History Characters / WerewolfTheForsaken

11th Jun '17 4:25:01 PM MarqFJA
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* AnimalisticAbomination: Most of her creations have the general shape of recognizable sea fauna, but everything about them is wrong, like aerial jellyfish with human features and electric tentacles, or icthy-oid bodies that drag themselves across the sand with human hands.

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* AnimalisticAbomination: Most of her creations have the general shape of recognizable sea fauna, but everything about them is wrong, like aerial jellyfish with human features and electric tentacles, or icthy-oid icthyoid bodies that drag themselves across the sand with human hands.
1st Jun '17 2:27:13 AM Theokal3
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[[folder:The Maejin]]

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[[folder:The Maejin]]Maeljin]]


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* OurDemonsAreDifferent: They fit the definition of Demons as evil spirit trying to corrupt the world, and as noted above, ''Inferno'' explicitly confirms Maeljin ''are'' demons.
28th May '17 3:25:43 AM Theokal3
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* AbsurdlySharpClaws: The third Strength Gift(Wisom facet in 2E), Iron-Rending, can make their claws sharp enough to cut through iron, steel and ''concrete''.
* AwesomenessByAnalysis: Their Auspice ability, ''Warrior's Eye'', allows them to figure out how dangerous an opponent is just by looking at him for a moment. They also have access to the Attunement Gift, which allows them to perceive every subtle move of their opponents and use that knowledge to anticipate their moves.

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* AbsurdlySharpClaws: The third Strength Gift(Wisom Gift (Wisdom facet in 2E), Iron-Rending, Iron-Rending/Rending Claw, can make their claws sharp enough to cut through iron, steel and ''concrete''.
* AwesomenessByAnalysis: Their Auspice ability, ability in 1E, ''Warrior's Eye'', allows them to figure out how dangerous an opponent is just by looking at him for a moment. They also have access to the Attunement Gift, which allows them to perceive every subtle move of their opponents and use that knowledge to anticipate their moves.


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* DressingAsTheEnemy: In 2E, they possess the ability to disguise themselves as Spirits.
28th May '17 3:20:49 AM Theokal3
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* TheBard: Strongly associated with this, being in charge of telling stories and keeping lore. One should not mistake them for {{Quirk Bard}}s, however, as described below.

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* TheBard: Strongly associated with this, being in charge of telling stories and keeping lore. One should not mistake them for {{Quirk {{Quirky Bard}}s, however, as described below.
28th May '17 3:20:30 AM Theokal3
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* TheBard: Strongly associated with this, being in charge of telling stories and keeping lore. One should not mistake them for {{Quirk Bard}}s, however, as described below.



* GlorySeeker: Cahalith typically are looking for tales to tell, and usually will seek to get enough glory for their stories to be remembered. To reflect this, Glory is their primary renown. This is particularly emphasized in the Second Edition- Cahalith rarely have a subtle way to hunt, because they ''want'' their prey to see them coming.

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* GlorySeeker: Cahalith typically are looking for tales to tell, and usually will seek to get enough glory for their stories to be remembered. To reflect this, Glory is their primary renown. This is particularly emphasized in the Second Edition- Cahalith [[LargeHam rarely have a subtle way to hunt, hunt]], because they ''want'' their prey to see them coming.



* DreamWalker: In 2E, one of their Gift, Dream Hunter, allows them to form a connection with a prey and enter said prey's dreams.

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* DreamWalker: In 2E, one of their Gift, Dream Hunter, allows them to form a connection with a prey and enter said prey's dreams. This can be used to collect informations on the prey's location... [[YourWorstNightmare or to attack her in her dream]].



* HeartIsAnAwesomePower: Being in charge of storytelling and moral support doesn't sound that exciting compared to the more active roles of the other Auspices, but they have some ''really'' useful abilities that you wouldn't suspect.

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* HeartIsAnAwesomePower: Being in charge of storytelling and moral support [[QuirkyBard doesn't sound that exciting exciting]] compared to the more active roles of the other Auspices, but they have some ''really'' useful abilities that you wouldn't suspect.



* LargeHam: Part of their storyteller aspect; Cahaliths wish to live and make exciting tales to tell to the posterity, so they tend to be very bombastic in both their stories and their actions, trying to make hunts as memorable as possible. This is reflected in their Auspice Gift, which covers a lot of abilities related to howling and war cries.




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* YourWorstNightmare: Dream Hunter can be used to terrorize a person in her dreams. This won't actually harm her, but it ''will'' leave her paranoid and exhausted.
20th May '17 3:52:22 PM nombretomado
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* KillItWithFire: A strange variant. The Explorer ''cannot'' stand to be around someone who is being burned alive. Human pain is fine, fire is fine, but when the two are combined, it spiritually wracks it, nullifying all of its powers and almost completely negating its defenses...unless the creature in question is a being specifically vulnerable to fire itself (a [[VampireTheRequiem vampire]], for example), which is a different enough frequency that the Explorer can ignore it (thankfully, it isn't yet aware of this).

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* KillItWithFire: A strange variant. The Explorer ''cannot'' stand to be around someone who is being burned alive. Human pain is fine, fire is fine, but when the two are combined, it spiritually wracks it, nullifying all of its powers and almost completely negating its defenses...unless the creature in question is a being specifically vulnerable to fire itself (a [[VampireTheRequiem [[TabletopGame/VampireTheRequiem vampire]], for example), which is a different enough frequency that the Explorer can ignore it (thankfully, it isn't yet aware of this).
15th May '17 5:06:58 PM Theokal3
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* ISeeDeadPeople: One of the best-known abilities granted by the Death Gifts in both edition is to see ghosts.

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* ISeeDeadPeople: One of the best-known abilities granted by the Death Gifts in both edition is to see ghosts. As well as interact with them and fight them, for that matter.



* PlayingPossum: In the second edition, one of the Death Gift's facets allows them to stop all their vital signs and play dead. In an interesting variant, they can actually ''still'' move and act while doing so, allowing them to pass themselves for undead.

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* PlayingPossum: In the second edition, 2E, one of the Death Gift's facets allows them to stop all their vital signs and play dead. In an interesting variant, they can actually ''still'' move and act while doing so, so (albeit with more difficulty), allowing them to pass themselves for undead.undead if needed.



* GreenThumb: The Nature Gift can be used to create and control large areas of vegetation.



* AudienceSurrogate: In 2E, their stereotypes essentially reflect what normal people would typically think of werewolf society, since they are for the most part closer to their human side due to not embracing Tribes.



* DemonLordsAndArchDevils: As PhysicalGod-tier spirits devoted to the most malevolent of concepts, they fit this within the boundaries of the setting.

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* DemonLordsAndArchDevils: As PhysicalGod-tier spirits devoted to the most malevolent of concepts, they fit this within the boundaries of the setting. ''Inferno'', a supplement book focusing on Demons, pretty much states they are demons.
14th May '17 6:25:33 AM Theokal3
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* TheVirus: Averted in the first edition, where being a werewolf is a genetic condition as described above. Downplayed in the Second Edition, where a werewolf attack ''can'' result in a normal human being becoming a Wolf-blooded (and as such potentially becoming a werewolf later) if he made a dramatic failure on his roll to resist Lunacy, but the chances of this happening are thin at best, unless the Werewolf has a really high Primal Urge or if the human has really low willpower.

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* TheVirus: Averted in the first edition, where being a werewolf is a genetic condition as described above. Downplayed in the Second Edition, where a werewolf attack ''can'' result in a normal human being becoming turned into a Wolf-blooded (and as such potentially becoming a werewolf later) if he made a dramatic failure on his roll to resist Lunacy, but the chances of this happening are thin at best, unless the Werewolf has a really high Primal Urge or if the human has really low willpower.
9th May '17 7:53:12 AM Theokal3
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* HomefieldAdvantage: By far the most territorial of the Forsaken, they tend to ruthlessly defend their domain and use it to their advantage against intruders. A Hunter In Darkness is expected to familiarize himself as much as possible with his territory, so he can move freely around it and places clever traps all around it to catch his prey.

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* HomefieldAdvantage: By far the most territorial of the Forsaken, they tend to ruthlessly defend their domain and use it to their advantage against intruders. A Hunter In Darkness is expected to familiarize himself as much as possible with his territory, so he can move freely around it and places clever traps all around it to catch his prey. This is particularly refected in their affinity for the Warding Gift, which grants them control over an area.
9th May '17 7:45:19 AM Theokal3
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** The Dalu (wolf-man) grants increased strength, along with claws, while still keeping a relatively human form (enough that he can be mistaken for one in low light) and the ability to more or less properly speak in human speech, though it still causes Lunacy to some extent;

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** The Dalu (wolf-man) grants increased strength, along with claws, while still keeping a relatively human form (enough that he can be mistaken for one in low light) and the ability to more or less properly speak in human speech, speech and easily scare people out of your way, though it still causes Lunacy to some extent;



** The Urshul (dire wolf) is [[LightningBruiser quite fast and very strong]], and easier to control than the Gauru, but still causes lunacy heavily (since you're a wolf the size of a horse);

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** The Urshul (dire wolf) is [[LightningBruiser quite fast and very strong]], and easier to control than the Gauru, Gauru (albeit not as powerful) and [[CombatPragmatism very good at crippling people]], but still causes lunacy heavily (since you're a wolf the size of a horse);
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