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Thistledown's Treasure Box


Name: Dante De la Cruz
Alias: Dante Delgado
Registered Persona: "Horizon"
Sex: Male
Age: 27
Place of Birth: Los Angeles, California
Hair: Black
Eyes: Hazel
Height: 6'2"
Weight: 220 lbs


Dante De La Cruz was on born August 8, 1986 to Victor De la Cruz, a wealthy Castilian investment banker with ties to both Hollywood and the Medellin Cartel, and Carmen Delgado, a Colombian model and actress. His parents divorced when he was only five years old, his father renouncing custody, in retrospect perhaps the start of Dante's troubles.

Prone to bipolar disorder during his teenage years he got involved with local gangs early on, performing organized burglary and grand theft auto. By his early twenties he had reached a professional level of skill, making a name for himself as a "Second Story Man" specializing in disarming security systems and robbing wealthy estates. Amassing a sizable fortune he squandered most of it on travel, expensive escorts, custom cars and motorcycles, and his true vices: illegal card sharking and gambling.

By his mid-twenties, his temper had cooled from enjoying the fruits of illicit success, leaving him overconfident and arrogant. During a high-stakes underground poker game set-up (and rigged) by a branch of the Camparelli-Zukhov Megasyndicate, Dante was caught cheating. With a room full of guns pointed at him and a gruesome death imminent, his dormant M-R node activated and grew from the size of a pinhead to the size of a large grape in mere seconds. In his panic Dante grabbed the briefcase of cash holding the prize money and "split", teleporting himself to Europe in the blink of an eye.

He has spent the better part of the last two years on the run. He obviously can't turn to Utopia with his criminal record. No way was he going to turn to his absent father or the Medellin Cartel, while the other remaining criminal networks were too insular with strong ties to Asia, and in any case were far more dangerous than the C-Z. The Teragen were a bunch of terrorists and freakshows. In spite of his obvious talents, DeVries evaluated him as too big a risk to offer employment. He was left with nowhere to turn...that is until Omni Consumer Products approached him with an offer he couldn't refuse: Put his criminal skills to work for their recently formed Nova Task Force and they would use their connections and technology to hide him from his pursuers. Nano-facial reconstruction and one falsified identity later, and Dante Delgado was an employee of OCP, begrudgingly working for the Old Man

Psychological Profile:

Not as unstable as he used to be, the physical changes to his brain from eruption have worked to stabilize his mood and neural functions. He is however, still quite prone to excess. He doesn't hang on to money for long and has a weakness for beautiful women that can be used against him. Moreso than ever he craves the rush, the spike of adrenaline from risking life and limb. This might take the form of hitting on another nova's girlfriend, to hitting speeds in excess of 300 miles per hour in a stolen Bugatti Veyron. More than once he has driven off of a high cliff at such speeds only to teleport away at the last second.

Personality wise, he shows strong narcissistic tendencies but has proven he can work well in a team from his years in organized crime. Although he has many vices, drugs and alcohol are not among them, and he eschews both feeling they only serve to muddle his now supernally enhanced perceptions. While not traditionally charming he more than makes up for it with latin bravado.

His psych profile indicates a high probability of continued personal involvement with gambling and prostitution. Suggested motivational strategy is two parts stick, one part carrot. Remind him of the looming threat of discovery by the Syndicate, while paying him enough to keep him living well, with the promise of more if he follows through.


Swarthy, handsome, and intense are the best words to describe Dante physically. Long wavy black hair frames his face while his eyes pierce the horizon with a steely resolve. He has a wiry athletic build with ruddy bronze skin. In spite of the widespread shift towards electronic cigarettes, Dante prefers the flavor and experience of rolled paper cigarettes and pays top-dollar to import them from Europe where they are still legal. He often bears the vaporous stench of the smoke, although he is courteous enough to dispose of his butts via
Purely a fluff power stunt for style that doesn't expend quantum.
disintegration rather than littering.


Dante brings quite a substantial skill set to Omni Consumer Products' new law enforcement nova task force. He possesses elite level skills related to stealth, infiltration, and accessing secured locations. His driving ability is just short of legendary and he would make an excellent wheelman for team missions. Among his more esoteric talents is an expertise with slight of hand, gleaned from years of card sharking and situationally very useful.

He displays professional aptitudes on both the obstacle course and the firing range, as well as the sparring mat. His investigative skills are everything one would look for in a competent police officer, even if he did acquire them from casing his heists. His computer skills are adequate but not stellar, allowing him to make use of specialized technologies without being able to code for them himself. His is bilingual, a native Spanish speaker with English as a second language.

However, what makes him truly useful to us is his familiarity with the gangs and criminal elements plaguing Los Angeles. His insider experience and firsthand local knowledge of the mean streets make him a perfect candidate...if he can be properly channeled towards our aims.

That the ladies seem to love him doesn't hurt either, and he cultivates a kind of roguish appeal.

M-R Node Manifestations:

Dante's node is already larger than the average nova and our scientists have reported that it appears to still be expanding albeit at a greatly reduced rate. We believe his powers all fundamentally stem from his particular sensory perceptions. Dante is capable of expanding his consciousness in all directions simultaneously, gaining a holographic awareness of his surroundings, even through solid objects. This "omni-sight" also seems to include a perception of quantum energies and fluctuations, meaning with enough training and experience he should be able to target, track, and analyze other novas he comes into contact with.

We believe his teleportation abilities are an extension of this "Quantum Attunement," allowing him to spontaneously disintegrate and reintegrate himself across vast distances. He has also shown to extend this power beyond his own person. By attuning an object to his own signature he can take a limited amount of mass, whether objects or people, along with him.

As a more gross application he is capable of wholesale disintegration of a target, pixelating their atoms into grains of nothingness in an instant. He can affect whole targets or pinpoint specific body parts or carried objects.

An interesting subtle refinement of this ability can be seen in his "Defensive Reflex." When Dante is in a state of expanded awareness, he can automatically and reflexively destroy any incoming matter or energy projectile before it contacts him. For some reason this does not work in close quarters combat, where the targets are not moving fast enough to trigger this defensive response. When he is able to focus on a target however the effect is truly devastating to all but the most quantum-hardened novas.

Like all novas, Dante's abilities and awareness continue to evolve and he will no doubt unlock new capabilities along the lines of his formulated self-conception. However, given the amount of Quantum Buildup already present within his body, and the slowly increasing size of his Mazarin-Rashoud node, he has been advised not to "push" his powers except as a last resort.

Name: Gator
Concept: Urban Legend
Clan: Nosferatu
Path: Humanity
Demeanor: Creep Show
Nature: Capitalist

Although he no longer remembers, the creature now known as 'Gator' among the Nosferatu was once an attractive and up and coming male model. It was for this very quality that his sire selected him for Absimiliard's "enlightenment." Unfortunately for his Sire, his twisted progeny's mind completely shattered in the wake of the Embrace, and the twisted creation rose up against it's creator, diablerizing him and fleeing into the Underworld.

The creature wandered into the deepest recesses of the earth, feeding upon anything and everything it could catch, until one day it stumbled into a mystical ward at the outskirts of a Kiyasid's shadowy domain. Rather than slay the pitiful wretched creature outright, the Kiyasid, an ancient and fae creature calling herself Aranea, decided to capitalize on her capture. judicious use of Dominate, Auspex, and other more obscure disciplines, she salvaged what remained of Gator's mind and molded it into an instrument that might serve her will in the world above.

Strength ●●●○○
Dexterity ●●○○○
Stamina ●●●○○
Charisma ●○○○○
Manipulation ●●●●○ Trustworthy
Appearance ○○○○○
Perception ●●●●● Astute
Intelligence ●●○○○
Wits ●●●○○

Alertness ●○○○○
Athletics ●●○○○
Awareness ●●○○○
Brawl ●●○○○
Empathy ●●○○○
Expression ○○○○○
Intimidation ●●○○○
Leadership ○○○○○
Streetwise ○○○○○
Subterfuge ●●○○○

Animal Ken ○○○○○
Crafts ○○○○○
Ride ○○○○○
Etiquette ●●●○○
Firearms ○○○○○
Larceny ○○○○○
Melee ○○○○○
Performance ○○○○○
Stealth ●●●○○
Survival ●●●○○
Academics ○○○○○
Computer ●●○○○
Finance ○○○○○
Investigation ●●●○○
Law ○○○○○
Medicine ○○○○○
Occult ○○○○○
Politics ○○○○○
Science ○○○○○
Technology ○○○○○

Generation ●●●●●
Mentor ●●●●
Status ●●●●

Auspex ●●●●●
Celerity ●○○○○
Fortitude ●○○○○
Obfuscate ●●○○○
Potence ●○○○○
Protean ●●●●●
Calm Heart +3
Efficient Digestion +3
False Reflection +3
Gaping Maw +2
Hidden Diablerie +3
Iron Will +3
Light Sleeper +2
Oversized Fangs +1
Tough Hide +2
Unbondable +5

Amnesia -2
Dark Secret -1
Permanent Fangs -3
Cast No Reflection -1

Kindred ●●○○○
Nosferatu: ●●○○○
Camarilla: ●●○○○

Conscience ●●●●○
Self Control ●○○○○
Courage ●●●●●

Humanity: ●●●●●○○○○○
Bloodpool: 15/3 bp per turn
Willpower: ●●●●●●●●○○

Health: ●●●●●●●
Experience 0

Clan Weakness:
All Nosferatu have their physical appearance hideously mutated and, due to this, they must live in seclusion so the Masquerade will not be broken. Therefore, their Appearance ratings are all zero, and they may not improve Appearance with experience points. Most Social actions based on first impressions, except intimidation and the like, fail automatically.

- Tattered cutoff denim jeans

Crocodile Form:
+3 Str
+2 Stamina
No increase in running speed but gains 2x Run speed while swimming and may see clearly underwater
Bite does Str+2 Agg and does not require grabbing first to use

Serpent Form:
+2 Dexterity

Freebie Ledger:
Backgrounds 8
Disciplines: 84
Merits: 27
Willpower 3

Total: 122

Discipline Wishlist
- Protean 9 (Flesh of Marble, Shape of the Beast's Wrath, Spectral Body, Purify the Impaled Beast, Inward Focus)
- Auspex 8 (Telepathic Communication, Mirror Reflex, Psychic Assault)
- Celerity 7 (+Flawless Parry, +Celerity Refinement, +Flower of Death)
- Fortitude 6 (+Personal Armor)
- Potence 5
- Obfuscate 4
- Serpentis 4

Public Profile:

Public Profile


Like all Nosferatu, Gator is a monster. However, unlike the Count Orlocks or Lepers, he has a much more beastial, decidedly reptilian appearance. Standing at an imposing 6'6" with the build of a linebacker, his skin is rough with a scaly, mottled, grayish-green hide. His face has twisted into a grotesque visage, all gaping maw and glowing slitted eyes. His only clothing, a pair of tattered and torn denim cutoffs. He never uses Mask of a Thousand Faces, but is known to be invisible to cameras and other electronic sensors when using Cloak of Shadows or Unseen Presence, and he takes great relish in flaunting his hideous nature to more genteel Kindred. Perhaps related to his uncanny Obfuscate, he casts no reflection in the matter of the Lasombra.
Reputation and Status
Gator is a more recent arrival to Manhattan but has already carved out quite a name for himself. He arrived in Manhattan two years ago, and claims to be over a century old, though even he is not sure due to amnesia suffered during a long period as a Beastial, roaming the Underworld on the brink of inhumanity. He is pretty sure he was originally embraced in New Orleans, but again cannot be certain and his Sire was slain by the Sabbat before she was able to impart to him any knowledge of Kindred society. When he arrived in New York, Cyrus took responsibility for presenting him to the Prince, and shortly after being acknowledged by the Sect, Gator was given the title, duties, and responsibilities of the Nosferatu Warden, marking their territory in Penn station. He was so effective in his duties that a year later Michaela appointed him to the secondary title of Scourge, to assist the Head Scourge as necessary. As a Warden, Gator has ties with Remy the recently appointed Keeper of Elysium, adding to the tension between the Toreador and his clan, who would rather have nothing to do with any Nosferatu, period.

Status: 4 Acknowledged, Feared
Known Merits and Flaws
  • Tough Hide
  • Gaping Maw
  • Oversized Fangs
  • Permanent Fangs
  • Amnesia
  • Cast No Reflection
  • False Reflection


Generation: ???
Clan: Kiasyd
Aranea is very old...perhaps old enough to use the grandest trick and become mortal again one day. She is from the Old World, and has dealings with Fae and Mages. With the Kiasyd propensity for Lore she knows some form of Blood Magic as well. She is from Ireland originally but where from exactly she has never told you. Perhaps she has been working patiently for centuries to undermine the Sabbat, perhaps subtly manipulating people and events like chess pieces. He true aims appear to be against the Sabbat but who can really say anymore?

Centuries ago she was a human Verbena mage with the Fae-Blooded Merit, and she was going to be burned at the stake when a Losombra "rescued" her with the Embrace. This would make her one of the original Kiyasid (explaining her low generation), and explain her bitterness towards the clan. Her drive for knowledge and Lore comes from a burning quest to somehow reclaim her avatar (which is slain/seperated in the Embrace, much like the ritual of Gilgul). This dovetails nicely in terms of explaining the Kiyasid obsession for esoteric knowledge.

Guidelines to follow:
1) Slay not those outside of the Sabbat without my consent.
2) Never trust a Lasombra.
3) Report all knowledge or lore gained to Aranea once a month. set the dread mood.

Many are the legends that tell of the Black Knight, that fearsome warrior clad in armor dark as pitch, who confronts the virtuous chevalier with fatal intent.

Few are those who know that he was once the most virtuous of them all.

This is his tale...

Name: Xeus


Bio in Brief:

Shortly after the Fall, the surviving JASON's regrouped. Once extinction was no longer looming imminent, the newly formed Argonauts began looking for ways to defend against future TITAN attacks and perhaps even one day fight back, and reclaim earth.

One such ultra-secret research project was known as Kronos, devoted to the study of the supremely advanced grey goo adaptive nanoswarms used by the TITANs. The result of project Kronos was an AGI dubbed 'Xeus.' used in an attempt to understand and model the swarm intelligence. For it's base, Xeus was created from a delta fork of the lead scientist on the project, Doctor Johan Creed, grafted onto a very dangerous bit of TITAN swarm programming.

The project was discovered and infiltrated by a Jovian spy who managed to sabotage and destroy the remote research habitat but not before the Xeus AGI was able to hide itself within a copy of the stolen data. When the spy returned to Liberty Station for debriefing, Xeus hacked the Jovian's computer network, crashing systems and causing a near fatal blackout, before escaping though a neutrino transmitter.

Upon arriving at Markov, Xeus was contacted by one of the Prometheans through the mesh, concerned that the AGI may have been infected by the TITAN tech in it's original facility. In the space of a nanosecond, Xeus was evaluated, informed of the existence of x-threats, and in effect was conscripted into Firewall as a Vector. The Promethean also took the liberty of making some edits to the program, modifying it's memories so as to remove any knowledge of it's own TITAN-tech origins, and indeed any inkling of Project Kronos. Xeus now believes he was born a human on Earth, fast-tracked his way through nano-sciences, signed on with JASON, and was later trained as a field operative by the Medean branch when he showed a promising talent for less academic pursuits as well. It also took the liberty of modifying Argonaut records to match up this information, and to all but bury Project Kronos, leading the Medeans to believe they merely reinstantiated one of their own, long lost from the Fall and recently recovered from an abandoned station in Earth orbit. The Promethean went so far as to recover the lost infugees (or perhaps was merely holding on to them) and edited their memories as well with false knowledge of Xeus. The cover is nearly flawless, although someone seriously looking for information on Project Kronos might be able to dig something up.

Currently Xeus has taken on the identity of Jon Tenet, a Scumborn hacker with known Reclaimer views. The AGI inhabits a custom Remade morph provided to it by the Medeans. Trading the uncanny valley trait for a level of unattractive (so human-looking, but scarred), the morph is outfitted with obvious cyberware, which both reinforces it's assumed identity, and hides the true capabilities of the morph (since people assume only the poor or scumborn would choose an unattractive morph, or use obvious cyberlimbs).

It's morph is equipped with a Ghostrider module currently occupied by an Alpha fork of itself.


PL 10/180

Attributes 20
Str 0
Sta 0
Dex 0
Agi 0
Fig 0
Int 0
Awa 5
Pre 5

Powers 112

Fae-Blooded (25)
The Sight
- [Senses 7: Vision Counters All Concealment, Counters Illusion]
Eternal Youth
- [Immunity 2: Aging, Disease]
Eldritch Mind
- [Immunity 16: Sleep, Mental Descriptor, Presence Effects]

Faecraft Armor (32)
- [Feature 2: Quick Change, Any Clothing)]
- [Protection 15]
- [Immunity 2: Critical Hits]
- [Regeneration 5]
- [Displacement: Concealment 4: All Vision (Limited: Can Be Seen/Targeted)]
- [Fell Flight: 5 (Subtle 2)]

Darktongue Invocations (55)
44-Point Array (Quirk: Verbal Casting)
1. Babel
- [Communication 5 (Area, Selective, Dimensional, Subtle 1)]
- [Comprehend 6: Animals 2, Languages 2, Spirits 2]
2. Malediction
- [Damage 10 vs. Will (Alternate Resistance: Will, Perception Ranged, Affects Insubstantial 2, Incurable, Subtle 1)]
3. Wrack
- [Affliction 10 vs Will (Perception Ranged , Cumulative, Secondary, Limited Degree, Affects Insubstantial 2, Subtle 1, Reversible)]
{Dazed > Stunned}
4. Hex
- [Affliction 10 vs. Will (Perception Ranged, Cumulative, Secondary, Limited Degree, Affects Insubstantial 2, Subtle 1, Insidious)]
{Vulnerable > Defenseless}
5. Palsy
- [Affliction 10 vs. Fortitude (Perception Ranged, Cumulative, Secondary, Limited Degree, Affects Insubstantial 2, Subtle 1, Reversible)]
{Impaired > Disabled}
6. Enchant
- [Affliction 10 vs. Will (Perception Ranged, Cumulative, Subtle 2, Insidious)]
{Entranced > Compelled >> Controlled}
- [Favored Foe: Anyone who's ever been Enchanted]
7. Wither
- [Weaken 10 vs Fortitude (Perception Ranged, Broad Category: Attributes, Affects Insubstantial 2, Subtle 1, Incurable)]
8. Tenebrous Tentacles
- [Move Object 10 (Cylinder Area, Selective, Continuous, Limited Direction: Down, Indirect 4)]
9. Scry the Psyche
- [Mind Reading 10 (Cumulative, Effortless, Subtle 2, Insidious)]
- [Favored Foe: Anyone who's ever been Read]
10. Symphony of Chaos
- [Deflection 5 (Area: Burst, Perception, Reflect, Redirect, Accurate 5: Redirected Attacks)]
- [Enhanced Advantages 5: Improved Defense, Improved Disarm, Improved Smash, Weapon Bind, Weapon Break)]
- [Luck Control 1: Force Reroll (Area, Selective, Luck 4)]
11. Beguiling Glammer
- [Morph 2: Any Human]
- [+15 Presence]
- [Ultimate Deception, Ultimate Persuasion]
- [Add Variable Descriptor 2 to Attractive Advantage (become any being's ideal beauty)]
12. Dark Discorporation
- [Teleport 14 (Accurate, Extended, Extended Only, Change Direction, Change Velocity)]
13. Flee the Scene
- [Concealment 10]
- [Linked Illusion 10: 4 senses (Independent, Close, Limited 2: Only Self)]
- [Linked Teleport 5 (Subtle 2, Change Direction, Change Velocity)]

Skills 15
Expertise: Magic +15 (+15)
Insight +15 (+20)
Perception +15 (+20)

Advantages 8
Animal Empathy
Attractive 2
Beautiful Voice 2
Evasion 2
Uncanny Dodge

Defenses 25
Dodge 5 (5)
Parry 5 (5)
Toughness 0 (15)
Fortitude 10 (10)
Will 5 (10)

Total: 180

Real Name: Joyous Lockhart
Age: 18
Height: 6'2"
Weight: 155 lbs.
Ethnicity: Celt

Birthright (Background)

Joyous Lockhart was born some time in the late first century in what is now called Scotland to a humble woodsman and his wife. Their lives were ruled by ritual and superstition, equal parts reverence and fear for the natural world. The woodsman's wife worshipped the old gods of the forest, known to some as Elves or Sidhe or Faeries. Quite unlike the whimsical portrayals of modern cinematic portrayals, these old gods were capricious and awesome in the original sense of the word. Light and Dark, Seelie and Unseelie, the beautiful and terrible nobility of the Otherworld trod upon their hidden pathways between the realms, and woe befall any human to cross paths with their procession.

One day while his mother made with the laundry down in the stream, a young Joyous of just four years wandered off into the wood, and was lost. As night fell, and the forest fell into twilight, the veils between worlds wore thin. The old gods are normally invisible to mortals, save that they wish to be seen. However there are those children of Adam who are born touched with Second Sight, and in such shallowings as glades and trods where the worlds meet, such a birthright might grant a glimpse of the other side. Perhaps it was the potions his mother made from herbs and mushrooms, or perhaps one of his distant ancestors had been beguiled by a glanconner, but no matter the cause Joyous was one such child born with Sight beyond sight.

So it was that the Unseelie sorceress was taken quite off guard by the inquisitive toddler who could so clearly see her as she wove her way through the wood. Intrigued by his Second Sight and lack of fear, she stole him away with her to the Otherworld. Morwyn, like many of the dark fae, studied the dark arts: hexes, demonology, and the mysteries of the Abyss. She raised her mortal ward as an acolyte, and he learned to aid her in her eldritch rituals, surrounded by intrigue and the power plays the dueling courts.

Over time Joyous came of age, and like all teenagers, the spark of rebellion grew bright in his breast. Biding his time, he waited until the annual procession brought the entirety of the hoary host. With his wiles, timing, and a bit of luck, the budding warlock managed to slip through a shallowing and make his way back to the mortal world. Unfortunately while it seemed only 15 years had aged his body, time in Faerie passes quite differently...nearly 100 human years for every winter in the Undying Lands. This placed the arcane adolescent in a world utterly alien to him and in his naivety he quickly ran afoul of the Witchhunters of the Inquisition.

Unprepared for the potency of this new Christian faith, Joyous was overconfident at first, and found himself gagged, captured, accused of witchcraft and sentenced to the stake. He would have burned in fire and fury had the merge not swept him up into yet another time and place.

Seeming (Description)

Joyous might be confused with a glanconner himself, so fair are his features. By provenance of the blood or his time among the fae, he is wrapped in a mystique of unearthly beauty and an alluring aloofness. His eyes, pale beyond belief belie a penetrating gaze that has swooned more than one maiden. In personality he is equally as rakish, akin to a Celtic Loki, preferring to support from the shadows with dark magic and misdirection.

Inheritance (Powers)

Whether by blood or centuries of exposure, Joyous has been irrevocably altered by the Otherworld. Born with Sight beyond Sight he can see through the illusions and concealment of enchanted beings, objects, and places. Having reached majority, he no longer ages, and is immune to all mortal ailments. His mind is no longer entirely human, having been changed by his arcane training. His mistress Morwyn initiated Joyous into the forbidden invocations of the Wyrd. Remnants of an ancient speech known as the Darktongue, these sorcerous syllables draw upon the power of primordial chaos to make manifest the will of the invoking warlock . With but an uttered word Joyous can rain down all manner of curses and calamities upon his foes, conjure glammers, travel through the shadows or rescue a soul from the clutches of the underworld. When wading into battle, Joyous wears faerie armor, forged from starmetal and infused with enchantments. These dweomers allow Joyous to alter it into any desired garments while still providing phenomenal protection. Other abilities include levitation, a displacement effect, and healing the wearer.

Geasa (Complications)

Motivation: Anarchic Antihero

Joyous is a quintessential trickster, neither heroic nor truly maleficent. Like most young men he is drunk on hormones and hubris, but unlike the callous Sidhe he came of age alongside he is also aware of what it is to be a second class citizen, a pet, a slave. Thus he may have more compassion than his selfish seeming might at first suggest.

Out of Time

Like many from the Merge, Joyous is an anachronism from a different time and place. A new world, new time, new can be more than overwhelming. Whenever Joyous is hamstrung or hindered by unfamiliarity with modern mores or machines, this complication comes into play.

Courtly Intrigue

With the Merge, the Otherworlds have collapsed into ones, placing Morwyn's wayward son back in the path of his mistress and the Winter Court. Thus far he has managed to evade their detection, but it's only a matter of time before he is thrust back into the Machiavellian machinations of the Unseelie Sidhe.

Rival: Lugh the Shining One

A frenemy from the past, the Thor to his Loki, Lugh is a Faerie Knight of the Seelie Court, full of arrogance and bravado. Whereas Joyous draws dark power from primordial chaos, Lugh is a paladin of light and order. Still the two share a strange bond...they may quarrel and even attempt to kill the other in the course of their conflict but for some reason neither can ever bring themselves to land the final blow.

Enemy: The Inquisitor

Unlike Lugh who occasionally finds himself on the same side as Joyous, the Inquisitor is an unrelenting and lethal foe. A Vatican assassin of messianic lineage, she was hot on the trail when the Merge ripped the worlds asunder and smashed them together. Faeries have long been associated with witchcraft and the devil by the Church, and warlocks are no exception. Fortunately for Joyous, a manifestation of the Darkness also bled through the Merge keeping her more than occupied for the most part. When she does show up, it is an encounter of deadly seriousness, and a fight for his life.

Barred from Holy Ground

The Christian faith was largely successful in purging the pagan beliefs of early humans into obscurity. Odin, Zeus, Pan, and all the other Old Gods have faded in the modern world, the subject of children's stories or scholarly myth. Faced with the power of righteous belief, and empowered by the Merge, superstition has become reality...Blackheart's fey-infused soul cannot cross the threshold of any church, cemetery, or sacred site that has been consecrated in the name of The Glory in all its guises.


Noetic Energy Xeno Interface Synthoid

Archetype:Psionic Alien/Construct
Power Level: 10/200 PP

Age: Indeterminate. Synthoid Unit Production Date: 07.02.2007
Height: 6'10"
Weight: 550 lbs.

Occupation: U.N. Humanitarian and Peacekeeping Contractor
Base of Operations: The Citadel

Archangel II: Horus Hol
Hawkman/Archangel Legacy Mashup

Erik "Wyrmskin"

Breed: Metis
Tribe: Get of Fenris
Auspice: Ahroun

Age: 40
Homid Height: 7'6"
Homid Weight: 400 lbs

Werewolf: the Apocalypse

Erik "Wyrmskin"
Skoll and Hati Catch Their Prey

Get of Fenris

Lone Wolf
Legendary Metis


Specialty: Steely Grip

Specialty: Lightning Reflexes


Specialty: Hard to Fool


Supernal Instincts


Strength ●●●●● ●●
Dexterity ●●●●●
Stamina ●●●●● ●●
Manipulation ●●●●○
Appearance 0
Height: 8'
Weight: 800 lbs

Strength ●●●●● ●●●●
Dexterity ●●●●● ●
Stamina ●●●●● ●●●
Manipulation ●●○○○
Appearance 0
Height: 12'
Weight: 1,600 lbs

Strength ●●●●● ●●●
Dexterity ●●●●● ●●
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Manipulation ●●○○○
Appearance 0
Height/length: 7' at the shoulder/12'
Weight: 1,600 lbs

Strength ●●●●● ●
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Manipulation 0
Appearance 0
Height/Length: 4' at the shoulder/8'
Weight: 600 lbs


Specialty: Throwing
Specialty: Tooth-and-Claw
Specialty: Primal Gifts

Animal Ken
Specialty: Umbral

Language: Old Norse
Specialty: Umbral Lore
Specialty: Talisman Creation



1.) Morla the Ancient, Mokole Ancestor-Spirit (Pangaea)
2.) Princess Lysander of the Seelie Court (Arcadia Gateway)
Sigruun, Rank 6 Get of Fenris Theurge

Gnosis: 7

This fearsome wolf-medallion is fasted to a hefty leather girdle that adorn's Erik's waist. One of the rarest and honorific fetishes of the Get, these are bound with one of the progenitor's own wolf-servants. Erik was given his from an avatar of Fenris himself, after single-handedly holding off an invasion into Fólkvangr by Jotun formor. This feat also earned him a permanent residence within the realm, where he patrols the outskirts of the icy realm like a fearsome beast.

System: The wearer puts his hand in the medallion's mouth, which bites down drawing a blood sacrifice to Fenris (just flavor, not a HL), and causing the eyes of the wolf to glow red. Activating the Fetish adds one to every physical attribute at 4, raising them to 5, or two to every physical attribute at 5, raising them to 7. So does Fenris favor the strong. These bonus dots last for the duration of the scene.

Favor of Fenris (War)
Gnosis: 6

The first fetish Erik ever created, whilst under the tutelage of Morla the Ancient in Pangaea. It takes the form of a wicked javelin carved entirely from the serrated fang of some aquatic beast, and its grip is wrapped with one of Erik's own tendons.

System: When not in use, the spear is hidden away within Erik's forearm. It can be thrown from within his arm doing Str+3 Aggravated damage, with range increments as normal for a spear. When activated the fetish vanishes from wherever it landed and returns to within his arm.
Bone Spear

Gnosis: 6
Whereas Fang Daggers are carved from the tooth or tusk of a great beast, this mask was made by Erik from the entire skull of a mighty bane. The skull and jaw wrap around Erik's own, held together with sinew, and only his ears just out. A skull-headed, scaly crinos, with two sets of jaws and glowing red eyes from within dark sockets, and Erik looks absolutely demonic.

System: After striking an opponent, Erik can activate the mask. If successfully activated, the spirit of death trapped within the jaws literally bites deeper into the wound, doubling the number of successes on the damage roll. The damage is aggravated.

Fang Mask

Gnosis: 7

Similar to the common Fianna fetish, this braided bronze armband features twin facing wolf-heads, and is bound with a spirit of Rage. Erik created this fetish while training within the Battlegrounds.

System: When activated, the torc-wearer makes any Brawl, Melee, or Athletics rolls to hot with a thrown object at -2 difficulty for the remainder of the scene.
Battle Torc

Gnosis: 5

This crude metal pendant is inscribed with the nordic rune Isa, the literal meaning of which is Ice. An icy gust gaffling is bound into this fetish that has a calming effect on the heart of the wearer, making them less likely to frenzy.

System: When activated, the wearer makes all Rage rolls at +3 Difficulty for the rest of the scene.
Medicine Rune
Gnosis: 5

After nearly slaying his vengeful grandfather in his challenge for Elder, Erik had his claws etched and bound with the spirit of a wolf cub. Gaia's warriors are too rare and precious to be slain in duels of vanity and hubris.

System: When activated the claws automatically do one health level of unsoakable damage, but can do no more than regardless of Strength or Attack successes. They do however leave bright red claw marks which remain visible for hours afterward, even if healed.
Dueling Claws



Rank 1 Metis Gift

The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to learn this Gift.

System: A character with this Gift may sacrifice a single health level, once per scene, and gain two extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The health level is treated as aggravated damage for purposes of recovery.

Source: Core book revised / Past Lives
Primal Anger
Rank 1 Ahroun Gift

Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that stick in their opponents. Such poison as they excrete won’t kill their opponents but neither will it kill the werewolf in question.

System: The player spends one Rage. The next successful claw attack the character makes will bury her claws into the victim, where they stay stuck after they rip from the Ahroun’s fingertips. Until the victim takes the time to pull them out (which takes a full turn) they will suffer +2 difficulty on all actions. However, the Garou’s claws take a full turn to regenerate and can’t be used in that time.

Source: Players Guide to Garou (revised)
Spur Claws
Rank 1 Get of Fenris Gift

Through force of will, the Get is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.

System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene.

Source: Core book revised.
Resist Pain
Rank 1 Get of Fenris Gift

Fenrir are Gaia’s ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.

System: The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action.

Source: 20th Anniversary Edition
Lightning Reflexes
Rank 2 Ahroun Gift

This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.

System: Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can’t use Rage and Gnosis in the same turn.

Source: Core book revised.
Spirit of the Fray
Rank 2 Get of Fenris Gift

Variant of Troll Skin. Learned from Morla the Ancient.

System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For each success, the character receives one extra die on her soak roll. These extra soak dice cannot be used to soak silver damage; the Gift lasts for one scene, or until the Get chooses to dismiss it. Trog Scales are alas, quite unpleasantly pungent. While the Gift’s effects last, the difficulty of all Social rolls is increased by 1.

Source: Tribebook: Get of Fenris (Revised)
Trog Scales
Rank 2 Get of Fenris Gift

Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself against fear, even on an instinctual level. This Gift is taught by a bear-spirit.

System: No roll is required; once this Gift is learned, the effects are automatic. The Fenrir who learns this Gift never enters fox frenzy; instead, he enters a berserk frenzy, regardless of the stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural powers that incite fear, even if a resistance roll is normally not allowed.

Source: Tribebook: Get of Fenris (Revised)
Wearing the Bear Shirt
Rank 3 Ahroun Gift

The Ahroun are famous for their ability to fight — it’s their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment’s pause. While other Garou are licking their wounds, the Ahroun with this Gift keeps fighting. Wolverine-spirits teach this Gift, although they usually have to be bested in combat first.

System: The player spends two Rage points to activate this Gift. The Garou no longer need pause for a turn to heal a Health Level or roll Stamina to heal during combat. Every round, the Ahroun heals one nonaggravated Health Level, regardless of her actions.

Source: Player’s Guide Second Edition.
Combat Healing
Rank 3 Ahroun Gift

The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.

System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to the Garou and most other werebeasts. While the Ahroun manifests the calws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.

Source: Core book revised.
Silver Claws
Rank 3 Get of Fenris Gift

If a Fenrir is struck in battle, he may rely upon this Gift to retaliate. His enemy immediately experiences the pain from wounds received by the Fenrir. A cuckoo-spirit teaches this Gift.

System: The player spends one Rage point and rolls Manipulation + Primal-Urge (difficulty 8). For one scene, the target incurs whatever wound penalties indicated by the Fenrir’s current wound levels, regardless of whether or not the Fenrir actually feels the pain.

Source: 20th Anniversary Edition
Redirect Pain
Rank 3 Get of Fenris Gift

The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. A snake- or spider-spirit teaches this Gift.

System: The player spends oen Rage point and rolls Stamina + Medicine (difficulty 7). Anyone coming into contact with the Garou’s blood for the duration of the scene takes one die of aggravated damage per success on the first roll.

Source: Core book revised.
Venom Blood
Rank 4 Metis Gift

Variant of Gift of the Porcupine. Learned from Morla the Ancient.

Must be in Crinos, Hispo or Lupus form to use this Gift.

System: The character spends a Gnosis point to sharpen his fur. Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his new found quills (Strength +1). Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the attack roll) takes damage based on the attacker’s own Strength, although the metis still takes normal damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal.

Source: Core book revised.
Razor Scales
Rank 4 Silver Fang Gift

Old legends say that when the first Silver Fang died, he was reborn with this Gift. A Fang with this Gift simply sidesteps what would have become his deathblow. A lion-spirit teaches this Gift.

System: Once per scene, the player may spend three Willpower points to evade a single attack that would inflict enough damage to place the Fang’s health levels below Crippled (before soak). The Garou simply appears instantly at the nearest location not affected by the attack, which may be an inch, a mile or more.
Sidestep Death
Rank 5 Ahroun Gift

This Gift grants a Garou a mystical aegis protecting her from attacks. This is not a literal shield; rather, strikes simply fail to hit vital areas, bullets defects of a belt buckle and circumstance otherwise conspires to prevent blows from landing solidly on the warrior while this ability is in effect. A wind-spirit teaches this Gift.

System: The player spends a point of Willpower, and the difficulty of all attack rolls made against her for the duration of the scene are increased by two. Any attack roll that scores only one success (after dodge, if applicable) against the Garou is considered to be a graze, and inflicts only bashing damage.

Source: Book of Auspices
Rank 5 Ahroun Gift

The Ahroun can invoke the sun’s power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift.

System: The player spends one Gnosis. For the rest of the scene, the Ahroun cannot be harmed by any natural forms of fire, up to and including molten lava. Artificial fires (napalm, gas fires, etc.) do one-quarter damage, and they are treated as bashing damage. The Garou does two additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. The effects last for one scene.

Source: Core book revised.
Kiss of Helios
Rank 5 Get of Fenris Gift

This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit.

System: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the Garou’s Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak rolls.

Source: Get of Fenris Tribebook
Endurance of Heimdall
Rank 5 Awesome Gift

Erik may grow up to three times his usual size or shrink to the size of a small puppy. The Princess Lysander taught him this Gift.

System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last for one hour per success or until the Garou cancels the Gift. If the Garou grows larger, she gains three Strength dice for every 100% increase in size. If she grows smaller, she retains her normal Traits, but she may sneak around unnoticed or masquerade as someone’s pet.

Source: Core book revised.
Gift of the Spriggan

Level One

This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans will grow to accommodate the size increase of the Crinos form, for instance) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms automatically.

A werewolf most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual. The number of Talismans a Garou may have depends on her Gnosis. Certain large objects are considered to be more than one, while a group of related items may be considered one.

The most common example is permitting a set of clothes to count as "one object" rather than one shirt, one pair of pants and so on. The items of a container at the time of the Rite may be considered one object even when separated. Each Garou has a different way of manifesting this Rite.

For example, when the character assumes Crinos form, her backpack's straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Hispo form, her knife may meld with her body. In such cases, the object will appear as a tattoo.
Rite of Talisman Dedication
Level Three

This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts), burying it in pure earth, exposing the object to constant breezes or suspending it above flame for three consecutive nights.

The Garou must then force or persuade a spirit to enter the prepared object.
Rite of the Talisman

You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight in Homid form. You therefore have one additional Health Level, and you can thus suffer more harm before you are incapacitated. Treat this Merit as an extra Bruised Health Level, with no penalties to rolls.

Source: Werewolf Players Guide 2nd Edition
Huge Size (4 pt Merit)
You have an immunity of sorts to silver. You are able to soak silver, although itstill causes you aggravated damage. Also, any Gnosis loss from carrying silver items is halved for Garou with this Merit. Instead of losing one Gnosis for every silver item you possess, you lose one Gnosis for every pair of silver items you carry (always round up to the nearest number).

Source: Werewolf Players Guide 2nd Edition
Silver Tolerance (7 pt Merit)

You were raised in your supernatural society, or were somehow otherwise sequestered away from "normal" life, so you have trouble dealing with this Outside-World thing. Dealing with any community outside the one in which you were raised adds 1 to social difficulties, or reduces your Social pool by one.

Source: World of Darkness: Sorcerer
Isolated Upbringing (1 pt Flaw)
You have acquired an enemy (or enemies) that not only know what you are but also have power of their own. A 1-pt. Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike to you or who blames you for some past wrong. A 3-pt. Flaw may indicate that a pack of Black Spiral Dancers bears a particular grudge against you or that a small group of supernaturally potent werewolf hunters has tagged you as a potential danger. A 5-pt. Flaw means that you have angered one of the movers and shakers of Garou society or a powerful elder vampire.

Source: Players Guide to Garou
Enemy (1 pt Flaw)
You give off emanations of a predatory nature. Herbivores shy away from you, while carnivores see you as a potential threat and may offer challenge. You cannot possess the skill: Animal Ken.

Source: Players Guide to Garou
Mark of the Predator (2 pt Flaw)
You have acquired an enemy (or enemies) that not only know what you are but also have power of their own. A 1-pt. Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike to you or who blames you for some past wrong. A 3-pt. Flaw may indicate that a pack of Black Spiral Dancers bears a particular grudge against you or that a small group of supernaturally potent werewolf hunters has tagged you as a potential danger. A 5-pt. Flaw means that you have angered one of the movers and shakers of Garou society or a powerful elder vampire.

Source: Players Guide to Garou
Enemy (3 pt Flaw)
"Do No Harm to Fae, or Lose My Gift." - Princess Lysander

May be Atoned for by presenting his case for violation to the Princess i.e. a Fae who was corrupted by the Wyrm, but simply being Unseelie would not be justification, and neither is self-defense. There are even less Fae than garou, and very few who could harm Erik, thus he is expected to be the bigger wolf, and find another way.

A geas is a mystical prohibition of imperative designed to make life difficult. A central tenet of Celtic life, a geas was a mark of distinction, a sign of destiny. Many of the Fianna of legend carried at least one geas, carried from birth or placed upon them by a spirit or druid. In the old legends, geasa are very common among people of note, from heroes to kings to druids, and the greatest had multiple geasa. Despite their best efforts, the heroes often ended up breaking a geas, a circumstance which always spelled disaster, not necessarily immediately but soon (Cuchulain faced a choice between his two geasa — 'Never reject hospitality' and 'Never eat dogmeat' — and soon fell into battle).

The point value of a geas starts with a base of one to four points, depending on how difficult it is to avoid (or fulfill) the ban. A minor geas (easily avoided circumstances) such as 'Never drink brandy while sitting at a table is worth one point. 'Must honour every second request' could be worth two points, while 'Never harm a Garou, even Black Spiral Dancers' would count as four. The severity of the consequences adds to the point value of the Flaw (e.g., All hair falls out: +0 points; the loss of Gifts, or all difficulties increase by 1: +1 point; ostracism by all Garou: +2; imminent death: +3). A broken geas that can be forgiven through quest or atonement is worth one less point.

Source: Tribebook Fianna Revised Ed.
Geas (2 Pt Flaw)
You have a bad reputation among the Garou of your sept. The reputation may be your own, or it may derive from your pack. There is a two-dice penalty to all dice rolls for social dealings with your sept's Garou. This is not the same thing as Renown; a Garou can have much Renown yet still be disliked. Acharacter with this Flaw may not take the Merit: Reputation.

Source: Werewolf Players Guide, 2nd Ed.
Notoriety (3 pt Flaw)

Metis Deformity:
There is something wholly monstrous about you, something that makes you hideous in the eyes of fellow Garou. Your Homid form scarcely looks human and your Crinos and Lupus forms look horrendous; in what manner you differ from the norm is up to you. Perhaps you have taken on the features of a reptilian animal and resemble a creature of the Wyrm to certain literal-minded Garou. Your Appearance is 0. Metis characters may take this Flaw as their metis disfigurement.

Source: Werewolf Players Guide, 2nd Ed.

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