Ask around to see what people know about what is happening in Colorado Springs
Head to Colorado Springs to check on Gerta and learn what is going on
Peter does not who his parents are since he has lived his whole life in foster care, and does not know who they are, why they left him to the foster system, or if they are even alive. it is either because of this or because of him being a Silent Strider that he has always felt left out and longs for a place to call his home and people to call family. Once he had gotten to college he had decided to be a private investigator to help those who are missing and to help gain skills to find his parents.
During college, Peter had gone to a party and in an attempt to impress a girl had gotten himself drunk. When he had woken up the next day in the woods he had no recollection of the previous night but was aware that he had changed into some type of monster thing. Luckily for him when he woke up he was not alone as a lady named Greta Cole was there with him. She explained that she was a professor at the college and had been watching him for some time since she had a feeling that Peter was a wolf and had interfered at the party at the last minute to help get the drunk Crinos out of the party and had explained what had happened. From this point on she started to be a mentor to Peter explaining things to him and helping him along the way though she still wants him to learn things on his own.
Ghost Sight (4 Trait Merit) -- Silent Strider Only. This merit is identical to the Medium merit (see below) while also providing additional insight into the land of the dead. You are subject to occasional, uncontrolled flashes of vision into the Dark Umbra at ST discretion. This typically occurs when something significant is present there, such as a strong or watchful ghost, or in places that are inherently significant to the dead. In addition, you may attempt to do this willfully by making a gnosis challenge (difficulty 8) to effectively peek across the Shroud. This allows you to potentially see ghosts that are hiding beyond the Shroud, as well as see detailed scenes and events that are occurring in the Shadowlands.
Forced Transformation (1 to 5 Trait Flaw) Some substance or situation forces you to change forms -- only by spending a Willpower Trait can you avoid shifting. Choose a trigger, and the shape you take. One Trait is an uncommon trigger that forces you into a not-too-inconvenient shape, such as being forced into Glabro when you're drunk. 2 point crinos when drunk
Curiosity (2 Trait Flaw) You just have to know. Mysteries and puzzles pull you in and don't let go. In order to avoid a temptation to investigate a new mystery, you must either spend a Willpower, or win a static Mental Challenge against a number of Traits determined by the Storyteller.
Ask around to see what people know about what is happening in Colorado Springs
Head to Colorado Springs to check on Gerta and learn what is going on
Short Term Goals
1. Kill a vampire
2. Check on Gerta
3. Learn a rite
Intermediate Goals
1. Kill a follower of Set
2. Get to rank 2
3. Find a way to communicate with ghosts
Long term Goal
1. Challenge and win a position in Septa/pack
2. Learn about my parents
3.
The Fate Background represents a prophecy that accompanied your birth or the creation of your pack. A Fate is always something significant, but it’s as likely to be dark and infamous as it is to be full of glory. In these times of Apocalypse, the Garou cannot afford to sacrifice even one warrior, no matter how dark the portents surrounding them are. However, even those with terrible fates often prove to be some of the greatest Garou, perhaps because they try so hard to defy their fate. Some even succeed.
In addition to the fame or infamy these prophecies garner you, once per game session you may use this Background to add successes to any roll that either failed or achieved fewer successes than were required. The player rolls his rating in this Background (difficulty 8) and adds any successes to those that were achieved in the original failed roll. If this means the action succeeds, the player should describe what fortuitous events caused him to succeed. If the Storyteller feels the player’s actions run against what he is destined to do, she may choose to disallow the use of the background.
When Fate is pooled among the pack, each member may call on this Background once per game session. If the action failed involves the entire pack in some way, then the player may draw on an amount of Fate up to the highest individual Fate in the pack. If the character is acting on her own, the player can only draw on an amount of Fate up to the lowest individual Fate in the pack (to a minimum of one). In a pack with pooled Fate, any character can raise her personal Fate with experience points, much like the Totem Background. However, she can only raise it up to the same level as the highest Fate in the pack — if no member of the pack starts with more than three dots of Fate, no pack member can ever buy Fate up to four or five dots.
Packs tend to garner prophecies of greater proportions than individuals. This is not only because of the greater weight a pack can swing compared to a single werewolf, but also because the Garou tend to see a pack’s accomplishments as more legitimate than those of just one person. For roleplaying purposes, consider the pack’s Fate to be equal to that of the highest Fate rating in the pack. Fate may be pooled among a pack.
● | Your pack will be involved in an event that will make you known to the entire Garou Nation. For now, though, only those in your sept know of this prophecy. |
---|---|
●● | Your pack will be the cause of an event that greatly impacts your sept, such as the destruction of a long time enemy or a highly admired Garou. The Garou throughout the city or local geographical area in which you reside might know your fate. |
●●● | Your pack will be responsible for an event that impacts werewolves across the continent, perhaps singlehandedly saving (or destroying) a caern. Any Garou in your hemisphere might know of the prophecy. |
●●●● | The actions of your pack will affect the entire Garou Nation, such as the defeat of a great Wyrm enemy or the massacre of dozens of Garou. There might be a cub or two that hasn’t heard of your destiny, but don’t count on it. |
●●●●● | You, or your pack, will be a direct factor in the fate of the Apocalypse, one way or another. There isn’t a cub that hasn’t heard of your destiny. |
You possess a fetish — a physical object into which a werewolf has bound a spirit. The spirit grants a number of powers to a fetish, so they are very significant to the Garou. Such things are valuable, and other Garou (or other supernatural beings) may covet them.
● | You possess one Level One fetish. |
---|---|
●● | You possess one Level Two fetish or two Level One fetishes. |
●●● | You possess one or more fetishes with a total of three levels. |
●●●● | You possess one or more fetishes with a total of four levels. |
●●●●● | You possess one or more fetishes with a total of five levels. |
The denizens of the World of Darkness tend to look after one another, educating and protecting those who have recently experienced their own becoming. The relationship between a student and his mentor is often very close. A mentor can serve as an invaluable guide to supernatual society. Mentors may also protect a character from danger and inform him of social opportunities. However, a mentor may expect some favors in return for the information or assistance she provides.
● | Basic: Your mentor knows little of import. |
---|---|
●● | Minor: Your mentor has some noteworthy pieces of information to share. |
●●● | Useful: Your mentor has significant secrets to share. |
●●●● | Significant: Your mentor has extraordinary knowledge to pass along. |
●●●●● | Incredible: If your mentor doesn't know, no one probably does. |
Rank 1 Homid Gift
Called City Running in 20th Anniversary Edition
Garou with this Gift find that moving vertically is just as easy as moving horizontally; whether they are walking along a sidewalk, climbing stairs, or scaling the side of a building, their pace doesn’t change in the slightest, nor do they tire out more rapidly. This Gift doesn’t make it any easier or less dangerous to climb in precarious circumstance — a ten-story fall is still a ten-story fall, and a sheer surface remains sheer — but the Gift does make sure that the character can climb as quickly as he walks.
System: The player spends a point of Rage. For the next scene the Garou’s movement rate is unchanged whether he is climbing or walking; he moves at Dexterity +5 meters per turn, period. This Gift does not decrease the difficulty for Athletics rolls used to climb, but it does allow the Garou to run, or make an Athletics roll to improve his speed, just as he could while moving across an empty plain. This Gift is taught by a monkey-spirit.
Source: Book of the City / 20th Anniversary Edition
Rank 1 Ragabash Gift
With this Gift, the Garou can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating).
Source: Core book revised.
Rank 1 Metis Gift / Rank 1 Theurge / Rank 1 Black Furies / Rank 1 Silent Strider / Rank 1 Silver Fang / Rank 1 Stargazer / Rank 1 Uktena / Rank 1 White Howler
The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
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 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.
Source: Core book revised / 20th Anniversary
Description | Entity | Location | ||
---|---|---|---|---|
Mentor | Greta Cole | |||