- Location
- Brittany, France
- Pronouns
- He/Him
You are Minerva Wolfe, whom a handful of people refer to as "the Gloom," sometimes jokingly, sometimes fearfully. A rare few friends have called you "Minnie," to your great irritation; to most people you are just "Wolfe." That's pronounced 'Volf,' by the way: you were German once, and you don't appreciate the wolf puns. This is because you are a Gangrel, one of the Savage; yours is the fury of the Beast, the power of the wild. Every night since the moment of your death, you have felt its call, at times howling, at times whispering. It is your friend and your nemesis, responsible for your greatest triumphs and your most abject failures. Even now it rakes its claws around your braincage, its hunger flooding you, making it hard to think.
But think you must. You slap yourself on the temple, as if the Beast was a dog you could quiet with a tap. Somehow, it works. The hunger recedes. You can think more clearly. You take off your ruined, bloodstained sweater and squeeze the water out of it as best as you can, but it's mostly pointless; you don't even try with your waterlogged jeans. You shake the water out of your long black hair like a dog. You hate that hair, always getting in the way; you used to cut it every night and yet it grew back by morning, so now you only do so when you want to be on your best. You put you sweater back on, but it doesn't improve your looks any: you really need to do something about those highly visible bullet wounds.
More memories flash back to you. You look at your body, your pale bruised skin, and you feel the Vitae lazily crawling through your veins. You call it to you, tap into its power. The hunger surges again, stronger than ever - you grit your teeth and let it wash over you and recede, like the tide. When it fades again, you feel your body like never before.
You spend the next five minutes coughing up all the water out of your inactive digestive system, somewhat tarnishing this moment of epiphany.
Now comes the meaty part. Hopefully I'm not losing you all yet.
You have three Attributes: Physical, Mental and Social. Rank them from most to least important.
You have three Approaches: Power, Finesse and Resistance. Rank them from most to least important.
All actions combine an Attribute and an Approach. If you're trying to punch someone in the face, it's a Physical Power action; ignore someone's obvious taunt to focus on your goal, that's Social Resistance; spot the concealed weapon on your guest, that's Mental Finesse.
You have three Disciplines: Protean, Animalism and Resilience. Rank them from most to least important.
Protean is shapeshifting, the ability to mold your own body. It will allow you to meld within the soil to rest safely during the day, to grow claws and wings and turn into animals.
Animalism is the ability to speak to and command animals, creating vampiric familiars, swarms of vermin, and pushing on the base instincts of human beings.
Resilience is supernatural toughness, the ability to endure damage. It does not actually make your flesh harder, but allows you to keep functioning despite wounds that would kill anyone else.
On top of that, you have one Asset of your choice:
[ ]You have learned the ways of another physical disciplines outside your clan's own: you have an investment in Vigor (supernatural strength) or Celerity (supernatural speed) equal to a "least important" Discipline choice.
[ ]You have learned the ways of a vampiric fighting style. When in the state of semi-controlled frenzy known as "riding the wave," the fusion of Man and Beast grants you benefits that each side cannot obtain alone.
[ ]You have honed your senses to preternatural acuity. You can smell a man's breakfast on his breath and hear a pin drop in the other room, to say nothing of what you can see.
[ ]Your Vitae is especially potent. You may hold more blood in your body at a time and spend it faster - a double-edged sword to be sure. You are also mildly more resistant to other supernatural powers. Drawback: the sun's burn is harsher to you.
[ ]You know how to create the Terrible Claws, a unique Gangrel gift - claws which tear through any armor and inflict damage even vampiric powers cannot heal without weeks of rest. Requires Protean ranked 1st in your Disciplines.
(most of these assets are combat-related due to the nature of Gangrel powers.)
But think you must. You slap yourself on the temple, as if the Beast was a dog you could quiet with a tap. Somehow, it works. The hunger recedes. You can think more clearly. You take off your ruined, bloodstained sweater and squeeze the water out of it as best as you can, but it's mostly pointless; you don't even try with your waterlogged jeans. You shake the water out of your long black hair like a dog. You hate that hair, always getting in the way; you used to cut it every night and yet it grew back by morning, so now you only do so when you want to be on your best. You put you sweater back on, but it doesn't improve your looks any: you really need to do something about those highly visible bullet wounds.
More memories flash back to you. You look at your body, your pale bruised skin, and you feel the Vitae lazily crawling through your veins. You call it to you, tap into its power. The hunger surges again, stronger than ever - you grit your teeth and let it wash over you and recede, like the tide. When it fades again, you feel your body like never before.
You spend the next five minutes coughing up all the water out of your inactive digestive system, somewhat tarnishing this moment of epiphany.
***
Now comes the meaty part. Hopefully I'm not losing you all yet.
You have three Attributes: Physical, Mental and Social. Rank them from most to least important.
You have three Approaches: Power, Finesse and Resistance. Rank them from most to least important.
All actions combine an Attribute and an Approach. If you're trying to punch someone in the face, it's a Physical Power action; ignore someone's obvious taunt to focus on your goal, that's Social Resistance; spot the concealed weapon on your guest, that's Mental Finesse.
You have three Disciplines: Protean, Animalism and Resilience. Rank them from most to least important.
Protean is shapeshifting, the ability to mold your own body. It will allow you to meld within the soil to rest safely during the day, to grow claws and wings and turn into animals.
Animalism is the ability to speak to and command animals, creating vampiric familiars, swarms of vermin, and pushing on the base instincts of human beings.
Resilience is supernatural toughness, the ability to endure damage. It does not actually make your flesh harder, but allows you to keep functioning despite wounds that would kill anyone else.
On top of that, you have one Asset of your choice:
[ ]You have learned the ways of another physical disciplines outside your clan's own: you have an investment in Vigor (supernatural strength) or Celerity (supernatural speed) equal to a "least important" Discipline choice.
[ ]You have learned the ways of a vampiric fighting style. When in the state of semi-controlled frenzy known as "riding the wave," the fusion of Man and Beast grants you benefits that each side cannot obtain alone.
[ ]You have honed your senses to preternatural acuity. You can smell a man's breakfast on his breath and hear a pin drop in the other room, to say nothing of what you can see.
[ ]Your Vitae is especially potent. You may hold more blood in your body at a time and spend it faster - a double-edged sword to be sure. You are also mildly more resistant to other supernatural powers. Drawback: the sun's burn is harsher to you.
[ ]You know how to create the Terrible Claws, a unique Gangrel gift - claws which tear through any armor and inflict damage even vampiric powers cannot heal without weeks of rest. Requires Protean ranked 1st in your Disciplines.
(most of these assets are combat-related due to the nature of Gangrel powers.)
Hunger level: STARVING. The ranking goes: (Full) > Peckish > Hungry > Starving > Starved. Peckish is your default level when 'filled up,' as the hunger never leaves you; "Full" is a level only attained briefly, when you have just gorged yourself on so much blood that your body hasn't processed it all yet. At "Starved," you will fall into torpor if you cannot find blood by dawn.
Wound level: INJURED. The ranking goes Healthy > Cosmetic Damage > Bruised > Injured > Maimed > Incapacitated. At "maimed," all your actions suffer wound penalties. Resilience gives you more Bruised levels, among other benefits.
Tags:
Bullet in the head
Walking freakshow
Short-term amnesia
Wound level: INJURED. The ranking goes Healthy > Cosmetic Damage > Bruised > Injured > Maimed > Incapacitated. At "maimed," all your actions suffer wound penalties. Resilience gives you more Bruised levels, among other benefits.
Tags:
Bullet in the head
Walking freakshow
Short-term amnesia
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