Rebecca "Virgil" Barnes

Bone Shadow Cahalith in the Legendaries pack, also a member of the Lodge of Hallowed Halls

Description:

Rebecca “Virgil” Barnes
Bone Shadow Cahalith from Legendaries pack

Primal Urge 1 Harmony 7
Essence 10/1 Willpower 4
Virtue Hope Vice Lust

__________________________________________________

ATTRIBUTES
POWER Intelligence 3 Strength 1 Presence 3
FINESSE Wits 3 Dexterity 2 Manipulation 2
RESISTANCE Resolve 2 Stamina 3 Composure 2

__________________________________________________

SKILLS
- MENTAL SKILLS -
Skill Name Dots Speciality
Academics 2 Myths
Occult 3
Crafts 3 Comics
Politics 2
Computer 1
- PHYSICAL SKILLS -
Skill Name Dots Speciality
Brawl 1
Stealth 1
Larceny 2
- SOCIAL SKILLS -
Skill Name Dots Speciality
Empathy 2
Expression 3
Persuasion 2
Intimidation 2
Subterfuge 2 Seduction
Socialize 2

__________________________________________________

MERITS
Name Description Dots
Eiditic Memory Effect: Your character has a near-photographic memory, being able to recall vast amounts of observed detail with astonishing accuracy. You do not normally need to make a roll for your character to remember an obscure fact or past experience, unless he is under stress (such as in combat). U nder stress, there is a +2 modifier on any Intelligence + Composure or other Skillbased roll (say, Academics, to remember a fact) for memory recall. 2
Resources Effect: Disposable income: $500 a month/ Total Assets: $1,000 1
Encyclopedic Knowledge Effect: Your character is a veritable font of useful (and sometimes useless) information on a wide variety of topics. Chances are he can come up with an anecdote pertaining to any situation based on something he’s read, witnessed or seen on TV. You can make an Intelligence + Wits roll any time your character is confronted with a situation or phenomenon outside his normal realm of experience. If the roll is successful, he may recall a “factoid” that he’s heard at some point that may shed light on matters. Available at character creation only. Your character has either been soaking up trivia all his life or he hasn’t. D ramatic Failure: Your character “remembers” something about the situation that is completely inaccurate. “Wait! Wait! I saw something like this in a movie once!” The Storyteller might make Intelligence + Wits rolls on your behalf when a dramatic failure is possible. Failure: Your character wracks his brain but comes up empty. Success: Your character remembers a detail or fact that sheds some light on the situation. “You said there was an almond odor? Seems to me I read somewhere that’s a sign of cyanide poisoning.” Exceptional Success: Your character recalls a number of useful details that provide extensive insight. “Hey, cool — a little candy skull. They make these in Mexico for the Day of the Dead. It’s an offering for a loved one who’s died. And they say you can’t learn anything on TV." 4
Language: First Tounge Effect: Can read and speak First Tounge fluently. 1
Striking Looks Effect: Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room. For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character’s looks are angelic; she gets a +2 modifier.
Drawback:The more attractive your character is, the harder it is for her to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character’s appearance, and easily recognize her in a lineup. Your character is also likely to receive a great degree of unwanted attention in social situations.
4

__________________________________________________

RENOWN
Cunning 1 Glory 4 Honor 0 Purity 0 Wisdom 2

__________________________________________________

GIFTS
- GIBBOUS MOON -
Gibbous Moon 1 Pack Awareness
Cost None
Dice Wits + Empathy + Wisdom
Action Reflexive_
Dramatic Failure The awareness of her packmates’ situation overwhelms the Cahalith momentarily and proves distracting. Her actions incur a –1 penalty for one turn per packmate (not counting herself). She cannot invoke this Gift again until the penalty passes.
Failure The character gains no special awareness of her packmates.
Success The character learns the listed information about her packmates. When a werewolf invokes this Gift, she immediately gets a general sense of where her packmates are in relation to her, as well as a sense of their state of being. Allies might be “to the left about 30 yards” or “on the next floor of the building.” She also learns what form each packmate is in, as well as what general activity each is performing. Examples of the last include “fighting,” “waiting,” “moving,” “sleeping,” “fleeing,” “frenzying” or “having sex.” Finally, the Cahalith can tell when a packmate is suffering wound penalties or has fallen unconscious from wounds (which is different from simply being asleep for the purposes of this Gift). All this knowledge comes to the werewolf subconsciously, without distracting her from whatever she’s doing at the moment. Packmates must be within a number of miles equal to the character’s Primal Urge for the awareness to apply. The effects of this Gift persist for one scene.
Exceptional Success One pack member (not the character herself) regains a point of spent Willpower for knowing that his Cahalith is there to support him. The Cahalith’s player decides who gets this point.
- GIBBOUS MOON-
Gibbous Moon 2 Resist Pain
Cost 1 Willpower
Dice Stamina + Survival + Honor
Action Instant_
Dramatic Failure The character’s wound penalties increase by one for a single turn.
Failure Wound penalties affect the character as normal.
Success Wound penalties do not affect the character, regardless of how badly hurt or near death she is.
Exceptional Success As a success. Also, the character’s hardiness surprises enemies, granting a +1 bonus on the next attack roll made for her.
- INSIGHT -
Insight 1 Sense Malice
Cost None
Dice Intelligence + Empathy + Wisdom versus subject’s Composure + Primal Urge
Action Contested; resistance is reflexive_
Dramatic Failure The character receives misleading information. She might sense intense anger in a subject who is only mildly annoyed, or she might be convinced that a would-be murderer is utterly without malice.
Failure An equal number or the most successes are rolled for the subject. The character distinguishes no information, though she is aware of her failure.
Success The most successes are rolled for the Gift user. She senses the presence of unusually strong aggression, hatred or anger. She can identify which specific person is the source of the emotion.If the subject’s Vice is Wrath or Envy, a +1 bonus is gained on the activation roll. The Gift user automatically senses the presence of anger or hatred in spirits that are the literal embodiments of such negative emotions (no roll is required). If a person or object is possessed by a spirit of anger, hatred or malice, a normal activation roll is required, but it gains a +3 bonus. At the Storyteller’s discretion, the strength of the emotion experienced may merit an additional bonus or penalty die, although not more than one.
Exceptional Success The most successes — five or more — are rolled for the Gift user. She intuitively understands the source of emotion and can determine the cause to some degree, though not with complete accuracy. She might perceive, “My mate betrayed me,” but not, “My wife cheated on me with the beat cop on our street.”
- INSPIRATION -
Inspiration 1 The Right Words
Cost None
Dice This power requires no roll.
Action Reflexive
__ The character gains +2 to all Social rolls made to encourage or mollify. Social rolls to bully and threaten are not affected. The effect lasts for a scene.
- GLORY -
Glory 1 Relentlessness
Cost 1 Essence
Dice This power requires no roll.
Action Instant
__ For the remainder of the scene, the character adds his Glory score to his health dots.
- INSPIRATION-
Inspiration 3 True Leader
Cost 1 Essence
Dice Manipulation + Expression + Glory
Action Instant_
__ To activate this Gift, the werewolf must lead his followers and allies into an obviously dangerous situation, putting herself at least as much at risk as those she leads. Battle is the most common scenario, but in any case the enemy or threat must appear at least as strong (or stronger) in order for the Gift to work at all. For each success rolled, a point of Willpower is awarded to all of the user’s allies within 100 feet (even if the result exceeds their Willpower dots). This Gift may be used only once per day on a subject, and any unspent Willpower gained from this Gift is lost at the end of the scene.
- INSPIRATION-
Inspiration 4 Spirit Skin
Cost 1 Essence
Dice This power requires no roll.
Action Instant_
__ The character’s dots in his highest Renown are gained as a modifier to Social rolls to impress, persuade, inspire or intimidate for the scene. This modifier does not stack with any Social pool modifiers gained from Renown (see p. 78). Opponents must succeed at a Composure + Primal Urge roll at a penalty equal to the character’s highest Renown in order to attack the werewolf, except in self-defense. The aura is manifest for the remainder of the scene.
- RITUALS -
Rituals 1 Rite of Dedication
Cost None
Performing the Rite The ritemaster may perform this ritual on himself or on other werewolves. It involves cutting the recipient with a claw and smearing his blood on the item in question, drawing a circular pattern. At the culmination of the rite, the item absorbs the blood, leaving no stain. The ritual takes a few minutes for every item to be dedicated.
Dice Harmony
Action Extended (10 successes, each roll equals one turn)
Dramatic Failure The rite fails and all accumulated successes are lost.
Failure No successes are added to the roll for the current period.
Success The target may have up to one item bound to him per Primal Urge dot that he has. He may later choose to “release” a dedicated item in order to dedicate another one. The target need not have all items dedicated to him at once. For example, this ritual could bind two new items to a character who already has two items dedicated to him, as long as his Primal Urge is at least 4. 150 A simple set of clothing counts as one item. A backpack and its contents also count as one item, although only the contents inside the backpack at the time of the rite. If a werewolf later adds something to the backpack, it doesn’t count as dedicated unless the rite is performed again with the new object inside. The contents of an article of clothing’s pockets aren’t considered part of the clothing, unless the werewolf dedicates that particular article of clothing as a separate item. Therefore, if a werewolf dedicates a business suit to himself as “one item,” the watch in his pocket doesn’t count as dedicated. If, however, he dedicates his favorite pair of jeans to himself as one item, the wallet in the pocket counts as dedicated.
Exceptional Success The item doesn’t count toward the character’s Primal Urge limit on how many items that can be dedicated to him. It is essentially dedicated for free or is extra.
- RITUALS -
Rituals 1 Rite of the Spirit’s Promise
Cost None
Performing the Rite The werewolf need not be able to see the spirit in order to use this rite, but he must be in the spirit’s presence OR know its name. The Bone Shadow intones a quiet First Tounge phrase asking for insight, and draws a symbol in the dirt or on a wall. If the ritual succeeds, knowledge of the spirit’s ban becomes clear to the werewolf. In any case, though, the spirit might notice what is happening, and it can use the connection created by the rite to attack the ritualist.
Dice Harmony
Action Extended (successes equal to the spirit’s Rank; each roll represents one turn of concentration)
Dramatic Failure The connection works, but in the wrong direction. The spirit knows some damning fact about the ritualist—- a dark secret, the location of his family, his Vice, the ban that his totem imposes, etc. The spirit can do what it wishes with this information.
Failure No successes are garnered.
Success Progress is made towards the goal. When the player accrues successes equal to the spirit’s Rank, the spirit’s ban comes to the character in a flash of insight. The Storyteller does NOT provide the mechanical aspects of the ban, however. For instance, a garbage-spirit might suffer three points of damage to its Corpus per turn of contact with cleansing chemicals. If the character uses this rite, though, all she knows is that the spirit “cannot abide the touch of cleansing chemicals,” not that it damages the spirit. Each turn that the character rolls to accrue successes for this rite, the targeted spirit has a chance to notice what’s happening. The Storyteller rolls the spirit’s Finese. If the roll succeeds, the spirit realizes what is happening and can use its Numina on the werewolf as if it had the Reaching Numen (see p. 278 of Werewolf: The Forsaken). The spirit can use its powers ONLY on the ritualist (unless the spirit actually knows the Reaching Numen, of course), and only as long as the rite continues.
Exceptional Success Significant progress is made toward the goal. If the rite concludes with the successes equal to the Spirit’s Rank +5, the Storyteller must inform the player of the mechanical aspects of the ban.
- RITUALS -
Rituals 1 Whelp’s Rite (Signs of the Moon p.140)

__________________________________________________

HISHU
Human Form
Intelligence 3 Strength 1 Presence 3
Wits 3 Dexterity 2 Manipulation 2
Resolve 2 Stamina 3 Composure 2
Size 5 Defense 2 Armor 0
Speed 8 Initiative 5 Perception 5
Health 8
DALU
Near-Human Form
Intelligence 3 Strength 2 Presence 3
Wits 3 Dexterity 2 Manipulation 1
Resolve 2 Stamina 4 Composure 2
Size 6 Defense 2 Armor 0
Speed 9 Initiative 5 Perception 7
Health 10
GAURU
Wolf-Man Form
Intelligence 3 Strength 4 Presence 3
Wits 3 Dexterity 3 Manipulation _1
Resolve 2 Stamina 5 Composure 2
Size 7 Defense 3 Armor 1/1
Speed 12 Initiative 6 Perception 8
Health 12
Bite 7L Claw 6L
URSHUL
Near-Wolf Form
Intelligence 3 Strength 3 Presence 3
Wits 3 Dexterity 4 Manipulation -1
Resolve 2 Stamina 5 Composure 2
Size 6 Defense 3 Armor 0
Speed 15 Initiative 6 Perception 8
Health 11
Bite 4L
URHAN
Wolf Form
Intelligence 3 Strength 3 Presence 3
Wits 3 Dexterity 3 Manipulation 3
Resolve 2 Stamina 4 Composure 3
Size 4 Defense 2 Armor 0
Speed 14 Initiative 6 Perception 9
Health 8
Bite 4L
Bio:

Rebecca was the first Uratha to join with Demarcus “Bliss” Holloway. The two met at a Comic Con that had a number of academic special guests including famous comic author Scott McCloud. Rebecca was pre-Change and the two hit it off in romantic fashion over their mutual love of myths. Unfortunately for them both, the excitement of their potential coupling triggered Rebecca’s First Change in rapid fashion. The two had maintained a strict separation ever since, but were closer than any other members of the pack. Rebecca took the name Virgil out of respect to Bliss. She expends a great deal of her artistic energies writing and drawing comic books based on the writings of the original Virgil.

Rebecca "Virgil" Barnes

Arsenal Ghesh