City NPCs



Werewolf


Rural Garou

Reece Lee Odell “Firerock”
Tribe: Fianna
Position: Master of the Sept
Breed: Homid
Auspice: Philodox
Nature/Demeanor: Alpha/Gallant
Rank/Renown: 5 (Glory 7, Honor 10, Wisdom 9)
Apparent Age: 55 Real Age: 57 First Change: 1960
Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 4, Manipulation 3, Appearance 2, Perception 4, Intelligence 3, Wits 4
Abilities: Alertness 4, Athletics 3, Brawl 3, Dodge 3, Empathy 2, Expression 2, Intimidation 3, Primal-Urge 3, Subterfuge 2; Animal Ken 2, Archery 2, Brewery 2, Drive 1, Etiquette 1, Firearms 1, Leadership 4, Melee 3, Performance 2, Repair 1, Stealth 2, Survival 3; Enigmas 3, Garou Lore 3, Investigation 1, Law 1, Linguistics (gaelic) 1, Medicine 1, Occult 2, Politics 2, Rituals 5
Gifts: 1) Resist Pain, Resist Toxin, Smell of Man, Truth of Gaia; 2) Brew, Glib Tongue, Jam Technology, Strength of Purpose; 3) Disquiet, Ley Lines, Weak Arm; 4) Phantasm, Spirit Ward; 5) Call the Hunt, Geas
Rites: 1) Moot Rite, Rite of Talisman Dedication; 2) Rite of Ostracism, Rite of Passage; 3) Imbolc; 4) Rite of the Stolen Wolf; 5) Gaia’s Vengeful Teeth
Backgrounds: Contacts 2, Kinfolk 2, Past Life 1, Pure Breed 3, Resources 2
Rage: 6
Gnosis: 6
Willpower: 9
Merits/Flaws: Ancestor Ally
Image: A 50ish man who prefers jeans and flannel shirts, his faded red-brown hair is worn to the shoulders. His face wears wrinkles and is cracked from sun exposure, but often sports a pleasant expression. Of course, when serious business is at hand, he is like Oghma -- thoughtful, deliberate, and firm, with the weight of his wisdom brought to bear. In his lupine forms, his fur is pitch black with a few white streaks down the nape.
Roleplaying Hints: Be merry, but be firm like bedrock. You stand for tradition - and tradition has its moments of fun, too. But life isn’t all about fun, and you know that intimately. You hide the stress inflicted by those conniving little Shadow Lords constantly plotting as well as usual Sept problems behind a smile. And although you fear you may one day snap on some poor devil, you will always strive to lead by example.
Background: Reece has stood among the Moon Lake Garou since his First Change. He has grown strong and wise, but he never lost his pleasant nature. Though not quite the Fianna party animal, Reece is generally viewed as a “fun poppa” rather than a “cranky old cootch” by his fellow Fianna. The Shadow Lords who crave his position, of course, only find it that much more irritating. Reece remembers when the sept fell to pieces due to political infighting and now doesn’t tolerate it one bit. He has been in countless battles, judged dozens of wayward Garou, and performed dozens of rituals for his people. Unless he’s murdered, he will likely remain Sept Master for some time to come. When he’s not busy overseeing the Sept’s activities, he’s hard at work with his personal hobby, brewery. He has a small brewery (with legitimate licenses) in the woods, and makes fair money off of his life’s work.

Guy Adriani “Fist of the Tempest”
Tribe: Shadow Lords
Position: Master of the Challenge
Breed: Homid
Auspice: Ahroun
Nature/Demeanor: Competitor/Alpha
Rank/Renown: 4 (Glory 9, Honor 8, Wisdom 2)
Apparent Age: 35 Real Age: 37 First Change: 1982
Attributes: Strength 4, Dexterity 4, Stamina 4, Charisma 3, Manipulation 3, Appearance 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics 4, Brawl 4, Dodge 4, Empathy 1, Expression 1, Intimidation 4, Primal-Urge 1, Subterfuge 1; Drive 1, Etiquette 1, Firearms 1, Melee 5, Repair 1, Stealth 3, Survival 3; Enigmas 1, Garou Lore 2, Investigation 1, Linguistics (italian) 1, Occult 2, Politics 1, Rituals 3
Gifts: 1) Aura of Confidence, Inspiration, Persuasion; 2) Jam Technology, Luna’s Armor, Spirit of the Fray; 3) Icy Chill of Despair, Silver Claws; 4) Strength of the Dominator
Rites: 1) Rite of Talisman Dedication, Rite of Wounding; 2) Rite of Accomplishment
Backgrounds: Contacts 2, Fetish 4 (klaive), Kinfolk 1, Pure Breed 4, Resources 2
Rage: 8
Gnosis: 5
Willpower: 8
Merits/Flaws: Moon-Bound
Image: Guy is an imposing man who prefers luxurious attire, displaying his “station”. He scarcely smiles - he is all business. His hair is black and kept short. But the human shape is quickly shed for his black-furred (and klaive-wielding) crinos form. His fearsome reputation is given wide berth.
Roleplaying Hints: You are the lord here. Any who would progress must be brave enough to come to you, and be prepared for a deserved beating should they fail to demonstrate the proper respect. You are not the most cunning Shadow Lord, but no one dares oppose you, because you are surely the Sept’s greatest warrior, and that’s all that counts in the end.
Background: Guy arrived to America from Italy ten years after his First Change in the farmlands outside Milan. He was already renowned for his battle prowess, and found it easy to work his way up to the position he now holds. However, his lack of imagination is also the greatest obstacle to the increase of his Tribe’s influence in the Sept. He isn’t smart enough to manipulate the other Sept elders, he isn’t quite strong enough to challenge Reece, is too stubborn to step down and let a fellow Tribalmate take his place, and is too strong to be defeated by any of his own. Consequently, the Shadow Lords are finding it hard to “take over” in Moon Lake.

Ripples-in-the-Pond
Tribe: Uktena (Banetenders)
Position: Master of the Rite
Breed: Lupus
Auspice: Theurge
Nature/Demeanor: Lone Wolf/Curmudgeon
Rank/Renown: 5 (Glory 5, Honor 5, Wisdom 10)
Apparent Age: 55 Real Age: 64 First Change: 1939
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 4, Appearance 2, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 2, Athletics 1, Brawl 2, Dodge 2, Empathy 3, Expression 1, Intimidation 3, Primal-Urge 4, Subterfuge 2; Animal Ken 1, Melee 2, Performance 1, Repair 1, Stealth 3, Survival 3; Enigmas 4, Garou Lore 3, Medicine 1, Occult 4, Politics 2, Rituals 5, Spirit Lore 4, Wyrm Lore 2
Gifts: 1) Heightened Senses, Mother’s Touch, Shroud, Spirit Speech; 2) Command Spirit, Name the Spirit, Sense the Unnatural, Spirit of the Fish; 3) Exorcism, Invisibility, Pulse of the Invisible; 4) Call Elemental, Grasp the Beyond, Ultimate Argument of Logic; 5) The Malleable Spirit, Song of the Great Beast
Rites: 1) Rite of Binding, Rite of Talisman Dedication; 2) Rite of Summoning; 3) Rite of the Fetish, Rite of the Totem; 4) Rite of the Shrouded Glen; 5) Rite of Caern Building Backgrounds: Contacts 4, Past Life 3, Spirit Familiar 5
Rage: 5
Gnosis: 9
Willpower: 9
Merits/Flaws: Lame
Image: Ripples by far prefers his breed form, which is a small wolf - easily mistaken for a large dog, really - with brown-red fur and white-streaked markings that appear as rings around and down his forepaws. In Homid, Ripples is an aging Native American with dark, cracked skin and long white-streaked black hair. In any form, he walks with a limp in his left leg, an old battle wound. He is a dour old man, burdened by responsibilities no one else can or even should handle.
Roleplaying Hints: You are normally silent, even to the point of completely ignoring people who pose questions to you. You prefer to be alone most of the time, conversing with the ghosts of the land, scowling over at the playful pups from a distance - otherwise being a crotchety old geezer. But you’re far from senile, and a short glimpse of your flashing eyes reminds anyone who starts to think otherwise.
Background: Ripples was one of the founding members of the Sept of the Moon Lake, and wasn’t the only Trueborn in his wolf pack. After initiation into the Uktena Tribe, Ripples began to explore the Smithville and the surrounding plains. He discovered a dark secret from certain spirits: an ancient and incredibly powerful Bane-spirit slept deep beneath the ground in a titanically-vast cavern. He learned that the Evil was cycled to awaken soon, and immediately reported this to the Uktena elders who once controlled the Moon Lake caern. He and his pack, his brother in this pack, underwent the quest to find the fetish talisman that would keep the Evil asleep. They were embattled by the Wyrm, and Ripples lost his brother. But the fetish was recovered and Ripples was brought into the Banetenders, his first and only duty since was the protection of this fetish and the monitoring of the Evil’s rest. Since the retirement of the Uktena and ascendancy of the fierce but comparatively daft Fianna, Ripples has isolated himself to his tasks, performing his business as Ritemaster dourly but too efficiently to be replaced. He knows he and the two other Banetenders appointed under him frighten the Shadow Lords and worry the Fianna, and that’s just the way he likes it. With wily White Man present, Ripples has been forced to become an even bigger sneak. And it’s all to insure the secret of the Evil remains safe.

Urban Garou

Father Mac Stone
Tribe: Bone Gnawers
Breed: Homid
Auspice: Galliard
Nature/Demeanor: Maker/Survivor
Rank/Renown: 5 (Glory 10, Honor 5, Wisdom 8)
Apparent Age: 52 Real Age: 52 First Change: 1966
Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 3, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 3, Athletics 2, Brawl 3, Dodge 4, Empathy 2, Expression 3, Intimidation 2, Primal-Urge 1, Streetwise 4, Subterfuge 2; Animal Ken 1, Drive 1, Firearms 2, Leadership 2, Melee 2, Performance 4, Repair 3, Stealth 3, Survival 3; Enigmas 2, Garou Lore 2, Kindred Lore 1, Medicine 1, Occult 2, Politics 1, Rituals 4, Sewer Lore 2, Spirit Lore 2
Gifts: 1) Cooking, Mindspeak, Smell of Man; 2) Blissful Ignorance, Distractions, Jam Technology; 3) Disquiet, Reshape Object, Song of the Siren; 4) Attunement, Bridge Walker; 5) Part the Veil, Riot
Rites: 1) Gathering for the Departed, Moot Rite, Rite of Contrition; 2) Baptism of Fire, Stone of Scorn, Superbowl Sunday; 3) Satire Rite
Backgrounds: Allies 2, Contacts 4, Kinfolk 1
Rage: 6
Gnosis: 6
Willpower: 8
Merits/Flaws: Enchanting Voice
Image: Mac is a middle-aged black man, short-kept hair showing the first signs of white. He is a broad-shouldered man with a remarkable tenor voice and an easygoing attitude. He generally wears jeans, T-shirts, and jerseys, and does not attempt to dress up as homeless, because he isn’t homeless. In his wolf forms, his fur is black with white mottles, and he bears the usual semblance to large dogs.
Roleplaying Hints: Don’t worry, be happy - cliché it may be, but how you live. And it’s how you encourage your people to live. You’re pleasant most of the time, but everyone knows the wolf burns strong in you, and no one dares test the limit of your patience. As you serenade your family in the dark times, you seek an original piece that speaks for the whole Garou Nation, hoping to get the Bone Gnawers some real respect.
Background: Mac remembers the days when R&B was first getting started. He remembers singing his heart out on the street corner after dropping out of high school. He remembers how the treatment people showed the homeless first disgusted and later enraged him. He remembers ripping a drug dealer apart and becoming one of the Bone Gnawers. That’s when his life had real meaning, when his songs made sense to him at last. He eventually found that his music brought such content to the Tribe that he was given leadership of the Tribe, and guided them to the Summer Heat Sept. Now he helps the neighborhood stay clean of Wyrm-taint, directing his brethren to battle the undead, ferociously guarding against corruption’s intrusion. It seems a hopeless battle, but his music continues to give the Gnawers hope.

Helena May Jeremiah “Vision-Without-Age”
Tribe: Glass Walkers
Breed: Homid
Auspice: Ragabash
Nature/Demeanor: Visionary/Avant-Garde
Rank/Renown: 5 (Glory 8, Honor 6, Wisdom 10)
Apparent Age: 35 Real Age: 39 First Change: 1979
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 3, Manipulation 4, Appearance 3, Perception 3, Intelligence 5, Wits 4
Abilities: Alertness 1, Brawl 2, Dodge 3, Empathy 2, Expression 2, Intimidation 2, Primal-Urge 1, Streetwise 1, Style 2, Subterfuge 4; Demolitions 2, Drive 2, Etiquette 1, Firearms 3, Leadership 2, Melee 1, Repair 2, Stealth 2; Computer 4, Enigmas 2, Finance 4, Garou Lore 1, Investigation 1, Kindred Lore 1, Law 1, Occult 2, Politics 2, Rituals 4, Science 3, Wyrm Lore 1
Gifts: 1) Blur of the Milky Eye, Control Simple Machine, Persuasion; 2) Power Surge, Staredown, Taking the Forgotten; 3) Control Complex Machine, Data Flow, Reshape Object; 4) Doppelganger, Phone Travel; 5) Summon Net-Spider
Rites: 1) Moot Rite, Rite of Contrition, Rite of the Questing Stone; 2) Rite of Spirit Awakening; 3) Rite of the Fetish; 4) Rending of the Veil
Backgrounds: Allies 4, Contacts 3, Fetish 1 (moonwatch), Influence 3, Resources 5
Rage: 4
Gnosis: 7
Willpower: 8
Merits/Flaws: Calm Heart
Image: Helena is an attractive, mature woman who is always immaculately dressed in the most avant-garde lady’s business attire available. The brunette keeps her hair in similar fashion, and usually totes a palmtop, cellular phone, and briefcase at all times. She keeps a cool attitude and is definitely an alpha personality. In her lupine shapes, she is a rich-brown wolf with sleek fur and clever eyes.
Roleplaying Hints: You are the top dog..errr, wolf…in the business world of this city, no mistake of that. Some may call you bitch, but they just aren’t enlightened. You are the vision for this city, and you will carve your path through Pentex itself if you have to!
Background: Ragabash and female - the glass ceiling seemed unbreakable for Helena. But after showing her devotion to education even after the traumatic First Change, some knew how high this star would rise. It is through her sheer corporate cunning that Ms. Helena Jeremiah became one of the most renowned lady CEOs in America. And it’s through her sly financial prowess that Pentex has been stumped as to how to drive her out of town. She does not think or operate like most Glass Walker corporates they’ve dealt with, and her command over the information superhighway has kept her supernatural competitors on equal terms so far. But Helena knows how dangerous her situation is in Kansas City. Jeremiah Electronics’ stocks are doing okay but hardly skyscraping, and the chaos due to the Sabbat’s defeat and loss of influence is making things harder. She now applies her innovative thinking to produce something unique, that will blow all the competition away. She isn’t sure what yet, but she has a feeling it has to be something that will make Bill Gates wet his pants.

Other Fera

Graffiti-of-Blood “The Rat King”
Bete: Ratkin
Breed: Rodens
Aspect: Knife-Skulker
Nature/Demeanor: Judge/Bravo
Rank/Renown: 5 (Infamy 10, Obligation 10, Cunning 10)
Apparent Age: 52 Real Age: 52 First Change: 1952
Attributes: Strength 3, Dexterity 4, Stamina 4, Charisma 2, Manipulation 4, Appearance 2, Perception 3, Intelligence 2, Wits 4
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 4, Empathy 1, Intimidation 3, Primal-Urge 3, Streetwise 2, Subterfuge 2; Animal Ken 2, Demolitions 3, Drive 2, Fast-Draw 3, Firearms 3, Leadership 2, Melee 4, Repair 2, Stealth 4, Survival 4; Enigmas 2, Garou Lore 1, Investigation 3, Law 1, Kindred Lore 1, Medicine 1, Occult 2, Poisons 3, Politics 1, Ratkin Lore 3, Rituals 4, Science 1, Sewer Lore 5, Wyrm Lore 1
Gifts: 1) Absolute Balance, Cloak of Shadows, Death Mark, Shadow Throw; 2) Devour the Dead, Mother’s Truth, Snitch; 3) Backbite, Doppelganger, Paralyzing Stare; 4) Command Metis, Mind of the Tunnels; 5) Furtive Gathering, Geas
Rites: 1) Contract Rite; 2) Rite of the Purified Body; 3) Pact of Vengeance; 4) Rite of Warding
Backgrounds: Colony 4, Contacts 4, Fetish 3 (fang dagger), Kinfolk 3, Resources 2
Rage: 8
Gnosis: 8
Willpower: 8
Merits/Flaws: Rat Fink
Image: Worn, chewed-up leathers and ragged cottons of color-clashing hue, the stink of garbage and the sewers, and the buzz of flies - all of this defines one’s first impression of Homid form Graffiti. His face is covered with grime and mud, hair a mess, he clearly never does anything with it. His natural form is a bulky sewer rat the size of a puppy, a scraggly but imposing dun-colored rodent.
Roleplaying Hints: You are cold in your fury. You have little patience for fools or insanity. You are never one to turn down a fight, and never mind demonstrating a dirty trick to win. And the best thing is, you never run out of ideas for dirty tricks. You are Rat King for a reason.
Background: He was born a rat, fighting for his survival every day, always feeling impotent to increase his station. So after surviving the Plague, he realized his true calling was the ordering and strengthening of his people. The Rat Race wanted his skills to further their insane Apocalyptic goals, but Graffiti knew Rat didn’t want his children to destroy the Weaver’s works and go down with it. So he slinked off into Kansas City, worming his way into the favor of the small, local warren. As years passed and his skills grew, it became clear he would one day become a great leader of his people. He was responsible for the peace between the Ratkin and Bone Gnawers in Kansas City, and demonstrated his ferocity time and again on the local leech population. Indeed, it’s how he earned his favorite deed name. All that ever remained of his enemies was a splash of blood on the wall. It became his well-known signature among the down-and-out or gangstarr-style supernaturals of the area. And when he took the initiative to wipe out most of the rest of the Sabbat hives lurking above and even in the nearby sewers, it was only natural that the now-large nest vote him Rat King. So he is and has been and will be, until someone who manages to prove stronger or more clever unseats him.