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Welcome to Werewolf the Apocalypse - 2nd Edition

07:33, 28th April 2024 (GMT+0)

Quick Keys

Coming to Manitou Springs was never her idea, she was told that she and another agent Jennifer Napolitano were sent there. Both were supposed to be field agents for a new division in Manitou Springs that investigated Supernatural happenings.

Somewhere along the way she fell in love with her partner and fellow Glass Walker Jennifer "One Shot" Barnes. Then in the middle of the night she was dragged out of her bed by her superiors at the agency and made to leave town with out any word. Being gone for the better part of three years, she came back to a much changed Manitou Springs. The pack she had come to trust was no longer the same, and the woman she had come to love was dead.

Looking to the only original member of the pack left, Cracked Nut, now an Adren she tried quickly to fit in. The spirits of Manitou Springs had different things in mind when the crap literally hit the fan all at once and now she is on her way back to Denver, to open several businesses and continue working for the Agency as long as she can.

Taking the two year to set up shops and become part of the community, she set about to better herself as both human and garou. Yes she was a Ragabash but she vowed to become better at not being a victim. Hitting the gym and the octagon she learned not only MMA but a bit of self confidence.

Now with Cracked Nut settling into a new role she has to fit into a new pack that is already Glass Walker heavy as yet another Ragabash.

Human Name: Amanda Barnes
Garou Names: Quick Keys
Chronicle: Denver: A new beginning
Breed: Homid
Auspice: Ragabash
Camp: Random Interrupts
Pack Name:
Pack Totem:
Concept: Hacker grabbed by the FBI and made into an agent.
Nature: Shy
Demeanor: Talkative

Attributes:

Strength: 3
Dexterity: 2
Stamina: 2
Charisma: 3
Manipulation: 2
Appearance: 3
Perception: 3
Intelligence: 4
Wits: 3

Abilities:

Talents:
Alertness: 2
Brawl: 3 MMA
Streetwise: 3

Skills:
Building Computers: 3
Drive: 2
Firearms: 3
Stealth: 2 Not leaving internet footprints
Survival: 4

Knowledge:
Computer Hacking: 4
Investigation: 3
Occult: 3
Computer Science: 3

Backgrounds:
Resouces: 5
Ridiculously wealthy: You are a multimillionaire.
If liquidated, you would have $5,000,000 to play
with. Allowance of $30,000 a month.

Fetish: 2
Information Absorber: Lvl: 2 Gnosis: 6
Thumb Drive that absorbs information from all media connected to it that is not protected by supernatural means.
Contacts FBI Agents: 3

Gifts:
Dead-Eye (Homid Rank 1)

Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou makes her own luck. Even the most difficult shots can be accomplished with the assistance of this power. A Raven-spirit teaches this Gift.

System: By spending one Willpower, the player can reroll any one Firearms, Archery or other missile weapon roll.
Taught by: Raven-spirit
Book: Wild West Companion

Trailblazer (Ragabash Rank 1)

With this Gift, the Garou can wend his way through thick underbrush as if walking on the open plains. The Ragabash also finds the fastest trails and shortest routes from one location to another. When used in a town or city, the Garou can still find the shortcuts through alleys and dart through crowded streets with ease. A Crow-spirit teaches this Gift.

System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7). The number of successes equals the quality of the new route and decreases travel time. Every success reduces travel time approximately 10 percent, up to a maximum of half the original travel time. The difficulty of any rolls to track the user increase by two when this Gift is active.
Taught by: Crow-spirit
Book: Wild West Companion

Control Simple Machine (Glass Walker Rank 1)
The Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics, et al), causing them to operate or shut down as he sees fit. Levers flip, pulleys roll, screws unscrew, doors unbolt, etc This Gift is taught by any technological spirit.
System: The Garou spends a Willpower point and rolls Manipulation + Repair (difficulty 7). The Glass Walker's control lasts for the duration of the scene.

Steel Fur (Glass Walker Rank 2)
Garou with this Gift can temporarily convert their fur into steel. This Gift is taught by metal or earth elementals.
System: the Garou must spend one Willpower point and roll Stamina + Science (difficulty 7). Each success adds one to the Garou's soak dice pool. The effect lasts for one scene or until the Garou decides to convert the metal back into fur. While this Gift is active, the Garou suffers a +1 difficulty to all Social rolls (except among Glass Walkers) and Dexterity rolls.



Rage: 4
Gnosis: 1
Willpower: 3

Flaws:
Strict Carnivore: 1

Merit:
Computer Aptitude: 1