PLOT OF THE WEST

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PLOT OF THE WEST

Post by Admin on Fri Jul 28, 2017 4:20 pm

Rees Victorian Era Plot
Before Rees ever leaves the tower, there should be a scene that narrates the door being open each morning. If he investigates, he's shown a place in the basement where there are dozens of soul jars. This should lead to him thinking Vox is a suspect. Rees would know there's a gate to the Hedge in London's old Hyde Park, located downtown.

Meanwhile, the search for the Sixth Tower promises answers, but it's finite existence in the Fallen World makes it difficult to find, and even harder to ascertain. And so Rees has joined the mortal order known as the Rosicrucians, scholars of the mysterious. Initial findings will use ancient Egyptian script to tell a tale of another supernal realm, one forged by secret treachery within the inner circle of Atlantis. It is said that those knowledgeable of this still walk the Earth, protectors known only by their calling card- red robes. It's said that their enemies have their souls stolen from them.

Rees could follow this lead, but would be interrupted by disciples of Yenrian and the Victorian Emerald Knight. He would then be assisted by a small group of red robes pseudo-assisted Mages, who may harm him but not kill Rees to confuse the Mage. Their tracks would lead him to Antha's old grave. When he unburied, he'd find rubies and other red gems in her coffin, as well as the missing crown jewel from the British crown. This should lead him to the kindred of London "f-ing vampires," who would admit that they know where Antha's corpse is. If he'd help in a simple investigation, the Prince would tell him (her body left with a red robes figure on a boat to the States).

In the end, Rees would learn that when Rees was asleep, Antha was acting as a Red Sentinel, hence the open door. She set off to his more members, using dark arts involving souls to elongate her life. The big plot bomb would be that Antha knows that the Sixth Tower was created by those evicted from Atlantis before the Exarchs ever took over, and that they've built a realm as a foundation to regain their power so they may one day take Atlantis back. When Rees gets back, he'd find dragon eggs in the basement where the souls once were.
-------------------------------------------
Argos Plot
Aegis would be called to London, and Argos possibly forgiven for past crimes, if he can help with current affairs. It seem a strange string of what seems to be unrelated incidents is thinning Owain's domain. The Prince would present police files, and a partner constable to aid in the matters, and ask to first solve the Whitechapel murders that are causing panic with Londoners.

Once Argos looks over the files, he will slowly start to realize that the machine is being tampered with by supernatural terrorists that are looking for the linchpin. The Whitechapel murders are meant to slaughter the paid lovers of parliament, who receive their subconscious orders by laying with these women of the machine. There Murders get closer to the Palace of Westminster. These are done by a recruited Sin Eater who hates female prostitutes.

Next are the frozen murders, which are meant to slay those involved in British industrialization and expansion, which is what attracts the god-machine. These murders lead the demons to understand that the linchpin is somewhere in the Palace of Westminster. Jack Frost does these because the Machine is trying to get into the Hedge, a place free of its influence.

Finally, the madness incidents are a form of sick interrogation by Penisar that uses Malkavianism to find answers about the linchpin. Each victim leads to proof that the linchpin is hidden under the newly renovated floors of the Palace of Westminster. Penisar would give clues that their constable is a demon. If they look into it, they'll learn of Aster who says that the same Machine plot is happening in the Western United States, but involving lycanthropes.

The big "Ah-ha" moment for Argos should be that he learns about the Machine and demons exist. He would also learn that the Herald is what demons call an independent.
--------------------------------------------
Ricun Plot
While chasing the riddle of Octavia, Ricun would learn the dark past she has. Through visits with former cult members and progeny, Ricun would learn that Octavia made a deal with Baba Yaga. "The greatest secrets of Cruac in return for one-thousand years of service". Octavia though, reneged on  her deal half way through, and escaped Baba Yaga's dimension of Everwinter. She now most likely is looking for a way to defeat the ancient vampire hag.

When Ricun reaches Tombstone, he would run into Accursio D'Agostino (through his ghoul, Castellon). Accursio would inform Ricun that there are very few kindred in the west due to the traveling dangers. Most send their retainers to do their dirty work. He would inform Ricun that an Invictus named Clyde Whitlock is organizing outlaws to terrorize Carthian rule (including Jesse James and Billy the Kid). In return, Carthians have sent law enforcers such as kindred, Jack Helm and ghoul, Pat Garrett. Their covert war has all kindred on edge. However, a group of gypsy vampires have been noted as searching for a blood queen called "The Red Mistress" in Dodge City, which sounds like Octavia.

Ricun could travel that way, getting into Western miniplots as he does. When he finally arrives, he'll learn that the gypsies were hired by Octavia to find her due to the fact that it didn't seem as if Ricun cared.
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Ludwig Becker Plot
Recap: Not all Awakenings present themselves the same way. Ludwig's brother, Karl, knew his sibling had latent abilities, but he also knew that visiting Pandemonium could make one lose his mind. So, Karl, who was just freshly introduced to the Mysterium, decided not to break the rules of slaying another Mage, and instead tortured his brother by letting him rot in a cell, tasting a power he could never understand. Meanwhile, both Karl and Ludwig were called by Sarsicus to free him by unleashing the powers of the Necronomicon. While Karl felt his invite was only for him, Sarsicus would confess that he will mentor only one, and that will be the person who frees him (freedom through Pandemonium by sneaking out of the Abyss as if using the sewer system). Ultimately, it will be brother-va-brother in a trek to the Americas. The winner frees Sarsicus and gets him as a mentor. The loser, death.

Starting off, Ludwig will awaken through "The Mystery Play." He would free himself from prison by exploring mind and space powers, and following the voice of a demonic guide. When he finally frees himself, he'll be in front of an iron gauntlet, covered in black soot, billowing with acrid smoke. His guide would ask, "Will you face your demons, who above all others are darker than any imp or jinn?" Ludwig's claws would grow ember orange and singe into the metallic shell of the tower as he etched his name.

When he awoke, Ludwig would be in a hay pile where lions sleep. A large Chained feline would eye him, but not act. That's when the Siamese twins would see Ludwig, and chase to tell the Ring Master. The ring master and his masked strong man would confront Ludwig, who would hopefully display his power. They'd then escort Ludwig to the office wagon, where they'd offer to hide him in the ringmaster's occult library carriage.

Eventually, the ringmaster would ask if he was related to Karl Becker. He would say that Karl came to look at his library, looking for a specific book called the Necronomicon. The ringmaster would know where Karl went, and would be glad to tell Ludwig if only he did a favor first. Ludwig would simply need to sneak into the Palace of Westminster and mop their floors with a strong varnish. He'd write up a contract. If Ludwig agreed, the ringmaster would let Ludwig know Karl went chasing after an English man headed towards Nevada who was said to have stolen it from a museum. This affluent businessman is named John Talbot, and he is doing intense research on curses.

When Ludwig went to do the job, he'd run into Argos and Rees. Ludwig would recognize Rees as a Mage. He could take him in and sponsor him, but would be liable for him. There would be deadite attacks for the entire group which should ally everyone. Deadites cause paradox, a problem for Rees.  In the end they'd need to head to the States together. The story would take a turn when it was learned that Talbot sold the book to Karl, and that Karl plans on conducting a great deadite ritual in the silver mines of Nevada, one that he feels will only summon demonic forces, but will actually invite the abyss. Ludwig will hopefully defeat his brother, and take the necronomicon to free his host, Sarsicus.

Jonathan O'Connel Plot
It would start with a visit from the Chained One and his minions. The Rail Baron would remind Jonathan of his promise to find the spirit a home. "There is wound festering from this war. I leave it to you to cleanse it. Only then will I have a Home." The great rail baron will be in a current business battle with his rivals. Between five rail owners, they possess the heart of shipping and transportation routes called the "Sugar Steel" line from Chicago to Houston. Separately they've made a few million, but if they owned each other's rails, they could become transportation tycoons. Jonathan would receive word that three of his rivals may be looking to sell. One, an old man about to retire, just wants to spend time with his daughter. The other, who is going broke from past debts, may sell just to break even. The third might if he feels he's outnumbered, as he thought this was a get-rich-quick business. The fourth is Jonathan's arch nemesis, and would never sell to him.

Jonathan would be able to possibly talk one into selling, but before he could make any other moves, he'd learn that the other two sold their business to Jonathan's nemesis, who is now Jonathan's direct opponent. To add injury to insult, Jonathan has been summoned to Denver, along with other tribes, in order to address a state of emergency. Jonathan would learn that the Pure Tribes are starting to get aggressive, led by a new leader, a Fire-Born that is pushing into Forsaken territories. The Forsaken would ask for permission to use Jonathan's rails as a safe path to try and find these fanatics of the Rabid Wolf.

Jonathan's Plot would be two part- the new rail battle would start when John's rail bridge is destroyed by his mortal opponent. He can counter by assassination (opponent's son would take over), or he could be more covert (labor strike for railroad staff, build a line around his enemy's to Chicago, summon a rust spirit to corrode his lines, set up the enemy by having it look like he was tipping train robbers off about profitable loads). His next part would be to move in on Clive Garret, who has been attacking and killing allies. Clive is trying to get more members for his tribe, and will cross all borders to do it.

Ultimately, Jonathan will learn that the war is being stirred by a Bale Hound from the Chained One.

PLOT MAP


Redrise

Redrise was a railroad town that made it big during the early 49er and Colorado mining rushes. It's location, along the merge of Knox Run and Priarb Channel made it a perfect place for steam boats, trains and wagon trails to meet. Supply merchants came from near-and-far in order to make their business there. However, a deadly case of Consumption caused half the population to die off, and the other half to high tail to Pueblo or Thinpass. The quarantine was lifted nearly ten years ago, but Redrise never really recovered. Since then it's become more of a quick stop than a major outfitting town.

Thinpass

Thinpass was once where all the railroad workers camped while building the Fair Inlet Overpass. However, as trailblazers and merchants began to make camp along the miners for safety reasons, sales stands became shacks, shacks became buildings, and buildings became a town. The town was made with scrap materials and modestly priced labor, and gives off a ruddy feel. It's known for being a den of thieves by travelers, and is often avoided.

Meekfield


Lowreach


Coyote Trail


Black Gorge



Rotgate


Last edited by Admin on Fri Aug 11, 2017 6:07 pm; edited 3 times in total

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Re: PLOT OF THE WEST

Post by Admin on Fri Aug 04, 2017 10:41 pm

JONATHAN O'CONNEL PLOT 8.5.17

*Settle and feel cool with his pack by having them all return from missions to help him
*Find out about new business opportunities
*Get Summons to Denver because of Pure Tribes
*Flashback of the Chained One

Between five rail owners, they possess the heart of shipping and transportation routes called the "Sugar Steel" line from Chicago to Houston. Separately they've made a few million, but if they owned each other's rails, they could become transportation tycoons. Jonathan would receive word that three of his rivals may be looking to sell. One, an old man about to retire, just wants to spend time with his daughter. The other, who is going broke from past debts, may sell just to break even. The third might if he feels he's outnumbered, as he thought this was a get-rich-quick business. The fourth is Jonathan's arch nemesis, and would never sell to him.

1) Manuel 'Bilk' Garner: The cheating Manuel "Bilk" Garner is whispered to perhaps sell if someone doubled the worth.
2) Curtis Reid: In Dept, he'd probably sell if others started to as well.
3) Theodore 'Wild Fire' Ewing: The nemesis of Jonathan, this other young entrepreneur inherited his money from his father and looks to make a name for himself. They call him Wild Fire because his business is spreading like one.


4) Jim Preston: An older businessman looking to retire to be with his daughter. His rail neighbors Jonathan's in the West.



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Re: PLOT OF THE WEST

Post by Admin on Sat Aug 05, 2017 7:21 am

RICUN PLOT 8.5.17

Ricun's deputies start the scene by being just outside of Tombstone Arizona, scouting the lands while he rests.


TOMBSTONE


Golden Eagle (Crystal Palace) Saloon

The usual home of honest blue collared workers, it's recently been occupied by the Cochise County Cowboys, led by Johnny Ringo. While he's been out, they've been misbehaving.

The Oriental Saloon

Meanwhile the Clanton gang , ran by Ike Clanton (also out of town), has filled the Oriental Saloon every night. A group of miners brave enough to stand up to them were shot dead, and since then no one has tried to calm the storms. Whiskey and lead never mix.

The Bird Cage Theatre

Open 24 hours a day, it would claims the lives of 26 men, and have 140 bullets jammed in its walls. The fine ladies made it hard to keep the testosterone down. This is a neutral ground due to the presence of Doc Holliday, who spends his drunken nights gambling there.
.......................................................................................................................................................................

The Outlaws


HEALTH: 8
WILLPOWER : 5
Size: 5
Speed: 11
Defense:5
Initiative: +6
Armor: 1/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
-------------------------------------------------------------------------------------------------------------------------------
MENTAL
Intelligence: 1, Wits: 3, Resolve: 2

PHYSICAL
Strength: 3, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 3, Manipulation: 1, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics:
Computer
Crafts:
Investigation: 00
Medicine
Occult:00
Politics
Science

Physical Skills
Athletics: 00
Brawl: 000
*Drive: 0000 (Horses +1)
*Firearms:000 (Revolvers +1)
Larceny
Stealth: 0
Survival: 00
Weaponry: 000

Social Skills
Animal Ken: 00 (Horse Training +1)
Empathy: 000
Expression
Intimidation: 0
Persuasion: 0
Socialize:
Streetwise
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 00

Quick Draw, Firearms  (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time his Defense applies.

Speed Loader, Revolvers •
Prerequisite: Dexterity 3, Specialization in Weapon
Effect: Your fingers are well practiced at fetching the ammo your weapon requires and putting it where it is essential to continue the fight. o longer does loading individual bullets force you to sacrifice your defense for the round, though reloading does still require an Instant Action.
_____________________________________________________________________________________
Equipment
Reinforced Clothing
Rating:1/0, Speed: 0, Defense:0 , Availability: 2, Minimal Strength: 1, Coverage: Arms, legs, torso

Double Action Heavy Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -2
Damage: 2L
Minimal Strength: 3
Size:1
Availability: 3

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Re: PLOT OF THE WEST

Post by Admin on Sat Aug 05, 2017 8:00 am

"GOLDEN EYES" PLOT 8.5.17
*Roll into Cripple Creek and get a lay of the land
*Check bounties and inquire
*Investigate the robbery of Merl and Ray Nathan
*Hunt down the pair and collect bounty
*Orphanage house head waiting outside after he collects bounty talks about strange murders happening in town based around her orphanage

The Donkey District
Made mostly of miners, small shops and traveler's tents. It is the safer part of Cripple Creek. It's where children were aloud to play, and the main carriage roads drove through.

Cripple Creek Bank & Loan
This is not just where people went to deposit their money, but where bounty hunters could collect their coin.

Sheriff's Office
Made of three jail cells and a desk, it's not much. The Sheriff currently in office is Dan Booker. He has two deputies who can't keep the peace if they wanted to, but at least put on a show.

The Red Light District
This area has six saloons, four cat houses and an all night gambling hall. It's where all the vermin come to enjoy themselves.

The Dried Gulch Cathouse
A less impressive prostitute house, this place is known for its fist fights and shootouts. The ladies there are willing stroke egos and more in order to get their coin.


"Old Homestead" Cathouse

This was the expensive Cathouse, mostly used by rich tycoons. There were armed guards at the door who collected $40 at the door.

The Red Hippo Casino

This gambling hall is built in the side of a mountain. It's where men lose their fortunes. The small hall has craps, poker and roulette. It's known for its angry shootouts.
....................................................................................................................................................................
Merle Bosco

HEALTH: 10
WILLPOWER: 5
Size: 5
Speed: 9
Defense:2
Initiative:+5
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 0, Wits: 000, Resolve: 00

PHYSICAL
Strength: 00, Dexterity: 00, Stamina: 0000

SOCIAL
Presence: 000, Manipulation: 0, Composure: 000
________________________________________________________________________________________

Mental Skills
Academics:
Computer
*Crafts: 0000 (Cooking +1){Cooking Tools +1}
Investigation: 0
Medicine: 00
Occult:
Politics:  0
Science

Physical Skills
Athletics:
Brawl: 0
Drive: 00 (Wagons +1)
Firearms: 00 {9 Again with Shotgun}
Larceny
Stealth: 0
Survival: 00 (Foraging +1) {Survivalist Kit +1}
Weaponry: 000

Social Skills
Animal Ken: 00 (Horses +1)
Empathy: 0
*Expression: 0000 (Tall Tales +1)
Intimidation
Persuasion: 0
Socialize: 00
Streetwise: 0
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 00

________________________________________________________________________________________
Equipment

*Shotgun
Range: 20/40/80
Clip: 2
Initiative Penalty: -4
Damage: 3
Minimal Strength: 2
Size: 3
Availability: 3
Special: Provides 9-Again

Ray Nathan Daniels

HEALTH: 9
WILLPOWER : 6
Size: 5
Speed: 13
Defense: 5
Initiative: +5
Armor: 0/0 {1/0 vs Bashing w/ Iron Skin, Can spend 1 point of Willpower to 1 Lethal to 1 Bashing}
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 0, Wits: 00, Resolve: 000

PHYSICAL
*Strength: 00000, Dexterity: 00, Stamina: 0000

SOCIAL
Presence: 0, Manipulation: 00, Composure: 000
________________________________________________________________________________________

Mental Skills
Academics:
Computer
*Crafts: 0000 (Mining +1)
Investigation: 00
Medicine: 0
Occult: 0
Politics
Science

Physical Skills
Athletics: 000
Brawl 0000 (Grappling +1)
Drive:
Firearms: 000
Larceny
Stealth:
Survival: 0
*Weaponry: 000 (Boards +1) {9-Again Equipment Bonus w/ Pick Axe}

Social Skills
Animal Ken: 00
Empathy:
Expression
Intimidation: 00
Persuasion:
Socialize:
Streetwise: 00
Subterfuge: 0
________________________________________________________________________________________
MERITS
English, Native Language

Street Fighting (••)
Prerequisites: Stamina •••, Composure •••, Brawl ••, Streetwise ••
Effect: Your character learned to fight on the mean streets. She may have had some degree of formal training, but the methodology came from the real world, in dangerous circum- stances. Street Fighting isn’t about form and grace, it’s about staying alive. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as punch daggers, or weapons concealed with the Shiv Merit (above).
Duck and Weave (•): Your character has been beaten all to hell more than a few times. Now she dodges on instinct, not on skill. You can reflexively take a one-die penalty to any actions this turn to use the higher of her Wits or Dexterity to calculate Defense. If you’ve already made a roll without penalty this turn, you cannot use Duck and Weave.
Knocking the Wind Out (••): Shots to the center mass can shake an opponent, and your character knows this well. When your character makes a successful unarmed attack, the opponent suffers a -1 to his next roll.

Iron Skin (••)
Prerequisites: Martial Arts •• or Street Fighting ••, Stamina •••
Through rigorous conditioning, or extensive scarring, your character has grown resistant to harm. She can shrug off shots that would topple bigger fighters. She knows how to take a strike, and can even move into a hit from a weapon to minimize harm. She gains armor against bashing attacks; one point of armor with ••. By spending a point of Willpower when hit, she can downgrade some lethal damage from a successful attack into bashing. Downgrade one damage at ••

Headbutt (•)
Prerequisites: Brawl ••
Style Tags: Striking, Grappling
Effect: Your character has found few arguments she can’t
end by ramming her skull into a softer part of the human anatomy. This Merit allows for a new grappling maneuver  Headbutt: Your character inflicts the Stunned Tilt on her opponent. Each use of this maneuver in a scene imposes a
-2 penalty as the shock and surprise of this tactic wears off.

Choke Hold (••)
Prerequisites: Brawl ••
If you can get your hands on someone, they’re putty in your hands. When grappling, your character can use the Choke move:
• Choke: If you rolled more successes than twice the vic- tim’s Stamina, he’s unconscious for (six - Stamina) minutes. You must first have succeeded at a Hold move. If you don’t score enough successes at first, you can Choke on future turns and total your successes.

________________________________________________________________________________________
Equipment
Dirty Clothes and rotten boots

Board with Nail
Damage: +1
Initiative: -3
Strength: 2
Size: 2
Availability: N/A
Special: Fragile, Stun
.......................................................................................................................................................................
Viola Pearson


Millie West



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Re: PLOT OF THE WEST

Post by Admin on Wed Aug 09, 2017 5:44 pm

Golden Eyes Plot 8.24.17
Viola Pearson was once the assistant of Rose McDonald, who ran the in the Revelations Orphanage at the edge of the Donkey District. The young woman inherited the orphanage after Rose's bizarre death. Viola is in charge of four children, including...

-Millie West: Oldest, ginger haired girl that helps care for the others.
-Henrietta Burns: Girl in a wheel chair, suffering from a strange lung disease.
-Willy Levine: Young shy boy who doesn't speak, but carries his doll Mr. Stiches with him everywhere.
-Dorthy Coleman: Little three year old child that is constantly on Millie's side.

The Strange Deaths
Benjamin Fulton, the orphanage's volunteer gardener, was found with every bone in his body broken, and a massive hole driven through him, as if he was ran through by an iron fence pole. Strangely, the children heard his muffled scream late at night, after hours, in their garden, but all were too afraid to look. It wouldn't be until that morning that they found his body in their sugar field.

Two days later, Rose McDonald's body was found on top of the orphanage roof. It appears that sometime after putting the kids to bed at night, she went on the porch to drink tea and wasn't seen again until the next morning. Her spine was shattered, and her body twisted like taffy, legs wrapped around shoulders. No one heard a thing, though a rain storm was happening during the night, so thunder could have easily muffled it up.

Finally, a note carved in what could be described as a knife or dagger, cut the words in Viola's bedroom door that say, "You're Next."

Behind the Scenes:
Young Willy Levine wanted to get revenge on Benjamin Fulton for his perverted ways, and retribution on Rose McDonald for using the hickory stick on his back. He was offered a toy, Mr. Stitches, by a strange man with snow white hair (Marsius). Mr. Stitches killed Benjamin and Rose. Once Viola took over, Willy was happy. But then she talked about breaking up the orphanage to protect the kids, and Willy figured he needed to sick Mr. Stitches on her as well.


Afterwards, Marsius, the Acomoth possessed Thyrsus of the Nexus, would reintroduce himself to "Golden Eyes".

"I've been looking for the Creature of Flame that brought down all of our work so long ago. I was told it would return some day. Welcome home."

*Marsius would proclaim that while the Phoenix is helpless to aid in the Fallen World, Golden-Eyes newest sponsor, The Herald, is quite formidable. However, Marsius has looked through time, and learned that there will be a time when this Creature of the True Aether releases the Mage-Reborn from its watch. And when it does, Marsius will strike. Until then, Marsius looks to simply make "Golden-Eyes"'s life miserable.

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Re: PLOT OF THE WEST

Post by Admin on Wed Aug 09, 2017 10:23 pm

RICUN PLOT 4.12.17

Doc Holiday would invite Ricun to a game of cards. During that time, he would confess his distress over "The Riddle." Doc would confess that he was nothing but a no-good gambler and gunslinger whose several attempts at being an honest doctor always ended in failure. The one person who believed in him though was his girlfriend, Big Nose Kate. However, Big Nose Kate's encouragement slowly started becoming more than just advice. She began telling him people in Dodge City that needed reckoning, and for some strange reason, Doc always felt obligated to oblige. When he finally had the courage to ask why it was she was so good at bewitching him, Big Nose Kate came clean. Her features became more beautiful, and she came clean that she was really Ida Stokes, a vampire Madame who lived in Dodge City.

She confessed to Doc that she was looking for an old compatriot of hers- someone who she crossed paths with during the last hundred years. This powerful Elder is said to have gone missing, but left a riddle in case her long awaited Giant never came- Back up plans she said for anyone brave enough to search the western wilds. So Ida now, who maybe in a strange predicament due to her constant backhanded deals, may be looking for an Elder's favor, and has shared her blood with Doc in order to solve the riddle. Doc was given a lead in a Lancea de Sanctum named Hiram Troyer, who is rumored to be storing an elder in his community safe house. Doc went there once, but his negotiations went sour. He came back to Tombstone to regroup, but his special blood is running low, and he's been despondent as to what he should do. Maybe the blood burning out, though so desired, would clear the spell that Ida has on him.




THE HALLOWED FARMS OF HIRAM TROYER



Hiram Troyer would inform Ricun that his current crops, which are the only sustenance for his community, are being uprooted by something at night. Since they own 37.5 acres of land (2.5 acres equals 1 city block, so 15 blocks), it's hard to manage. If Ricun and his armed men would be willing to find out how these crops are being uprooted, Hiram would let Ricun know who the elder is sleeping in his secured barn.

The uprooters would end up being several desperate thugs from the nearby town of Duncan, called the Benson Brothers, who were hired by Clyde Whitlock. Clyde was a pasty gentleman that requested the trouble making brothers to visit him in nearby Virden (2.5 hours walk) after paying their bail after they stole several jugs of whiskey.

Once Ricun deals with the situation as he sees fit, he would learn that the elder is a Julii named Septimus Metellus, who retreated from the east some time ago. His torpor body was found in the mountains of Tennessee, near Chattanooga. Septimus was weak due to a lack of sustenance, as he could only drink from other kindred. He vaguely described that he was from Rome before falling into his great slumber.

Duncan
Duncan is a town in Greenlee County, Arizona, United States. The population of the town was 696. Duncan is in the Gila River valley, 4 miles west of the Arizona-New Mexico border.


Virden
Virden is a village in Hidalgo County, New Mexico, United States. The population was 143. The nearby community of Summit, essentially belongs to Virden, and is included in the population.

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Re: PLOT OF THE WEST

Post by Admin on Fri Aug 11, 2017 5:08 pm

JONATHAN O'CONNEL PLOT 8.12.17

*Discover Fair Inlet Overpass is broken.
*Rally temporary workers via Thinpass and/or Redrise
*Get offered a deal by several hopeful businessmen
*Assassination by Clayton Carver
*Lead on a Ghost Wolf named Gus Kelly, who is hiding out in the nearby wilds to avoid Pure Tribes
*Gus's confessions of a powerful fire spirit, an instigated fight from mysterious sources AND the Pure Tribe's chase for Talbot

As O'Connell and his team steam  their way to Dodge City, there will be talk of the train line where John Henry and O'Connel first met. It was a massive bridge made for trains called "The Fair Inlet Overpass." Unfortunately, when arriving there, they'd learn that the bridge has been destroyed, most likely due to outlaws hired by Theodore 'Wild Fire' Ewing. John Henry would say that if he can borrow the train crew, and get a few locals from either Thinpass and/or Redrise, he can get the bridge back together in less than three days.

When O'Connell meanwhile checks into the nicest inn in Thinpass or Redrise (Tightrail Tavern and Inn), he'll quickly find out that several businessmen would love to meet with him.

Henry Thompson

Henry would let Jonathan O'Connel know that in 1776, General Custer heard of tribes amassing in Montana, and ordered his 650 men to hurry north to what would be the Battle of Little-Big-Horn. He knew he would engage the Sioux and needed to make his calvary speedier. In order to lighten his load, his men buried federal gold they were secretly hired to take to Denver so they could make haste north-west. Henry Thompson claims to know where this treasure is, and would happily share the rites 50/50 if Mr. Jonathan O'Connel funded his expedition.

Matthew Gallegos

Mathew runs the most popular entertainment spot in Thinpass, The Pistachio, and would love for a big-shot like Jonathan O'Connel to be at Mathew's main table during their upcoming "Bare Knuckle Boxing" fights in the neighboring barn. This in secret is a power play to get his rival, Renaldo "Ribbit" Tibbs, owner of The Green Tulip Pub jealous.

Captain Horace Webster

Captain Horace Webster and his veteran Confederate posse are known as "Lee's Men." They were once the National Guards for General Robert E. Lee, and even after the Confederacy's defeat, Captain Webster and his men went West to continue to wage war. Their acts of terror have fought off Union soldiers in ambushes and wagon attacks all throughout the West. Recently, Captain Horace Webster has come across a wagon full of Nitroglycerin that cost his men many lives, and he wishes to send it east towards some of his other men in Dodge City. He'd be willing to pay "Cash 3" for safe transportation to Dodge City. If O'Connel refuses, Horace would ask that he can at least transport his men's corpses to Dodge City for "Cash 2." If O'Connel does, Captain Horace Webster would sneak the nitroglycerine in the bodies of his men.

After the fighting and mayhem, and a quick assassination attempt, the group would get a lead from either one of Nick's outlaws or one of the town outlaws that a criminal named Gus Kelly is in the nearby wilds stealing food and drink from wagons. The group would know Gus Kelly as a Ghostwolf who betrayed the Arisen for Pure Tribes, and then ran from them. Gus, when caught up to, would say that there's a powerful fire spirit that the Fire-Touched are worshipping, and it is telling them to lay waste to the Forsaken.

GUS KELLY

Gus would inform the group of the following...
*POWERFUL FIRE SPIRIT LEADING THE FIRE-TOUCHED IN SOME STRANGE PLOT OF REVENGE
*SEEMS AS IF THIS SPIRIT/PURE WERE TRICKED TO WAGE WAR BY AN OUTSIDE SOURCE IN A DISTRACTION-PLOY
*MENTION OF A TALBOT LINE OF WOLVES THAT CAN CAUSE LYCANTHROPY THROUGH LUNACY

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Re: PLOT OF THE WEST

Post by Admin on Fri Sep 01, 2017 5:57 pm

Ricun Plot 9.2.17

*Secure passage on train to Dodge City
*Wake up in the evening to the train being stopped
*Investigate the fact that Otis "The Counselor" Reynolds, Howard 'Grits' Melbourne and Clyde "Roses" Warner  through clay into the Water Condensers (Steam locomotives consume vast quantities of water because they operate on an open cycle, expelling their steam immediately after a single use rather than recycling it) in order to return to the Amish farm for more vegetables (Second Stage of Blood Bond p.100, after bringing more vegetables on the road with them).
*Need a source of water, find the Temple of Mending and its well, find Wu Chen the Salubri.
*Heal Racism if an option
*Talk about how Octavia came to him, but pulled away when she saw she was nearly becoming enlightened.



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Re: PLOT OF THE WEST

Post by Admin on Sun Sep 17, 2017 5:07 pm

SEPTEMBER 30TH GAME SESSION

LuCiouS PLOT
ROTTING VANGUARD

A Messenger Spirit has been passing information between Marshals in Northern Oklahoma and a road bound Bass Reeves. While most of it involves human affairs, the occasional sighting of large coyotes on the prairie or fire worshippers along the trail gives clues of Fire-touched whereabouts. However, if someone could destroy this information spirit, it would shut down Bass's vital intelligence line for sometime.
Number of Marshals at Fort: 10
Number of Uratha: 1
Number of Spirits: 1
Description: The Fort itself is a stone structure with barred windows, steel doors and gun-holes. The lodged bullets and scorched roof tells onlookers that this place has seen a few battles before. Yet, the integrity of the building still stands true, making the Marshals inside safe from the men they may be chasing along the wayside.
Spirit: The messenger spirit has the head of a telegraph, and the well-shaped body of a woman clad in a loose dress and heeled boots. Her fingers are shaped like type-writer keys and she has words in different languages flowing across her skin.
Information that the Marshals Have:
1) The James-Younger gang has been nearly annihilated (historically accurate). Jesse and the Ford brothers are suspected to be hiding out in Missouri. There's reason to believe that they are still planning a heist, even in their dwindled state, causing the government to raise their worth to $5,000 per person caught dead or alive.
2) There's rumors that a savage group of Native Americans addicted to arson have been scalping settlers near the Sage Bush cattle trails between Houston and Dodge City. The savages take the scalps and throw them into large bonfires. One local posse road the trails in search of the mud-worshippers, but came up empty.  
3) Billy the Kid was finally caught and was transported to New Mexico where he's set to stand trail. Newspaper interviews state that he doesn't seem concerned with the murder charges held against him, though the jury will likely hang him.
4) A coal depot off of the train tracks near Wichita was allegedly taken by armed men calling themselves "Keepers of the Flames.." These men seen to be running the business as usual by day, but are rumored to join a local pack of wolves each night as they bark at the moon. Marshals without assignment are encouraged to investigate.
5) While heading from Arizona, a Marshal spotted a pair of fools worshipping a dead horse. One, named Tobin Spates, was dressed like a robed monk, while the other was a known card shark named Ethan "Aces" Wakefield. They promised there wasn't any bestiality going on, but informed the Marshal that what they were doing certainly wasn't Christian. The marshal took their names and warned that he'd be keeping tabs on the strange duo.

MARSHALS IN CAMP

1. Vernon Boyle
2. Melvin 'Horse Whisperer' Mercer
3. Levi Hicks
4. Arthur 'Brawn' Glover
5. Eli Small
6. Noah  Barnett
7. Emil Olson
8. Oliver Tyler
9. Prescott Nicholson
10. David 'Scorpion' Quinn

Halloween Plot 10.7.17

*"Lucius"*

After attacking the Marshal depot, Lucius will be headed home when he realizes one of his pack members are missing. When they try to track back for him, they'll find a beautiful pregnant Navaho woman walking with two children. They'll smell their old pack mate on her and can do an "Investigation" check to realize that this woman is not pregnant, but has consumed their packmate. Moreover, the creature will shift into Lucius's old Roman wife, who will waylay the ack with her Underworld Powers.


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Re: PLOT OF THE WEST

Post by Admin on Thu Sep 21, 2017 7:59 pm

SHACKLED FISTS

The Omega Mercenary unit was captured while trying to smuggle Fort plans for the Mexican government. Two of the ten men (Alexei Volkov, Maxim Sokolov) have already seen a firing squad, and the remaining eight are being tortured for confession..
Number of Soldiers at Fort: 3,000
Number of Cannons: 250
Number of Gatling Guns: 50
Number of OMEGA: 8
Description: The Fort is located along the Coyote Trail in northern New Mexico. It's still under construction, but meant to be the place to make a major stand should an invading Mexico ever defeat the initial border armies. The building is half way complete, and construction is heavily guarded. Special granite, the strongest of building stones, has been shipped from North Carolina to protect soldiers and withstand heat. There are canon-windows, rifle slits and dynamite rigged murder holes throughout the labyrinth. A high-tech clockwork system can mechanically shut and lock all doors at anytime. The building itself is over 38 acres (4 square miles) with multiple checkpoints. Like many prison sectors, the cells holding Omega are likely either in the center of the building or in any subterranean levels. Should guards be alerted to an invasion, the skies would be littered with waves of bullets from sniper holes and a barrage of canon fire. Not even the most powerful of Uratha could survive.

OMEGA MERCENARIES

1. Vladimir Dragomirov Todorov (Bulgarian)
2. Johnny Isaksen (Danish)
3. Jean-Pierre Belyea (French)
4. Kapila Jogalekar (Indian/Hindu)
5. Inácio Alcantara (Portuguese)
6. Sharaf el-Ayub (Afghanistan)
7. Narseo Pelosi (Italian)
8. Rangi Loto (Samoan)
9. DEAD-Yuan Zhi (Chinese)
10. DEAD-Baroda Yangi (Aboriginal)


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Re: PLOT OF THE WEST

Post by Admin on Thu Sep 21, 2017 8:14 pm

PORTER "GOLDEN EYES" GLENFIELD

Description: While traveling east after finding his first "Branded," Porter and Fabian would make contact with Tobin Spates and Ethan "Aces" Wakefield as they investigate the Wound. According to the pair, dark entities have been coming from this horrific gouge in the Gauntlet. While Tobin looks to document the activity, Ethan wants nothing to do with it. If they dare enter the Wound, they'll find a toxic environment filled with horrific spirits of the Maeljin. They'll also discover a Bale Hound that worships "Thurifuge, Architect of Violence." In the nest, there is proof that dark spirits are capturing and converting regular denizen into horrific entities of the Wound. There are signs that these creatures are what stirred the war between the Forsaken and Pure in an attempt to distract them from what it's been harvesting in the Wound- a Shadow-organ that can taint spirits and energy in order to strengthen the Maeljin's power in the Shadow.

Final Thoughts: The group should escape the Wound with an understanding that Thurifuge is converting spirits into nightmares. If this were to continue, its rule over the Shadow would upset the balance between worlds by destroying the Gauntlet and bleeding both planes into one. An act like this would have catastrophic effects on other supernal realms as well, including the Abyss.

Tobin Spates

Tobin Spates has been compiling a codex of spirits, ghosts, and the difference between them since he was inducted into the Mysterium. His 320,000 word book could use some slimming down, but the details of what he's put together are paramount. He writes about making deals with spirits, putting specters to rest, and identifying the capabilities of each. He has chapters on The Shadow, accounts of ghostly possession and instructions on how to best battle malicious ephemeral beings. But Tobin has saved the last chapters of his book for his most dangerous expedition yet, reading signs of an apocalypse.

t started with a close encounter from a ghost, freshly murdered by werewolves in the western United States. The victim convinced Tobin that the beasts were working with a terrible spirit that wanted one thing...to destroy mankind. Tobin began an inquiry and found merit to the claim. He obsessed about the issue, documenting his encounters from the field. What he found though caused him to petition aid from the Pentacle. While the Diamond rejected his formal request, the Free Council offered a partner to delve further. After formal meetings, Tobin and the Free Council member disappeared into the deserts, where they are yet to be seen.

Descriptions of Tobin are consistent. Tobin is an average height male of Serbian descent. He has blue eyes, a cherry birth mark on the back of his neck and pointed features. His shaggy black hair is rarely combed, and he wears a ruby colored coat made of rare exotic leather. The Mysterium is concerned of his whereabouts and is willing to reward anyone who can bring him back alive, as well as his recent works.

Ethan "Aces" Wakefield

n some western towns, gambling was not only the principal and best paying industry, but it was also reckoned among its most respectable.If that’s the case, than theres no one more respectable than  Ethan “Ace” Wakefield. The Louisville native watched his father waste away their savings at the tables until he was so in debt that the collectors gifted him with a California Neck Tie. Ethan chalked it up to a bad hand. His older brother, whom Ethan played cards with on milk crates as kids, faired a little better. He won it so big that the muck-snipe he’d beaten pulled out his barking iron and shot Ethan’s brother before turning the gun on himself. Ethan considered it a draw. But just as Ethan was starting his career as a young Blackleg, his Awakening happened and the stakes were raised.  

Ethan had a bee in his bonnet afterwards and decided to study the arts gifted to him by those Bottom Dealers at the Watchtower of the Lunargent Thorn. He wouldn’t “jump the cut” or “open a snap” to make his money. Instead, he’d rely on luck to earn his fortune- a luck that he created with magic. As soon as Ethan earned his title as a “Voter” in the Free Council, he went back to gambling. Ethan was like a Shakespearian actor, pretending to lose when he needed to and get flustered when circumstances demanded it. But all the while, whenever there was a showdown on the table, Ethan came up smelling like roses. He became a high-roller, earning the nickname “Aces”.

But what Ethan forgot was that he was duty bound to the Free Council. The Order charged Ethan with helping them build relations with the Diamond by partnering him with a wandering Mysterium mage. Ethan was requested to use his cover as a traveling gambler to cover up research that he and a Mysterium scholar would conduct. Ethan was reluctant, but had little choice. Before long, he was traveling the card circuit by day and chasing spooks at night. And while Ethan considered it chips he’d have to sacrifice in order to continue with his career, he wasn’t all too sure that he wasn’t going to sacrifice his life as well if he took too many risks with his adventurous partner.




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Re: PLOT OF THE WEST

Post by Admin on Mon Sep 25, 2017 5:52 pm

Ricun Plot 9.30.17
As the giant continues north-east to Dodge City, he will have some crew follow up.

Tilly "Sanguine" Meyer's witch powers- Tilly will come clean that she is a practicing witch, and has lain with the devil in order to gain dark powers. She now wishes to grow in power by discovering a window to become even more supernatural. She would offer to punish Otis "The Counselor" Reynolds, Clyde "Roses" Warner & Howard "Grits" Melbourne if Ricun would like.

Gomer "Pick Axe" Foster- needs to be cleansed of his blood Bond. This can be done with Cruac or through time.

AFTERWARDS: The crew would arrive in Dodge City (14 square miles, 1200 locals, 150 visitors) and learn that it's roads and rail lines make it a crossroad for traveling mortals and paranormal creatures alike. The kindred at Dodge City would all be involved in their own plots as stated below...

Shen Liang

Shen Liang has nearly a hundred slave-workers both building the railroads headed west, and working the opium dens. Recently, several of his Chinese slaves, including his beloved painted lady, Jin "Blue Eyes" Yun, have escaped to the hidden temple nearby. Shen Liang is willing to give 10 slaves to anyone who can provide the location of this temple. He has also become extremely frustrated with the Carthians, who are forcing Shen to cooperate with their laws in Dodge City, which include providing reports of his activity to the Carthian inner-circle.

The Ravnos

Composed of their ancient leader, Kissarie Nadahaw, her progeny, Saban Morjiano, and his neonate child, Vasquez Gamble, the Ravnos claim to be waiting for the Longbranch Poker Tournament. However, a closer examination would show that they are looking to find sanctuary and respite at different Carthian and Invictus towns. They are stirring the pot between the two factions in Dodge City, sharing information they have with one group to the opposition, and then getting more details as they report to sell back to the other side. So far, they've let Jack Helm/Alvero Montero (Carthian) know that Clyde Whitlock has brought cases of dynamite in town, then shared with Clyde Whitlock (Invictus) know that Jack Helm and Alvero Montero are calling for more men in an attempt to kill Clyde. The Ravnos stay on the outskirts of town near the main roads, where they're always ready to make a quick exit.

Jack Helm

The Sheriff and Bailiff of the "New Movement" has waged war on anyone that breaks Carthian law. Recently, he dragged Invictus Venture, Jarlen Creighton into the sun for final death after the vampire intentionally murdered three of Ida Stokes's herd. While he's known for his prowess, Jack Helm can sniff out an ambush as well, and is said to have fired his way out of a trap allegedly organized by Clyde Whitlock. Jack Helm stays under the Dodge City sheriff's office in their tornado shelter, using the mortal "Dodge City Peace Commission," which includes William Harris, Luke Short (owner of Longhorn Saloon), William "Bat" Masterson, William F. Petilon, Charlie Bassett, Wyatt Earp, Michael Francis "Frank" McLean and Cornelius "Neil" Brown, to protect his back.

Alvaro Montero

Although he hates Jack Helm with a passion for killing him and leaving him to die, his dedication to Juggler makes him a reluctant participant in the Carthian movement out west. His bounty hunter posse have been ordered to eliminate Clyde Whitlock, a mysterious villain who claims independence, but is likely working with the Invictus. Alvero is also secretly trying to get Jack Helm killed, and will drag his feet to ambushes, withhold vital information about Helm's survival, and

Clyde Whitlock

The always heard, never seen Mekhet is rumored to be the covert child of either Prince Owain or Alena Atropus. He claims himself an independent, but has made several jabs at the Carthian organization, including having bandits attack the Santa Fe Trail (from Kansas to New Mexico), causing illness among the cattle of Dodge City, and blowing up the rail lines being built by Carthian based investors. No one knows where Clyde stays, but he'll always show up for a meeting on his own terms, when the person is alone and vulnerable. He's suspected of trying to kill Jack Helm as well by ambushing the sheriff with the "Georgia Boys" bandit group. Jack shot his way out of it and those who survived were found drained and dead the next morning in the prairie.

Ida Stokes

The lonely painted lady is a mastermind at making allies and getting in on the action. She shifts her face often, and pretended to be Big-Nose Kate in order to get what she wants. It's said that she even shifts into "Maid Marian" in order to help extinguish Robert Hoad's hurt. She is the coordinator of Seamus O'Farrell's New Jersey whiskey trade, Juggler's information brokering, and smuggling "Majesty" based art for Belle Eve Taliesin. She has been searching for Octavia, her cult leader when Ida was a neonate, who vanished before showing Ida Cruac. Since then, Ida has made a dark pact with Baba Yaga in order to find Octavia in return for blood sorcery mentoring.

Wú Chén 吴晨

This exotic Salubri kindred just wants to offer sanctuary for oppressed mortals and relief for anguished vampires. He's recently taken to smuggling out some of the downtrodden slaves belonging to Shen Liang even though Wu understands the tension this will create between the two.

Yaryan

The strange and handsome Native American vampire has tried to warn kindred that the spirit world is out of balance. It has been wounded and filled with disease. Unfortunately, none of the other vampires seem to care. Since then, Yaryan has been looking for ways to show other kindred the truth, and is willing to take them on a spirit quest in order to prove what he knows to be true.

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Re: PLOT OF THE WEST

Post by Admin on Mon Oct 02, 2017 7:20 pm

Halloween Plot 10.7.17

*Ricun*

"Ricun, who'd been checking in with the Ravnos, would receive word that the "Sisters of the Mortar" have made a home for themselves in the "Saint Mary of the Plains" forest just north of Dodge City. This mysterious coven just appeared there one day, and children have been going missing ever since. The Carthian sheriff looked into the forest, but never found anything. It is as if the cottage these witches are supposed to live in appears only when it wants to. However, being that the Ravnos are masters of illusion, they know a way to break the illusion should Ricun be interested. It involves...
*a Wood bowl
*Black Candle
*Clear water
*Salt
Place the candle upward in the bowl, surrounded by salt water and keep it unlit. Then place it on the edge of the forest just before 3am. If it lights during the witching hour, you will be able to see through any illusions for the remainder of the night.

If Ricun goes in, he will find the trap laid down for him by Baba Yaga's cult, led by the witch of Newark. The women will try to coax him into the hut via a sage potion they can brew to locate anyone. Ricun will feel the earth move under his feet (the hut is walking towards a whicker-man burn container) as they cry their incantations. However, Ricun will begin to get clues that this is a set up once the coven cries, "Bone-Mother, we have done as you've asked and captured the Giant so that we can burn him in order to coax out Lilith."

When Ricun fights them off, he'll find that they've taken him to a place on the Kansas cliffs. There are two whicker-man huts on the cliff. A primitive painting of Ricun in blood sits in front of one, and what appears to be a winged devil-woman painting at the feet of the other. Ricun can surmise that they were planning on burning a sucubus as well in order to get their answers.


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Re: PLOT OF THE WEST

Post by Admin on Mon Oct 02, 2017 7:48 pm

Halloween Plot 10.7.17

*Argos, Ludwig & Rees*

"The waters of the Atlantic had never been so black. For twenty-six days, the sun was always smothered and the moon stayed home. Rats aboard the S.S. Grim seemed frightened, and it wasn't because of Tituba, the resident black cat. Something darker was on the horizon. Something spun from fate and twisted by nightmares.

Rees and Ludwig tried to keep their minds free from Deadites and Red Cloaks by studying the arts together. The affable Rees taught Death arcane through fish corpses, demonstrated Life magic through ailing sailors and lectured on Atlantis while taking tea on the main deck. Rees learned that Ludwig's inexperience did not make him feeble. The Warlock was quite talented at bending the wills of mariners, and manipulating distances for his own advantage. Together, the two were quite a pair, all secrets aside.

In the evening, after Argos meditated and fed, he would join the mages. The three would discuss the events in London, what to expect in the Americas, and where the Branded might be. They surmised reasons why a war between tribes could result in concern from the Herald, who only ever wished to suffocate Calos and the Necropolis. The trio wore brave masks, but they knew that any conflict involving werewolves could easily end in a grizzly death. Uratha only fought one way... to the death.

So when the S.S. Grimm finally made it to New York's shores, Argos, Ludwig and Rees were brimming with theories on the War and its relation to the Machine. They checked in with the proper kindred and awakened societies in order to gain passage inland, and then headed north-west to Chicago. After several days of layover, they traveled via the Sweetsteel railroads towards Dodge City. The trip was scheduled to take 23 hours, with several stops in order to cool off the locomotive's engines. However, when a scheduled group of twenty-three passengers near LaPlata, Missouri (6 hours into the trip) didn't show up at the station, the conductor decided to wait.

With midnight approaching, Argos, Ludwig and Rees could only wait, keeping themselves occupied with light conversation. Outside their cart's window were a fence of sturdy trees, the station plank, and little more but shadow. There were no crickets or birds. There was no signs of life. That darkness they'd felt on the horizon during their ocean voyage seemed to creep nearer. Fate twisted by nightmares."


-Karl has been notified that his brother, Ludwig, has made it to the Americas. In order to stop him, Karl has dispatched a legion of Deadites to slay his brother and his companions.

-Team will investigate missing passengers, then retreat back to train in order to get the train started in order to escape certain doom.

Deadites


Size: 5
Speed: 16 (fleet of foot)
Defense: 6
Armor: 0
Initiative Modifier: 4
Health: 8
Willpower: 4

INTELLIGENCE 2   WITS 2    RESOLVE 2

STRENGTH 2 (5)    DEXTERITY 2 (5)    STAMINA 2 (5)

PRESENCE 2 (1)   MANIPULATION 2 (1)   COMPOSURE 2

Skills

Mental (-3 unskilled)
CRAFTS 00
MEDICINE 0
OCCULT 0

Physical (-1 Unskilled)
ATHLETICS 0
BRAWL 00 (000)
DRIVE 0
STEALTH 000
SURVIVAL 0
WEAPONRY (AXES) 00

Social (-1 Unskilled)
EXPRESSION 0
INTIMIDATION 00
SCOIALIZE
STREETWISE 0

Merits
Language, English :N/A
Fleet of Foot 00
Professional Training 00


Dread Powers
IMMORTAL
The creature isn’t bound by mortal laws of life and death. It’s not indestructible, per se, but if it’s killed by anything other than its Bane, it just comes back in a later scene like noth- ing happened. Even if it’s destroyed with its Bane, it’s never really gone — some accursed ritual, astrological conjunction, or freak occurrence can always bring the creature back for a sequel story.

JUMP SCARE
The creature appears suddenly or lurches into abrupt action just when you thought it was down for the count. By spending 1 Willpower, the creature may resolve the Shaken condition on another character, choosing which action will automatically fail. The character still earns a Beat as normal. Alternately, the creature may spend 1 Willpower to turn the automatic failure caused by a character resolving the Shaken Condition into a dramatic failure. In this case, the character earns two Beats (one for resolving the Condition, one for the dramatic failure).

NATURAL WEAPONS (•)
The creature is armed with formidable natural weaponry, whether savage jaws, rending talons, bony spurs, or metallic blades. The weaponry has a weapon modifier and armor- piercing quality equal to the number of dots in this Dread Power. If the creature’s natural weaponry includes a bite, it doesn’t need to establish a grapple in order to bite.

SKIN-TAKER
The creature can steal the face and skin of another. It must kill the victim first, then spend 2 Willpower and merge the features of the corpse with its own. The change is permanent; it cannot return to an earlier face and appearance.

SURPRISE ENTRANCE
No matter how secure its victims think they are, by spending 1 Willpower the creature may suddenly appear in the scene. Perhaps it can manifest out of higher-dimensional space via any right angle, emerge from any reflective surface, or it can simply burst through the wall. Any character wit- nessing this entrance must succeed on a reflexive Resolve + Composure roll or gain the Shaken Condition.
If the characters have actively taken appropriate measures to keep the Horror out (barring and locking the door, smash- ing all the mirrors they can find, etc.) it will take the creature one full turn to break through, giving the characters time to react. If not, it’s just there as a reflexive action and can take one more action before anyone can react.

Weapons/Attack
Claws/Grab: +10
Damage: +1L, -1 Armor Piercing


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Re: PLOT OF THE WEST

Post by Admin on Tue Oct 03, 2017 4:25 pm

Halloween Plot 10.7.17

*"Golden Eyes" & Fabian*
"There was no words that could describe the Wound. Porter didn't think that spirits had the ability to draft such a forbidden plot. He didn't know that the Shadow or its denizens could be twisted into such appalling abominations. He was never taught about werewolves tainted by dark powers. Then there was their black-lord. Thurifuge.

Anyone who studies the world of spirits hears about the Maeljin- boogymen of the Shadow. Thurifuge, Architect of Violence, was one of the most frightening of these entities. However, the last time anyone ever documented his presence was during the Hundred Years' War in the 14th century. It was claimed that he'd been destroyed, but clearly those records were inaccurate. Porter had seen the bloodcurdling monster, and it nearly killed him.

These thoughts flooded Porter's mind as he, Tobin, "Aces" and Fabian retreated through the Kansas weeds. After the shock wore off, the group slowed down to catch their breath. They agreed that sticking together would be the safest bet, and decided that going back for the horses just outside the wound wasn't an option. There was a small town, Tumbleweed, just an hour out. With darkness approaching, and a need to regroup waining, it was decided that they'd take a night to rally. In the morning, they could aim their sites on Dodge City, which should be no more than a day away."

When the group gets into town, they'll notice some strange affairs in Tumbleweed.
-The streets are cleared, and doors/windows are boarded up.
-The church seems to be built like a fortress with shudders and reinforced double doors.
-There is a massive pile of shattered glass that appears to have been lit and burned at some point in time
-There are dolls and toys placed on the doorsteps of most homes

Once the group settles down, they'll enjoy a dinner under the blood moon. Afterwards, they can go to bed. Each room has a mirror, and Porter will start hearing children's sobbing. If he investigates, it's coming from the mirror. As he continues to investigate, he'll spot two little girls behind him in the mirror. They will explain that some dark magic trapped them inside and that someone needs to say their names in order to free them (though they can't say their names themselves). They would say their names rhyme with "Aura" and "Flora" (Nora & Cora). If he says the name, they'll be free, and Porter will be trapped in the mirror world. If Porter doesn't say their name, he'll hear "Aces" shout. The girls will be seen chasing him in the mirror world.

It will end with Porter needing to escape by getting through their maze and puzzles.

Riddles
what turns everything around but does not move?
a mirror

Riddle:
There were two twins. 1 of them were 20 and the other was 22 how does this work?
Answer:
1 of them were 20 and the other 1 was 20 TOO!

Riddle
If a blue house is made of bricks, and a yellow house is made of bricks, what's a green house made of?
Answer: Glass

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Re: PLOT OF THE WEST

Post by Admin on Wed Oct 04, 2017 4:13 pm

Halloween Plot 10.7.17

*"Jonathan O'Connel"*

Once he returned from New Mexico, O'Connel would receive reports of an attack on Bass Reeve's messenger spirit/the marshal rest-stop, and how it's eliminated Bass's frontline intelligence. Bass would know that the only person who knew about his spirit was his old friend, Ben Dixon. Bass would let Jonathan know that he knows where Ben Dixon hides out, and would ask Jonathan to join him in a hunt to bring Ben down.

However, when Jonathan O'Connel and pack arrive at Ben Dixon's old barn, they'll find some odd evidence of something foul afoot, including....
-The wood of the barn is inhaling/exhaling as if it is slowly breathing
-The trees around the barn have twisted and warped as if they are hands with broken fingers
-The smell of rot emanates throughout the countryside

When O'Connel enters the barn, he'll find the Wound. If he goes in, enter the Necro-maps. If he does not, horrific wound-spirits and the Bale Hound will come out. Horrifying things they'll do include...
-Twisting onto the face of one of the pack members to plant wound-seed
-Transforming an ally spirit into a horrific wound-spirit
-Belching of bike from the wound, which injures Uratha



End Conclusion: "As O'Connel and his allies draw away from the grisly rip in the Gauntlet, they realize that this blight is a poison upon the Shadow called a "Wound". If this sickly spiritual disease were to spread, it could consume the spirit realm, Uratha and perhaps even Luna herself. The results would be horrific.

Once more, whatever dark entity is controlling this monstrosity must be incredibly powerful. Perhaps it is one of the Malejin, Lords of Darkness, amongst the spirits. It is said that these are demi-gods of evil, kept in check only by Luna herself. If this were the case, then the war against the Fire-Touched was frivolous. It paled in comparison when put up against the consequences of allowing the Wound to spread. O'Connel had some tough choices to make. He was the holder-of-truths, and his actions could affect the balance between the mortal world and the Shadow. "


Wound-Spirits



ADVANTAGES
Spirits don’t have an Integrity trait, or a Virtue or Vice. Instead, they regain one point of spent Willpower per three points of Essence they consume by gorging or stealing as described above.

Corpus (Health): 20 Resistance + Size and grants Corpus boxes that act like Health boxes, filling when the spirit suffers injury. Corpus boxes don’t have wound penalties associated with them.

Willpower: 10 equal to Resistance + Finesse with a maximum of ten dots for spirits of Rank 1 to 5. As well as being able to gain Willpower by gorging on Essence, all spirits regain one point of Willpower per day.

Initiative: equal to Finesse + Resistance. +30

Defense: 15 Defense is equal to Power or Finesse, whichever is lower, except for Rank 1 spirits which use the higher of the two Attributes, and dormant spirits which do not have Defense at all. The more a spirit is driven by raw instinct, the more animal defense it displays in combat.


Speed: 30 (Can Double Speed for 2 Essence (60) or Triple Speed for 4 Essence (90))

Language:Spirits all speak the native tongue of the Hisil, a strange, sibilant language, but often learn the human languages common around their Essence-feeding grounds. Uratha are capable of speaking the spirit tongue, but do so with a discernible accent.

Armor: 0/0


--------------------------------------------------------------------------------------------------------------------------------
ATTRIBUTES

Power: Strength, Intelligence, or Presence 15
Finesse: Dexterity, Wits, or Manipulation 15
Resistance: Stamina, Resolve, or Composure
15

--------------------------------------------------------------------------------------------------------------------
SKILLS
Spirits don’t possess skills, but don’t suffer unskilled penalties as long as the action they’re attempting is appropriate to their nature. They roll the appropriate Attribute + Rank for actions relating directly to their concept, or Attribute + Attribute for actions like surprise and perception.
--------------------------------------------------------------------------------------------------------------------------------
BANS
All spirits suffer from a mystical compulsion known as the ban, a behavior that the spirit must or must not perform under certain conditions. Bans increase in both complexity and consequences with Rank.

Rank 2 and 3 spirits have moderate bans that curtail their activities in a more serious way than mere distraction. The murderous spirit of a car that has run down multiple people loses all Willpower if it doesn’t kill one person a month.



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BANES

Spirits are not of the material world and react strangely to some elements of it. The interaction between a spirit’s ephem- eral Twilight form and physical substance always contains a flaw — a bane — that damages the spirit’s Corpus through symbolic or mystical interference. The bane is a physical substance or energy that the spirit can’t abide.
• A spirit voluntarily attempting to come into contact with the bane must spend a Willpower point and succeed on a Power + Resistance roll with a dice penalty equal to their Rank.
• Banes are solid to spirits, even when they are in Twilight. They do not, however, affect spirits on the opposite side of the Gauntlet.
• Simply touching the bane — even voluntarily — causes one point of aggravated damage per turn if the bane is in the Hisil or the spirit is Materialized, and causes any relevant Condition to end unless the spirit succeeds in a roll of Rank in dice. Repeat the roll every turn if contact holds.
• If the bane comes into contact with an item or person linked to a Fettered spirit, the spirit suffers one point of lethal damage per turn as long as contact holds. The spirit must use the Unfetter Manifestation Effect to escape.
• Touching the bane while in Twilight causes one point of lethal damage per turn to non-Manifest spirits.
• If the bane is used as a weapon against the spirit, the spirit suffers aggravated wounds if both bane and spirit are in the Hisil or the bane is in the physical world and the spirit is using a Manifestation. The wounds are lethal for spirits still in Twilight when the bane is physical.
185
Banes are increasingly esoteric and obscure for spirits of increasing Rank.

Rank 2 and 3 spirits have difficult to obtain but still “natural” banes. A wildwood spirit must be killed by a sharpened stake made of pine.


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COMBAT
• As noted earlier, spirits use the lower of Power or Finesse for Defense unless they are Rank 1, in which case they use the higher. They apply Defense against all attacks, even firearms.
• Spirits roll Power + Finesse (+16) to attack. The spirit’s attacks inflict bashing damage unless its nature (a spirit with metal fists, for example) indicates that it should inflict lethal wounds instead. Some spirits use ephemeral weapons, in which case roll Power + Finesse and then apply weapon damage on a successful attack.
• Spirits in Twilight can only attack or be attacked by other spirits, unless the attack utilizes the spirit’s bane.
Physical attacks on a Manifest spirit, or one in the Hisil, that would normally cause lethal damage only cause bashing damage unless the attack utilizes the spirit’s bane. Even a spirit that’s solid to its attacker doesn’t have any internal organs to injure.
• Spirits record and heal from wounds the same way as human characters, but in addition lose one point of Essence for every aggravated wound they suffer.
• Spirits that lose all Corpus from lethal or aggravated wounds explode into bursts of ephemera stylized to their natures. For example, a forest spirit dies in a hail of rapidly vanishing pine needles. The spirit isn’t actually dead, though, merely returned to dormancy unless it has also run out of Essence. If it has even a single Essence point remaining, it reforms in a safe place (a Resonant location, usually), hibernating. Once it has regained Essence points equal to Corpus dots, it can spend an Essence point to reawaken. As the spirit can’t act while hibernating, this means waiting for the one point of Essence a day that it receives for being in a suitable area to slowly build up to the spirit’s Corpus — which means that more powerful spirits take longer to recover from being “killed.”
.............................................................................................................................................................
BANS
Description: His pack must hunt and take a life with fire each day or Cinder weakened daily.
Rank 4 and 5 spirits have complicated bans that put an end to whatever the creature is trying to do — often in an explosive fashion. They have consequences in game traits or long-term actions, but esoteric requirements. The spirit of Mount Iliamna, a volcano in Alaska, must use its Numina to kill a victim named by anyone who makes it an offering of platinum that was mined from its foothills.

BANES
Description: Can only be damaged or destroyed by a creature that was around during Cinder's creation (Fall of Rome 450 A.D.)
Rank 4 and 5 spirits have highly-specific banes that require great effort to acquire. The spirit of the US Treasury (the building) can be killed by a silver bullet made from a melted-down original dollar.
The hierarchical nature of spirits also plays a part — Rank isn’t a social convention for them but a fundamental part of their natures. Spirits of two Ranks or more higher than an opponent (a Rank 5 spirit attacking a Rank 3 spirit, for ex- ample) count as their opponent’s bane when using unarmed attacks, claws, or teeth.
.............................................................................................................................................................
INFLUENCE
All spirits have a degree of Influence over the world that they can leverage to control and shape the basis of their existence, control their environment, and encourage the phenomena they were born from.
Spirits begin with dots in Influence equal to their Rank. Although a spirit’s Rank is also the maximum rating for an Influence, a spirit can split its dots to have more than one Influence. A Rank 4 spirit of dogs, for example, might have Influence: Dogs ••• and Influence: Loyalty •.
Spirits may reduce their number of Numina granted by Rank to increase Influence dots at a cost of one Numen per dot. Spirits have Influences that relate to their natures, but that may be used in multiple circumstances — the dog spirit, for example, has Influence over Dogs as a whole, not merely over a particular dog.
The People have a sense for spiritual Influence. When an Uratha has a spirit’s scent, roll Primal Urge minus the spirit’s Resistance. Success reveals the spirit’s highest-rated Influence, while exceptional success reveals them all.
Influence is measured in both scale and duration. To use an Influence, compare the spirit’s Influence rating to the total dots of the intended effect and how long it is to last. The total must be equal to or less than the spirit’s Influence rating in order for the Influence to be attempted.
The spirit pays the listed cost in Essence and rolls Power + Finesse, with success creating the desired effect. If the Influence is altering the thoughts or emotions of a sentient being, the roll is contested by Resolve or Composure (whichever is higher) + Primal Urge.


INFLUENCE DURATIONS
••••• Mass Create
The spirit can create multiple examples of its sphere of influence; trigger emotions in multiple people; or create new copses of trees, small groups of animals, or multiple identical items. The cost is 5 Essence. The number of examples of the Influence created is equal to Rank. Alternatively, the spirit may create one instance of its sphere of influence — including creating the Resonant Condition — permanently, without spending additional Essence for duration. A spirit can’t permanently alter the mind of a sapient being through Influence.
•••• Permanent: For 2 additional Essence

--------------------------------------------------------------------------------------------------------------------------------
MANIFESTATIONS
Spirits can interact with the mortal world in many dif- ferent ways, from lurking in the Hisil and Reaching across the Gauntlet to physically Manifesting or merging into a human soul. Just as Influence traits determine what level of control the spirit has over its environment, Manifestation traits note which forms of Manifestation are possible for a particular spirit.
Spirits begin with the Twilight Form Manifestation and a number of Manifestation Effects from the list below equal to Rank. Spirits may increase their capabilities by reducing the number of Numina they possess, at the cost of one Numen per Manifestation Effect.
Most Manifestation Effects have prerequisite Influence or Manifestation Conditions — a spirit can only Fetter to something with an Open Condition, for example.
All Manifestation Effects require a Power + Finesse roll to use. Most have an associated cost in Essence, and some are contested or resisted.

TWILIGHT FORM
If the spirit enters the material world, it does so in Twilight (see p. 183). The Effect has no cost.

RESONANT
The subject of this Condition is within the sphere of influence of a spirit.
Causing the Condition: This Condition is common and naturally-occurring — if an object, phenomenon, person, or place matches the spirit’s purview in some way, it has this Condition. Anything matching the description of one of a spirit’s Influences counts as having this Condition tagged to the spirit. Summoning rites intended to entice a particular spirit to a location work by instilling the qualities that result in this Condition. Finally, a high-Rank spirit can use a Create Influence to cause the prerequisites for the Condition itself.
Ending the Condition: The Condition ends if the phe- nomenon creating it ends. A forest stops being Resonant for a tree spirit when humans fell all the trees, a grief spirit can’t Influence someone who has healed and let go of his pain, and a fire spirit must move on when the fire is extinguished. Banishing rites may temporarily suppress the Condition.

OPEN
The place, object, animal, or person covered by a Resonant Condition is now conditioned to accept the resonant spirit. That spirit can now attempt to Fetter itself to the subject of the Condition, or, if the Condition is on a location, Materialize.
Prerequisites: The Resonant Condition for the same phenomenon to which this Condition is tagged.
Causing the Condition: This Condition is usually the result of fine-tuning the Resonant Condition as part of an extended action, involving the subject and spirit acting in concert for a number of scenes equal to Rank or a living subject’s Resolve, whichever is higher. Using a Strengthen Influence allows a spirit to temporarily upgrade Resonant to Open as an instant action. Last, both Lunacy and some Wolf-Blooded Tells can cause Open spontaneously, offering the subject up to a spirit without any effort on its part.
Ending the Condition: The Condition ends if the prerequisite Condition is removed. Exorcism rites work by removing this Condition, reverting it to the prerequisite.

MATERIALIZED
The spirit has shifted from ephemeral to material substance, Manifesting in physical form. All the rules for ephemeral spirit’s traits still apply except for the effects of being in Twilight. This Condition protects the spirit from Essence bleed for its duration.
Causing the Condition: This Condition is created by a spirit using the Materialize Manifestation Effect on an Open Condition. If the Open Condition used is on an object or person, the spirit must materialize within its Rank in yards.
Ending the Condition: Materialization lasts for one hour per success on the activating roll. When the duration ends, the spirit fades back into Twilight. Physical contact with a Bane or removal of a prerequisite Condition causes the Condition to end early.

SHADOW GATE
The location has a hole punched through the Gauntlet. Spirits, packs — and even incautious humans — can cross through it without the use of any powers. The Shadow Gate is visible even to material beings, as the Shadow world and material worlds mix.
Causing the Condition: This Condition can be created by using the Shadow Gateway Manifestation Effect on an Open Condition.
Ending the Condition: At the end of the scene, the Condition fades.

.............................................................................................................................................................
NUMINA (7)
NUMINA
In addition to Influence and Manifestation, all spirits have a number of discrete supernatural powers called Numina. Each Numen is a single ability linked to the spirit’s nature — activated by a successful Power + Finesse roll unless stated otherwise.


BLAST
The spirit may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the spirit does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearm. The spirit may increase the lethality of its Blast by paying Essence — every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the spirit’s Rank.

DEMENT
The spirit may torture its victim’s mind via psychic as- sault. This Numen costs one Essence. The activation roll is contested by the victim’s Intelligence + Primal Urge. If the spirit succeeds, the victim suffers the Madness Condition (p. 309) for the rest of the scene.

FIRESTARTER
The spirit causes flammable materials to combust. This Numen costs one Essence and causes one small fire to break out per activation success within the spirit’s Power in yards.

GHOST EATER
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

IMPLANT MISSION
This Numen grants a mortal a vision of a task the spirit wishes him to accomplish as well as a mystical determination to see it through. The spirit pays 2 Essence and rolls Power + Finesse. On a success, the subject receives a short vision of whatever the spirit wishes him to do and is under the Obsessed Condition regarding carrying that mission out.

REGENERATE
The spirit can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one point of bashing. or lethal damage — the spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

SPEED
The spirit accelerates into a blur of movement. The spirit chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while spending 4 Essence triples it.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

DICEPOOLS



...................................................................................................................................................................

Gauntlet Strength
The strength of the wall between the world and its Shadow depends mostly on how many people are present in the area. The paradox of why human activity pushes the Shadow away when it also creates vast quantities of emotionally-resonant Essence is a mystery. If the spirits know, they aren’t telling, but the Gauntlet breaks more easily away from civilization.
Whenever a spirit attempts to cross between the material world and the Shadow, uses In uence
or Manifestation to reach across, feeds from the material world’s Essence while still being in the Shadow, or uses a Reaching Manifestation (see p. 130), the dice pool is penalized by a number of dice according to the following chart.
Strength Location ModiFIER

Dense urban areas -3
City suburbs, towns -2
Small towns and villages -1
Wilderness, countryside 0
Locus: +2

A Locus is a location in which the Shadow world is especially close. Spirits don’t need the Reaching Manifestation Effect to use their powers across the Gauntlet at a locus, attempts to cross over are at +2 dice, and spirits whose nature matches the Locus’ Resonant Condition heal at twice the normal rate.
[/color][/size][/color][/b][/size][/color][/size]

BALE HOUND, DESCENDENTS OF TORIN


Blood: Destroyer {gain 1 Willpower when causing significant damage in pursuit of success- All Willpower when he abandons himself to Kuruth w/out exploring other options}
Bone: Lone Wolf {Gain 1 Willpower when acting independently to solve a problem, all Willpower when his pack is on the hunt, and he subverts their plans and solves the problem alone}
Concept: Bale Hound Clan Leader
Auspice: Rahu (Purity- Brawl, Intimidation, Survival)
Tribe: Bale Hound (Glory- Gifts: Inspiration, Rage, Strength, Strife)
Lodge: Hills of Toul Mountains (Scotland)
Health: 0000000000000000 (16) {Warrior’s Hide +5}
Willpower: 0000000 (7)
Primal Urge: 000000 (6) {Attribute/Skill Max: 6, Max Essence: 20/6 per turn, Regeneration 3B, Basu-Im Time 1 Hour, Feeding Restrictions: Carnivore, Hunt Time: 3 Weeks, Lunacy Penalty -2, Tracking Bonus +2}
Essence: 0000000000000000000000 (20)
Harmony: 00000000 (Kurith Trigger: Common, Control: 30 seconds)
Defense: 12
Armor: 4/4
Initiative: 9
Speed: 16
Flesh Touchstone: Whip used by his father
Spirit Touchstone: Idea of who he wants to be

-------------------------------------------- ----------------------------------------------------- ---------------

Intelligence: 00
Wits: 0000
Resolve: 0000

Strength: 00000
Dexterity: 000000
Stamina: 000000

Presence: 00
Manipulation: 00
Composure: 000

-------------------------------------------- ----------------------------------------------------- ---------------

Mental (-3 Unskilled)
Crafts: 0
Investigation: 0000
Medicine: 0
Occult: 000 (Uratha +1)
Politics: 000 (Tribe Politics +1)

Physical (-1 Unskilled)
Athletics: 000000
Brawl: 000000 (Area of Expertise: Claws +2){9-again}[Advanced Action: roll twice and take the best roll]
Stealth: 00000
Survival: 00000 (Tracking Prey +1)

Social (-1 Unskilled)
Animal Ken: 000
Intimidation: 00000 (Stare Down +1)
Persuasion: 000 (Recruiting +1)
Socialize: 0
Streetwise: 000
Subterfuge: 00
Renown, Purity: 00000
Renown, Glory: 00000
Renown, Dread: 00000
Renown, Wisdom: 00
Renown, Cunning: 00

-------------------------------------------- ----------------------------------------------------- ---------------

Merits
Native Tongue, English

Resources: 00

Favored Form (Gauru): 00000
*0 Choose a Physical Skill (Athletics). An Exceptional Success occurs on 3 successes instead of 5.
*00 Choose an Attribute (Stamina). Gain an additional dot in the favored form.
*000 Choose a Facet. When using the Facet in the favored form, 3 gains an exceptional success instead of 5.
*0000 Choose a different Attribute (Strength). Take an additional dot in the favored form.
*00000 Choose a relevant Skill (Brawl). Apply the Advanced Action quality to use this skill in favored form (Advanced Action: roll the “dicepool” twice, and take the better of the two rolls).

Fortified Form 00000 (Stamina 000, Survivial 00)
*Character adds 2/2 armor in Gauru form.

Living Weapon, Claws: 00000 (Stamina 000, Survival 00)
*Character gains +2 Armor Piercing, Increase attack’s damage by 1 and ignore any non-magical armor.

Moon-Kissed, Brawl: 0 (Auspice skill at 00)
Character gains 9-again quality for this skill. When auspice moon is visible, spending Willpower gives +4 dice to rolls.
Drawback (Medicine): One non-auspice skill does not gain 10-again quality.

Instinctive Defense: 00 (Primal Urge 00, Athletics 00)
*The higher of Wits of Dexterity determines their Defense.

Area of Expertise, Brawling: 00
Gain +2 to rolls instead of +1.

----------------------------------- ----------------------------------------------------- --------------------
Rites

Forge Alliance (Wolf Rites): 00000
Symbols: Symbol of shared purpose, Fresh Blood
Rite: Group members not only share what they are good at (including a description of their Gifts), but share Gifts as well (Presence + Persuasion).
Cost: 1 Essence per pack-mate joined in alliance
Action: Extended (10 successes, each roll represents 1 minute)
Duration: 1 month or until the prey named during the rite is destroyed
Success: Every pack member is treated as a single pack for purpose of Gifts (but not rites), Death Rage triggers, and other supernatural effects, although they do not share totem advantages. The rite master may declare a specific prey during the rite, to which the alliance dissolves the moment the prey is brought down. All members gain an additional Aspiration to hunt that prey as well.

-------------------------------- -------------------------------------------------------- --------------------
GIFTS

FULL MOON 00000
*Killer Instincts 0
Cost: 1 Essence
Action: Reflexive
Duration: 1 Scene
Rahu benefits from the 8-again rule on Brawl and Weaponry dice pools for the duration of the scene.

*Warrior’s Hide
Duration: Permanent
The Rahu adds his Purity Renown to his Health, gaining an extra point of Health each time he increases his Purity. This is permanent.

*Bloody-Handed Hunter 000
Costs: 1 Essence
Action: Instant
Duration: The full duration of Siskur-Dah
For the duration of the Facet’s effects, the Rahu adds his Purity Renown to his attack rolls against anyone who is serving as an obstacle to successfully pursuing Siskur-Dah. It doesn’t work on the prey itself.

*Butchery 0000
Cost: 2 Essence
Dice Pool: Wits + Brawl + Purity
Action: Reflexive
Duration: 1 turn per success
Success: For the duration of the Facet and as long as the Rahu is engaging more than one enemy, whenever Rahu hits a foe with an unarmed attack (including teeth and claws), or is hit by a foe, he may apply one of the following Tilts regardless if the hit does not deal damage.
-Arm Wrack
-Blinded
-Deafened
-Knocked Down
-Leg Wrack

*Crimson Spasm: 00000
Costs: 1 Essence per turn
Dice Pool: Stamina + Survival + Purity
Action: Instant
Success: Each success allows the Rahu to add two dots to Strength or Stamina, to add a point of general armor, or to increase the lethal damage done by natural weapons by +1. These benefits stack with other bonuses. This continues so long as the Rahu continues to spend Essence every round.

Barghest (Glory, Shadow Gift)
Cost: None
Duration: Permanent
The Uratha can perceive ghosts and other disembodied undead or death-infused beings in Twilight. While in Gauru, Urshul and Urhan, the werewolf can attack such Twilight beings and damage them by spending 1 Essence per scene. They add their Glory Renown to Percpetion and Empathy dice pools against undead of any kind. If they damage the form, they may reflexively spend 1 Essence to drain it of a single Willpower point.

Berserker’s Might (Glory, Gift of Rage)
*Cost: 1 Essence
Action: Reflexive
This can be used once per turn when in Dalu, Gauru or Urshul. They may reduce the damage inflicted by a single source by his Glory Renown or immediately heal a single Tilt that is a physical injury such as an Arm Wrack, Blindness or Leg Wrack. If Uratha is in Basu-Im, Berserker’s Might costs no Essence to use and will be used instinctively.

Slaughterer (Purity)
Cost: 1 Essence
Action: Reflexive
This can only be used in Uratha form, and hits with a brawl attack. The Uratha adds his Purity Renown to the damage he inflicts. If in Basu-Im, Slaughterer costs no Essence to use and is instinctive.

Primal Strength (Purity)
Cost: 1 Essence
Action: Reflexive
Duration: 1 Scene
The Uratha adds her Purity Renown (5) to Strength for the duration of the Facet. If the Uratha falls into Basu-Im, the will instinctively activates this facet at no cost.

Man of Madness (Purity, Gift of the Pack)
Cost: 1 Essence
Action: Reflexive
When the Uratha successfully inflicts damage with his bite on a living victim who is not an Uratha, the victim suffers the “Moon Taint” Condition.

[ 3 ] Broken Moon ( Blasphemies -- Page 139 )
Cost: 1 Essence
Dice Pool: Presence + Expression + Honor (11 dice) versus Resolve + Primal Urge
Action: Contested; resistance is reflexive and unconscious
The Elunim police the Uratha for violations of Honor, seeking balance between human and wolf, Rage and temperance. After the flaying rites of the Bale Hounds, the Lunes look at the broken moon as just further evidence that balance is unnatural, and they are quite happy to teach the Asah Gadar how to upset it. Successful use of this Gift forces other werewolves into Death Rage. The Bale Hound need only glance at the target to activate the Gift.
Dramatic Failure: The Bale Hound immediately enters Death Rage.
Failure: Nothing happens.
Success: The target automatically enters Death Rage, changes to Gauru form and attacks the first thing at hand.
Exceptional Success: No extra effect.

[ 4 ] Sickle Moon ( Blasphemies -- Page 139 )
Cost: 1 Willpower
Dice Pool: Strength + Occult + Wisdom (12 dice) - spirit's Resistance
Action: Instant
Under the crescent moon, the Asah Gadar's warped Lune servants show them how to silence any spirits that might ally with their prey. Use of this Gift requires that the werewolf see the spirit, either by peeking into the Hisil or using the Two-World Eyes Gift (a manifested spirit is also vulnerable). A spirit's Defense does not apply to this attack.
Dramatic Failure: The Bale Hound's attack on the target spirit not only fails, but alerts every spirit in the area as to what just happened. Even in areas populated by spirits that despise the Forsaken, the Hound won't remain masked for long.
Failure: Nothing happens. The spirit notices the attempted attack with a successful Finesse roll.
Success: The spirit is wracked with searing pain as its Corpus sloughs away like diseased flesh. The spirit suffers one point of damage per success on the Bale Hound's attack.
Exceptional Success: Damage is applied to the spirit's Corpus and Essence, making it possible for a Bale Hound to completely destroy a spirit with this Gift.


GIFT OF STRIFE (Dread Powers)
*Armored Hide 0 0 0
The creature’s hide is heavily armored, adding the amount of dots to armor.

*Gauntlet Cloak
By spending 2 Essence, the creature can reach into the Gauntlet as an instant action, concealing and hiding it just parallel to the physical world. The creature is effectively invisible. If they enter combat, add +3 bonus to its Dexterity + Stealth roll for Surprise Attacks.

*Natural Weapons 00
The bony spines of the Bale Hounds works as armor piercing -2.


------------------------------------- --------------------------------------------------------------------
EQUIPMENT
Backpack
Scottish Traveler’s Clothes (Reinforced Clothing) 1/0, Strength 1, Defense 0, Speed 0, Torso, Arms, Legs
Claymore: Damage 4, Initiative -4,  Strength 3, Strength 4,  Size 3, 9-again
---------------------------- ---------------------------------------------------------------- ------------

DARU (Near-Human)
Strength: 6
Stamina: 7
Manipulation: 1
Size: 6
Defense: 12
Initiative: 9
Speed: 17
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 9
Teeth/Calws +0L, -3 Armor Piercing due to Gift of Strife Ability
Defense vs Firearms
Mild Lunacy
Badass Motherfucker

GAURU

Strength: 9 (11, 1 Essence for the Scene){Primal Strength: 16, 1 Essence for 1 round}
Dexterity: 7
Stamina: 9 (Crimson: 11 for 1 Essence, 1 Turn){Reduce damage by 5, 1 Essence}
Size: 7
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Defense: 13
Initiative: 10
Speed: 20
Perception: 10
Teeth/Claws +2L, -3 Armor Piercing due to Gift of Strife, Spiny Natural Weapons
Defense vs Firearms
Full Lunacy
Regeneration
Rage
Primal Fear

URSHUL (Near-Wolf)
Strength: 8
Dexterity: 8
Stamina: 8
Manipulation: 1
Size: 6
Defense: 14
Initiative: 12
Speed: 23
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 10
Teeth +2L/Claws +1L, -3 due to Gift of Strife Power Spiny Natural Weapons
Defense vs Firearms
Moderate Lunacy
Weaken the Prey

URHAN (Wolf)
Strength: 5
Dexterity: 8
Stamina: 6
Manipulation: 1
Size: 4
Defense: 14
Initiative: 12
Speed: 21
Armor: 4/4 (7/7 due to Gift of Strife Armored Hide Power)
Perception: 11
Teeth +1L, -3 Armor Piercing due to Strife Power, Natural Spiny Weapons
Chase Down


Major Dice Pools

-Attacks in Gauru:+18 for the scene with a point of Essence {8-again, and rolls the attack twice and keeps the best roll}
+3L, -5 Armor Piercing (3 for Gift of Strife), Ignore any non-magical Armor {Living Weapon}

-Major Attacks in Gauru (4 Essence)
23 (Slaughterer 1 Essence/1 Round, Crimson Spasm/1 Round, 1 Essence Butcher)
8-again, roll attack twice +Blinded + Moon Taint + either Blinded or Limb Wracked

+4L, -5 Armor Piercing (3 for Gift of Strife Power, Spiny Natural Weapons), Ignore any non-magical Armor {Living Weapon, Hunter’s Claws 1 Essence}

*28 to attack anyone that gets in the way of the Werewolf’s prey

*Can also reduce any damage by 5 for 1 Essence


Last edited by Admin on Sat Oct 07, 2017 7:09 am; edited 3 times in total

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Re: PLOT OF THE WEST

Post by Admin on Wed Oct 04, 2017 4:21 pm

SEPTEMBER 30TH GAME SESSION

LuCiouS PLOT
ROTTING VANGUARD

A Messenger Spirit has been passing information between Marshals in Northern Oklahoma and a road bound Bass Reeves. While most of it involves human affairs, the occasional sighting of large coyotes on the prairie or fire worshippers along the trail gives clues of Fire-touched whereabouts. However, if someone could destroy this information spirit, it would shut down Bass's vital intelligence line for sometime.
Number of Marshals at Fort: 10
Number of Uratha: 1
Number of Spirits: 1
Description: The Fort itself is a stone structure with barred windows, steel doors and gun-holes. The lodged bullets and scorched roof tells onlookers that this place has seen a few battles before. Yet, the integrity of the building still stands true, making the Marshals inside safe from the men they may be chasing along the wayside.
Spirit: The messenger spirit has the head of a telegraph, and the well-shaped body of a woman clad in a loose dress and heeled boots. Her fingers are shaped like type-writer keys and she has words in different languages flowing across her skin.
Information that the Marshals Have:
1) The James-Younger gang has been nearly annihilated (historically accurate). Jesse and the Ford brothers are suspected to be hiding out in Missouri. There's reason to believe that they are still planning a heist, even in their dwindled state, causing the government to raise their worth to $5,000 per person caught dead or alive.
2) There's rumors that a savage group of Native Americans addicted to arson have been scalping settlers near the Sage Bush cattle trails between Houston and Dodge City. The savages take the scalps and throw them into large bonfires. One local posse road the trails in search of the mud-worshippers, but came up empty.  
3) Billy the Kid was finally caught and was transported to New Mexico where he's set to stand trail. Newspaper interviews state that he doesn't seem concerned with the murder charges held against him, though the jury will likely hang him.
4) A coal depot off of the train tracks near Wichita was allegedly taken by armed men calling themselves "Keepers of the Flames.." These men seen to be running the business as usual by day, but are rumored to join a local pack of wolves each night as they bark at the moon. Marshals without assignment are encouraged to investigate.
5) While heading from Arizona, a Marshal spotted a pair of fools worshipping a dead horse. One, named Tobin Spates, was dressed like a robed monk, while the other was a known card shark named Ethan "Aces" Wakefield. They promised there wasn't any bestiality going on, but informed the Marshal that what they were doing certainly wasn't Christian. The marshal took their names and warned that he'd be keeping tabs on the strange duo.

MARSHALS IN CAMP

1. Vernon Boyle
2. Melvin 'Horse Whisperer' Mercer
3. Levi Hicks
4. Arthur 'Brawn' Glover
5. Eli Small
6. Noah  Barnett
7. Emil Olson
8. Oliver Tyler
9. Prescott Nicholson
10. David 'Scorpion' Quinn

Halloween Plot 10.7.17

*"Lucius"*

After attacking the Marshal depot, Lucius will be headed home when he realizes one of his pack members are missing. When they try to track back for him, they'll find a beautiful pregnant Navaho woman walking with two children. They'll smell their old pack mate on her and can do an "Investigation" check to realize that this woman is not pregnant, but has consumed their packmate. Moreover, the creature will shift into Lucius's old Roman wife, who will waylay the ack with her Underworld Powers.

Sheeanah (She-Anna)
Corpus 000000000000000000 (17 Health) {No wound penalties}
Willpower: 0000000000 (10) {All spirits gain 1 willpower per day}
Initiative: 24
Defense:12 {applied to all attacks, including firearms}
Speed: 29 (Can make it x2 (58) for 2 Essence or x3 (87) for 4 Essence)
Size: 5
Language: Hisil, English, Latin, Greek, French, German, Norse, Hebrew, Wolf-tongue, Arabic
Bans: Must influence loved ones to slay one-another at least once a month
Banes: Can only be damaged/dispersed by a virgin of pure heart
Combat: Power + Finesse (24) to attack
Weapon: Ephemeral (whenever fighting spirits of 2 ranks lower, Strife counts all attacks as if they are his target's  spirit banes)
------------- ---------------------------------------------- ----- --------
{35 Points/Max 12/ Can pump up attributes for Essence as a turn. Can only boost a single Attribute in a turn.}

POWER (Strength, Intelligence, Presence)
0000000000000 (12)

FINESSE (Dexterity, Wits, Manipulation)
000000000000 (12)

RESISTANCE (Stamina, Resolve, Composure)
00000000000 (12)

------------- ---------------------------------------------- ----- --------
Influence and Numina

INFLUENCE, CREATE: ANGUISH
Duration: Permanent
Cost: 2 additional Essence
Dicepool: Power + Finesse (24) {If vs sentient being, have them contest with Resolve or Composure, whichever is higher)
*The spirit can not only make changes, but create a new example of its sphere of influence, instilling emotions, creating new war devices, or young warriors. The spirit can cause a temporary Resonant Condition in a subject for the duration of the influence. The cost is 4 Essence.


*Aggressive Meme
Dicepool: Power + Finesse (24) vs Resolve + Composure + Primal Urge
The spirit speaks to a person and plants an idea in her mind. When that person tells someone else the idea, it takes hold in his mind too. And whoever he tells wants to spread the idea as well. Those affected aren't compelled to act on the idea, buy they're thoroughly "ear wormed" by it, and their thoughts turn to it when idle until their Willpower in days has passed. The Numen costs seven Essence to activate.

*Awe
Dicepool: Power + Finesse (24)
The spirit causes terror in anyone who can see it. The Numen costs 3 Essence to activate and is contested with Presence + Composure + Primal Urge. Anyone who fails is unable to move or speak for a turn. If the spirit gains an exceptional success, the effect lasts three turns.

*Blast
The spirit may wound opponents at a distance. Range is equal to 10 yards per dot of Power (120) and the spirit suffers no range penalties. If the activation roll succeeds, the Blast wounds as a +0L firearm. The spirit may increase the lethality of its Blast by paying Essence- every two Essence spent increases the blast by +1L. The maximum weapon bonus is equal to the spirit's Rank (4).

*Drain
Cost: None
Dicepool: Power + Finesse (24) vs Stamina + Resolve + Primal Urge
The spirit can steal Essence or Willpower (choose during activation). Whichever character gains the most successes receives points equal to the number of successes, while the victim loses the same number.

*Ghost Eater
The spirit may sense ghosts in Twilight, and consume their Essence as though they were spirits. This Numen is rare, usually only found in spirits of death or grief.

*Implant Mission
Cost: 2 Essence
Dicepool: Power + Finesse (24)
On a success, the subject receives a short vision of whatever the spirit wishes them to do and is under the Obsessed Condition regarding carrying that mission out.
Obsessed (Persistent) Something's on your mind and you can't shake it. You gain 9 again on all rolls related to pursuing the obsession. On rolls not pertaining to the obsession, you lose the 10 again quality.
Resolution: Character sheds or purges their fixation.
Beat: Character fails to fulfill an obligation due to pursuing their own obligation.



*Regenerate
The spirit can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one point of bashing or lethal damage. The spirit must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

*Speed
The spirit accelerates into a blur of movement. The spirit chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while 4 triples it.


THE TRUE FACES


(Abomination)

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Re: PLOT OF THE WEST

Post by Admin on Wed Oct 04, 2017 4:24 pm

HALLOWEEN PROLOGUE: "HUNTING FOR A BRIDE"

PCs Involved
Abraham Van Helsing
Dr. John Seward
Inspector Frederick Abberline
Arthur J. Raffles
Thomas Carnacki
R.M. Renfield
Mircea III (Alucard)


"The great Abraham Van Helsing is called to London by his former student, Dr. John Seward, to assist with the mysterious illness going on. Van Helsing's friendship with Seward is based in part upon a prior event in which Van Helsing suffered a grievous wound, and Seward saved his life by sucking out the gangrene. When Van Helsing arrives in London, he notices that the disease going around London is not what doctors call Consumption, a disease of the lungs. What Van Helsing notices is that those who die from the alleged disease later spread their illness to their mothers, fathers and siblings. Those ailing family members claim to be visited by their dead relatives in their dreams, and wake up the next morning even more ill than before.

Van Helsing knows this is a true sign of the vampire, who is drinking the blood of its former loved ones. Once more, Van Helsing has been tracking what he feels are one of the Brides of Dracula, a maiden of the powerful vampire, Vlad Tepes. It is Van Helsing's thought that she has spread her terrible vampiric condition to locals in an attempt to create a brood for her master. Van Helsing looks to visit the St. Pancras & Islington Cemetery in North London, the largest cemetery in London (200 acres), where most of the victims have been buried. He has called upon every ally he has in the area, including the famed Scotland Yard Detective, Inspector Frederick Abberline, Arthur J. Raffles, notorious gentleman thief, Thomas Carnacki, an occult investigator that's worked with Van Helsing in the past. In addition, Dr. John Seward has brought one of the patients from the lunatic asylum, R.M. Renfield, who claims that he can sense vampires due to his past relations with them. Finally, as the group heads to the massive St. Pancras & Islington Cemetery, they are trailed by a mysterious figure. This eccentric and handsome man goes by the name Alucard, and claims to be a vengeful descendant of Vlad Tepes. The group would reluctantly allow him to travel with them on their hunt.

So, with the use of Inspector Abberline's authority, the group has entered the massive St. Pancras & Islington Cemetery. While Dr. John Seward keeps an eye on the madman, Renfield, Thomas Carnacki takes notes for his occult study. They use Arthur J. Raffles cat-burglar skills to get past locks and security measures, and Mircea's expertise on vampires to keep them informed. Meanwhile, Abraham Van Helsing uses his expertise at eradicating the monsters to lead the team in a rescue operation to save London from Vlad Tepes's bride."



Vampire Brood

Mask: Follower
Dirge: Survivor
Size: 5
Speed: 10
Defense: 5
Initiative: 6
Armor: 1/0 Huntsman leathers
HEALTH 9
WILLPOWER 5
VITAE max 10/ 1 per turn

Aspirations:Go Hunting

MENTAL
Intelligence 2   Wits 2   Resolve 2

PHYSICAL
Strength 3  Dexterity 3  Stamina 3

SOCIAL
Presence 2   Manipulation 2   Composure 3

Mental Skills
Crafts 2 (Bow and Fletcher)
Investigation 1
Occult 1

Physical Skills
Athletics 3 (Archery) 9 AGAIN
Brawl 3
Stealth 3 (Stalking) 9 AGAIN +2 Equipment Bonus from Huntsman Leathers
Survival 3 (Tracking) 9 AGAIN
Weaponry 1

Social Skills
Animal Ken 3
Empathy 2
Socialize 1 (Campfires)
Streetwise 1

MERITS
Native Language: English
Professional Training Hunter: 3
Ordo Dracul Status:1
Direction Sense: 1
Resources: 1
Patient: 1
Good Time Management: 1
Danger Sense: 2

Disciplines
Animalism 1
Protean 2
Resilience 1

Dice pools
Protean Claws +6, 1L

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