Character: Winter's Third Bite, "Shadow"

Dec 4, 2017 6:28 pm
Character Name: Winter's Third Bite, "Shadow"
Character Concept:Spirit Hunter Wolf with a fondness for the humans who saved them.
Stock: Great Wolf
Age: 6 1/2
Lifepaths:Born Pack, Yearling, Captive, Lone Wolf, Spirit Chaser, Spirit Howler

BITs:
Belief: Attanithioniel: I have been a Lone Wolf before; this Last Wolf deserves to be in a Pack.
Belief: The Tower must fall via the combined effort of Man and Wolf. Summer is a trove of knowledge that I can not understand, but perhaps we can leverage its powers to improve the humans' skills; The Humans need the interference of Spirits to learn to use the powers that will harm the Tower, I must help them in this matter, despite the Spirit-Hunters' misgivings.
Belief: The Tower has encroached on the lands of the elves as well. It is not right that it is spying on them, but they do not understand. I will convince the key figures here to see it as I do.

Instinct: Always keep my ears pricked for spirits.
Instinct: When in doubt, consult with the Ravens.
Instinct: If my humans are attacked, get in the way.

Wanderlust C: Wolves don't like to stay in the same place for long.
Spirit Marked Dt: 1D affil w' Spirit Hunters; 1D spirit mark as per Spirit Binding rules.
Ancestral Taint Dt: Spirit Hunters have this emotional attribute from their mark.
Spirit EarsDt: Can hear those of a spirit nature. Counds as Observation for detecting spirit creatures. Ob to detect spirits = 10-Str.
Spirit NoseDt: Can smell those of a spirit nature. Counts as Observation for detecting spirit creatures. Ob to detect spirits = 10-Str. Can use +1D from Nose, and can Scent Tracking spirits
Shadow coat Co: Call on for Stealthy in Woods and Valleys.
Raven Friend Dt: I like the birds. We play games. I understand their chatter. I won't eat them.
Crushing Jaws Dt: "Grandma, what big teeth you have." Weapon: Pow 3, Add 2, VA 1, WS 3, Short. Can use Lock and Strike.
Deep fur Dt: Am fluffy. Can tolerate extreme cold, but +Ob to all tests in hot weather.
Great Lupine Form Dt: Am big stronk. Can perform Charge/Tackle action in Fight with a +2D Bonus.
Lupine Intellect Dt: What is hands? Quadruple Ob penalty to tool use.
Wolf eyes Dt: Can see good. Reduce Ob penalty by one in dim light, dark, and haze.
Wolf Snoot Dt: Is always cold and wet. +1D to Perception for assesses, +1D to Scent Tracking and Pack Hunting, +1D to Perception for determining Reflexes. This trait counts as Observation with Woodland Ear.
Woodland ear Dt: Always listening, always twitching. Distinguish animal calls. +1D to Perception for assesses, Scent Tracking and Pack Hunting. +1D to Perception for determining Reflexes. This trait counts as Observation with Wolf Snoot.
Joyful: Character (Maybe later increase morale)
Greatness Written in the Stars Dt: May reroll a Die of Fate 1/session
Solo Hunter C-O: for Pack Hunting without a pack
Human FriendDt: Can Circles in the Human Village/Peasant setting
Unhesitating FangsC-O: Call-On for attacks with the Savage Jaw weapon
At EaseChar: Shadow is at ease around humans, whilst Winter's Third Bite is still an adept wolf.

Artha
Fate: 1 Persona: 4 Deeds: 1

Stats
Will: B5 Advancement: D1/C1 || F3/P8/Dx
Perception: B5 Advancement: D1/Cx || F9/P6/D1
Power: B6 Advancement: D1/C1 || Fx/Px/Dx
Forte: B5 Advancement: D0/C0 || F1/P1/Dx
Agility: B4 Advancement: Dx/Cx || Fx/Px/Dx
Speed: B5 Advancement: D1/Cx || Fx/P1/Dx

Attributes
Health: B5 Advancement: Rx/Dx/Cx || F2/P2/Dx
Steel: B8 Advancement: Rx/D2/Cx || F4/Px/Dx
Hesitation: 5
Circles: B4 Advancement: Rx/Dx/Cx || F2/P4/Dx
Resources: B0 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Ancestral Taint: B5 Advancement: Dx/Cx || Fx/Px/Dx
Reflexes: B5
Mortal Wound: B11
Stride: 11

PTGS
Su: B3 Li: B5 Mi: B7 Se: B9 Tr: B10 Mo: B11
Staff Bruise: Struck Paw & elbow.

Reputations/Affiliations
Rep: -1D - Bearer of Grim Portents
Aff: 1D - My Pack, the Ancient Forest Wardens
Aff: 1D - Conspiracy of Ravens, the Ayes Above.
Aff: 1D - Spirit Hunters.
Spirit Mark: 1D - Whirling Howls



Skills
Howling: B4 Advancement: Rx/Dx/Cx || F2/P2/Dx
Pack Etiquette: B3 Advancement: R0/Dx/C0 || F1/Px/Dx
Stealthy: B4 Advancement: Rx/Dx/Cx || F2/P2/Dx
Pack Hunting: B3+2 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Scent Tracking: B4+2 Advancement: R4/D1/Cx || Fx/P1/Dx
Foraging: B2 Advancement: Rx/Dx/C1 || Fx/Px/Dx
Begging: B3 Advancement: R2/D1/Cx || F2/P2/Dx
Man-Wise: B3 Advancement: R1/D1/C2 || Fx/Px/Dx
Territory-wise: B2 Advancement: R1/Dx/C2 || Fx/Px/Dx
Pack-wise: B4 Advancement: R1/Dx/Cx || F1/Px/Dx
Scavenging: B3 Advancement: Rx/D2/Cx || Fx/Px/Dx
Primal Bark*: B5 Advancement: R-/D1/Cx || F3/P4/Dx Open-Ended
The Way of the First Hunter: B3 Advancement: Rx/Dx/C1 || F1/Px/Dx
Ancestral Jaw*: B4 Advancement: R2/D1/Cx || F4/P1/Dx Open-Ended
Nature of All Things: B4 Advancement: R2/D2/Cx || Fx/P1/Dx
Grandfather's Song*: B3 Advancement: Rx/Dx/Cx || F1/P3/Dx
Rider Training

Martial Traditions:
Savage Rending: B5 -- R-/D1/C0 || F12/P14/D1
Forms: Jaws, Claws.
Script Options:
Strike, Great Strike, Avoid, Charge, Lock, Push, Lock & Strike.
Techniques:
* Crushing Bite : Grants access to the Lock & Strike Maneuver
* Bear Rider: May bear a rider in combat.
* Pack Tactics: Skirmish Training (May Help in RnC)
* Deep Fur: -1 to the IMS of damage that occurs at Missile WL or further.
* Harry: may "Pull" any engaged opponent's offensive actions to you, causing them to target you. (Only useful if you have an ally)

Add Open-Ended to your magical open-ended skills please. This is likely to just be Channeling-related skills.

Skills Being Learned
Intimidation Aptitude: 5 #3
Persuasion Aptitude: 5 #1
Grandfather's Song Aptitude: 6 #6 LEARNED
Combat Rider Training Aptitude: 5 #4
Spirit-wise Aptitude: 6 #2
Orienteering Aptitude: ? #1
Command Aptitude: 4 #2
Foreign Languages Aptitude: 5 #1
Ugly Truth Aptitude: 5 #1




Practice Log:
N/A Test: R x week of x month

Relationships/Circles
Autumn's First Hunt of the Ancient Forest Wardens Level: Significant The dominant of the Spirit Hunter Pack. Big, even for a Great Wolf.
Summer's Fourth Howl Level: Significant a Ghost in a nearby pack, the enemies of my pack. A forbidden love.
NamedCircle: Carcass of the Raucous Caucus. Raven of an Unkindness near Flodmyningstead. 2/6.
Enemy: Frostbite The spirit that killed my first pack. Every year, I wait to kill it as it appears. Takes the form of a huge spikey ice spider.
Vlodny
Athiothiel - elf




Gear/Possessions/Property
None. I'm a wolf.

Weapons/Armor
Crushing Jaws I:B5 M:B9 S:B13 Add 2 VA 1 WS 3 Length Short

ArmorName Location Dice

Completed Beliefs:
Belief: The humans in the town are weak and helpless compared to us wolves. I will offer to keep humans safe.
Belief: Any Spirit causing this sort of disruption in the natural order is my business as a Spirit Hunter. I will ask my raven friends what they know of The Tower. F1P2D0
Belief: The humans in the town are weak and helpless compared to us wolves. I will try to convince my pack to help. F0P2D0
Belief: I have fulfilled my task. I will bring my pack near the town so we can coordinate forces.
Belief: I am leaving my heritage behind as I become closer to the humans; I will learn more of what it means to be a Spirit-Chaser.
Belief: Any Spirit causing this sort of disruption in the natural order is my business as a Spirit Hunter. I will help to locate any ways the Tower could be spying on us and try to break these lines of communication; whilst trying to find out what the Tower is up to. 2P1F
Belief: Any Spirit causing this sort of disruption in the natural order is my business as a Spirit Hunter. I will interrogate Frostbite and make sure it is holding to its word.
Belief: We need more information about our foe. I will hunt a human or two so we may question them.
Belief: I have not seen spirits like these of the Tower before. I will learn their taste and scent.
Belief: My humans are interested in what has happened to these people. I want to help Vasil and Taft catch a speaker.
Belief: I will help Taft and Vasil escape from this awkward situation we are in.
Belief: I am leaving my heritage behind as I become closer to the humans; however we will fight better if we can be more in sync together. I will teach a human to ride me.
Belief: As we have frightened the hundred-foes, we should attack the fleeing herd and move to their territory to claim it for our own.
Belief: But right now, we have a millstone of humans around our necks. Let's deposit them in a human place and move on with our quest.
Belief: I heard the Tower's forces kill wolves. I will send ravens back to my pack and warn the local packs personally.
Belief: I am leaving my heritage behind as I become closer to the humans; however, we will fight better if we can be more in sync together. I will teach a human to ride me into battle.
Belief: There is a dangerous illness in these people. I will find a way to help the healer with his work.
Belief: I don't understand the current situation and suspect we may need to gather allies in the forest. I will discuss this with the humans and make a plan.
Belief: Now we have learned, all that remains is to be ridden into battle!
Belief: These human scouts are using dogs... Humans may be strange and irrational, but if dogs are anything like wolves, maybe they can be reasoned with or socially overpowered.
Belief: (Incomplete) I barked at the Leshy in its own space... I barked at the Leshy in its own space! The embarrassment! The indignity! I must learn to make this right.
Belief: Vlodny has mentioned elves before... If they also walk the forest, perhaps they should be informed of The Tower. Perhaps they could even be allies of ours?
Belief: The Tower has encroached on the lands of the elves as well. It is not right that it is spying on them. I will relieve them of that disgusting banner. [FAILED]

Springtime is a good time to have pups. Perhaps we should do that... How hard can raising pups in a war be?
Last edited February 5, 2024 1:43 pm
Aug 8, 2022 4:17 pm
OOC:
Pre change to Fighting Arts.
Character Name: Winter's Third Bite, "Shadow"
Character Concept:Spirit Hunter Wolf with a fondness for the humans who saved them.
Stock: Great Wolf
Age: 6 1/2
Lifepaths:Born Pack, Yearling, Captive, Lone Wolf, Spirit Chaser, Spirit Howler

BITs:
Belief: I am leaving my heritage behind as I become closer to the humans; however, we will fight better if we can be more in sync together. I will teach a human to ride me into battle.
Belief: The Tower must fall via the combined effort of Man and Wolf. Summer is a trove of knowledge that I can not understand, but perhaps we can leverage its powers to improve the humans' skills; The Humans need the interference of Spirits to learn to use the powers that will harm the Tower, I must help them in this matter, despite the Spirit-Hunters' misgivings.
Belief: There is a dangerous illness in these people. I will find a way to help the healer with his work.

Instinct: Always keep my ears pricked for spirits.
Instinct: When in doubt, consult with the Ravens.
Instinct: If my humans are attacked, get in the way.

Wanderlust C: Wolves don't like to stay in the same place for long.
Spirit Marked Dt: 1D affil w' Spirit Hunters; 1D spirit mark as per Spirit Binding rules.
Ancestral Taint Dt: Spirit Hunters have this emotional attribute from their mark.
Spirit EarsDt: Can hear those of a spirit nature. Counds as Observation for detecting spirit creatures. Ob to detect spirits = 10-Str.
Spirit NoseDt: Can smell those of a spirit nature. Counts as Observation for detecting spirit creatures. Ob to detect spirits = 10-Str. Can use +1D from Nose, and can Scent Tracking spirits
Shadow coat Co: Call on for Stealthy in Woods and Valleys.
Raven Friend Dt: I like the birds. We play games. I understand their chatter. I won't eat them.
Crushing Jaws Dt: "Grandma, what big teeth you have." Weapon: Pow 3, Add 2, VA 1, WS 3, Short. Can use Lock and Strike.
Deep fur Dt: Am fluffy. Can tolerate extreme cold, but +Ob to all tests in hot weather.
Great Lupine Form Dt: Am big stronk. Can perform Charge/Tackle action in Fight with a +2D Bonus.
Lupine Intellect Dt: What is hands? Quadruple Ob penalty to tool use.
Wolf eyes Dt: Can see good. Reduce Ob penalty by one in dim light, dark, and haze.
Wolf Snoot Dt: Is always cold and wet. +1D to Perception for assesses, +1D to Scent Tracking and Pack Hunting, +1D to Perception for determining Reflexes. This trait counts as Observation with Woodland Ear.
Woodland ear Dt: Always listening, always twitching. Distinguish animal calls. +1D to Perception for assesses, Scent Tracking and Pack Hunting. +1D to Perception for determining Reflexes. This trait counts as Observation with Wolf Snoot.
Joyful: Character (Maybe later increase morale)
Greatness Written in the Stars Dt: May reroll a Die of Fate 1/session
Solo Hunter C-O: for Pack Hunting without a pack
Human FriendDt: Can Circles in the Human Village/Peasant setting
Unhesitating FangsC-O: Call-On for attacks with the Savage Jaw weapon
At EaseChar: Shadow is at ease around humans, whilst Winter's Third Bite is still an adept wolf.

Artha
Fate: 3 Persona: 0 Deeds: 1

Stats
Will: B5 Advancement: D1/Cx || F2/P8/Dx
Perception: B5 Advancement: D1/Cx || F3/P3/Dx
Power: B6 Advancement: D1/C1 || Fx/Px/Dx
Forte: B4 Advancement: D1/C2 || Fx/P1/Dx -4 Tax
Agility: B4 Advancement: Dx/Cx || Fx/Px/Dx
Speed: B5 Advancement: D1/Cx || Fx/P1/Dx

Attributes
Health: B5 Advancement: Rx/Dx/Cx || F2/P2/Dx
Steel: B8 Advancement: Rx/D1/Cx || F4/Px/Dx
Hesitation: 5
Circles: B3 Advancement: R2/D1/Cx || F2/P4/Dx
Resources: B0 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Ancestral Taint: B5 Advancement: Dx/Cx || Fx/Px/Dx
Reflexes: B5
Mortal Wound: B11
Stride: 11

PTGS
Su: B3 Li: B5 Mi: B7 Se: B9 Tr: B10 Mo: B11
Superficial from a rock


Reputations/Affiliations
Rep: -1D - Bearer of Grim Portents
Aff: 1D - My Pack, the Ancient Forest Wardens
Aff: 1D - Conspiracy of Ravens, the Ayes Above.
Aff: 1D - Spirit Hunters.
Spirit Mark: 1D - Whirling Howls

Skills
Howling: B4 Advancement: Rx/Dx/Cx || F2/P2/Dx
Pack Etiquette: B3 Advancement: R0/Dx/C0 || F1/Px/Dx
Stealthy: B4 Advancement: Rx/Dx/Cx || F2/P2/Dx
Pack Hunting: B2+2 Advancement: R1/Dx/C1 || Fx/Px/Dx
Scent Tracking: B4+2 Advancement: R3/D1/Cx || Fx/Px/Dx
Foraging: B2 Advancement: Rx/Dx/C1 || Fx/Px/Dx
Brawling: B4 Advancement: R2/Dx/Cx || F5/P8/Dx
Begging: B3 Advancement: R2/D1/Cx || F2/P2/Dx
Man-Wise: B3 Advancement: R1/D1/C2 || Fx/Px/Dx
Territory-wise: B2 Advancement: Rx/Dx/C2 || Fx/Px/Dx
Pack-wise: B4 Advancement: R1/Dx/Cx || F1/Px/Dx
Scavenging: B3 Advancement: Rx/D2/Cx || Fx/Px/Dx
Primal Bark*: B5 Advancement: R-/D1/Cx || F2/P3/Dx Open-Ended
The Way of the First Hunter: B3 Advancement: Rx/Dx/Cx || F1/Px/Dx
Ancestral Jaw*: B4 Advancement: R2/D1/Cx || F4/P1/Dx Open-Ended
Savage Attack: B3 Advancement: R1/D2/Cx || F6/P5/D1
Nature of All Things: B4 Advancement: R1/D2/Cx || Fx/P1/Dx
Grandfather's Song*: B2 Advancement: R2/Dx/Cx || Fx/P1/Dx
Rider Training

Add Open-Ended to your magical open-ended skills please. This is likely to just be Channeling-related skills.

Skills Being Learned
Intimidation Aptitude: 5 #3
Persuasion Aptitude: 5 #1
Grandfather's Song Aptitude: 6 #6 LEARNED
Combat Rider Training Aptitude: 5 #4
Spirit-wise Aptitude: 6 #2
Orienteering Aptitude: ? #1
Command Aptitude: 4 #1


Practice Log:
Rider Training Test: R 1 week of 1 month
Combat Rider Training Test: R 1 week of 1 month

Relationships/Circles
Autumn's First Hunt of the Ancient Forest Wardens Level: Significant The dominant of the Spirit Hunter Pack. Big, even for a Great Wolf.
Summer's Fourth Howl Level: Significant a Ghost in a nearby pack, the enemies of my pack. A forbidden love.
NamedCircle: Carcass of the Raucous Caucus. Raven of an Unkindness near Flodmyningstead.
Enemy: Frostbite The spirit that killed my first pack. Every year, I wait to kill it as it appears. Takes the form of a huge spikey ice spider.



Gear/Possessions/Property
None. I'm a wolf.

Weapons/Armor
Crushing Jaws I:B5 M:B9 S:B13 Add 2 VA 1 WS 3 Length Short

ArmorName Location Dice

Completed Beliefs:
Belief: The humans in the town are weak and helpless compared to us wolves. I will offer to keep humans safe.
Belief: Any Spirit causing this sort of disruption in the natural order is my business as a Spirit Hunter. I will ask my raven friends what they know of The Tower. F1P2D0
Belief: The humans in the town are weak and helpless compared to us wolves. I will try to convince my pack to help. F0P2D0
Belief: I have fulfilled my task. I will bring my pack near the town so we can coordinate forces.
Belief: I am leaving my heritage behind as I become closer to the humans; I will learn more of what it means to be a Spirit-Chaser.
Belief: Any Spirit causing this sort of disruption in the natural order is my business as a Spirit Hunter. I will help to locate any ways the Tower could be spying on us and try to break these lines of communication; whilst trying to find out what the Tower is up to. 2P1F
Belief: Any Spirit causing this sort of disruption in the natural order is my business as a Spirit Hunter. I will interrogate Frostbite and make sure it is holding to its word.
Belief: We need more information about our foe. I will hunt a human or two so we may question them.
Belief: I have not seen spirits like these of the Tower before. I will learn their taste and scent.
Belief: My humans are interested in what has happened to these people. I want to help Vasil and Taft catch a speaker.
Belief: I will help Taft and Vasil escape from this awkward situation we are in.
Belief: I am leaving my heritage behind as I become closer to the humans; however we will fight better if we can be more in sync together. I will teach a human to ride me.
Belief: As we have frightened the hundred-foes, we should attack the fleeing herd and move to their territory to claim it for our own.
Belief: But right now, we have a millstone of humans around our necks. Let's deposit them in a human place and move on with our quest.
Belief: I heard the Tower's forces kill wolves. I will send ravens back to my pack and warn the local packs personally.

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