<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tears-Asunder (AndyZ)</div><div class="spoiler_body"><div class="floatright">(https://elliquiy.com/elluiki/images/0/02/Hayden_hawkens_12.jpg)</div><br/>Tears-Asunder<br/>Suchid Ora (Monitor Lizard)<br/>Rising Sun (Striking)<br/>Nature: Conformist<br/>Demeanor: Thrill-Seeker<br/><br/>Strength 3 Dexterity 4 (Preternatural Grace) Stamina 3<br/>Charisma 2 Manipulation 1 Appearance 3<br/>Perception 2 Intelligence 3 Wits 3<br/><br/>Alertness 3 Athletics 1 Brawl 3 Empathy 1 Intimidation 1 Primal-Urge 3 Subterfuge 1<br/>Performance 1 Stealth 1 Survival 3<br/>Enigmas 3 Investigation 1 Medicine 1 Occult 3 Rituals 1<br/><br/>Fate 3 Mnesis 3 Totem 1<br/><br/>Sight of the True Form, Eye of the Raptor<br/><br/>Glory 1.0 Honor 1.0 Wisdom 1.0<br/><br/>Rage 7 Gnosis 5 Willpower 7<br/><br/>Step Sideways, Forced Transformation (Homid when sexually aroused)<br/><br/>Armored Scales, Grasping Hands, Terrible Claws, Upright Walking, Wings</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lacey Bruce (Muse)</div><div class="spoiler_body"><div class="floatright">(https://elliquiy.com/elluiki/images/a/a6/Hen%27s_Teeth.jpg)</div>Name:         Lacey Bruce<br/>Deed Name:      The Rooftops at Midnight<br/>Type:         Garou<br/>Auspice         Ragabash<br/>Breed:         Homid<br/>Concept:         Parkour Girl<br/>Tribe:         Glass Walker<br/><br/>Age:            17<br/>Birthday:         11th of May 1994<br/>Height:         5’1”<br/>Weight:         100lbs<br/>Build:            Svelte and toned with all the right curves.  <br/>Skin:            Fair, often with a light dusting of freckles.  <br/>Hair:            Fiery red curls.  <br/>Eyes:         Brilliant green.  <br/>Style:            Though you can often find her in snug blue jeans and white blouses, her dedicated outfit is what she calls, “Gothic Parkour Chic.”  This consists of high topped athletic shoes, snug black leggings, a sleeveless, low necked corset top with a bit of black lace, and matching leather gloves.  <br/>Quote:         “Pay attention, boys.  This is how a mechanic’s daughter from Nevada defies gravity.  If I can do this, you can do anything.”  <br/><br/>https://docs.google.com/document/d/1PweZTffwQjmyj3V4TFbLeixGWti7Uf4Zjew3H056q6U/edit</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Harvester of Gaia's Bounty (Marie Reynolds)</div><div class="spoiler_body">Player: Marie Reynolds      <br/><br/>Name: Cheryl Sanderson      <br/>Deed Name: Harvester of Gaia’s Bounty      <br/>Type:Garou         <br/>Auspice:Galliard         <br/>Breed:Metis         <br/>Concept:Tends the sept fields/guards the septs kin         <br/>Tribe of Birth: Fianna<br/>Tribe Adopted by: Children Of Gaia<br/>Nature: Survivor<br/>Demeanor Bon Vivant         <br/><br/>Age:30            <br/>Birthday:5/28/1984   <br/>Height:5’4”         <br/>Weight: 130lbs         <br/>Build:    not sure what to classify it as         <br/>Skin:    Slightly tan         <br/>Hair:   N/A See Metis flaw Hairless         <br/>Eyes: Brown         <br/>Style:    Functional and comfortable.         <br/>Quote:      <br/><br/>Pack Name:   <br/>Pack Totem:      <br/><br/>Strength      3   Charisma         2   Perception      3<br/>Dexterity      3   Manipulation      2   Intelligence   2<br/>Stamina      4   Appearance      2   Wits         3<br/><br/>Talents<br/>Alertness         1<br/>Athletics         1<br/>Brawl            2<br/>Empathy         0<br/>Expression         2<br/>Leadership         0<br/>Intimidation      0<br/>Primal Urge      3<br/>Streetwise         0<br/>Subterfuge         0<br/><br/>Skills            <br/>Animal Ken      3<br/>Crafts         0<br/>Drive            0<br/>Etiquette(Moots)             3<br/>Firearms         0<br/>Larceny         0<br/>Melee         0<br/>Performance      3<br/>Stealth         2<br/>Survival         2<br/><br/>Academics    (Agricultural)      3<br/>Computer         0<br/>Enigmas         0<br/>Investigation      0<br/>Law            0<br/>Medicine         2<br/>Occult         0<br/>Rituals         0<br/>Science         0<br/>Technology      0<br/><br/>Backgrounds<br/>Mentor: 5 (Suffers for Gaia)<br/>Totem: 3<br/><br/><br/>Flaws<br/><br/>Enemy 3 Athro Father of her father  that lives to make the blight on his line life rather difficult and uncomfortable as much as possible.<br/>Ward 3 A young Metis cub from a roving pack was left in sept territory and the elders order it put in her care.<br/>Camp enmity 1 Lazarite Movement refused to join as she felt it would get in the way of her service to the sept.<br/><br/><br/>Merits<br/><br/>Metamorph (7 pt. Merit)<br/>Shapechanging for you is as easy as breathing. You <br/>do not need to roll to change forms, nor is it necessary to <br/>spend a Rage point for an instantaneous shift. You make <br/>your changes as if you scored five successes on your roll <br/>to shift forms. If you lose consciousness from wounds or <br/>for some other reason, you may roll Wits + Primal Urge <br/>(difficulty 8) to choose which form you assume rather <br/>than reverting to breed form.<br/><br/><br/><br/>Gnosis      6<br/>Rage         6<br/>Willpower      7<br/><br/>Gifts:<br/>Tribe: Resist Toxins<br/>Metis: Shed Skin<br/>Galliard: Call of the Wyld<br/><br/><br/>Renown<br/>Glory      2   <br/>Honor      <br/>Wisdom   1   <br/><br/>Other Traits<br/><br/><br/>Fetishes<br/><br/><br/>Rites<br/><br/><br/>Battle Scars<br/><br/><br/>Metis Deformity: No Hair<br/><br/>Factored Stuff:  <br/>Homid   Glabro   Crinos   Hispo   Lupus<br/>Str            +2      +4      +3      +1<br/>Dex            --      +1      +2      +2<br/>Sta            +2      +3      +3      +2<br/>Man            -2      -3      -3      -3<br/>App            -1      0      --      --<br/>                  Delerium   +1 Bite D.   -2 Perc. DC<br/>Dif.      6      7      6      7      6<br/><br/>bp break down:<br/>3 points in totem<br/>6 points in gnosis<br/>2points in rage<br/>4 points in willpower<br/>Attacks/Weapons<br/><br/><br/>Back Story:<br/><br/>Harvester of Gaia’s Bounty's life began when an issue at the Caern of the Bleached Bones needed outside aide and a pack of Fianna answered by order of their elders. The guests assisted in battle against a trio of potent banes and their spawn.  During the victory celebration two Fiana gave into their famous lust and a taboo child was conceived.  <br/><br/> The couple stayed at the sept 'til the child was born and left her in the care of Suffers for Gaia, knowing that the Children of Gaia would give the metis girl a better life here.  <br/><br/> Harvester’s grandfather heard rumors of why his son stayed longer in the Vegas Sept and his worst fears were realized.  The Fianna Artho arrived at the Caern of the Bleached Bones demanding that the deformed child be turned over to him to be destroyed.  Suffers for Gaia persuaded the grandfather to spare the child, saying that the shame of his line could be kept here and raised out of the site of her kinsmen.  The bargain was struck and the metis was fostered at the Caern of the Bleached Bones.  <br/><br/> Harvester’s life was not too bad despite the almost secondary status she had in the Sept.  She lived on a remote farm and protected the kinfolk who lived there.  Her deed name came from her devotion to protect and work alongside the kinfolk.  She even had her first change, into homid form, so she could play with the children on the farm.  <br/><br/> A time after her first change, Harvester became the target of an ill conceived assault by the Lazarite Movement.  In order to 'liberate the metis', they tried to kidnap her and threatened to harm some of the local kin in the process.  Harvester's heroic actions in defense of her adopted family were recognized at a moot, and she was declared no longer a cub.  <br/><br/> There was still no pack that would take her, so she continued to serve in her capacity as a guardian and a farm hand.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Kyle Hayes (KrataLightblade)</div><div class="spoiler_body"><tt class="bbc_tt">Name: Kyle Doe/Kyle Hayes<br/>Breed: Homid<br/>Sept: Sept of Bleached Bones<br/>Player: Krata<br/>Auspice: Ahroun<br/>Totem: Rattlesnake<br/>Tribe: Glass Walkers<br/>Concept: Jovial Warrior<br/>Deed Name: Ink~And~Steel<br/><br/><br/>Attributes<br/>Physical               Mental             Social<br/>Strength:     3        Perception:   3    Charisma:      3<br/>Dexterity:    4        Intelligence: 2    Manipulation:  1<br/>Stamina:      3        Wits:         3    Appearance:    3<br/><br/>Abilities<br/>Talents                Skills             Knowledges<br/>Alertness:    1        Animal Ken:        Academics:     1   <br/>Athletics:    2        Crafts:            Computer:      2<br/>Brawl:        2        Drive:        1    Enigma:<br/>Empathy:               Etiquette:    1     Investigation: 1<br/>Expression:            Firearms:     3     Law:<br/>Intimidation: 3        Larceny:           Medicine:      1<br/>Leadership:   2        Melee:        3    Occult:<br/>Primal Urge:  1        Performance:  1    Rituals:<br/>Streetwise:   2        Stealth:           Science:       1<br/>Subterfuge:            Survival:          Technology:            <br/><br/>Backgrounds<br/>Allies:       -<br/>Ancestors:    -<br/>Contacts:     1<br/>Fetish:       -<br/>Kinfolk:      2<br/>Mentor:       -<br/>Pure Breed:   -<br/>Resources:    2<br/>Rites:        -<br/>Totem:        1<br/><br/><br/>Gifts<br/>Rank One<br/>Master of Fire<br/>Inspiration<br/>Trick Shot<br/><br/><br/>Merits                               Flaws<br/>Inner Strength (2 pts)               Foe from the Past (2 pts, explained below)<br/>Physically Impressive (2 pts)<br/><br/>Glory:         2                           Rage:          5       (5)<br/>Honor:         1                           Gnosis:        2       (2)<br/>Wisdom:        0                           Willpower:     6       (6)<br/><br/><br/><br/>Notes<br/><br/>Appearance<br/>Kyle is six feet and one inch tall, with a lithe, athletic build, with sleeve tattoos usually covered by long sleeved shirts.  The tattoos themselves are part of the reason behind his deed name, Ink~And~Steel, and they chronicle important battles in his life.  They are not very complex, yet, currently only representing his first three kills—three fomori he killed during his Rite of Passage.  Enemies that deserve to be remembered, or who make a strong impact upon him, will be memorialized in future tattoos.  Kyle prefers to dress in casual clothing, with long sleeved shirts and jeans, though he is not averse to dressing to fit a given need.  Often, among other Glass Walkers, this amounts to ‘dressing up’, but he typically prefers to avoid formal suits where possible.  Regardless, he makes an imposing figure when he chooses to, and with little more than standing up straight and straightening his shoulders, he can force many people to back down before unnecessary fights start.<br/><br/><br/>Personality<br/>Kyle is a friendly, amiable man, quick with a grin or a laugh.  He likes bad jokes as much as good ones, and he’s generally a good sport about playing along with Ragabash pranks.  He’s no fool, but he knows his strengths and that he is outclassed in the smarts department by a great many of his tribemates—not to mention many potential packmates.  He makes up for this with extensive combat training, and those who’ve seen him transition into the ‘battle mindset’, so to speak, rarely look at him the same way afterwards.  In battle, he is something of a ‘combat pragmatist’, using clever wit to seek out alternative tactics and approaches, before unleashing a sort of calculated fury intended to create ‘shock and awe’ amongst his enemies.  He is almost scarier this way than in the throes of frenzy itself, as his battle tactics incorporate impressive and intimidating displays of not-strictly-necessary violence intended to create an opening in foes that might not expect such aggression from a man who only moments before was as affable as they come.  After a fight, he requires some time to compose himself again, to regain his calm demeanor, to shed the Rage and bloodlust of battle, but once he has found his center again, he is once again the charmer, which can be a bit dissonant if he hasn’t quite had time to clean the bits off first.  Kyle doesn’t particularly find a great amount of joy in being covered in the blood and bits of his enemies, however, and prefers to avoid unnecessary violence when possible.  The key word, of course, is unnecessary—minions of the Wyrm do not deserve his hesitation, and he knows this very well.<br/><br/><br/>Combat Style<br/>Kyle owns a Concealed Carry Permit under the name Kyle Doe, and owns a few guns to use when he’s expecting trouble.  Not every enemy is particularly vulnerable to bullets, of course, but the mere act of having a hammer cocked in your face is enough to convince a lot of people not to cause trouble.  To that end, Kyle keeps three guns, one general purpose Glock 9mm automatic pistol, and a pair of heavy .357 magnum revolvers that are more for intimidation value than actual use.  Still, sometimes the sheer stopping power of the big gun can come in handy—even a Black Spiral Dancer might think twice when a heavy slug blows a few holes in them, and at the very least it can soften somebody up before hand to hand combat.  The heavy pistols are only brought out when he’s expecting to need the intimidation or the stopping power, however.  The Glock serves its purpose and is concealed on him anytime he’s not going somewhere that might require he disarm (Casinos, for example, don’t like you carrying guns on the premises!).  The guns are typically secreted in his vehicle when not on his person if he’s out and about, often in the door-pocket underneath a notebook that serves as a makeshift way to hide it from casual inspection.<br/><br/>When combat closes, however, Kyle prefers to use a pair of intimidating looking hunting knives or his claws, should shapeshifting be a viable option.  As mentioned before, his style employs a certain amount of showmanship and intimidation, and a pair of wicked-looking knives can really make someone stop and think about whether they really want to do this right now.  The knives are generally concealed when possible.  All of these items are legally acquired, which means John prefers to be careful about their use—nobody needs ballistic tests leading police to his door.  Luckily, if there’s any Garou that can handle dealing with police reports and records, it’s some of his fellow Glass Walkers… <br/><br/><br/>Kinfolk and Resources<br/>The Kinfolk rating represents Kyle’s family, a long-standing family of Kin associated with the Glass Walkers for many generations.  They are not a pre-bred family, by any means—a laughable idea amongst the Walkers, really—but there is nonetheless a sense of family continuity that many Glass Walkers don’t have.  His parents, two brothers, and sister are all associated with the family business—trading in precious ores, metals, and jewels, often as brokers—and Kyle himself receives a certain allowance from them to help him out with necessities.  He, of course, helps his family out whenever he has time, in whatever capacity he can, and is fiercely protective of them all, particularly his younger brother.<br/><br/>Father: Phil Hayes<br/>Mother: Samatha Hayes<br/>Sister: Olivia Hayes<br/>Older Brother: Simon Hayes<br/>Younger Brother: Kenny Hayes<br/><br/><br/>Name<br/>Kyle Doe is not Kyle’s real name, of course, that being Kyle Hayes.  Upon his First Change, eventual Rite of Passage, and adoption of a Deed Name, Kyle dropped his last name, and with help of tribemates, arranged for a false name that he uses to protect his family.  The name “Doe” is a joke, of course, and one that some of his elders disapprove of, but Kyle finds it amusing enough to be able to produce a “legitimate” ID with the name to keep it.<br/><br/><br/>Specialties<br/>Dexterity: Quick Hands<br/><br/><br/>Totem<br/>Rattlesnake<br/><br/>Rattlesnake is an old, wise totem of the Pure Ones. He is capable of great compassion and even greater fury. When angered, Rattlesnake is a harsh foe with a very long memory. Like his namesake, Rattlesnake is easily offended. But Rattlesnake's anger is almost ironic when one considers his patience; he is capable of great things, and demands that his children carefully consider any situation before acting. Once his followers strike, however, there is seldom an enemy left alive<br/><br/>Traits: Rattlesnake grants his children second sight, giving them the Gift: Pulse of the Invisible. His pack gains the ability to entrance listeners through singing or howling (Manipulation + Performance, difficulty 8). In addition, the pack gains Past Life 3; this is not an actual affinity with Garou ancestors, but an ability to learn ancient knowledge and lore by accessing primal memories. All Uktena and Wendigo will recognise and honour Children of Rattlesnake<br/><br/>Ban: Rattlesnake asks that none of his followers attack any serpent, and that his children honour the Pure Ones<br/><br/><br/>Foe from the Past<br/>Over a century ago, Kyle’s great grandfather, a kinfolk named Victor Hayes, ran afoul of a plot that threatened an entire Caern, and with the heroic actions of himself and his mate’s pack, ended the threat and spoiled the plans of a Leech that, at the time, was yet young and inexperienced.  The creature survived the confrontation by going into hiding, and Victor, a businessman in the trade of precious metals, absorbed and dismantled the vampire’s network of influence after he disappeared.  Leeches have long memories, however, and this one lost a great deal to Victor’s machinations.  By the time the vampire could return to some semblance of power and influence again, Victor was an old man, his Garou mate long dead in battle.  The leech found little satisfaction in his murder, however, considering the deed insufficient reprisal, and has dedicated a portion of his efforts ever since to causing trouble for the Hayes family.  Kyle is the first Garou born to the family of Kin since then, and is certain to become a target of the leech’s machinations eventually.<br/><br/><br/><br/><br/><br/><br/><br/>Freebies Spent<br/>-5 (Attribute: Charisma 3)<br/>-3 (Willpower 4, 5, 6)<br/>-2 (Ability: Academics 1)<br/>-2 (Gnosis 2)<br/>-2 (Merit: Inner Strength)<br/>-2 (Merit: Physically Impressive)<br/>-1 (Background: Kinfolk 2)<br/><br/>+2 (Flaw: Foe from the Past)<br/><br/>XP Spent<br/>0 Total<br/>0 Banked<br/>0 Total Spent<br/><br/></tt></div></div><br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Removed</div><div class="spoiler_body">Name: James Tell <br/>Homid, Philodox, Bone Gnawer<br/>Nature: Survivor<br/>Demeanor: Director<br/><br/>Attributes<br/>Strength: 2, Dexterity: 2, Stamina: 2<br/>Charisma: 4(Commanding Voice), Manipulation: 4 (Unswerving Logic), Appearance: 2<br/>Perception: 3, Intelligence: 2, Wits: 3 <br/><br/>Abilities<br/>Alertness: 2, Athletics 2, Brawl 1, Leadership 4 (Compelling), Primal: 2, Streetwise: 4 (Gangs), Subterfuge: 3<br/>Crafts: 2, Drive: 1, Larceny: 3, Stealth: 1, Survival: 2<br/>Academics: 1, Computer: 1, Investigation: 2, Occult: 1<br/><br/>Backgrounds:<br/>Allies: 1, Contacts: 5, Totem: 2<br/><br/>Gifts: <br/>Persuasion, Scent of the True Form, Trash is Treasure<br/><br/>Glory: 0, Honour: 3, Wisdom: 0<br/><br/>Rage: 3<br/>Gnosis: 1<br/>Willpower: 6<br/><br/>Merits:<br/>Fair Glabro<br/><br/>Flaws:<br/>Phobia (2 Point) Hights</div></div>