled by pure hatred for vampires that allows her to break free of attempts to control her. In addition, the willpower it takes to continually follow the law has given her a mental defense of sorts against other mind-effecting things.
Flaws:
Dark Secret - If I wrote down the secret here for everyone to see, it wouldn't be very secretive d: It does involve her father's disappearance.
Driving Goal - Related to the dark secret. She wishes to find closure regarding the events of the secret.
Vengeance - Related to the dark secret.
Nightmares - Wendy has nightmares that will occasionally give her extra trouble sleeping. It's unknown whether they are caused by stress, hormones, or a curse. Maybe even a combination of them all d:
Deranged: Manic - Wendy is quite the perfectionist, putting all of her energy into everything she does, even the smallest of things. This leaves her exhausted a lot of the time.
Nature: Judge. Whenever she separates truth from lies, or convinces others to go along with her judgment, she gains a Willpower.
Demeanor: Perfectionist. When she does something perfectly, she gains Willpower.
Gifts:
Truth of the Hunted: This Gift enables the Wendigo to follow her prey's passage regardless of the user's tracking skills. The Gift reveals course, speed, size and even the health of the target. All of the clues an accomplished tracker notices become blatantly obvious to the user of this Gift, which is taught by a Wolf-spirit.
System: The player rolls Perception + Survival (difficulty 7). She needs only one success to follow the target precisely. Multiple successes eliminate false trails and provide more detail - height, weight, state of mind (panicked, calm, etc.), general health (healthy, tired, wounded), etc.
Scent of Sight: The Garou can use her sense of smell to compensate completely for her eyes; thus, she could attack invisible creatures normally, or roughly navigate in absolute darkness. This Gift is taught by a Wolf-spirit.
System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty (depends on how powerful local smells are). The Storyteller should not require rolls every turn, but only when something could cause the Garou to lose her opponent's scent (she ran through water, they are fighting in a smelly alley, etc.)
Strength of Purpose: Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Garou can pull new resolve from her deepest reserves. This Gift is taught by a Wolf-spirit.
System: Once per scene, when the character feels she needs Willpower, she can roll Stamina + Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to her maximum.
Cutting Winds: The Garou may summon a painfully bitter blast of wind, which she may direct at foes. This Gift is taught by a spirit servitor of Wendigo.
System: The Garou spends one Willpower point. To direct the wind in combat, she rolls Dexterity + Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn and has one fewer die on actions the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms. The medium range is 20 years. Targets within a yard of the Garou are considered point-blank (difficulty 4).
Appearance:
Wolf Form:
Human Form:
Wendy is a lupus garou, meaning she was born as a wolf. As such, she is the most comfortable as a wolf. She is from the Canadian arctic, and her mother was an arctic wolf, so she has white fur like an arctic wolf. The local conditions there are still too extreme for humans, so she gets to stay in her wolf form while she is on her turf.
While in human form, Wendy likes to dress for the cold, wearing jackets, gloves, and scarves. All of her clothes are made out of the skins of animals that she has killed and eaten. This means that all her clothes are hand made. She misses having fur while in this state.
Wendy also goes most of the time without makeup. It gets weird when she has it on and she shifts into a different form. She hates going to fancy gatherings for this reason.
Personality:
Wendy's auspice is Philodox. As such, she has memorized most rules of the garou. Whereas many other of her tribesmen are warriors, who are more than willing to fudge the rules to get results, Wendy follows the law with a super-human dedication. She has somewhat of a reputation for being a stuffy party pooper within her tribe because of this, but rarely does a question of rules come up in the Canadian arctic.
Wendy does not get a lot of sleep. She keeps her schedule constantly busy, devoting all of her energy of even the simplest of tasks to make sure that everything she does is perfect. When she does manage to find time to sleep, she also suffers from frequent nightmares. There have been days where she has simply collapsed from exhaustion.
As for her personality, she can be described as a cold person. She is always busy with something or another, and so she does not get a lot of time to just let loose. Combined with her strict adherence to follow the law, and it's no wonder that some have said that she doesn't know how to have fun. The quickest way to find this out is to try calling her by 'Snowball'.
The less sleep Wendy gets, the more worried and bothered she gets by the smallest of mistakes. One of the few times that she is uncaring for the 'right' way to do things is after one of these sleep deprived meltdowns, where she realizes that she cannot be perfect all the time. But after a good sleep, she returns back to her old ways.
If there is a job that needs doing, Wendy is a capable person to handle it, provided that the job isn't illegal. Or that she isn't being fueled only by caffeine at the time.
Biography:
Wendy Snowball is a Wendigo Garou born in the Canadian arctic. Her father, quite the renowned warrior of his pack, mated with a capable arctic wolf. Only the strongest can survive the frigid, brutal conditions of the arctic, and Wendigo tend to look for the strongest mates. As a result, Wendy was born as a Lupus, meaning she relates best to her wolf form.
While most of Wendy’s pack, called ‘Snow Storm’, are warriors, Wendy was quite different in that she has the auspice of Philodox. As such, her role within the pack was to know the rules that should govern them, and make sure those rules were followed. This was a disappointment to her father, who wanted a warrior to pass on his legacy to.
Wendy tried everything that she could to please her father. She tried testing her might as a warrior, despite her lunar cycle’s natural pull toward a different role. While certainly competent enough in combat, she was no match for the strength of some of her other packmates. She developed her own style of fighting in which she focused on getting clean, accurate strikes in, but one crushing blow from a powerful opponent was still able to best her.
One day, Wendy’s father never returned from a hunt. The pack sent out search parties for him, but nothing turned up from it. They attempted to find him with the use of spirits. The results from these efforts did not bring good news. Because Wendy’s family had so much clout with the tribe, especially with the resume of Wendy’s father being so impressive, they were able to get the tribe elder’s to issue a cover up story. As far as the Wendigo are concerned, Wendy’s father went MIA.
Her father’s disappearance marked a turning point in Wendy’s life. She knew what the results of the spiritual scryings were, and it would have to be a secret that she kept to herself, or so she felt. Not wanting to make the same choices her father did, and wanting to prove to the rest of her pack that she was a capable Garou, she started devoting all her energy into everything she did. She had every rule memorized, all of her warrior training practiced, her hunting skills refined. She even taught herself how to make her own clothing, and began to make clothes for the rest of her pack, for those missions that involved venturing south and interacting with others.
All of this training took its toll, though. The only time she really saw her pack was when she was training, learning some skill, hunting, or on missions. She almost never had free time, and as a result she grew distant from her pack. Soon she started to commit to her activities with almost manic levels of emersion. It wasn’t enough just to hunt, she had to get her kill as efficiently as possible. Even with small things, she committed fully. Her clothes had to be organized perfectly, alphabetically, so that she could pick out an outfit as efficiently and perfectly as possible. Her miniature library of the laws and rules she was in charge of was carefully maintained, often being reorganized completely with each new entry.
As a result from her new dedication to being perfect in everything, she got less and less sleep. She would become so exhausted that she would often fall asleep in her study while going over laws. Sometimes she would even doze off while on the hunt, letting prey escape an otherwise easy capture. Along this same time, what little sleep she did get was interrupted by nightmares. Whether the cause for such nightmares is the added stress of her new lifestyle, the shock of her dad’s disappearance, or just hormones from natural aging is unknown.
Wendy had shown to her pack that she was hardworking and very efficient when on missions, at least when she wasn’t literally falling asleep on the job. The elders, not liking the way the Wendy was pushing herself, wanted to offer her an incentive to relax a little. They offered her a job a chance to prove herself big, by sending her after some wyrm forces that popped up down near the Gulf of Mexico as a result of the BP oil spill. There was a condition, however: she had to first take a vacation, get some rest, or they would refuse to send her.
Wendy wanted the chance to prove herself so badly, so she agreed, even though she didn’t acknowledge that she had a problem. She and some of her packmates her age went to Vancouver to enjoy the part of town that some glass-walkers had inhabited for themselves. They had bars, clubs, and all sorts of entertaining places for young Garou to enjoy. Wendy did not appreciate the glass-walkers comfort in using the weaver’s technology, and would comment on all the illegal activities that went on at some of the clubs. Nonetheless, she made it through her vacation, having gotten some rest, as her packmates hid the books she tried to smuggle with on the trip.
When she returned, the elders judged her as having mellowed out a little, allowing her to partake in the mission. Traveling with another packmate who had business to attend to in Texas, they rode the solar winds all the way down.
Age: 24
What am I: Garou
Sex: Female
Height: 5'6
Weight: 145
Supernatural Clan: Wendigo
Merits:
Code of Honor (The Litany) - Wendy has sworn to always uphold the Litany.
Favor - Wendy has special favor with the elder because of what her father has done for him in the past. Because of this, he has created a cover up story for Wendy's dark secret.
Graceful - Wendy has had to make up for her lack of strength (by garou standards) with a more agile approach to proving herself to her tribe of warriors. All dexterity rolls for Wendy are at a -1 difficulty.
Iron Will - Wendy is fueled by pure hatred for vampires that allows her to break free of attempts to control her. In addition, the willpower it takes to continually follow the law has given her a mental defense of sorts against other mind-effecting things.
Flaws:
Dark Secret - If I wrote down the secret here for everyone to see, it wouldn't be very secretive d: It does involve her father's disappearance.
Driving Goal - Related to the dark secret. She wishes to find closure regarding the events of the secret.
Vengeance - Related to the dark secret.
Nightmares - Wendy has nightmares that will occasionally give her extra trouble sleeping. It's unknown whether they are caused by stress, hormones, or a curse. Maybe even a combination of them all d:
Deranged: Manic - Wendy is quite the perfectionist, putting all of her energy into everything she does, even the smallest of things. This leaves her exhausted a lot of the time.
Nature: Judge. Whenever she separates truth from lies, or convinces others to go along with her judgment, she gains a Willpower.
Demeanor: Perfectionist. When she does something perfectly, she gains Willpower.
Gifts:
Truth of the Hunted: This Gift enables the Wendigo to follow her prey's passage regardless of the user's tracking skills. The Gift reveals course, speed, size and even the health of the target. All of the clues an accomplished tracker notices become blatantly obvious to the user of this Gift, which is taught by a Wolf-spirit.
System: The player rolls Perception + Survival (difficulty 7). She needs only one success to follow the target precisely. Multiple successes eliminate false trails and provide more detail - height, weight, state of mind (panicked, calm, etc.), general health (healthy, tired, wounded), etc.
Scent of Sight: The Garou can use her sense of smell to compensate completely for her eyes; thus, she could attack invisible creatures normally, or roughly navigate in absolute darkness. This Gift is taught by a Wolf-spirit.
System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty (depends on how powerful local smells are). The Storyteller should not require rolls every turn, but only when something could cause the Garou to lose her opponent's scent (she ran through water, they are fighting in a smelly alley, etc.)
Strength of Purpose: Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Garou can pull new resolve from her deepest reserves. This Gift is taught by a Wolf-spirit.
System: Once per scene, when the character feels she needs Willpower, she can roll Stamina + Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to her maximum.
Cutting Winds: The Garou may summon a painfully bitter blast of wind, which she may direct at foes. This Gift is taught by a spirit servitor of Wendigo.
System: The Garou spends one Willpower point. To direct the wind in combat, she rolls Dexterity + Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn and has one fewer die on actions the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms. The medium range is 20 years. Targets within a yard of the Garou are considered point-blank (difficulty 4).
Appearance:
Wolf Form:
Human Form:
Wendy is a lupus garou, meaning she was born as a wolf. As such, she is the most comfortable as a wolf. She is from the Canadian arctic, and her mother was an arctic wolf, so she has white fur like an arctic wolf. The local conditions there are still too extreme for humans, so she gets to stay in her wolf form while she is on her turf.
While in human form, Wendy likes to dress for the cold, wearing jackets, gloves, and scarves. All of her clothes are made out of the skins of animals that she has killed and eaten. This means that all her clothes are hand made. She misses having fur while in this state.
Wendy also goes most of the time without makeup. It gets weird when she has it on and she shifts into a different form. She hates going to fancy gatherings for this reason.
Personality:
Wendy's auspice is Philodox. As such, she has memorized most rules of the garou. Whereas many other of her tribesmen are warriors, who are more than willing to fudge the rules to get results, Wendy follows the law with a super-human dedication. She has somewhat of a reputation for being a stuffy party pooper within her tribe because of this, but rarely does a question of rules come up in the Canadian arctic.
Wendy does not get a lot of sleep. She keeps her schedule constantly busy, devoting all of her energy of even the simplest of tasks to make sure that everything she does is perfect. When she does manage to find time to sleep, she also suffers from frequent nightmares. There have been days where she has simply collapsed from exhaustion.
As for her personality, she can be described as a cold person. She is always busy with something or another, and so she does not get a lot of time to just let loose. Combined with her strict adherence to follow the law, and it's no wonder that some have said that she doesn't know how to have fun. The quickest way to find this out is to try calling her by 'Snowball'.
The less sleep Wendy gets, the more worried and bothered she gets by the smallest of mistakes. One of the few times that she is uncaring for the 'right' way to do things is after one of these sleep deprived meltdowns, where she realizes that she cannot be perfect all the time. But after a good sleep, she returns back to her old ways.
If there is a job that needs doing, Wendy is a capable person to handle it, provided that the job isn't illegal. Or that she isn't being fueled only by caffeine at the time.
Biography:
Wendy Snowball is a Wendigo Garou born in the Canadian arctic. Her father, quite the renowned warrior of his pack, mated with a capable arctic wolf. Only the strongest can survive the frigid, brutal conditions of the arctic, and Wendigo tend to look for the strongest mates. As a result, Wendy was born as a Lupus, meaning she relates best to her wolf form.
While most of Wendy’s pack, called ‘Snow Storm’, are warriors, Wendy was quite different in that she has the auspice of Philodox. As such, her role within the pack was to know the rules that should govern them, and make sure those rules were followed. This was a disappointment to her father, who wanted a warrior to pass on his legacy to.
Wendy tried everything that she could to please her father. She tried testing her might as a warrior, despite her lunar cycle’s natural pull toward a different role. While certainly competent enough in combat, she was no match for the strength of some of her other packmates. She developed her own style of fighting in which she focused on getting clean, accurate strikes in, but one crushing blow from a powerful opponent was still able to best her.
One day, Wendy’s father never returned from a hunt. The pack sent out search parties for him, but nothing turned up from it. They attempted to find him with the use of spirits. The results from these efforts did not bring good news. Because Wendy’s family had so much clout with the tribe, especially with the resume of Wendy’s father being so impressive, they were able to get the tribe elder’s to issue a cover up story. As far as the Wendigo are concerned, Wendy’s father went MIA.
Her father’s disappearance marked a turning point in Wendy’s life. She knew what the results of the spiritual scryings were, and it would have to be a secret that she kept to herself, or so she felt. Not wanting to make the same choices her father did, and wanting to prove to the rest of her pack that she was a capable Garou, she started devoting all her energy into everything she did. She had every rule memorized, all of her warrior training practiced, her hunting skills refined. She even taught herself how to make her own clothing, and began to make clothes for the rest of her pack, for those missions that involved venturing south and interacting with others.
All of this training took its toll, though. The only time she really saw her pack was when she was training, learning some skill, hunting, or on missions. She almost never had free time, and as a result she grew distant from her pack. Soon she started to commit to her activities with almost manic levels of emersion. It wasn’t enough just to hunt, she had to get her kill as efficiently as possible. Even with small things, she committed fully. Her clothes had to be organized perfectly, alphabetically, so that she could pick out an outfit as efficiently and perfectly as possible. Her miniature library of the laws and rules she was in charge of was carefully maintained, often being reorganized completely with each new entry.
As a result from her new dedication to being perfect in everything, she got less and less sleep. She would become so exhausted that she would often fall asleep in her study while going over laws. Sometimes she would even doze off while on the hunt, letting prey escape an otherwise easy capture. Along this same time, what little sleep she did get was interrupted by nightmares. Whether the cause for such nightmares is the added stress of her new lifestyle, the shock of her dad’s disappearance, or just hormones from natural aging is unknown.
Wendy had shown to her pack that she was hardworking and very efficient when on missions, at least when she wasn’t literally falling asleep on the job. The elders, not liking the way the Wendy was pushing herself, wanted to offer her an incentive to relax a little. They offered her a job a chance to prove herself big, by sending her after some wyrm forces that popped up down near the Gulf of Mexico as a result of the BP oil spill. There was a condition, however: she had to first take a vacation, get some rest, or they would refuse to send her.
Wendy wanted the chance to prove herself so badly, so she agreed, even though she didn’t acknowledge that she had a problem. She and some of her packmates her age went to Vancouver to enjoy the part of town that some glass-walkers had inhabited for themselves. They had bars, clubs, and all sorts of entertaining places for young Garou to enjoy. Wendy did not appreciate the glass-walkers comfort in using the weaver’s technology, and would comment on all the illegal activities that went on at some of the clubs. Nonetheless, she made it through her vacation, having gotten some rest, as her packmates hid the books she tried to smuggle with on the trip.
When she returned, the elders judged her as having mellowed out a little, allowing her to partake in the mission. Traveling with another packmate who had business to attend to in Texas, they rode the solar winds all the way down.