Cheswick Strider - The Wandering Garou
Born of the snow, beast of burden; eyes always towards north. Her heart dwells in the city, where the kind of animal she is seems doomed to fall into obscurity - anonymity is a way of life. She is always alone, this wounded warrior, but there is no shame in loneliness. A great spirit thrives in these conditions.
A prominent member of the Garou nation, Cheswick Strider has never been a pack animal. Regardless the conditions, the road she follows is meant for her alone, and no tag-a-longs are accepted. In the end, she has no need or want for company, but finds herself making acquaintances everywhere she goes. Can a lone wolf make it in this world?
A prominent member of the Garou nation, Cheswick Strider has never been a pack animal. Regardless the conditions, the road she follows is meant for her alone, and no tag-a-longs are accepted. In the end, she has no need or want for company, but finds herself making acquaintances everywhere she goes. Can a lone wolf make it in this world?
Appearance
Hair: Silvery white - same color as her coat when she's in Crinos/lupis/glabro forms.
Eyes: A slate grey. similar to iron, chrome, etc.
Height: 5'11" - Long limbs, long torso. Almost lanky.
Weight: 130lbs. Lithe, toned. Naturally curvy, but also very thin in her limbs and at her waist.
Complexion: fair. Very pale.
Ethnicity: Norwegian/Scandinavian/Caucasian
Abilities
Homid Form Description: The natural form for homid breed Garou and the form in which they feel most comfortable. Homid form is in all ways identical to a normal human being (save for lupus and metis werewolves, who are allergic to silver and possess regenerative powers in this form). Homid form werewolves still trigger the Curse in normal humans, however.
Glabro Form Description: The Glabro form is bipedal, and it doesn't possess obvious fangs or claws, but the resemblance to a human being ends there. A Garou shifting from Homid to Glabro gains from 100% to 200% in body weight (all muscle) and six inches in height. Body hair becomes much more profuse, the teeth and nails elongate (although not enough to inflict any special damage), the brow slopes, and the character looks huge and menacing.
Crinos Form Description: Affectionately known as the "nine-foot snarlin death-beast" form, a werewolf in Crinos wants to do only one thing -- kill. The natural form of all metis breed Garou, the Crinos is not a form for deliberation, even with other werewolves.
Shifting from Glabro to Crinos, the Garou grows in height by half and gains another 100% to 200% in weight. The head changes to a wolf's maw, and the fangs and claws are now fully grown. The arms become long and apelike, and the werewolf can move either on two legs or all fours. The Garou also grows a tail, which helps with balance.
Hisbo Form Description: The Hispo resembles a normal wolf in the same way that the Glabro resembles a common human. A werewolf in Hispo form looks like a prehistoric dire wolf. The head and jaws are massive, even more so than the Crinos, and the bite of a Hispo inflicts an extra die of damage. The Hispo can stand on its hind legs, if necessary, but it is much more comfortable on all fours.
The Hispo form weighs nearly as much as the Crinos form, but its four-legged stance allows it to run faster. Perception difficulties decrease by one in this form. The senses are sharp, although not so keen as the Lupus. A werewolf in Hispo has no hands, so he cannot grasp objects, except in his mouth.
Lupus Form Description: The natural state of lupus Garou, the pure wolf form is feral and driven by instinct. Used primarily for tracking and travel, the change from Hispo to Lupus causes the Garou to shed a great deal of muscle and body size. The jaws and claws shrink considerably -- a homid or metis in Lupus can cause aggravated wounds with only a bite, and lupus in their breed form cause lethal damage. The Lupus form runs at twice human speed (see Movement) and it is far more perceptive. All Perception difficulties for Garou in Lupus form drop by two.
The Lupus resembles a normal wolf for all intents and purposes. The exact appearance of a Garou's Lupus form will vary depending on her Tribe.
Wendigo Related Abilities:
Heart of Ice — The Garou must know the name of the being to be affected by this power, and must whisper it to the vengeful winds. Subsequently, the victim's heart or other internal organs begin turning to ice, gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo.
Invoke the Spirits of the Storm — The Garou may summon just about any weather effects he desires: a blizzard, a monsoon, a tornado, a thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of Wendigo.
Attunement — This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or has happened in the area - rough population, secret traits, places of note and so on. This Gift is taught by an Owl-spirit.
Sky Running — The Garou gains the ability to run at 50 mph through the skies. The Garou must continually remain in motion, or he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Wendigo.
Chill of Early Frost — The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo himself.
Cutting Wind — The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servant of Wendigo.
Ahroun Auspice Gifts:
Kiss of Helios: 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 effects.
Stoking Fury's Furnace: No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift allows him to channel his Rage even more effectively.
Clenched Jaw: The werewolf with this Gift can bite down with such power that her grip won't loosen until she chooses to do so; even in death, her jaws bite down.
Silver Claws: The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. The silver claws do aggravated damage to all targets, and is unsoakable by most other werebeasts.
True Fear : The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. When under this power, the victim cannot attack, but may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear.
Spirit of the Fray: This Gift allows the Ahroun to attack with lightning speed, striking before any foe.
Razor Claws: The Garou can hone his claws to a razor sharpness by scratching them across a hard surface, such as a stone floor or metal dumpster. The Garou must sharpen his claws, in Crinos form, for one turn before combat.
Falling Touch: This Gift allows the Garou to send her foe sprawling with but a touch.
Hair: Silvery white - same color as her coat when she's in Crinos/lupis/glabro forms.
Eyes: A slate grey. similar to iron, chrome, etc.
Height: 5'11" - Long limbs, long torso. Almost lanky.
Weight: 130lbs. Lithe, toned. Naturally curvy, but also very thin in her limbs and at her waist.
Complexion: fair. Very pale.
Ethnicity: Norwegian/Scandinavian/Caucasian
Abilities
Homid Form Description: The natural form for homid breed Garou and the form in which they feel most comfortable. Homid form is in all ways identical to a normal human being (save for lupus and metis werewolves, who are allergic to silver and possess regenerative powers in this form). Homid form werewolves still trigger the Curse in normal humans, however.
Glabro Form Description: The Glabro form is bipedal, and it doesn't possess obvious fangs or claws, but the resemblance to a human being ends there. A Garou shifting from Homid to Glabro gains from 100% to 200% in body weight (all muscle) and six inches in height. Body hair becomes much more profuse, the teeth and nails elongate (although not enough to inflict any special damage), the brow slopes, and the character looks huge and menacing.
Crinos Form Description: Affectionately known as the "nine-foot snarlin death-beast" form, a werewolf in Crinos wants to do only one thing -- kill. The natural form of all metis breed Garou, the Crinos is not a form for deliberation, even with other werewolves.
Shifting from Glabro to Crinos, the Garou grows in height by half and gains another 100% to 200% in weight. The head changes to a wolf's maw, and the fangs and claws are now fully grown. The arms become long and apelike, and the werewolf can move either on two legs or all fours. The Garou also grows a tail, which helps with balance.
Hisbo Form Description: The Hispo resembles a normal wolf in the same way that the Glabro resembles a common human. A werewolf in Hispo form looks like a prehistoric dire wolf. The head and jaws are massive, even more so than the Crinos, and the bite of a Hispo inflicts an extra die of damage. The Hispo can stand on its hind legs, if necessary, but it is much more comfortable on all fours.
The Hispo form weighs nearly as much as the Crinos form, but its four-legged stance allows it to run faster. Perception difficulties decrease by one in this form. The senses are sharp, although not so keen as the Lupus. A werewolf in Hispo has no hands, so he cannot grasp objects, except in his mouth.
Lupus Form Description: The natural state of lupus Garou, the pure wolf form is feral and driven by instinct. Used primarily for tracking and travel, the change from Hispo to Lupus causes the Garou to shed a great deal of muscle and body size. The jaws and claws shrink considerably -- a homid or metis in Lupus can cause aggravated wounds with only a bite, and lupus in their breed form cause lethal damage. The Lupus form runs at twice human speed (see Movement) and it is far more perceptive. All Perception difficulties for Garou in Lupus form drop by two.
The Lupus resembles a normal wolf for all intents and purposes. The exact appearance of a Garou's Lupus form will vary depending on her Tribe.
Wendigo Related Abilities:
Heart of Ice — The Garou must know the name of the being to be affected by this power, and must whisper it to the vengeful winds. Subsequently, the victim's heart or other internal organs begin turning to ice, gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo.
Invoke the Spirits of the Storm — The Garou may summon just about any weather effects he desires: a blizzard, a monsoon, a tornado, a thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of Wendigo.
Attunement — This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or has happened in the area - rough population, secret traits, places of note and so on. This Gift is taught by an Owl-spirit.
Sky Running — The Garou gains the ability to run at 50 mph through the skies. The Garou must continually remain in motion, or he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Wendigo.
Chill of Early Frost — The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo himself.
Cutting Wind — The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servant of Wendigo.
Ahroun Auspice Gifts:
Kiss of Helios: 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 effects.
Stoking Fury's Furnace: No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift allows him to channel his Rage even more effectively.
Clenched Jaw: The werewolf with this Gift can bite down with such power that her grip won't loosen until she chooses to do so; even in death, her jaws bite down.
Silver Claws: The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. The silver claws do aggravated damage to all targets, and is unsoakable by most other werebeasts.
True Fear : The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. When under this power, the victim cannot attack, but may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear.
Spirit of the Fray: This Gift allows the Ahroun to attack with lightning speed, striking before any foe.
Razor Claws: The Garou can hone his claws to a razor sharpness by scratching them across a hard surface, such as a stone floor or metal dumpster. The Garou must sharpen his claws, in Crinos form, for one turn before combat.
Falling Touch: This Gift allows the Garou to send her foe sprawling with but a touch.