Yes, here’s yet another “four splat” post, as previously promised! I’ve been enjoying this project, rapidly hacking together groups of four different characters that fit within the same splat. Yes, I know my Four cliaths post was just four Garou rather than four members of the same tribe/auspice/whatever, but in a crossover game Garou count as a splat too, so there. 😉
Anyhow, following on a theme from last time I’m taking a look at the second bananas of another oWoD gameline, in this case the Kinfolk from Werewolf: The Apocalypse. I’m fond of Kin, and have found them to be a lot of fun to play in the right sort of chronicle. They actually have tremendous dramatic potential, and can be so much more than just brothers, mothers, mates and children to werewolves – they’re actually better suited than one might think to be protagonists in their own right. My longtime character Linda Lee started out as a standard unaugmented Kinfolk, and her Garou cousin/mate/enemy Gorm and daughter Krissy got to be in the story at all because they were related to her instead of the other way around. She was a lot of fun and had interesting stories going with lots of conflict going on even before she eventually became a mutant monstrosity. Now, on with the folks that usually only matter dramatically because of who they’re related to!
Concept: Farmer’s Daughter
Tribe: Get of Fenris
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 3, Manipulation 2, Appearance 3
Mental: Perception 2, Intelligence 2, Wits 2
Talents: Alertness 1, Athletics 2, Brawl 1, Dodge 2, Empathy 1, Intimidation 1, Subterfuge 1
Skills: Animal Ken 2, Crafts 2, Drive 1, Etiquette 1, Firearms 4, Leadership , Performance 1, Stealth 1, Survival 2
Knowledges: Enigmas 1, Investigation 1, Medicine 2, Science 1
Backgrounds: Allies 2, Pure Breed 2, Resources 2 (Works on the family farm, and during the season as a back country guide)
Merits & Flaws: None
Freebie Points: 5 Charisma, 1 Background, 4 Talents, 6 Skills, 2 Knowledges, 3 Willpower
Anne is a country girl, raised on her father’s extensive property in Minnesota, and she was raised to be fit, active and feisty. She’s deeply invested in maintaining an old fashioned “closer-to-earth” way of life by tilling the soil for a living and roaming the wild places on either on horseback or canoe with her trusty hunting rifle as often as she possibly can. This young lady firmly believes in family, home, the American flag and apple pie, and she lives life with a cheerful gleam in her eye.
When she’s not on the farm, she works as a back country guide for hunters, fishermen and hikers that want to explore the deep wildernesses of her beloved homeland. She encourages these usually-rich hunters to protect and respect the beautiful wild places that she so loves, and also carefully keeps them away from the holy sites of the Garou while she is at it… and she makes a point of having her large, brawny brother along as her partner and chaperon for any such excursions lest any of her clients get any funny ideas. While she has more than once demonstrated that she is perfectly capable of defending herself from the amorous advances of bored businessmen, she values propriety and doesn’t see the point in allowing any room for even baseless gossip from affecting her reputation. Her father has high hopes of securing a prominent Garou match for her, and neither she nor he want to endanger her prospects.
Some of the more chauvinistic members of her tribe would disparage her for still being single and childless at the ripe old age of twenty two, as well as for taking an active job in the outdoors, but several others have expressed a regret that she didn’t Change, saying that the attitudinal,athletic and strong-willed blond would have made a marvelous Fenrir herself. It has occasionally been pointed out that while she may not be able to turn into an eight foot tall killing machine, she is a crack shot with her rifle and she has used it to defend her homeland from minions of the Wyrm more than once.
Full Name: Jacob MacIlhenney
Concept: Street Preacher
Character Type: Sorceror (Mythic)
Tribe: Bone Gnawers
Metaphysical Society: None (Orphan)
Physical: Strength 2, Dexterity 3, Stamina 1
Social: Charisma 4, Manipulation 4, Appearance 1
Mental: Perception 3, Intelligence 2, Wits 2
Talents: Alertness 1, Athletics 1, Awareness 2, Dodge 1, Empathy 1, Expression 2, Intimidation 1, Streetwise 2, Subterfuge 3
Skills: Etiquette 1, Leadership 2, Melee 1, Performance 1, Stealth 1, Survival 2 (Urban)
Knowledges: Academics 1, Enigmas 1, Medicine 1, Occult 3
Sorcery Paths: Fascination 2, Healing 3, Fortune 1
Backgrounds: Contacts 3, Allies 1, Mana 1
Resonance: Dynamic 1 (Raving)
Merits & Flaws: Kinfolk (Merit 4), Deranged – Hallucinations (Flaw 2)
Freebie Points: 6 Talents, 2 Skills, 4 Merit, 4 Knowledges, 7 Path, +2 Flaw.
Pastor Jake is that crazy homeless man raving semi-incoherently on a busy street corner about the kingdom of heaven being at hand, and about how mankind is going to be punished from on high for abusing its Mother Earth. He rails against the sinfulness of man, the inevitability of The End of the World, and forcefully declares that all will be held accountable before God for how they have treated even the least of their brethren of the human family and their stewardship over the natural world. He vigorously quotes (and outright mangles) Biblical passages at the drop of a hat, and he has devoted his life to calling men to repentance. A bit of spare change to enable him to continue his Great Work would be greatly appreciated.
He dwells in a world of heavenly visions, whispered revelation and demonic temptations, and he protests loudly whenever anybody implies however subtly that the voices and visions with which he has been blessed are anything other than the genuine article. Did they not call the ancient prophets and apostles mad? If particularly agitated over such disrespect or other forms of wickedness, he is not always above applying divine wrath in the form of a bent old golf club to the unholy persons of the wicked, so that they may be suitably chastened.
Signs follow those that believe, of course, and Pastor Jake is not afraid to perform miracles of healing by the laying on of hands. Also, though he might be easily dismissed, he is not so easily forgotten or overlooked, and his words carry a holy imperative (thanks to the Path: Fascination) that passersby at least bend their ear. Blessings and cursings come easily from his lips, and he has every confidence that God and Gaia will hear and honor his loud prayers of supplication for their children (not least due to his practice of the Path: Fortune). His Bone Gnawer relatives look out for Pastor Jim, and he generously visits his divine gifts upon sick or injured kinfolk when the opportunity arises.
Tribe: Shadow Lords
Physical: Strength 2, Dexterity 3, Stamina 2
Social: Charisma 2, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 2, Wits 4
Talents: Alertness 2, Athletics 2, Brawl 1, Dodge 2, Intimidation 1, Streetwise 2, Subterfuge 2
Skills: Crafts 2, Drive 4, Etiquette 2, Firearms 1, Stealth 2
Knowledges: Investigation 1, Law 1, Linguistics 1 (Spanish), Politics 1
Backgrounds: Equipment (seriously souped-up hot rod of a car) 2, Resources 3, Contacts 3, Allies 2
Freebie Points: 5 Backgrounds, 5 Manipulation, 8 Skills, 2 Talents, 1 Willpower
Rodrigo understands well that things and persons frequently need to be moved from place to place both swiftly and discreetly. He also understands that a man possessed of the requisite skills and equipment to provide such services can make a good living so long as he can avoid being overly entangled with law enforcement or making the wrong enemies among “completely legitimate businessmen.” He also understands that such a life can be fraught with danger and excitement, though that excitement also coexists with mind-breakingly dull drives across places like West Texas. Accordingly, Rodrigo has obtained the requisite skills for such a life, and a vehicle to suit.
Naturally, the Shadow Lords often have use for a man such as Rodrigo, and where Moon Bridges do not extend or Rage-filled Garou cannot readily go without attracting the notice of the Wyrm (or the disapproving eye of vigilant Garou of other tribes), a cunning Kinfolk delivery man frequently can. This understanding has led to an arrangement that suits both sides very well indeed.
Concept: Radical Environmentalist
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 3
Talents: Alertness 1, Athletics 1, Brawl 1, Dodge 1, Expression 2, Subterfuge 1
Skills: Demolitions 3, Drive 1, Etiquette 1, Firearms 1, Survival 1
Knowledges: Bureaucracy 2, Computers 2, Investigation 2, Law 1, Politics 2, Science 3
Backgrounds: Resources 1, Equipment 3 (explosives making gear), Contacts 2, Allies 2
Merits/flaws: Gnosis (Merit 5)
Freebie Points: 2 knowledges, 5 Merit, 6 Skills, 5 Charisma, 3 Backgrounds
Angelica is a graduate student at a prestigious Ivy League school, and to all appearances she has a bright academic future ahead of her in the world of environmental sciences, where she has been led by her desire to help in her tribe’s fight for the preservation and protection of Gaia. If she can just help convince mankind to pull back the chains of the Weaver and stop up the wellsprings of the Wyrm’s poisons, then Gaia can yet be saved. However, dry academic writing and even passionate debate don’t seem to be making nearly the headway that she wants to see, and she has become increasingly bitter at what she sees as corporate corruption and government apathy in the face of Apocalypse. Accordingly, she has sprung into action.
First, she joined various student-driven environmental protect organizations and then found a place for herself in Greenpeace, whose call for direct action appeals greatly to the young firebrand. However, she has come to the conclusion that even Greenpeace does not go nearly far enough, and she believes reports that the organization has a practice of taking bribes and protection money from certain corporate entities not to target their operations directly.
Outraged and feeling that she needed to take still more direct action, she made her way to a radicalized splinter group that has dedicated itself to using any means necessary to protect Mother Gaia from the corrupt men who would despoil Her of Her bounty and beauty. By “any means necessary,” of course, she means intimidation, sabotage and acts of outright eco-terrorism. Arson, bombings and the like are among her tactics, and she is determined to bringing the corrupt to justice and inspiring mankind to rise from its hedonistic stupor to revolt against the forces that oppress both Man and Gaia. It remains to be seen how long it will take for her extracurricular activities to come back to haunt her.