Anna Figueroa

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Anna Figueroa "Fig"
Detective2.jpg
Attributes
Intelligence 2, Wits 3, Resolve 2;
Strength 3, Dexterity 3, Stamina 2;
Presence 2, Manipulation 2, Composure 3
Skills
Mental: Computer 1, Crafts (Automotive) 2, Investigation (Crime Scenes) 3, Politics

Physical: Athletics 2, Brawl (Claws) 3, Drive 1, Firearms 1, Larceny 1, Stealth (In Plain Sight) 3
Social: Empathy (Lies) 2, Streetwise 1, Subterfuge 2

Merits
Totem (Wapato Island Pack) 1, Totem (Shield-of-Law) 1, Language (First Tongue), Professional Training (Police Detective) 3, Resources 1, Lodge Connections 2, Moon-Kissed 1, Flanking 2, Covert Operative 1
Advantages
Health: 8 (+2 Dalu Form, +4 Gauru Form, +3 Urshal Form), Willpower: 5, Size: 5/6/5/6/4, Speed: 11/12/15/18/16, Defense: 5/5/7/5/5 (Armor: None), Initiative: 6/6/7/8/8
Harmony
Rating: 7
Current Conditions
xxx


Werewolf Traits

Auspice:

  • Irraka - Irraka are stalkers, assassins, spies, and thieves. They Changed under the new moon. They move through the shadows, striking quickly and quietly.
    • Hunter’s Aspect - Blissful. The prey has no idea that anyone is coming for him. He greets the cool night air with a smile, perhaps indulges in chemical or carnal pleasures, and never glances at the shadowy form inching its way closer to his exposed throat.
    • Gifts - Evasion, New Moon, Stealth
    • Auspice Skills - Larceny, Stealth, Subterfuge
    • Auspice Renown - Cunning
    • Auspice Benefit - Closer Than You Thought: Under the dark moon, the prey cannot judge distance or threat. The Irraka can make use of the inherent uncertainty of the new moon. Once per chapter, the Irraka can become suddenly closer to a target. Mechanically, this can be expressed in one of the following manners: 1.The Irraka can move her initiative rating to within one point of a target’s, either one above or one below, depending where she is in the initiative relative to the target. She can’t change make her Initiative result higher or lower than the target’s if it isn’t already. 2. She can move close enough to use her teeth and claws against one opponent who isn’t attacking her. 3. She can subtract –2 from the number of Doors needed in Social maneuvering.

Tribe:

  • Iron Masters - Iron Masters are like water. They flow. They adapt. They deal with the context of a given situation, and versatility is their greatest weapon.
    • Gifts - Knowledge, Shaping, Technology
    • Tribal Renown - Cunning
    • Gatherings: Iron Master gatherings range from rigorously-formal board meetings to casual coffee shop powwows. The main purpose of these swap meets is to trade favors and information, and to share stories about the new and exciting things members have seen. Tribe members keep each other up to date on the latest political maneuvering that might impact each other’s territories, trade useful new rites and fetishes, and sometimes plan out large-scale sociological or ecological experiments.

Lodge:

  • Lodge of the Shield - The Lodge of the Shield are wolves-in-wolves-clothing. They are nightmarish predators stalking among the enforcers of law and order, intertwined with yet apart from the apparatus of the state within which they hunt. It is a mistake to think of a Shield-Bearer as simply a werewolf who is a police officer; adherents of this Lodge are cultists, and ones dedicated to pursuing their prey amongst those who enforce the edicts of authority and their victims alike. Neither super-max cell nor ostentatious police commissioner's office are out of the reach of the Lodge's talons. As many cops are put on the mortuary slab by Shield-Bearers as are drug traffickers and murderers. They do not obey human notions of innocence or guilt. The Law-Shredders stand above mere mortal dictates.
    • Totem - Shield-of-Law
    • Blessing - Blessing: Whenever a Lodge member wins a grapple roll, they can spend a Willpower point to pick an additional move to apply.
    • Aspiration - To be bound, leashed, or imprisoned.
    • Ban - When bound or captured, a Lodge member cannot attempt to physically free themselves for a full day, but must submit to their leashing.
    • Sacred Hunt - The Lodge Sacred Hunt grants your character the ability to wield law enforcement as another tool on the hunt. When interacting with an officer or agent of law enforcement, justice, or the imprisonment or punishment of criminals, the Uratha can spend Essence to shift the target's Impression of them by one step per point spent, and can do the same to shift the target's Impression of the hunt's prey in the other direction.
    • Tools - The Lodge of the Shield has access to the Lodge Armoury, Lodge Connections, Lodge Stronghold, and Hive Mirror (Fetish •••) merits
    • Secrets of the Shield-Bearers

- Some Lodge members believe in 'true' laws, elements of justice innate to the world beyond human aspirations. Attempts to test such notions involve seeing how a given tenet resonates with the Shadow - punishing violators and seeing how the world symbolically and fundamentally responds, then recording the results in search of any coherent patterns.

- Adherents collect the badges of their dead comrades and offer them to a ghostly gestalt that imprisons dead shades. Cultists in city mortuaries delicately fillet dead bodies with the care of a gourmet, excising bones for later consumption. Horrific crime scenes and decades-long careers in brutal criminality forge ghosts that are more dangerous than a killer ever was in life. A painful treaty with the Lodge of Death gains the Shield-Breakers access to the Pale Hounds' wisdom and knowledge on such matters; many of the Leashed chafe at the special considerations the Lodge demands they give to the Barghests in return for little scraps of forbidden lore.

- The Lodge maintains old pacts with groaning, bloated spirits of prisons and incarceration. If a Lodge member kills a prisoner within the cell that the prisoner is legally, legitimately contained within, then paints the prisoner's blood in warding glyphs on the walls, other spirits become intensely averse to entering the warded space for a night and a day.

- Some Lodge members have learned a strange rite to 'tag' criminals by biting chunks of their ears off through police brutality or 'random dog attacks'. The gristle from the bite is deposited in a preparation of blood and bone dust from a human who died in prison; should the tagged criminal take an action that breaks the law, the gobbet of flesh bubbles and cooks in its elixir before dissolving away.

- The Lodge judges its own most viciously of all. An adherent who steps out of line faces a gathering of fellow cultists to pass sentence; those judged worthy of death do not face a quick execution. Such condemned are taken to the spirit prison in LA, chained beside the totem with spines of silver pressed into their flesh; as they rage, scream, and die, their fury and Essence is drained into Shield-Of-Law, aiding it in its transformation. Recently, high-ranking Lodge members have started examining the lower strata of the cult much more vigorously in search of those who have defied the Lodge's tenets

- Adherents are encouraged to chain and bind themselves in secure locations at least once a month under the full moon, not out of an expectation that they will suffer Death Rage but because it is a symbolic recognition of the urges they are seeking to control that are, nonetheless, an innate part of their nature. Most Lodge members treat this as a chance for meditation, isolation, or sometimes visionary experiences under the effect of drugs and chemicals acquired from law enforcement operations.

- Human police members of the cult are held at arms' length, but the Lodge maintains a significant commitment of resources to maintaining the 'lodges' and fraternities to which these humans belong, encouraging them to feel special and more enlightened than their fellow officers. The Lodge ruthlessly exploits its human cultists, and rarely even creates Claimed to further its agenda.

Pack:

  • Wapato Island Pack

Renown: Wisdom 1, Cunning 2

Primal Urge: 1

Essence: Max 10

Personality

  • Blood: The Warden: You protect. Territory, packmates, loci. Whatever a Warden swore to protect, you'll sooner walk over their cold, dead body before you harm it. Your character regains a point of Willpower whenever she puts the object of her protection above her well-being or comfort. She regains all spent Willpower whenever she preemptively hunts would be aggressors, or uses Kuruth to ward off the danger to those she protects.
  • Bone: The Mediator: You feel the need to step in and sort out other people's problems. You gain satisfaction in bringing estranged parties together to mutually acceptable agreements. Recover a point of willpower when you put yourself on the line to resolve a dispute. Recover all willpower when you abandon the hunt or go against your pack to sort out other people's shit.

Aspirations

  • To be bound, leashed, or imprisoned

Touchstones

  • Flesh Touchstone: Father - Joseph Figueroa
  • Spirit Touchstone: Locus - Kelly Point Park (Confluence of Willamette and Columbia Rivers)

Breaking Points

  • Toward Flesh:
    • Defiling a locus.
    • Refusing to participate in Siskur-Dah.
    • Staying out of the Hisil for a week.
    • Using a silver weapon against another werewolf.
    • Violating the Oath of the Moon. (Forsaken only, –2)
    • Staying out of the Hisil for a month. (–3)
    • Harmony 3 or lower
    • Allowing a spirit safe passage into the physical world.
    • Eating processed food.
    • Mating with a human.
    • Staying out of the Hisil for a day.
  • Toward Spirit:
    • Killing a human or wolf.
    • Staying in the Hisil for a week.
    • Hunting humans or wolves for food (–2)
    • Killing a packmate. (–2)
    • Eating human or wolf flesh for Essence (–3)
    • Staying in the Hisil for a month. (–3)
    • Harmony 8 or more
    • Inflicting Lunacy on a loved one.
    • Leading the Siskur-Dah.
    • Spending more than two days away from your pack.
    • Staying in the Hisil for a full day.

Merit Details

Professional Training (Police Detective) 3: I have training as a police detective, which offers distinct advantages.

- Asset Skills: Empathy, Investigation

  • Networking: I've built connections within my chosen field.

- Contacts: Portland Police, Portland City Government

  • Continuing Education: With the repeated efforts in my field, I tend toward greater successes. When making a roll with my Asset Skills, I benefit from the 9-again quality.
  • Breadth of Knowledge: I've picked up a number of particular bits of information and skills unique to my work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.

- Additional Asset Skill: Stealth

- Additional Specialties: Lies, Crime Scenes

Resources 1: One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich. Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower, without issue. An item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds.

Lodge Connections 2: I can access the substantial support network of the Lodge of the Shield. Once per session, I may benefit from any of the following merits of a dot rating up to my rating in Lodge Connections: Allies, Mentor, Resources, or Retainer.

Moon-Kissed 1: My auspice affects me more than most. Stealth has the 8-again quality. When my auspice moon is visible, spending Willpower gives +4 dice to rolls using that Skill instead of +3. Drawback: Rolls using Computer do not benefit from the 10-again quality.

Flanking 2: I can support another character by poking at an enemy’s flanks. I grab, bite, or otherwise restrain an opponent, setting it up for an opportune strike from a teammate. Any time I makes a successful attack I can choose to apply successes as a penalty to the victim’s Initiative and Defense for the turn instead of causing damage.

Covert Operative 1: I am trained in getting the jump on my opponents. I creep up on unsuspecting enemies from the shadows and neutralize them before anyone realizes anything’s happening. When I ambush an opponent, the victim loses the 10-again quality on their roll to notice the attack. Even if they successfully notices me, I act at +3 Initiative in the first turn.


Equipment

  • Possessions: xxx
    • Carried: xxx
    • Home:xxx
  • Weapons:xxx
  • Other Notes: X

Lifestyle

A description of your characters day to day life.

  • Money: xxx
  • Clothing & Jewelry: xxx
  • Communication: xxx
  • Food: xxx
  • Housing: xxx
  • Days: xxx
  • Evenings: xxx

Background

Age: xxx
xxx

Rumors

Friends and Family

XXX

The Pack

XXX




Experience

  • x skill points held in reserve
  • x merit points held in reserve