Difference between revisions of "Sid Donovan"

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Revision as of 08:53, 15 November 2016


Introduction
Bone Gnawer
"It’s me. The dog of wisdom. I dispense wisdom from my mighty wisdom tooth."

"Hi. What is your wisdom?"

"Here is my wisdom: If your ball is too big for your mouth, it’s not yours."

"That is a good wisdom."

"Thanks."

-- Dog of Wisdom
Metis

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Stereotypes
The Garou Nation
Bonegnawers Where I belong. I'm not exactly a "no gods, no masters" kind of guy, not by a long shot, but I like their democracy.
Shadowlords + Silverfangs I, um, I think I wanna be your dog.
Kinfolk Allies. They can do things we can't, whether it's human magic, or just talking to other humans without them thinking they're rabid.
Glasswalkers They gave me a place to stay when I was growing up. That place was also a basement they locked me in. Evens out.
The Others
Black Spiral Dancers I kinda wonder what makes you tick, but that road leads to ruin, and, uh, thinking isn't my strong suit.
Restless Dead If I need to know, I'll ask a scavenger spirit, or my kin. I should probably do that anyway.
Vampire Never met one. At least not that I knew of. They know stuff, but it doesn't seem worth asking. But I dunno.
Fera This Sept is so much different to the others. We're working together! Sorta.

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Contacts
Sid Donovan/Contacts

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Gallery

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Gifts and Rites


Gifts

Spirit Speech --

This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be adddressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.

System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.


Sense Wyrm --

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.


Mother's Touch --

The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

System: The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.


Create Element --

The metis has the power to create a small amount of one of the four basic elements — fire, air, earth or water. In this way, she can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift.

System: The werewolf’s player spends one Gnosis point and rolls Gnosis. Each success allows the character to create approximately one cubic foot of the desired element, to a maximum weight of 100 lbs, anywhere he can see within 60 feet. The element remains in existence until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are genuinely hot, but they are no substitute for a flame-thrower. They inflict one health level of damage per success, to a maximum of three health levels of damage.


Resist Toxin

Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.

System: The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou’s Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.


Sense Chiminage

Theurges have ways of knowing all manner of secret things other Garou would wish stayed hidden; with this Gift, they can learn where the balance of chiminage lies with any spiritually aware being with a glance. The Gift reveals if the target has paid all proper obligations to the spirits, if he has ignored a debt or engaged in blasphemy against his totem or other spiritual patrons. An owl-spirit teaches this Gift.

System: A Perception + Subterfuge roll (difficulty 7) reveals the target’s state of debt in the spirit worlds; with three or more successes, the Theurge may learn the name of the one spirit the target most recently egregiously wronged, if such a being exists.


Tagalong

Commonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift ingratiates the Bone Gnawer to a pack’s or caern’s totem for a short time. While the Gift is in effect, the Gnawer is treated as a member of a pack with regards to using the totem’s blessings and any pack tactics the pack knows. If used on a caern toem, the totem looks favorably upon the Bone Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without fear of retribution. A lost-dog-spirit, a spirit servant of Rat, teaches this Gift.

System: The Bone Gnawer must know the name of the totem in question. He must also prostrate himself before the caern’s center or the pack’s leader and wiggle forward on his stomach like a begging dog. The player rolls Charisma + Subterfuge. The difficulty varies based on the totem’s opinion of the Bone Gnawer, which is left to the Storyteller’s discretion. Success indicates that the character gains the previously mentioned benefits for one day, and that the totem will not look favorably on a Garou who mistreats the Bone Gnawer without cause. This Gift usually won’t cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his manners. However, using it too often certainly will.

Rites

Minor:

Appease the Prey-Spirit

Bone Rhythms

Breath of Gaia

Hunting Prayer


Level 1:

Rite of Binding

Rite of Cleansing

Rite of Contrition

Rite of Talisman Dedication

Rite of the Cardboard Palace


Level 2:

Rite of Crash Space

Rite of Spirit Awakening

Rite of Summoning

Rite of the Shopping Cart

Rite of the Spirit Brew

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Sid Donovan
Sidney.png

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Overview
Legal Name: Sidney Donovan
Apparent Age: ~20
Occupation: Scavenger. Street Shaman.
Relationship: In love with the library janitor.
Race: Garou
Breed: Metis
Deformity: Muscle Atrophy
Tribe: Bone Gnawers
Auspice: Theurge
Deed Name: Dog-Robber [1]
Rank: Fostern

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RP Hooks
  • Dead Things: Sidney collects dead things, mostly bones, though sometimes mummified creatures, fallen antlers, or the sheds from snakes.


  • Just a Dog: Occasionally he goes around the city in dog form, usually in back alleys to raid bins, the park, or to do some urban exploration while the police will leave him alone. He looks like a DOG when he does this, obviously a mutt, with husky heritage. He DOES NOT look like a wolf or wolf hybrid in public!


  • Aspiring Ritemaster: A dream of his. Not to be the Sept's Master of the Rite, but to be one of the ritemasters of Prospect's Rat tribe, and the Dead Mall. He wants to specialize in Gnawer and Urban rites, but for now, only knows minor, level 1 and level 2 rites.

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Notable Stats

Strength : ● ○ ○ ○ ○
Intelligence : ● ● ○ ○ ○

Scrounging : ● ● ● ● ●
Lore: Spirit : ● ● ● ● ○
Occult : ● ● ● ○ ○
Rituals : ● ● ● ● ○
  • Familiar: He has one. It's a raggedy mongrel of a dog spirit that he calls Baron. Sid was tasked with convincing him to leave a sorcerer who was using him, and soothing the trauma of his death, transforming Baron from a Lost Dog into an animal spirit.
  • Spirit Heritage: It's something he considers his only real quality of value, his edge in the world, even if he might get some flak over being related to Scab spirits. He's inescapably Urrah, and his soul reeks of dog and trash and asphalt.

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