作者 主题: 【代发】【W:tA】【汇总】顶级变形者  (阅读 7115 次)

副标题: 所有6级变形者

离线 肥肥腌臜

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【代发】【W:tA】【汇总】顶级变形者
« 于: 2021-07-11, 周日 15:32:34 »
此帖为官方6级变形者的汇总。
本帖只涉及那些有具体姓名、数据的变形者,而且只翻译他们有具体数据的卡。
以英文原名首位字母的排列顺序为准整理。

如有遗漏请指出。

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Re: 【代发】【W:tA】【汇总】顶级变形者
« 回帖 #1 于: 2021-07-11, 周日 15:32:54 »
风吼

 背景:风吼是位饱经沧桑的健壮老萨满,他在自己六十多年的漫长岁月中经历了数百场与妖蛆走狗的战斗。他讨厌那些殖民者人子,也对不好战的土著人子毫无耐心,并发现余下的狼人部族都是些受妖蛆摆布的懦夫,毫无忠诚或目标。他甚至还鄙视不想对其余世界的妖蛆发动全面战争的族内务实者。

 人子形态的他正致力于加拿大争取土著民人权的运动。目前他已成功鼓动了一个强大的土著民联盟,并领导了数次对彭特克斯和政府的袭击。这些行动实在太过成功,以至于加拿大政府正就归还权利和土地与土著们展开谈判。

 他对其他部族不愿将自己的方式作为最优解的态度感到义愤。他觉得如果所有部族都能鼓励纯洁者(译注:又称三兄弟。对美洲土著三部族,即老大乌克提纳、老二克洛坦和老三温迪戈的别称)强硬起来,那他们就能赢回土地、权力和力量,借由这些便能打败妖蛆。


 相貌:一头有着粗糙浓密的亮灰色毛发的巨大老狼,他的毛发蓬乱且体味浓重;他的双眼虽疲惫苍老却依旧散发着愤怒。人子形态的他则是一位健壮的美洲老土著,脸部瘦长。

 扮演要点:呼吸吃力,眯着眼睛。当他讲话时,哪怕一丁点异议都会瞬间爆发暴力和怒火。对他来讲就没有发呆或玩乐的时候,在狂欢时他都会愤怒地捶胸顿足。

 血种:狼子
 月兆:满月
 部族:温迪戈
 属性:力量 4(6/8/7/5),敏捷 3(3/4/5/5),耐力 3(5/6/6/5)
    魅力 4,操控 4(3/1/1/1),外貌 3(2/0/3/3)
    感知 3,智力 4,机敏 3
 天赋:警觉 2,格斗 4,闪躲 4,共情 3,表达 5,原欲 4
 技艺:驯兽 4,领导力 5,白刃 4,生存 4
 知识:解码 3,神秘学 2,祭礼 3
 背景:盟友 4,线人 4,狼嫡 2
 灵赋:(1级)召唤强风,鼓舞,袋鼠跳,嗅之视觉
    (2级)感知银质,与风之精魂交谈
    (3级)早霜之寒,银爪,凭空奔跑
    (4级)协调,与兽共舞,召唤食人精魂,咬合强化
    (5级)巨兽之歌,意志强化
 魂怒点 7,灵知点 5,意志点 8
 名誉:荣耀值 20000,荣誉值 110000,智慧值 90000
 仪式:(和谐)净化仪式
    (圣地)月会仪式,开启圣地仪式,獾洞
    (死亡)集合亡者,冬狼仪式
    (神秘)图腾仪式
    (惩罚)排挤仪式,追捕
    (名誉)通过仪式
 灵具:裂风之刃(5级,灵知点 5):这是把超乎寻常地光滑的石刀。它绑定了只无比强大的风之元素精魂,能让该刀切开几乎所有东西。激活骰上所获得的成功数能用于抵消吸收或护甲骰。



出处:《魂怒纽约(WW3100)》 第63-64页


哈佐玛丘利,墓冢领袖译注:幕冢为下腹的领导层,下腹含义见下

 背景:我出生于穆特库兹马——阿兹特克最后一位统治者——时期的西班牙。我对妖蛆的爱使我保持年轻了五百多年(译注:根据后续的狂野西部拓展,他是靠饮用血族之血延寿,但又没有血仆的副作用,具体方法不明)。我是部族中首个发现下腹(译注:墨西哥城的地下,已被邪恶力量充斥)并把它献给许德拉(译注:妖蛆别称。妖蛆在失去平衡后分裂,其中最强大的三个头为灾难妖蛆战兽、吞噬妖蛆噬魂者和腐化妖蛆污染者)的人。作为对妖蛆的爱的证明,我,哈佐玛丘利,还延续了阿兹特克开启的血祭传统。自魔巢(译注:黑旋舞者对圣地的别称)建立以来,我已亲自将四十多位狼人引导到妖蛆之道上。
 
 宾特斯和我早已达成共识,如果他们帮了我,我的仆从也会回馈。身为妖蛆魔巢下腹的领袖,我使舞者们资金充足,并有足够的危险玩具(译注:一种专供儿童的妖蛆灵具)带给市民们——宗教假日里最喜爱的消遣。而作为对黑暗狼群,一支满月组成的特别小队的服务的交换,彭特克斯会确保我的部族不缺少任何资源。

 相貌:哈佐玛丘利的确被妖蛆祝福着。他的化狼形态几乎有十二英尺高,且复盖着自他十七世纪螺旋起舞后就开始缓慢扩大的黑色“地衣”。为了证明自己对妖蛆的忠诚,他还在脸上烙下了其符号,只有双眼幸免于难。

 扮演要点:你的魂怒是秽恶之物。你以强大的意志和能将敌人“罪孽”洗净的技艺领导着你的魔巢。没人有资格质疑你的权威和存在。你沉醉于自己对许多人的邪恶影响。

 血种:人子
 月兆:满月
 部族:黑旋舞者
 属性:力量 5(7/9/8/7),敏捷 3(3/4/5/5),耐力 5(7/8/8/6)
    魅力 4,操控 5(4/2/2/2),外貌 0(0/0/0/0)
    感知 5,智力 4,机敏 5
 天赋:警觉 4,运动 4,格斗 5,闪躲 5,共情 3,表达 4,胁迫 5,原欲 4,市井知识 4
 技艺:驾驶 3,礼仪 2,枪械 4,凯林多武术(译注:一种以风为基础的狼人武术) 5,领导力 5,白刃 5,表演 4,维修 4,潜行 4,生存 5
 知识:解码 5,语言学 5,医学 5,神秘学 5,祭礼 3
 背景:线人 5,狼嫡 5,前世 5,资源 5,图腾 5
 灵赋:(1级)模糊视觉,劝说,人类嗅觉,活水嗅觉
    (2级)蝠耳,怒目而视,条件反射
    (3级)施压,翅膜,毒液之爪
    (4级)死咬,慢毒
    (5级)烈火,扭曲现实
 魂怒点 9,灵知点 7,意志点 8
 仪式:所有
 灵具:忌灵灯笼(译注:发出的光会吸引精魂
    忌灵之剑(译注:详情请见6级灵具汇总
    影界电话(译注:能在影界使用
    妖蛆肠膜(译注:能困住生物
    闪电妖蛆之蛋(4级,灵知点 8):这个蛋实际上是一只被封在琥珀里的小闪电妖蛆(译注:一种形似巨大蠕虫的妖蛆生物)。激活后会召唤方圆50英里内的任何同族来帮助舞者;如果没有,这个蛋就会孵化,妖蛆体型翻倍,最后破壳帮助舞者。这个灵具如果要孵化就是一次性的,但里面的妖蛆只要活着就会一直待命。不过主人必须喂饱它,否则会出大事。



出处:《混沌因子(WW4101)》 第65页


高级战争酋长,果戈理·方斯-费尔斯特

 背景:果戈理出生于二战战场。那天他的狼人母亲停止了战斗,只腾出刚够生下他的时间,然后就又返回了战场。在他能吃奶头前她就光荣战死。但她的狼群收养了他,保证了其生还。他的人类父亲则从未知晓他——甚至狼人——的存在。

 战争结束后,他母亲的狼群获得了崇高地位。他们是对抗德军的芬里斯狼群之一。德国战败后,狼人们认为果戈理是个好征兆,是注定胜利的新生代的象征。长大后的果戈理则致力于不辜负自己的名声。在越南他以战斗为乐,还学会了丛林战术。现在他正于亚马逊战争中运用这一得来不易的宝贵知识。

 许多年轻的芬里斯害怕他——他们都是听着他的传奇故事长大的。这令其他还未听到所有传奇的部族好奇——他究竟是对他们做了何等处分。但他真需做的,仅是投去一个足以让那些年轻芬里斯的麻烦行为停下的愤怒目光。他打算以老方式迎接亚马逊战争(和最终的末日之战)——尖牙(方斯)优先(费尔斯特)。

 相貌:果戈理是个巨大的狼人,人子形态有七英尺高,化狼形态则是十三英尺。他虽几近六十五岁,即使是狼子形态都开始有灰发,但依旧相当强健且精于战斗。他身穿一件威武的战斗护甲(见下),身体遍布战斗伤疤和仪式符号。

 扮演要点:你的头脑在芬里斯之子中格外冷静。你目睹的战斗是如此之多,以至于即使四周落满了炸弹,也能完全保持冷静。你的一生就是从一个好战、易怒的崽子变成一个自制、内省的谋略家。

 血种:人子
 月兆:满月
 部族:芬里斯之子
 属性:力量 5(7/9/8/6),敏捷 4(4/5/6/6),耐力 5(7/8/8/7)
    魅力 4,操控 3(2/0/0/0),外貌 2(1/0/2/2)
    感知 4,智力 4,机敏 4
 天赋:警觉 4,运动 5,格斗 5,闪躲 5,胁迫 5,原欲 4
 技艺:驯兽 2,枪械 2,领导力 5,白刃 4,潜行 2,生存 3
 知识:解码 1,医学 2,祭礼 3
 背景:血纯 2,线人 2(亚马逊外的族群),盟友 5(亚马逊之战的军队)
 灵赋:(1级)鼓舞,利爪,抵抗疼痛,人类嗅觉
    (2级)条件反射,怒目而视
    (3级)战斗治疗,银爪,索尔之力
    (4级)改变体格,屹立不倒
    (5级)瓦尔哈拉的狼群,意志强化
    (6级)战争机器
 魂怒点 8,灵知点 7,意志点 10
 名誉:荣耀值 160000,荣誉值 110000,智慧值 90000
 仪式:(惩罚)排挤仪式,蔑视之石,追捕
    (名誉)伤痕仪式
 灵具:索尔拳套(请看《魂怒亚马逊》的第100-101页)(译注:每次成功攻击能额外提供4个伤害骰和影侯2级灵赋惊雷
    战斗背心(5级,灵知点 6):这一威武的钢铁背心能让穿戴者的力量属性提升2级,并提供3个骰子的护甲骰。它在成功激活后才能使用,且会变成无重量的。
 优缺点:自负,桀骜不驯




出处:《魂怒亚马逊(WW3104)》 第40-41页和《魂怒:末日之战的诸将士(WW3403)》 第35-36页


坚牙

 引言:“变天了,崽子们。”

 背景:坚牙和丛林的许多树木一样古老,他自己也栽植了其中的几棵。他出生于栖息在圣地附近并处于狼人保护下的狼群之一,对成为变形者前的时光知之甚少。

 他在漫长的一生中踏遍了俄罗斯、欧洲甚至远东的土地来和妖蛆及其具象化作战。如今他垂垂老矣,接任去世的前圣地看守已有三十年之久。他被认为是俄罗斯最睿智的弦月之一。最近他开始频频收到狼人的讯息和来访——他们对圣地能量的被窃感到困惑。

 这些令他深陷麻烦,担忧中他大大加强了圣地的防护。同时也在搜集任何与这些事件真相相关的消息。实际上他偶尔会消失并旅行至附近的圣地以警告他们并协助强化防御。而无论到哪儿,这位最睿智的弦月都会受到热烈欢迎。

 相貌:坚牙是头瘦小的银毛狼,有着些许黑色皮毛。他的左耳只有半边。人子形态下的他是位微笑且双眼明亮的和蔼老人。偶尔会拄着藤条行走。

 扮演要点:怀着开心、友善、乐于助人和积极的心态讲学。当有人令你生气时,嘟哝几句“乳臭未干的狼仔”,然后变形成狼消失在丛林里即可。如果真让你愤怒,皱眉就好,然后盖亚会宽恕那些人的灵魂。让年轻的幼仔们放任自流吧,他们也就是群幼仔,圣地才是毫无疑问的首位。你还爱对他人说无关痛痒的话。

 职位:看守
 血种:狼子
 月兆:弦月
 本/表性:传统主义者/知己
 部族:银牙
 属性:力量 4(6/8/7/5),敏捷 4(4/5/6/6),耐力 4(6/7/7/6)
    魅力 3,操控 5(4/2/2/2),外貌 2(1/0/2/2)
    感知 5,智力 5,机敏 5
 天赋:警觉 5,运动 2,格斗 3,闪躲 4,共情 5,胁迫 5,原欲 5,托辞 1
 技艺:驯兽 4,领导力 3,潜行 3,生存 4
 知识:解码 4,语言学 2,医学 3,神秘学 5,政治 1,祭礼 5
 背景:前世 5,血纯 3
 灵赋:(1级)延伸感官,慈母之触,感知妖蛆,精魂交流
    (2级)操控精魂,露娜护甲,感知精魂,感知超自然生物,占卜
    (3级)猫之敏捷,侦测精魂,驱离精魂,精魂脉动
    (4级)与兽共舞,心灵防护,吸收魂质
    (5级)元素操控,重塑精魂,老虎拔牙
    (6级)重生
 魂怒点 7,灵知点 10,意志点 10
 仪式:(圣地)月会仪式,建造圣地仪式,开启月桥仪式,幽谷仪式,獾洞
    (死亡)冬狼仪式
    (神秘)编辫仪式,束缚仪式,觉醒精魂仪式,召唤仪式,制作灵具仪式,图腾仪式
    (惩罚)盖亚的复仇之牙
    (名誉)通过仪式
 灵具:灵魂之石(5级,灵知点 8):此灵具能让尖牙直视其他狼人的灵魂。他能用它来弄清谁没说实话、有什么计划和梦想,以及她最恐惧的事物是什么。但它对银牙无效。



出处:《圣地:力量之地(WW3201)》 第111-112页和《魂怒:末日之战的诸将士(WW3403)》 第60-61页


熊人曾祖父,希尔斯-兰德

 背景:希尔斯-兰德是现任的熊之曾祖父(译注:类似族长。第3版是每个部族至少一位,20周年版则是整个熊族一位),但他毫不关心这个职位。世界正在终结——这在谁眼里都很明显——而无论是好是坏,他似乎都有帮助它的特权。其实他非常希望事情不会发展到这地步——至少不是在他的生命中。但盖亚似乎有其它计划,这就是生活。

 希尔斯相当明白他在整个大局面中不过起着推波助澜的作用。他——实际上,是整个熊族——只不过是确保狼人能做他们所认为的正确之事。一些同族可能会因如此被边缘化而感到愤怒,但他深知盖亚的意志就是这样。而如果狼人一开始就明白这点,那如今事情可能就不会是这个样子。

 相貌:人子形态的希尔斯是个剃光了胡须的棕发绿眼的中等身材男人。一种淡淡的悲伤气氛环绕着他,他本人则似乎即热情又冷淡。他的化熊形态非常强悍:十五多英尺高,两千多磅重。他很少使用它,但发现用来胁迫自大的狼人很有用。他的熊子形态是头头发灰白的老阿拉斯加棕熊,这也是他绝大多数时候都爱用的。

 扮演要点:终末之时就在眼前,它的到来使你充满希望和悲伤。嬉戏、愤怒和懊悔的时候已经远去,如今剩下的只有使命,而你会战斗到底,确保你和你的族人能在最终之战发挥应有的作用。你只希望狼人也能这么做。

 血种:熊子
 月兆:半月
 部族:山之护卫
 属性:力量 5(8/10/9/8),敏捷 4(4/3/2/4),耐力 5(8/10/9/8)
    魅力 4,操控 3(1/0/0/0),外貌 4(2/0/4/4)
    感知 5(6/4/7/7),智力 4,机敏 5
 天赋:警觉 5,运动 3,生物节律(译注:熊人专属属性,能允许其控制身体功能以适应环境变化,高级能给予额外健康等级) 5,格斗 5,闪躲 4,共情 4,原欲 5
 技艺:驯兽 5,礼仪 4,领导力 5,表演 3,生存 5
 知识:解码 5,调查 3,语言学 2,医学 5,神秘学 5,祭礼 5
 背景:盟友 5,灵具 5,熊嫡 5,仪式 5,影界空地(译注:熊人专属背景,近似迷你圣地,于此能补给灵知,并可直接进入影界(熊人一般情况下要用仪式才行)) 5
 灵赋:(1级)为友,诊断,治愈舔舐,延伸感官,自然的馈赠,哨兵的警告,人类脚印
    (2级)诱骗,打击,直视灵魂,虚张声势,缓和伤痛,恐吓,感知天气
    (3级)导师托梦,医治精神分裂,老马识途,安全通过,感知需求,大地的庇护,织锦之道
    (4级)延缓死亡之熊的到来,医治精魂,大地之力,熊战士的外衣
    (5级)熊的赏赐,包围猎物,无惧的暴露,盖亚的呼吸,回归自然,先知视觉,母亲之熊的怒火,恢复正常
    (6级)曾祖父的召唤
 魂怒点 8,灵知点 10,意志点 10
 仪式:任何他所需要的。



出处:《末日怒嚎(WW3999)》 第200-201页


银白王冠持有者,乔纳斯·阿尔布雷克特王子

 背景:阿尔布雷克特并非标准的银牙之王,相反,世界各地的许多忠诚战友都觉得他很粗俗,是典型的“丑陋美国人”。但无人否认他和妖蛆战斗时的强大武力。由此他们也承认,他才是妖蛆之敌家族的真正象征(译注:家族,House,由原初时代的银牙先祖创立,是部族下的最大单位。据说最初有13个,现代只剩7个,分别是新月、妖蛆之敌、光眼、血红鸟冠、睿心、磐石、肃吼

 乔纳斯的祖父是银牙之王雅各布·莫宁基尔,北美北部保护区(译注:相当于封地)的君主。他曾是位备受尊敬的统治者,但后来却堕入疯狂,变得多疑并执着于考验他王廷的忠诚。虽然乔纳斯的父亲只是个狼嫡——雅各布的子女里都没有真正的狼人——但以人类的标准而言,乔的家族就是纯血。然而他们并非传统贵族,而是随银牙来到新大陆的荷兰天才富商的后裔。

 乔作为变成了狼人的雅各布直系后裔,自然被认为是其继承人。但他的疯狂却打乱了一切——他误以为乔那年轻气盛的寻求荣耀的行为是对自己王位的潜在威胁,于是他后来以叛逆和背叛为由流放了他。尚未成熟到能理解这一切的乔便开始对银牙的一切感到愤恨——它的礼制、人民和传说。他回到了纽约,在那儿拉丽莎母亲和她领导的中央公园噬骨者们给了他栖息之地。他很快堕落成一个酒鬼,拒绝对抗妖蛆的使命。

 他和其他狼人冲突不少,而由于他自暴自弃的心理会无可避免地导致各种侮辱,这些冲突有很多都是暴力的。纽约的同族依旧在议论他和一位名为玛丽·卡布拉赫的、对他的优越感鄙夷的黑怒的斗殴。他们时不时会跟踪然后偷袭对方,但都未取得决定胜利。

 然后他偶遇了一个正经历原始觉醒的男孩,二人命运也因此交织在了一起——医治过去者伊万,一个看起来并不很像美洲土著的温迪戈——他的狼嫡血脉已离起源太远。妖蛆仆从察觉到伊万注定会医治温迪戈和欧洲部族间的创伤,因此试图杀害他,乔则是他唯一的保护。不得不成为保护者兼导师的乔重新发现了他的荣耀,并在他的部族图腾隼的帮助下克服了自毁的习性。

 做这些时他不得不寻求玛丽的帮助,如此又帮助铸就了原本不可能的狼群。尽管他和玛丽依旧在口头上隔阂对方,可他们的打趣却掩饰着更深的情感——但就像有些好事的新月多嘴的那样,这可不是什么浪漫,而是为了狼群。毕竟对狼人来说,鲜有比其更紧密的联系。

 《加冕银冠》讲述了乔如何成为王。雅各布在他的王座上被舞者们所杀,而他死前的命令是让乔回来。但自乔被流放后,就有一只血统最纯的狼人加入了其圣地——俄罗斯的阿卡迪君主。他宣称要登上那个王座,这令因流放而蒙羞许久的乔无法接受。由此引发了一场决斗,阿卡迪赢了,乔原本很乐意就此结束——直到阿卡迪的背叛和妖蛆腐化露出水面。他唯一能推翻其的办法就是找到银白王冠——真正银牙之王的远古遗物。

 最终他赢得了王冠,并在阿卡迪正式加冕前废黜了他。在仁慈中(虽然后面后悔了)他放过了阿卡迪的性命,将其流放回俄罗斯。这最终被证明是明智之举:阿卡迪帮助俄罗斯摆脱了妖蛆诅咒,最后还为了盖亚,牺牲自己,击败了一头名为乔·克拉特·马特里克的妖蛆猛兽。虽然乔依旧不原谅他,但纵使这样,也还是因他的自我救赎,不情愿地给予了其荣誉。

 乔自得到银白王冠和他先祖的王座后,便对一个名为第七世代的影子组织,同时也是妖蛆腐化大计中最隐秘的部分之一,发动了战争。他搜寻并消灭了所有能找到的走狗。

 此外他还加入了对抗马特里克那横跨大陆的战争,最终和马格雷夫结盟。后者是一位被许多狼人视为银牙头号政敌的欧洲影侯。

 现在他去了银牙的故乡俄罗斯,首次会见了长久分开的族人,并试图修复银牙家族间的裂痕,为即将到来的末日之战联合全银牙。

 部族间流传着一个预言,称黑旋舞者会在末日之战最终到来时杀害乔,他在一位疯先知的预言中被认为是“最后一位盖亚之王”。乔本人当然不信,不过他的战友一直很担心。

 相貌:最好时光中的乔就是现代银牙的典范——一头扎了马尾辫的银发,清澈尖锐的眼神,并且无论身着狼族皇服还是衣衫褴褛都能受到尊敬。最差时光中的乔看上去饱经沧桑——经历无数战斗和长期流放后的遍体鳞伤。

 扮演要点:你没有称王的野心,但你从未如此落魄以至于会试图违抗隼的意愿。有这么多的人在你面前鞠躬或奉承真是件烦心事——感谢盖亚,你的战友愿意让你保持谦逊。只要你还在其位,就会尽力谋其政。一方面,你正尽最大努力来确保本族人会给其它部族适当的尊重——这是你以前更亲近噬骨者时学到的东西。这让他们恨你到咬牙切齿,你知道有一天会因此受到很大挑战,但有价值的事做起来从不容易,不是吗?

 血种:人子
 月兆:满月
 部族:银牙
 属性:力量 4(6/8/7/5),敏捷 4(4/5/6/6),耐力 4(6/7/7/6)
    魅力 4,操控 2(1/0/0/0),外貌 3(2/0/3/3)
    感知 3,智力 2,机敏 4
 天赋:警觉 3,运动 4,格斗 5,闪躲 4,共情 1,表达 2,胁迫 3,原欲 4,市井知识 2
 技艺:驯兽 1,手艺 1,驾驶 3,礼仪 2,枪械 2,领导力 5,白刃 5,潜行 4,生存 3
 知识:解码 2,调查 3,法律 2,医学 2,神秘学 2,政治 3,祭礼 3
 背景:盟友 5,先祖 1,线人 4,狼嫡 2,血纯 4,资源 1/4(乔自己只有很少的钱,但他能利用个人地位汇集巨额财富。)
 灵赋:(1级)隼眼,触碰击倒,烈焰,利爪,抵抗疼痛,感知妖蛆,人类嗅觉
    (2级)鹰嘴,露娜护甲,条件反射,真实恐惧
    (3级)银爪,隼爪,盖亚之怒
    (4级)煽风点火
    (5级)露娜的复仇者,盖亚的秘密
    (6级)单挑
 魂怒点 8,灵知点 5,意志点 10
 仪式:(和谐)荣耀誓言仪式,忠诚狼群仪式
    (圣地)月会仪式,开启圣地仪式
    (死亡)集合亡者
    (神秘)协调物件仪式
    (名誉)伤痕仪式
 灵具:庄严之主,一把有增强惊人防护力这一第二功能的巨型月刃。乔能花费2点灵知点来激活此能力,之后可获得额外的3个吸收骰来抵抗一切除银器外的伤害,持续1幕。



出处:《第2版部族书:银牙(WW3860)》 第99-100页


尼古拉·布拉德-奥福-艾恩

 背景:尼古拉于1949年出生在圣彼得堡,被一个对苏共展示出巨大忠诚的家庭养大。但他们背后经常对这个年轻的儿子感慨曾经的国家在沙皇统治下是多么高贵,以及他们的回归会让它变得多么好。年轻的尼古拉从未真正相信这些,觉得他们不过是在美化自己的早年。但当克格勃过来带走他们后,他才发现自己与沙皇有非常深的渊源,而这让秘密警察极其吃惊。

 银牙最终将他带走,并着手保证他家人的安全。然而尼古拉却因怀疑父母而厌恶自己,他开始钻研历史典籍。他的狼人名源自某个早晨,其导师起床后发现这个若者(译注:对1级狼人的代称)还在翻阅古代战争相关的文献,评论道他必定是“有着钢铁般的鲜血(布拉德-奥福-艾恩)才能清醒这么久!”

 讽刺的是这种坚定也使他免于战死。在其他长老都死在黑旋舞者的忌灵巨刃下的那次咸海战争后,他躺在雪地中近八小时——他清楚睡去等于死去。最终他的年轻好友卡斯珀发现了他,将他带走,先到欧洲,然后埃及。现在,这位失败的英雄正等待着去世前最后一次光荣的机会的到来。

 相貌:人子形态的尼古拉是个五十出头的俄罗斯人,高大强壮。长年累月的良好(读作:聪明)战斗使他非常健康——他甚至没有哪怕一个战斗伤疤!狼形态下的他有着闪闪发亮的银白皮毛。现在他所有时候都采用人狼形态。

 扮演要点:你不知道为什么盖亚让你幸存。你清楚你迟早战死沙场,但由于某些原因,这些年你都苟活了下来。现在你正放低姿态。支撑你活下去的唯一信念不过是想像殉道者(或至少是个英雄!)而非一事无成地耻辱死去。你深知如果你能像凤凰那样从这巨大的挫折中东山再起,那么你就能鼓舞你的部族——乃至整个狼族!——重振士气。你只希望你能活到看见结果的时候。

 职位:前咸海圣地的仪式大师
 血种:人子
 月兆:隆月
 部族:银牙
 属性:力量 4(6/8/7/5),敏捷 3(3/4/5/5),耐力 5(7/8/8/7)
    魅力 4,操控 3(2/0/0/0),外貌 3(2/0/3/3)
    感知 3,智力 4,机敏 3
 天赋:警觉 3,运动 4,格斗 4,闪躲 3,共情 3,表达 5,胁迫 4,原欲 4,托辞 2
 技艺:驯兽 2,手艺 3,礼仪 4,枪械 1,领导力 4,白刃 4,表演 3,潜行 2,生存 3
 知识:解码 3,医学 1,神秘学 4,政治 3,祭礼 5
 背景:先祖 4,狼嫡 1,血纯 5
 灵赋:(1级)奇原的呼唤,隼眼,隼之坚爪,火焰精通,读心,劝说,感知妖蛆
    (2级)共情,理性,荣耀话语
    (3级)愤怒之歌,隼爪,话语,盖亚之怒
    (4级)无视击打,心灵防护,舞台剧
    (5级)老虎拔牙
    (6级)重启轮回
 魂怒点 6,灵知点 7,意志点 8
 仪式:他知道《第3版规则书》《第2版玩家导读》的所有仪式,以及几个只有银牙知晓的——尼古拉是史上最强的仪式大师之一!他还牢记了《银白记录》(译注:狼人最著名的传说,记录了种族上最重要的事件)。
 灵具:安眠软膏(1级,灵知点4):这一尼古拉在抗着致命伤时所制作的灵具证明了他的技艺有多么精湛。此软膏能让他在睡觉时都维持人狼形态;如果没有它,尼古拉就会变回人形并死于重伤。

出处:《魂怒埃及(WW3114)》 第102页


马格雷夫·尤里·科涅茨科

 背景:至从他诞生之初,二战结束后不久就有了。他的父亲,一位有着巨大名望的德国影侯,希望他能在这场战争的悲剧后团结各部族;他的母亲则希望她银牙之新月家族的狼嫡身份能有助于弥合两个部族间的裂痕。但,事与愿违,人类世界的政治和狼人世界的动荡使这种和解变得不可能,而且银牙们仍保持着对夜空族群(译注:影侯最重要的圣地之一)的控制。但老科涅茨科没有放弃希望,他在尤里的整个童年里都坚持自己的主张,并经常指导他的儿子保持部族的强大,尽自己所能团结狼人王国的各族们,然后他们就能将妖蛆从世界上赶走,永远终结战争的恐怖。

 小科涅茨科将他父亲的话铭记在心,并不懈地训练自己,以成为君父所希望的强大领袖。最终他成为了冷酷无情的政治家,继承了父亲的头衔,并甚至在原始觉醒前就开始和德国的妖蛆势力作战。二十岁时他就成为了传说,但他决定等待时机,直到能有与妖蛆直接战斗的机会。

 那个机会在1991年柏林墙倒塌后不久到来。马格雷夫族群的影侯为其欢呼,但他清楚这只是真正战斗的开始。冷战使世界保持着某种固态,遏制了妖蛆对盖亚的侵害。但它一结束,就再也没有能阻碍妖蛆的事物了。马格雷夫行动迅速,加强了罗马尼亚影侯领土的防御,使得当地血族无法再次入侵他们。至于故乡夜空族群,尤里直接统治了它。然而现在,他的世界却即将堕入地狱。

 侵扰喀尔巴阡地区的血族是个严重威胁,但影侯已和他们打了几个世纪交道。可如今马格雷夫还必须和妖蛆腐化的经济势力博弈,它们试图借自由后的混乱局面获利。而当南联盟解体后,科涅茨科还发现他必须和该地区近几十年来数量最多的妖蛆爪牙作战。虽然绝大多数狼人都说情况已越来越糟,但他却发现事情进展得格外顺利:现在这些势力已足够可怕,以至于部族可能会真正恢复理智,寻求一定的领导,来从怪物手中夺回自己的世界。数年和如黑怒、红爪及芬里斯之子等部族拉锯般的谨慎谈判,以及相当的冷酷无情,得以让他铸就一个致力于消灭东欧最明显妖蛆威胁的狼人联盟。然而就当他觉得一切尽在掌控中时,俄罗斯的影幕崩塌了(译注:具体请看《夜之后裔》的模组“去祖母家”),随后计划也变了。

 科涅茨科原先高估了银牙承受在俄罗斯战争的能力。睿心家族已经远去,新月家族元气大伤,银牙在俄罗斯的领导力几乎荡然无存,只有光眼家族还在负责欧洲大陆。可这还不够,科涅茨科和其他影侯一样喜欢统治整个狼人王国,但事实是并没有足够的族人来管理欧洲的所有狼人。但幸运的是,其它部族已奋起直追,并正代替银牙,成为新星:芬里尔和黑怒们已经证明自己能在俄罗斯紧密合作,先是支撑起银牙,现在又是代替他们的脆弱部族联盟。这两个部族正携手并进,和东欧的影侯们合作;并与红爪在清理南斯拉夫和其他因苏联解体而陷入混乱的国家方面取得了令人钦佩的进展。事情正朝着他的方向发展,但只有时间能证明他的夺权能否成功。

 相貌:人子形态下的马格雷夫是个年近六十的相当英俊的男人。他有着满脸胡须和长而直的头发,并环绕着一圈极具侵略性的灵气。他穿着一套原始般优雅的服装,会随需要变换。狼子形态下的他精干有力,有着乌黑发亮的皮毛。

 扮演要点:从银牙手中夺取对狼人王国的控制权并非你的本意。事实上,如果狼人们能证明自己完全有能力领导,你会毫不犹豫地将其给他们。但事实是他们还不行,因此你必须介入,收拾残局。现在只有胜利最重要:成功击败吸血鬼,击败堕妖和忌灵,击败任何敢于阻挡你的人。在较弱的同族眼里,这是妄想;而在你眼里,这是愿景。

 血种:人子
 月兆:弦月
 部族:影侯
 属性:力量 4(6/8/7/5),敏捷 4(4/5/6/6),耐力 4(6/7/7/6)
    魅力 5,操控 5(4/2/2/2),外貌 4(3/0/4/4)
    感知 5,智力 4,机敏 5
 天赋:警觉 5,运动 3,格斗 4,闪躲 3,共情 4,表达 3,胁迫 5,原欲 5,市井知识 3,托辞 5
 技艺:驯兽 3,驾驶 2,礼仪 5,枪械 3,月刃决斗 5,领导力 5,白刃 4,潜行 3,生存 3
 知识:解码 5,调查 4,法律 3,语言学 4,神秘学 5,政治 5,祭礼 5,妖蛆轶闻 4
 背景:政治影响力 5,线人 5,灵具 5,狼嫡 5,血纯 3,资源 4,仪式 5,图腾 5
 灵赋:(1级)自信光环,致命弱点,火焰精通,劝说,抢占先机,感知妖蛆,精魂交流
    (2级)惊雷,理性之音,操控精魂,露娜护甲,感知精魂,占卜,怒目而视
    (3级)腐化诅咒,加压,驱离精魂,麻痹凝视,精魂脉动,召唤风暴乌鸦
    (4级)召唤风暴,携带进入,开裂伤口,鸦翼,吸收魂质,疑问种子,防护精魂,吸收怒气
    (5级)重塑精魂,服从,撕裂迷障,影子狼群,精魂容器
 魂怒点 8,灵知点 10,意志点 10
 仪式:马格雷夫是位6级的弦月,因此他知晓所有不囿于特定部族或地区的仪式。
 灵具:雷电护腕,巨型月刃。马格雷夫作为世上最强大的狼人之一,只要有充足的时间就一定能搞到任何灵具。



出处:《第2版部族书:影侯(WW3858)》 第98-100页


松瑞斯·哈特

 背景:几个世纪以来这座山周围的土地都相继有人定居,但它(在一个开拓者于十九世纪对其领导了场厄运般的失败探索后被命名为吉布山)本身仍有绝大部分未被人类染指。上世纪八十年代末,一位隆月出生在当地的族群中,其他狼人认为他是真正的纯种红爪。甚至在原始觉醒前,这个幼崽就已更愿意和狼人而非狼们为伍,并表现出真正的领袖风范。而当他在一个夏天早晨的日出(松瑞斯)经历了原始觉醒后,其他人便知道他就是预言中的领袖,并叫他松瑞斯-哈特(日出之心)。

 他等级的擢升比其历史上的任何狼人都快。他还领导着他那名为天选之狼的狼群对抗织者、妖蛆和其他所有敢于侵害圣地的敌人。当他升到长老后(距原始觉醒仅有十年!),族群希望他能继承领袖的衣钵,但他拒绝,消失在了影界求索中。在随后精魂界的混乱中,他们害怕出现最糟的结果。但就在几个月前,他凯旋了。

 他求索的传说——肯定能写进银白记录——讲到他是如何在探索了盘古大陆、传说界域甚至狼谷后,于红爪故乡发现了世界的秘密(译注:这几个异界详情请看20周年版的《影界(Umbra)》)。现在他是世上唯一知晓盖亚重生仪式(详情请看本书第三章)的狼人。这个仪式只被用过一次——净化人类对族群的唯一一次入侵(一场由宾特斯资助的伐木行动,在林中开辟了条小路,并给商店选址。不过他们不会有机会)。松瑞斯-哈特已成为了族群领袖,并正考虑如何最好地运用他难以置信的知识。

 相貌:人子形态的松瑞斯-哈特看上去有点像美洲土著,但有大量红色体毛,常弯腰走路。狼子形态的他是头漂亮的红狼,永远有种沉思的气息。

 扮演要点:你拥有狼人所知晓的最宝贵的财富之一。现在只有你清楚该如何利用它。你知道自己是位伟大而优秀的领袖,但你似乎不适合挑起这种重担。绝大多数时候你都很忙,鲜少休息,并暗中寻找值得教授此仪式的学生。你决定不会教给人子,但另一个部族的狼子是可能的。盖亚子民一般都很靠谱。银牙是领袖,但影侯擅长保守秘密。你还要思考…


 职位:部族首领
 血种:狼子
 月兆:隆月
 本/表性:创建者/统领
 部族:红爪
 属性:力量 3(5/7/6/4),敏捷 4(4/5/6/6),耐力 5(7/8/8/7)
    魅力 4,操控 3(2/0/0/0),外貌 2(1/0/0/0)
    感知 4,智力 4,机敏 3
 天赋:警觉 3,运动 3,格斗 4,闪躲 2,共情 2,表达 4,原欲 5
 技艺:驯兽 4,礼仪 2,领导力 5,白刃 2,表演 3,潜行 4,生存 4
 知识:解码 4,狼人星相学 5,语言学 1 (法语并对英语略知一二,但两者都很少用到),神秘学 2,祭礼 5
 背景:先祖 4,血纯 5
 灵赋:(1级)野兽交流,奇原的呼唤,猎人之眼,野兔跳,感官延伸,对友嚎叫,读心,狼来了
    (2级)献祭,原始嚎叫,狩猎跳跃,嗅之视觉
    (3级)猫之敏捷,饥饿嚎叫,荒芜之地
    (4级)与兽共舞,死亡嚎叫,舞台剧
    (5级)第一狼群的祝福,声撕力竭
    (6级)四海一家
 魂怒点 6,灵知点 8,意志点 9
 仪式:松瑞斯-哈特知道《第3版规则书》《第2版玩家导读》中的所有仪式,此外还有本书里除饲地仪式的那些。
 灵具:



出处:《第2版部族书:红爪(WW3857)》 第96页(人物背景),第98-99页(人物卡)


被附身的黑旋舞者,完美忌子

 背景:完美忌子出生于一对盖亚狼人的结合,活泼且健康。他的父母因此不得不怀疑如此不寻常的事件究竟预示着什么。他们的一些同胞害怕这个孩子会成为妖蛆部下,他们没有错;其他则好奇他是否会成为解救盖亚的手段,他们也没错。实际上,一切就像狼人所相信的那样,但又都不是真的。

 他在出生后不久就被一个名叫阿德里安·卡佛的费雷克托(译注:一种人类和忌灵产下的堕妖)带走。当一个妖蛆化身附体这个孩子,将他塑造为妖蛆意志在现世的工具时,他精心照料着他。但孩子的命运并非腐化——相反,他代表着妖蛆摆脱织者桎梏的最后希望,因此他是个战争兵器。

 附身一完成,这个完全成熟的孩子就返回了世界,并着手巩固妖蛆在物理界域的势力。所有敢于反抗他的人都会被摧毁。然而那些能认识到他目的之纯粹和存在之必要的,将能纠正万物中最大的悲剧:织网堕落到疯狂,和妖蛆征服中的腐化。

 相貌:人子形态下的完美忌子是个非常魁梧的男人,有着远超人类力量的强悍四肢。他有着野蛮般英俊的面容。虽然他几乎没有表现出任何性的魅力,但要让他变得非常吸引人,则根本不费吹灰之力。

 他的狼形态残暴而又威严,是妖蛆愤怒和完美之美的令人胆寒的结合。他比活着的所有狼都要敏捷强壮。任何看到他的人都会不由自主地感到敬畏。

 化狼形态的他是个真正的巨人,身高远超十二英尺,头上还有一对独特的巨大双角,他常在战斗中使用,优势甚大。那些目睹这一形态下的他的人都会认为其至高无上无可置疑。他仅需一个眼神就足以让任何狼人屈服。

 扮演要点:妖蛆之力在你体内涌动,呼唤着你完成使命。当织者之网被解开、妖蛆从其永恒束缚中解脱时,你所寻求的无非万物终结。一些人可能会反对你,但他们于你无足轻重,如有必要,格杀勿论。但那些有着更透彻认识的则是你最关注的。你若要成功,就必须得到盖亚狼人的帮助,所以尽量和他们合作,且不能让你的下属用毫无意义的争执把事情搞砸。你是万物重生的工具,其他一切都是次要。

 血种:忌子
 月兆:满月
 部族:黑旋舞者
 属性:力量 8(10/12/11/9),敏捷 6(6/7/8/8),耐力 8(10/11/11/10)
    魅力 5,操控 4(3/1/1/1),外貌 5(4/0/5/5)
    感知 5,智力 4,机敏 5
 天赋:警觉 5,运动 5,格斗 5,闪躲 5,胁迫 5
 技艺:领导力 5,白刃 5
 知识:解码 5,神秘学 5,祭礼 5
 背景:盟友 5,圣华(译注:被附身者特有背景,持有者与附身精魂联系更紧密,此背景表示精魂级别) 5,灵具 5,仪式 5,共生(译注:被附身者特有背景,表示附体精魂所提供的知识,使用上和先祖相似) 5
 灵赋:(1级)忌灵保护,鼓舞,感知妖蛆
    (2级)尖角,条件反射,妖蛆防护
    (3级)战斗治疗,心灵利刃
    (4级)开裂伤口,煽风点火
    (5级)妖蛆化身
 能力:属性强化(力量+3,敏捷+1,耐力+3)(译注:完美忌子上面的体能属性应该是被此能力强化后的
    恐惧(对超自然生物有效)(译注:此能力可引发对应生物的恐惧,完美忌子的是高级版本
    感知盖亚(译注:感知周遭的盖亚生物
    厚甲x5(译注:每1点多提供1个擦伤健康等级
    感知三原(译注:感知周遭的三原能量
    妖蛆之音(译注:舌头变形,发出的声音对听到的人造成伤害
 魂怒点 10,灵知点 10,意志点 10
 仪式:视情况而定。
 灵具:视情况而定。
 优缺点:大块头,钢铁意志
 腐化印记:



出处:《末日怒嚎(WW3999)》 第206-207页


日耶沙克

 相貌:日耶沙克就是恐惧本身,她即使在人子形态下也是个超常地高且健壮的战士,有着惊艳却残忍的外貌。她经常穿着灵具盔甲,从来不讨厌其麻烦。她并不低调,只在准备杀害所有看到的人时才会出现在公众中。

 扮演要点:日耶沙克的克拉佐马尼亚症(一种比起说话更爱喊叫的精神疾病)随着其心智越来越被邪恶之音所充斥而捉摸不定。她对她的人民来说就是黑暗救世主。绿龙(译注:黑旋舞者的主要图腾之一)将他强大力量的绝大部分倾注在她身上。她是魂怒的真正孩子,以至于她对其它事物知之甚少。她不会折磨敌人,不会周旋敌人,不会戏耍敌人——她只会杀戮、杀戮然后杀戮。她已被许诺了在末日之时摧毁世界并目睹其血流满地的荣耀,而那些弱小的盖亚子嗣所做的一切都不会阻止她实现这美好的宿命。

 血种:人子
 月兆:满月
 部族:黑旋舞者
 属性:力量 7(9/11/10/8),敏捷 5(5/6/7/7),耐力 6(8/9/9/8)
    魅力 5,操控 2(1/0/0/0),外貌 4(3/0/4/4)
    感知 4,智力 2,机敏 4
 天赋:警觉 5,运动 5,格斗 5,闪躲 5,胁迫 5,原欲 5,市井知识 3
 技艺:驾驶 1,枪械 4,领导力 5,白刃 5,潜行 5,生存 5
 知识:解码 3,调查 2,医学 2,神秘学 5,政治 4,祭礼 4
 背景:私人图腾 20
 灵赋:(1级)忌灵保护,触碰击倒,鼓舞,火焰精通,利爪,毒爪
    (2级)尖角,感知银质,条件反射,怒目而视,恐吓,真实恐惧,妖蛆防护
    (3级)心灵利刃,施压,毒液之爪,银爪
    (4级)死咬,厚茧,慢毒,开裂伤口
    (5级)妖蛆化身,烈火,赫利俄斯之吻,撕裂迷障
 魂怒点 10,灵知点 10,意志点 10
 仪式:都是你不可能看到和活下来的仪式。
 灵具:彼特库托克因托。日耶沙克的魔鞭的使用方式同普通的,除了它造成的是力量+3的恶性伤害。
 注解:作为绿龙选民的日耶沙克每天可向一名敌人吐出3次毒火。攻击范围6英尺。可以躲避,难度6,但至少要有4个成功数。除外她还有1个额外骰子来吸收伤害。



出处:《末日怒嚎(WW3999)》 第194-195页


共有两个例外。
第一个是一只出现在一本非常早期的书的熊人,他的资料和后来熊人的设定相矛盾。


熊人比尔

 背景:比尔是位熊之子,北美最后的熊人之一。他是个萨满,准确来说,是位精魂鼓手,历险无数,一生都在对抗妖蛆和其爪牙。他在几百年前(熊人们都很长寿)和一个狼之女坠入了爱河,并因此背叛了他那当时正和狼人打仗的同族。

 比尔自此得到了平静,但每当他想起这些年来失去的爱人和家人时,这平静就常被悲伤萦绕。他只是从熊本尊那里得到一种感觉——他必须留在盖亚,熊的最后一个堡垒。这使他无法深入深影界——也许是他先祖精魂所在之地。

 比尔拥有一件北欧神话时代的古老狼人法器:芬里斯之角。它能用来召唤战争精魂,也能召唤狼人祖先——第一狼群的化身,以及历史上其他伟大战士的精魂。如果人物之一深深触动了比尔的心,他就会给她这件物品,但不会讲明它是什么,只会说它必须在巨大危机时吹响。他会告诉她这个角古老脆弱,第二次吹响可能就会损坏。他还会说自己在近几年也曾尝试使用,但却不行了。他害怕其中的力量正在减弱甚至耗尽。实际上比尔无法召唤是因为他没有很大需要,他的祖先其实也对他逃避自我牺牲的任务感到愤怒。

 如果人物在戏剧性的合适时候使用它,那么就有一次机会(说书人依人物行为决定),第一狼群出现,并附身他们一小段时间。随后物品一定会被发出的声音损坏,第一狼群也更有可能让人物处于比他们第一次使用号角时更糟糕的情况。

 相貌:一个高大魁梧、有胡子的男人,他的脸庞被岁月和泪水所摧残。

 扮演要点:你蛮横却仁慈,渴望有人陪伴。你很好地控制了自己的魂怒,但它一旦爆发就会变得无法挽回。

 形态:人形:无数据调整
    近人形:力量+3,耐力+3,外貌-3,操控-2,智力-1
    半熊形:力量+5,耐力+4,敏捷-2,感知-1
    近熊形:力量+4,耐力+5,敏捷-2,机敏-1
    熊形:力量+2,耐力+3,敏捷-1,操控-3
 属性:力量 3,敏捷 4,耐力 5
    魅力 4,操控 2,外貌 3
    感知 4,智力 3,机敏 3
 天赋:警觉 5,运动 4,格斗 4,共情 4,表达 3,胁迫 3,原欲(熊) 4
 技艺:驯兽 4,枪械 3,白刃(拐杖) 3,表演 3,维修 4,潜行 3,生存 5
 知识:解码 4,调查 3,法律 3,语言学 3,医学 4,神秘学 4,政治 2,祭礼(熊) 3,科学 2
 背景:灵具 5,前世 4
 灵赋:将比尔当作一位5级的盖亚子民人子月舞者。他能依情况持有任何灵赋,但他很少展示自己的力量,尤其因为这会把自己的位置暴露给一些仍在追捕他同族的老狼人。
 魂怒点 5,灵知点 9,意志点 8
 等级:等同6级。这个等级的狼人不存在名誉值。
 灵具:芬里斯之角



出处:《通过仪式(WW3002)》 第59页


另一个并没有等级,但他应当是6级。
注意他只在第1版的书中有具体数据;第2版则没有;20周年纪念版中这个人物则被完全去掉了。


第一浪人/第一忌子

 风牙听到了那撕裂周遭树木的嚎叫,他懵住了。这不是普通的嚎叫,但也不是妖蛆造物的。他无论如何都无法弄清这离奇的声音。最终好奇胜过了警惕,当嚎叫再度响起时,他小跑着朝其奔去。

 嚎叫传出的空地空无一人。树木毫无动静,林中动物也没有声响。就在这时,风牙从他的身后——明显是他刚才来的方向,听到了一声挑衅的深沉咆哮。他转过身去,面对那头无毛的野兽,期待地咧嘴笑了笑:是个崽子,是个该死的杂种忌子崽子,准备挑战他。

 这头忌子向前走了一步,轻易地变成了狼形。不,有些不对劲。这挑战者身上的标记虽已因时间而褪色,但仍极其明显。风牙感到自己的汗毛竖起来了,那些古怪符号突然能看懂不少了。刻在忌子血肉上的就是他的名字,而其他符号则讲述了他是如何英勇战死的。风牙终于明白了人类是怎么使用标记的,也明白这头忌子上的标记表示这会是他最后一天战斗。

 这不可能,这些标记非常古老,就像他面前的忌子一样。这时他突然想起了自己曾祖父讲过的那个故事,那个古老传说。

 “你,你只是个神话,”他害怕地叫着。“是个在晚上吓唬狼崽们的东西。你不可能是真的。”

 第一浪人,笑了。发黑的牙龈露出恐怖的银牙…


 浪人是狼族中一个可悲的常用语。传说提及了第一浪人,一头背弃了蔑视他的部族和狼群,并就此独自漂泊的忌子。对绝大多数狼人来说他只是个幻想,是个为了防止幼崽间愚蠢的吸引并警示全族乱伦代价之沉重和耻辱的故事。

 背景:一些传说说道,第一浪人也是第一忌子,大家对他那狰狞的外貌只有嫌弃和蔑视。另一些版本说他不是自愿离开狼族,而是被迫的。如果这属实,那么绝大多数忌子都能和他有共鸣。

 传说讲到,在那个妖蛆能轻易进入盖亚界域并作为人类挚友行走于其中的年代里,第一浪人是如何被它以爱和关照的家庭为许诺而腐化的;传说还继续解释道,那时的妖蛆并不如现在这般疯狂;并宣称第一浪人也是第一个投靠妖蛆的狼人,第一个盖亚的叛徒。

 传说也都提到了他身上的妖蛆标记——只要狼人一看到便能触发狐狂的丑恶纹身。还说他和跟随妖蛆的吸血鬼一样是不朽的。

 唯一能确定的就是这个被称为第一浪人的造物是个狼人,但它是个充满了妖蛆腐臭并以摧毁同族为乐的狼人。据说第一浪人有着银的爪和牙,但其本身不会被这些武器所伤。据说他会狩猎单独和较小狼群的狼人并吃掉他们,只留下混合了其腐化和盖亚子民鲜血的气味来证明其存在。至于传言里他对雌性狼人做过什么,最好还是自己想象吧。有些东西实在太恐怖,并不适合正常的狼人深入。

 相貌:一头无毛的狼人,皮肤和满月一样苍白,且布满了纹身,它们会随他的靠近而变化。上面的符号清晰地显示出任何看向它们的狼人的全名,还有其死期——遇见第一浪人的那个夜晚。即使对无法感知妖蛆存在的人来说,第一浪人都散发着腐化气息。他也根本无法被救赎。从他身上就感受不到任何同情或爱,只有不朽的憎恨。

 说书要点:除非你真想让你的狼群死掉,否则请给他们足够的有关浪人到来的警告——单单气味就应能做到,但决不要指明那个东西是谁或什么,也不应有人确实发现了什么。沿着这个主题,请让他总是从黑暗中进攻。如果狼群幸运到重创了浪人,那么他就会在一团黑色的毒烟中,字面上地凭空消失。第一浪人是真正的不朽,且无法像妖怪一样被抓住或杀死。

 血种:忌子
 月兆:满月
 部族:未知
 属性:力量 7(9/11/10/8),敏捷 6(6/7/8/8),耐力 5(7/8/8/7)
    魅力 0,操控 0(0/0/0/0),外貌 0(0/0/0/0)
    感知 5,智力 4,机敏 5
 天赋:警觉 5,运动 5,格斗 5,闪躲 5,胁迫 5,原欲 5,托辞 5
 技艺:驯兽 5,白刃 5,潜行 5,生存 5
 知识:解码 5,语言学 5,神秘学 5,祭礼 5
 背景:导师 10(如果传说属实,那么第一浪人的导师就是妖蛆本尊),私人图腾(妖蛆)
 灵赋:狼人部族(包括黑旋舞者)的所有1-4级灵赋(害怕吧,尽情害怕吧)
    鸡飞狗跳(浪人能花费1点灵知点,投掷力量+胁迫对抗在场的狼人的魂怒点来让其逃跑)

出处:《第1版妖蛆之书(WW3200)》 第93-94页
« 上次编辑: 2021-09-16, 周四 02:34:05 由 肥肥腌臜 »

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Re: 【代发】【W:tA】【汇总】顶级变形者
« 回帖 #2 于: 2021-07-11, 周日 15:40:35 »
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Cries-in-the-Wind

 Background: Cries-in-the-Wind is a tough, grizzled old shaman who has survived hundreds of battles with Wyrm minions in his 60 long years. He hates the invader homids, has little patience with native homids who are not warlike, and finds the rest of the Garou tribes to be weak, Wyrm-ridden pups with no constancy or sure direction. He even despises the Wendigo pragmatists who do not favor Total War with the rest of the world.

 In his homid form he has been working with the Native Rights movement in Canada. He has succeeded in mobilizing a powerful coalition of natives, and has led successful strikes on Pentex and the government. They have been so successful that the Canadian government is negotiating with them over returning rights and land to them.

 He is in a righteous frenzy over the other tribes' unwillingness to embrace his approach as the best. He feels that if all the tribes encourage the Pure Ones to take a hard line, they can win back land, rights and power. From that power base they can take on the Wyrm.

 Image: Huge, grizzled old wolf with coarse, bristing light gray fur. His fur is matted and has a very strong smell. His weary old eyes still flash with anger and rage. In homid form he is a tough old Amerindian man with a stem face.

 Roleplaying Notes: Labored breathing and narrow, squinty eyes. A slow deliberation about him as he talks, with sudden bursts of savagery and anger. No time for foolishness or fun. During revels he beats his chest in fury.

 Breed: Lupus
 Auspice: Ahroun
 Tribe: Wendigo
 Physical: Strength 4(6/8/7/5), Dexterity 3(3/4/5/5), Stamina 3(5/6/6/5)
 Social: Charisma 4, Manipulation 4(3/1/1/1), Appearance 3(2/0/3/3)
 Mental: Perception 3, Intelligence 4, Wits 3
 Talents: Alertness 2, Brawl 4, Dodge 4, Empathy 3, Expression 5, Primal-Urge 4
 Skills: Animal Ken 4, Leadership 5, Melee 4, Survival 4
 Knowledges: Enigmas 3, Occult 2, Rituals 3
 Backgrounds: Allies 4, Contacts 4, Kinfolk 2
 Gifts: (1) Call The Breeze, Inspiration, Leap of the Kangaroo, Scent of Sight
    (2) Sense Silver, Speak with the Wind Spirits
    (3) Chill of Early Frost, Silver Claws, Sky Running
    (4) Attunement, Beast Life, Call the Cannibal Spirit, Gnaw
    (5) Song of the Great Beast, Strength of Will
 Rage 7, Gnosis 5, Willpower 8
 Renown: Glory 20000, Honor 110000, Wisdom 90000
 Rites: (Accord) Rite of Cleansing
    (Caern) Moot Rite, Rite of the Opened Caern, The Badger's Burrow
    (Death) Gathering for the Departed, Rite of the Winter Wolf
    (Mystic) Rite of the Totem
    (Punishment) Rite of Ostracism, The Hunt
    (Renown) Rite of Passage
 Fetishes: Wind Cutter (Level 5, Gnosis 5): This is a preternaturally smooth stone blade. It holds a wind elemental of immense power which allows the blade to cut through nearly anything. The number of activation successes negates that amount of soak or armor dice.



Source: Rage Across New York (WW3100), Page 63-64


Harzomatuili, Leader of the Sepulchre

 Background: I was born in Spain, during the time of Motecuzoma, the last great ruler of the Aztecs. My love of the Wyrm has kept me young for 500 years. I was the first of my tribe to find the Underbelly and to dedicate the Underbelly to the Hydra. As proof of my love for the Wyrm, I, Harzomatuili, continue the tradition of blood sacrifices that the Aztecs started. Since the Hive was built, I have been directly responsible for turning over 40 Garou to the ways of the Wyrm. 

 Pentex and I have long come to an understanding; my minions will help them if they help me. As the leader of the Underbelly of the Wyrm Hive, I have kept the Dancers well funded and provided with Dangerous Toys to pass among the population of the city - a favorite pastime during religious holidays. In exchange for the services of my Black Pack, a specialist team of commando Ahroun, Pentex ensures that my tribe never wants for anything.

 Image: Harzomatuili is truly blessed by the Wyrm. He stands almost 12 feet tall in Crinos form, and is covered by patches of black lichen that have been growing within his body since the 17th time he danced the Black Spiral. To prove his dedication to the Wyrm, Harzomatuili had the glyph of the Wyrm burned into his face; his eyes alone were saved from the hideous scarring.

 Roleplaying Notes: Your Rage is an unholy thing to see, and you lead your Hive by force of will and the ability to knock the sin out of your enemies. No one is permitted to question your authority and live. You love the affect your hideousness has on most people.

 Breed: Homid
 Auspice: Ahroun
 Tribe: Black Spiral Dancer
 Physical: Strength 5(7/9/8/7), Dexterity 3(3/4/5/5), Stamina 5(7/8/8/6)
 Social: Charisma 4, Manipulation 5(4/2/2/2), Appearance 0(0/0/0/0)
 Mental: Perception 5, Intelligence 4, Wits 5
 Talents: Alertness 4, Athletics 4, Brawl 5, Dodge 5, Empathy 3, Expression 4, Intimidation 5, Primal-Urge 4, Streetwise 4
 Skills: Drive 3, Etiquette 2, Firearms 4, Kailindo 5, Leadership 5, Melee 5, Performance 4, Repair 4, Stealth 4, Survival 5
 Knowledges: Enigmas 5, Linguistics 5, Medicine 5, Occult 5, Rituals 3
 Backgrounds: Contacts 5, Kinfolk 5, Past Life 5, Resources 5, Totem 5
 Gifts: (1) Blur of the Milky Eye, Persuasion, Smell of Man, Scent of Running Water
    (2) Ears of the Bat, Staredown, Spirit of the Fray
    (3) Disquiet, Patagia, Foaming Fury
    (4) Clenched Jaw, Crawling Poison
    (5) Balefire, Rend Reality
 Rage 9, Gnosis 7, Willpower 8
 Rites: All
 Fetishes: Bane Lantern
    Bane Sword
    Umbraphone
    Wyrm-Gut Bonds
    Thunderwyrm Egg (Level 4, Gnosis 8): the Thunderwyrm Egg is in actuality a small thunderwyrm preserved in amber. When activated, it calls any thunderwyrms within a 50 mile radius to the Black Spiral Dancer's aid. If there are no thunderwyrms in the area, the Thunderwyrm Egg will hatch and the Wyrm inside will double in size, coming to the aid of the Dancer. The fetish is only usable once if it hatches, although the thunderwyrm inside will be a willing slave for as long as it lives. Mind you, the master of the thunderwyrm will have to make sure it is fed, or things could get messy.



Source: The Chaos Factor (WW4101), Page 65


Gogol Fangs-First, High War Chieftain

 Background: Golgol was born on a World War II battlefield. On that day, his Garou mother stopped fighting only long enough give birth before going back into battle. She died in glory before he could suck at her teat, but her pack adopted him, ensuring his survival. His human father never knew that he - or the Garou - existed.

 As the war ended, his mother's pack achieved a position of honor. They had been among the Get of Fenris packs who had fought against Germany, When Germany lost, the Garou considered Golgol to be a good omen, a symbol of a new generation fated to succeed. As Golgol grew, he worked to live up to his reputation. In Vietnam, he fought for the fun of it and learned about jungle tactics. Now he is using this hard-won knowledge in the Amazon War.

 Many of the young Fenris fear him, for they have grown up hearing legends of his exploits. This causes the other tribes, who haven't heard all the tales, to wonder just what he does to them for disciplinary action. All he really has to do is dart a scowling glance at a Fenris to stop any problem behavior. He fully intends to meet the wars for the Amazon (and ultimately the Apocalypse) in the same manner - fangs first.

 Image: Golgol is a huge Garou, over seven feet tall in Homid form and 13 feet tall in Crinos. He is almost 65 years old and is getting gray hairs, even in Lupus form, but is still in incredibly trim and fit fighting shape. He wears an impressive battle harness (see above), and his body is laced with battle scars and ritual pictograms.

 Roleplaying Notes: You are quite level headed for a Get of Fenris. You have seen so many battles that you remain completely calm during a fight, even with bombs dropping on all sides. Through your life, you have grown from a fierce, excitable pup to a disciplined and introspective tactician.

 Breed: Homid
 Auspice: Ahroun
 Tribe: Get of Fenris
 Physical: Strength 5 (7/9/8/6), Dexterity 4(4/5/6/6), Stamina 5(7/8/8/7)
 Social: Charisma 4, Manipulation 3(2/0/0/0), Appearance 2(1/0/2/2)
 Mental: Perception 4, Intelligence 4, Wits 4
 Talents: Alertness 4, Athletics 5, Brawl 5, Dodge 5, Intimidation 5, Primal-Urge 4
 Skills: Animal Ken 2, Firearms 2, Leadership 5, Melee 4, Stealth 2, Survival 3
 Knowledges: Enigmas 1, Medicine 2, Rituals 3
 Backgrounds: Pure Breed 2, Contacts (Septs outside the Amazon) 2, Allies (the Amazon War Force) 5
 Gifts: (1) Inspiration, Smell of Man, Razor Claws, Resist Pain
    (2) Spirit of the Fray, Staredown
    (3) Combat Healing, Might of Thor, Silver Claws
    (4) Body Shift, Hero's Stand
    (5) Horde of Valhalla, Strength of Will
    (6) Unstoppable Warrior (Ahroun) - A Garou who uses this potent Gift can regenerate aggravated damage. This works against all attacks except those from silver weapons. Each turn, roll Stamina + Primal-Urge against a difficulty 8; if successful, then spend one point of Rage per Health Level healed (much like a vampiric Blood Pool)
 Rage 8, Gnosis 7, Willpower 10
 Renown: Glory 160000, Honor 110000, Wisdom 90000
 Rites: (Punishment) Rite of Ostracism, Stone of Scorn, The Hunt
    (Renown) Rite of Wounding
 Fetishes: Fist of Thor (see Page 100-101 of Rage Across Amazon), Battle Harness (Level 5, Gnosis 6. This regal iron vest adds two to the wearer's Strength and adds three armor dice. It must be activated before it can even be lifted. It becomes weightless after successful activation)
 Merits and Flaws: Overconfident, Untamable




Source: Rage Across the Amazon (WW3104), Page 40-41 and Rage: Warriors of the Apocalypse (WW3403), Page 35-36


Grimfang

 Quote: ”The weather’s changin’, malchiki (little ones).”

 Background: Grimfang is as old as many of the trees in the forest, and he remembers planting several of them. He was born to one of the many wolf packs that inhabit his caern's region under the protection of the Garou and has known little of life other than that of a shapechanger.

 Throughout his long life, Grimfang has traveled the length and breadth of Russia, Europe and even the Orient to combat the Wyrm and its manifestations. He is old now and has held the position as Warder of the Caern since the previous Warder's death 30 years ago. He is considered to be one of the wisest Theurges in Russia and recently has begun receiving messages and visits from Garou questioning him about the draining of caerns.

 This possibility troubles him greatly, and in his concern he has greatly increased the security of the caern. He also seeks any news of the truth behind what is happening to the other caerns. In fact, he will occasionally disappear and travel to nearby caerns to warn them and assist in shoring up their defenses. Wherever he goes, this sagest of Theurges is always welcome.

 Image: Grimfang is a small, silver wolf with a sprinkling of black fur and only half of his left ear. ln Homid form, he is a bright-eyed, smiling old mountain man. He occasionally walks with a cane.

 Roleplaying Notes: Be happy, friendly, helpful and eager to teach. When someone manages to rouse your ire, mutter about “upstart young pups,” change to wolf form and vanish into the woods. If someone truly angers you, only then will you frown, and Gaia rest the souls of those you frown upon. Let all of the young pups, and they are all young pups, have no doubt that the caern comes first. You enjoy talking people's ears off about nothing.

 Position: Warder
 Breed: Lupus
 Auspice: Theurge
 Nature/Demeanor: Traditionalist/Confidant
 Tribe: Silver Fang
 Physical: Strength 4(6/8/7/5), Dexterity 4(4/5/6/6), Stamina 4(6/7/7/6)
 Social: Charisma 3, Manipulation 5(4/2/2/2), Appearance 2(1/0/2/2)
 Mental: Perception 5, Intelligence 5, Wits 5
 Talents: Alertness 5, Athletics 2, Brawl 3, Dodge 4, Empathy 5, Intimidation 5, Primal-Urge 5, Subterfuge 1, Stealth 3
 Skills: Animal Ken 4, Leadership 3, Stealth 3, Survival 4
 Knowledges: Enigmas 4, Linguistics 2, Medicine 3, Occult 5, Politics 1, Rituals 5
 Backgrounds: Past Life 5, Pure Breed 3
 Gifts: (1) Heightened Senses, Mother's Touch, Sense Wyrm, Spirit Speech
    (2) Command Spirit, Luna's Armor, Name the Spirit, Sense the Unnatural, Sight from Beyond
    (3) Catfeet, Detect Spirit, Exorcism, Pulse of the Invisible
    (4) Beast Life, Mindblock, Spirit Drain
    (5) Elemental Gift, Malleable Spirit, Paws of the Newborn Cub
    (6) Rebirthing (This gift was bestowed upon the Silver Fang Lupus Theurge Grimfang by Gaia herself. Upon his death, he will be reborn in the form of a cub somewhere within 2,000 miles of his demise. This is not a Past Life, but an actual reincarnation. At maturity, the cub will come into Grimfang’s true powers)
 Rage 7, Gnosis 10, Willpower 10
 Rites: (Caern) Moot Rite, Rite of Caern Building, Rite of the Opened Bridge, Rite of the Shrouded Glen, The Badger's Burrow
    (Death) Rite of the Winter Wolf
    (Mystic) Rite of Becoming, Rite of Binding, Rite of Spirit Awakening, Rite of Summoning, Rite of the Fetish, Rite of the Totem
    (Punishment) Gaia's Vengeful Teeth
    (Renown) Rite of Passage
 Fetishes: Soulstone (Level 5, Gnosis 8): The soulstone allows Grimfang to look into the soul of any other Garou. By using the stone, Grimfang can tell when someone is not speaking the truth, what her plans are, what her dreams are, and the source of her deepest fears. The fetish doesn't work on Silver Fangs.



Source: Caerns: Places of Power (WW3201), Page 111-112 and Rage: Warriors of the Apocalypse (WW3403), Page 60-61


Heals-the-Land, Great Grandfather of Bears

 Background: Heals-the-Land is the current generation's Great Grandfather of Bears, and he doesn't care for the position one bit. The world is ending - that much is apparent to anyone with eyes - and he seems to have earned the privilege of helping it along, for better or worse. He rather hoped that things wouldn't come to this, at least not in his lifetime, but it seems Gaia had other plans. Such is life.

 Heals the-Land knows full well that his is merely a supporting role in the grand scheme of things. He - and, indeed, all of the Gurahl - are meant only to help ensure that the Garou do what they know is right, nothing more. Some might chafe at being sidelined in such a fashion, but Heals the-Land understands that this has always been Gaia's will. If the Garou had only understood that from the beginning, things might be different now.

 Image: In Homid form, Heals-the-Land is a clean shaven man of average height and build, with brown hair and green eyes. An air of gentle sadness surrounds him, and he seems both welcoming and distant. His Crinos form is all business, towering more than 15 feet high and weighing in excess of 2,000 pounds. He rarely takes this form, but has found it extremely useful for intimidating uppity Garou. His breed form is that of a grizzled old Kodiak bear, and this is the form he favors most of the time.

 Roleplaying Notes: The End Times are here, and their coming fills you with a mixture of hope and sadness. The time for play, for rage, for remorse has come and gone; all that is left now is duty, and you fight to ensure that you and your kind play their parts in the Final Battle. You only hope the Garou can do the same.

 Breed: Ursus
 Auspice: Rishi
 Tribe: Mountain Guardian
 Physical: Strength 5(8/10/9/8), Dexterity 4(4/3/2/4), Stamina 5(8/10/9/8)
 Social: Charisma 4, Manipulation 3(1/0/0/0), Appearance 4(2/0/4/4)
 Mental: Perception 5(6/4/7/7), Intelligence 4, Wits 5
 Talents: Alertness 5, Athletics 3, Biorhythms 5, Brawl 5, Dodge 4, Empathy 4, Primal-Urge 5
 Skills: Animal Ken 5, Etiquette 4, Leadership 5, Performance 3, Survival 5
 Knowledges: Enigmas 5, Investigation 3, Linguistics 2, Medicine 5, Occult 5, Rituals 5
 Backgrounds: Allies 5, Fetish 5, Kinfolk 5, Rites 5, Umbral Glade 5
 Gifts: (1) Befriend, Diagnose, Healing Tongue, Heightened Senses, Nature's Plenty, Sentinel's Warning, Walk Like a Man
    (2) Cajole, Crush, Eyes of the Soul, Grisly Aspect, Refresh, Threaten, Weather Watch
    (3) Dreams of the Buri-Jaan, Ease the Fevered Mind, Pull of the Chosen Land, Safe Passage, Sense Need, Shelter of the Earth, Ways of the Tapestry
    (4) Delay the Death Bear's Coming, Spirit Healing, Strength of the Earth, Ursa's Coat
    (5) Bear's Bounty, Engulf the Prey, Fearless Unveiling, Gaia's Breath, Natural State, Prophetic Vision, Rage of the Mother Bear, Restore Sanity
    (6) Great Grandfather's Summons
 Rage 8, Gnosis 10, Willpower 10
 Rites: Any he needs.



Source: Apocalypse (WW3999), Page 200-201


King Jonas Albrecht, Bearer of the Silver Crown

 Background: Albrecht is not a typical Silver Fang king. He is considered crude - the quintessential “ugly American” - by many of his royal colleagues around the world, although none deny his martial effectiveness in combating the Wyrm. In this sense, they admit, he is a true scion of House Wyrmfoe.

 Jonas's grandfather was King Jacob Morningkill, lord of the North Country Protectorate of North America. He was once a highly respected ruler, but devolved into madness, becoming paranoid and obsessed with testing his court for its loyalty. Although Jonas's father was a Kinfolk - Jacob's sons and daughters did not breed true - the Albrecht family was long considered to be one of the more pure of blood, as far as human standards go. They were not, however, traditional nobility, but were instead descended from the wealthy merchant elite of Holland, come to the New World with the Silver Fang tribe.

 Jonas, as the sole direct descendant of Jacob to breed true, was naturally considered to be Jacob's heir. As Jacob's madness took its toll, he mistook Jonas's youthful glory-seeking actions for veiled threats against his throne. He banished Jonas from his kingdom on the charge of insubordination and treachery. Albrecht, too immature to understand just what had happened, became embittered and angry at everything Silver Fang - the tribe's customs, people and legends. He retreated to New York City, where Mother Larissa and her Central Park Bone Gnawers gave him hospitality. He forthwith proceeded to become a drunk, spurning his duty to fight the Wyrm.

 He had a number of run-ins with other Garou, many of them violent, for his self-destructive urge inevitably caused him to insult them in one way or another. The New York Garou still talk about the knockdown, drag-out fight between him and Mari Cabrah, a Black Fury who despised his condescending attitude. They had a number of follow-up matches, ambushing one another now and then, but none of them decisive.

 He then stumbled across a boy undergoing his First Change, and was thus drawn into the destiny of Evan Heals-the Past, a Wendigo who didn't look very Native American - his Kinfolk bloodline was far removed from its original source. The minions of the Wyrm sensed that Evan was fated to atone for the bitter anger between the Wendigo and the European tribes, and so sought to kill him. Albrecht was Evan's only defence. Forced into the role of defender and mentor, Albrecht rediscovered his core of honor, and overcame his self-destructive habits with the help of Falcon, totem of his tribe.

 In doing so, he had to call upon Mari Cabrah for help, and so helped to forge his unlikely pack. Although he and Mari still verbally fence with one another, their banter hides a deep affection – not romantic, as some reprobate Ragabash have opined, but pack-oriented. For Garou, there are few bonds as tight as those between packmates.

 The Lay of the Silver Crown tells the story of how Albrecht became king. Jacob was slain by Black Spiral Dancers upon his very throne, and his dying command was for Albrecht to return. But since his exile, a Garou of the purest breeding had joined the caern: Lord Arkady, from Russia. He made a claim for the throne, one which Albrecht, long disgraced by exile, could not overcome. It resulted in a challenge combat, with Arkady the victor. Albrecht was content to let the story end there until evidence of Arkady's treachery and Wyrm- taint surfaced. His only means to dethrone Arkady was to search for the Silver Crown, the ancient relic of true Silver Fang kings.

 He finally won the crown and deposed Arkady before his official coronation. In an act of mercy he since regretted, he spared Arkady's life and exiled him back to Russia. This eventually proved wise, as Arkady helped to free Russia from its Wyrm curse and finally sacrificed himself for the greater good of Gaia by assaulting a great Wyrm beast called Jo'clatth' mattric. Although Albrecht still can't stand the guy, even he gives him reluctant kudos for finally redeeming himself.

 Since gaining the Silver Crown and his ancestral kingship, Albrecht has waged war against a shadowy organization called the Seventh Generation, one of the most subtle of the Wyrm's plots to corrupt the world. He has rooted out its agents and slain them whenever they can be tracked and hunted.

 He also joined in the continent-spanning fight against Jo’clatth' mattric, eventually allying with Margrave Konietko, a European Shadow Lord whom many Garou see as the Silver Fang's chief rival for power.

 Now, Albrecht journeys to Russia, the Mother Country of the Silver Fangs, to meet for the first time his long- sundered tribemates, in an attempt to heal the rifts between Silver Fang houses and unite the tribe for the coming Apocalypse.

 There is a prophecy whispered among the tribes that the Black Spiral Dancers will kill Albrecht when the Apocalypse finally arrives, for he is believed to be the “last Gaian king” spoken of in the prophecy of a mad oracle. Albrecht, of course, discounts the legend, although his packmates continue to worry about it.

 Image: On his best days, Albrecht is the model of the modern Silver Fang - he wears his silver hair in a ponytail, his eyes are sharp and clear, and he can command respect regardless of whether he's wearing Garou regalia or tattered jeans and trench coat. On his worst days, he looks like ten miles of bad road, every inch the scarred, scruffy veteran of a thousand fights and a long exile.

 Roleplaying Notes: It was never your ambition to be king, but you never fell so far from grace that you would think of defying Falcon's wishes. It's a pain in the ass having so many people bowing and scraping in front of you - thank Gaia that your packmates are willing to keep you nice and humble. Still, as long as you've got the job, you might as well make some good come out of it. For one thing, you're doing your best to make sure that the rest of your tribe pays some proper respect to the other tribes - something you learned back when you were closer to the Bone Gnawers than to the Fangs. It makes them grit their teeth, and you know you're going to get challenged for it hard someday, but nothing worth doing is ever easy, right?

 Breed: Homid
 Auspice: Ahroun
 Tribe: Silver Fang
 Physical: Strength 4(6/8/7/5), Dexterity 4(4/5/6/6), Stamina 4(6/7/7/6)
 Social: Charisma 4, Manipulation 2(1/0/0/0), Appearance 3(2/0/3/3)
 Mental: Perception 3, Intelligence 2, Wits 4
 Talents: Alertness 3, Athletics 4, Brawl 5, Dodge 4, Empathy 1, Expression 2, Intimidation 3, Primal-Urge 4, Streetwise 2
 Skills: Animal Ken 1, Crafts 1, Drive 3, Etiquette 2, Firearms 2, Leadership 5, Melee 5, Stealth 4, Survival 3
 Knowledges: Enigmas 2, Investigation 3, Law 2, Medicine 2, Occult 2, Politics 3, Rituals 3
 Backgrounds: Allies 5, Ancestors 1, Contacts 4, Kinfolk 2, Pure Breed 4, Resources 1/4 (Albrecht has only a little money of his own, but can draw on quite a lot of money by pulling rank)
 Gifts: (1) Eye of the Falcon, Falling Touch, Lambent Flame, Razor Claws, Resist Pain, Sense Wyrm, Smell of Man
    (2) Eagle's Beak, Luna's Armor, Spirit of the Fray, Talons of Falcon, True Fear
    (3) Silver Claws, Wrath of Gaia
    (4) Stoking Fury's Furnace
    (5) Luna's Avenger, The Secret of Gaia
    (6) One on One
 Rage 8, Gnosis 5, Willpower 10
 Rites: (Accord) Rite of the Honorable Oath, Rite of the Loyal Pack
    (Caern) Moot Rite, Rite of the Opened Caern
    (Death) Gathering for the Departed
    (Mystic) Rite of Talisman Dedication
    (Renown) Rite of Wounding
 Fetishes: Solemn Lord, a grand klaive that boasts the secondary power of heroic endurance. By spending two Gnosis points to invoke this power, Albrecht gains an additional three soak dice against all attacks save silver for the duration of the scene.



Source: Tribebook: Silver Fangs (Revised) (WW3860), Page 99-100


Kolya Blood-of-Iron

 Background: Born in St. Petersburg in 1949, Kolya was raised by a family that made a great show of their loyalty to the Communists. Beneath it all, however, they told their young son stories of how much nobler the country was under the Tsars, and how much better it would be if they returned. Young Kolya never truly believed it, thinking his parents were rose-tinting their youth. But when the KGB arrived to take them away, Kolya found his very real link to the Tsars, much to the dismay of the secret police.

 The Silver Fangs took him away and made arrangements to keep his family safe. Kolya, meanwhile, hated himself for doubting his parents and immersed himself in the stories of the past. His Garou name came when his mentor, rising one morning to find the Cliath still poring over the written accounts of old battles, commented that his charge must have “blood of iron to remain awake so long!”

 Ironically, it is this same determination that is saving Kolya from death now. After the battle at the Aral Sea, during which the Elder was stabbed with a Black Spiral Dancer's Baneklaive, he lay in the snow for nearly eight hours, knowing that sleep meant death. Finally, his young friend Casper found him, and spirited him away, first to Europe, then to Egypt. Now, the fallen hero waits for one last chance at glory before passing on.

 Image: In Homid form, Kolya is a tall, strong, Russian man in his early 50s. Years of fighting well (read: intelligently) have kept him remarkably healthy; amazingly, he has not one Battle Scar! In his wolf forms, his fur is a shimmering, luminous silver-white. Currently, he wears Glabro form full-time.

 Roleplaying Notes: Why Gaia chose to spare you during the battle, you do not know. You always knew your death would come in battle, but somehow, over the years, you simply avoided it. Now, you are laid low, and only your desire to die as a martyr (or at least a hero!) rather than in some ignominious bed in Egypt keeps you alive. You are aware that if you can rise like the Phoenix from this apparently fatal setback, you can inspire your tribe - and all Garou! - to take arms and fight with renewed vigor. You only hope you live long enough to see the outcome.

 Positon: Former Master of the Rite, Aral Sea caern
 Breed: Homid
 Auspice: Galliard
 Tribe: Silver Fang
 Physical: Strength 4(6/8/7/5), Dexterity 3(3/4/5/5), Stamina 5(7/8/8/7)
 Social: Charisma 4, Manipulation 3(2/0/0/0), Appearance 3(2/0/3/3)
 Mental: Perception 3, Intelligence 4, Wits 3
 Talents: Alertness 3, Athletics 4, Brawl 4, Dodge 3, Empathy 3, Expression 5, Intimidation 4, Primal-Urge 4, Subterfuge 2
 Skills: Animal Ken 2, Crafts 3, Etiquette 4, Firearms 1, Leadership 4, Melee 4, Performance 3, Stealth 2, Survival 3
 Knowledges: Enigmas 3, Medicine 1, Occult 4, Politics 3, Rituals 5
 Backgrounds: Ancestors 4, Kinfolk 1, Pure Breed 5
 Gifts: (1) Call of the Wyld, Eye of the Falcon, Falcon's Grasp, Master of Fire, Mindspeak, Persuasion, Sense Wyrm
    (2) Empathy, Reason, Word of Honor
    (3) Song of Rage, Talons of Falcon, Tongues, Wrath of Gaia
    (4) lgnore Death Blow, Mindblock, Shadows by the Firelight
    (5) Paws of the Newborn Cub
    (6) Renew the Cycle
 Rage 6, Gnosis 7, Willpower 8
 Rites: Any and all rites in Werewolf Revised and the Werewolf Player's Guide, plus several that are known only to the Silver Fangs - Kolya is one of the greatest ritemasters of all time! In addition, he knows the Silver Record from memory.
 Fetishes: Balm of Restful Sleep (Level 1, Gnosis 4): In a testament to how driven and skilled he really is, Kolya created this fetish after sustaining his apparently incurable wound. The balm allows him to remain in Glabro form even as he sleeps; without it, he would surely slip into Homid form and die from his injury.

Source: Rage Across Egypt (WW3114), Page 102


Margrave Yuri Konietzko

 Background: Even from the beginning of his life, shortly after World War II, great things were expected of Yuri Konietzko. His father, a Shadow Lord of great renown in Germany, expected him to bring together the Garou tribes in the aftermath of the tragedy of the war, and his mother hoped her status as Kin to the Silver Fang House of the Crescent Moon would help heal the rift between the two tribes. But, it was not to be. The politics of the human world and the tumult of the Garou world made such a reconciliation impossible, as did the fact that the Silver Fangs yet retained their hold on the Sept of the Night Sky. But the elder Konietzko refused to give up hope: he clung to the idea throughout Yuri's childhood, and always instructed his son to keep the Shadow Lords strong and do all he could to bring the tribes of the Garou Nation together, that they might tear the Wyrm from the world and end the horror of war forever.

 Konietzko took his father's words to heart, and trained relentlessly to become the powerful leader his father wanted him to be. He became a ruthless politician, inherited his father's title, and began battling the Wyrm in Germany even before his First Change overtook him. He was a legend by the time he was twenty, and resolved to bide his time until he got an opportunity to battle the Wyrm directly.

 That opportunity came in 1991, shortly after the fall of the Berlin Wall. The Lords in the Margrave's sept cheered, but Konietzko knew this was only the beginning of their battle. The cold war had kept the world in a sort of stasis, and it stifled the Wyrm's attempts to expand its hold on Gaia. But once the war ended, there was nothing left to keep the Wyrm in check. The Margrave moved quickly, securing Shadow Lord lands in Romania so that vampires could not overrun them once again. At home in the Sept of the Night Sky, Yuri Konietzko had come into his own. Now, however, his world was about to go to hell.

 The vampires that infested Carpathia were a serious threat, but the Shadow Lords had been dealing with them for centuries. Now, however, the Margrave also had to deal with Wyrm-tainted economic interests seeking to capitalize on the chaos that followed in freedom's wake. And as Yugoslavia tore itself apart, Konietzko also found himself having to deal with more Wyrmspawn than the region had seen in decades. While most Garou would say the situation had gone from bad to worse, the Margrave found that things were humming along perfectly: They were now horrible enough that the tribes might actually come to their senses, demand proper leadership, and get on with the process of taking their world back from the monsters. Several years of fighting, careful negotiation with tribes such as the Black Furies, Red Talons, and Get of Fenris, and a fair bit of utter ruthlessness allowed Konietzko to forge a coalition of Garou dedicated to stamping the most overt Wyrm threats out of Eastern Europe. Just when he thought he had everything under control, though, the Shadow Curtain around Russia dropped, and with it the Margrave's plans changed.

 Konietzko had expected the Silver Fangs to weather the war in Russia quite a bit better than they actually had. House Wise Heart is gone, and House Crescent Moon has been gutted; the Silver Fang leadership in Russia is thus all but gone, leaving only the House of the Gleaming Eye to handle affairs in mainland Europe. This is simply not enough. While Konietzko would love to take command of the Garou Nation as much as any other Shadow Lord, the fact remains that there are simply not enough Shadow Lords to manage all of the Garou in Europe. Fortunately, however, other tribes have risen to the occasion, and are now serving as capable betas in the Silver Fangs' stead. The Fenrir and the Black Furies have proven to be capable of working closely together in Russia, first to prop up the Silver Fangs and now to prop up the fragile coalition of tribes that has replaced them. Those two tribes have similarly taken steps to work with the Lords in Eastern Europe, and along with the Red Talons are making admirable progress in cleaning up Yugoslavia and the other countries thrown into chaos by communism's fall. Things are looking up for the Margrave, but only time will tell if his bid for power is ultimately successful.

 Image: In Homid form, the Margrave is a savagely handsome man in his late 50s. He wears a full beard and long, straight hair, and he is surrounded by a predatory aura of great intensity. He dresses with a sort of raw elegance, tempered by the needs of the moment. In Lupus form he is lean and powerful, and his fur is jet black.

 Roleplaying Notes: It wasn't your idea to usurp control of the Garou Nation from the Silver Fangs. Indeed, you were perfectly content to leave leadership of the Garou to them if they proved capable enough to do it. But they weren't up to the task, and as a result you have had to step in and clean up their mess. Now, nothing matters but winning. Winning against the vampires, against the fomori and the Banes, and against anyone who dares to get in your way. In lesser Garou, this would be an obsession - in you, it is vision.

 Breed: Homid
 Auspice: Theurge
 Tribe: Shadow Lords
 Physical: Strength 4(6/8/7/5), Dexterity 4(4/5/6/6), Stamina 4(6/7/7/6)
 Social: Charisma 5, Manipulation 5(4/2/2/2), Appearance 4(3/0/4/4)
 Mental: Perception 5, Intelligence 4, Wits 5
 Talents: Alertness 5, Athletics 3, Brawl 4, Dodge 3, Empathy 4, Expression 3, Intimidation 5, Primal-Urge 5, Streetwise 3, Subterfuge 5
 Skills: Animal Ken 3, Drive 2, Etiquette 5, Firearms 3, Klaive Dueling 5, Leadership 5, Melee 4, Stealth 3, Survival 3
 Knowledges: Enigmas 5, Investigation 4, Law 3, Linguistics 4, Occult 5, Politics 5, Rituals 5, Wyrm Lore 4
 Backgrounds: Clout 5, Contacts 5, Fetish 5, Kinfolk 5, Pure Breed 3, Resources 4, Rites 5, Totem 5
 Gifts: (1) Aura of Confidence, Fatal Flaw, Master of Fire, Persuasion, Seizing the Edge, Sense Wyrm, Spirit Speech
    (2) Clap of Thunder, Cold Voice of Reason, Command Spirit, Luna's Armor, Name the Spirit, Sight from Beyond, Staredown
    (3) Curse of Corruption, Disquiet, Exorcism, Paralyzing Stare, Pulse of the Invisible, Summon Stormcrow
    (4) Call the Storm, Grasp the Beyond, Open Wounds, Raven's Wings, Spirit Drain, Seeds of Doubt, Spirit Ward, Strength of the Dominator
    (5) Malleable Spirit, Obedience, Part the Veil, Shadow Pack, Spirit Vessel
 Rage 8, Gnosis 10, Willpower 10
 Rites: Konietzko is a Rank 6 Theurge, and as such knows every rite not restricted to a specific tribe or region.
 Fetishes: Thunder's Bracers, grand klaive. As one of the most powerful Garou in the world, the Margrave can get his hands on just about any fetish, given time.



Source: Tribebook: Shadow Lords (Revised) (WW3858), Page 98-100


Sunrise-Heart

 Background: Over the ensuing centuries, the land around the mountain has been settled, but the mountain itself (now called Mount Gibb after an explorer who led an ill-fated expedition up the mountain in the 19th century) remains mostly untouched by humanity. In the late 1980s, a Galliard was born in the sept that the others recognized as a truly Pure Bred Talon. Even before his First Change, this young cub ran with Garou rather than wolves and exhibited the bearing of a true alpha. When he experienced his First Change at sunrise one summer morning, the others knew him to be the prophesied leader and called him Sunrise-Heart.

 Sunrise Heart rose in rank more quickly than any werewolf in the history of the sept, and led his pack, Wolfs Chosen, against the Weaver, the Wyrm, and any other enemy that dared sully the caern. When he reached the rank of elder (a mere ten years after his First Change!) the sept expected him to take on the mantle of leader, but he refused and disappeared on an Umbral Quest. ln the spiritual chaos that followed, the sept feared the worst. And then, a few months ago, he returned triumphant.

 The tale of his quest - surely worthy of the Silver Record - explains how he found the secret of creation in the Red Talon Tribal Homelands after questing in Pangaea, the Legendary Realm, and even Wolfhome. He is, at present, the only Garou on earth that knows the Rite of Gaia's Rebirth (see Chapter Three). The rite has only been used once, to purify the one and only incursion humanity had made into the sept (a Pentex-funded logging operation blazed a trail into the forest and was scouting for a good locale to set up shop. They never got the chance). Sunrise-Heart has taken up leadership of the sept, and is considering how best to use his incredible knowledge.

 Image: In Homid form, Sunrise-Heart looks vaguely Native American, but has profuse red body hair and a stooped walk. In Lupus form, he is a beautiful red wolf with a perpetually pensive air about him.

 Roleplaying Notes: You are in possession of one of the greatest assets the Garou ever knew. Now if you only knew what to do with it. You know you are a great alpha, and a good leader, but this kind of responsibility doesn't seem to sit well on your shoulders. You are troubled and restless much of the time, and are secretly searching for a worthy student to learn the rite. You are adamant that it won't be taught to a homid werewolf, but a lupus of another tribe might be possible. The Children of Gaia are usually responsible. The Silver Fangs are the leaders, but the Shadow Lords are good at keeping secrets. You just don't know...

 Position: Sept Leader
 Breed: Lupus
 Auspice: Galliard
 Nature/Demeanor: Builder/Alpha
 Tribe: Red Talon
 Physical: Strength 3(5/7/6/4), Dexterity 4(4/5/6/6), Stamina 5(7/8/8/7)
 Social: Charisma 4, Manipulation 3(2/0/0/0), Appearance 2(1/0/0/0)
 Mental: Perception 4, Intelligence 4, Wits 3
 Talents: Alertness 3, Athletics 3, Brawl 4, Dodge 2, Empathy 2, Expression 4, Primal-Urge 5
 Skills: Animal Ken 4, Etiquette 2, Leadership 5, Melee 2, Performance 3, Stealth 4, Survival 4
 Knowledges: Enigmas 4, Garou Astrology 5, Linguistics 1 (French and smattering of English, though he rarely uses either), Occult 2, Rituals 5
 Backgrounds: Ancestors 4, Pure Breed 5
 Gifts: (1) Beast Speech, Call of the Wyld, Eye of the Hunter, Hare's Leap, Heightened Senses, Howl to a Friend, Mindspeak, Wolf at the Door
    (2) Offering of the Slain, Primal Howl, Predator's Leap, Scent of Sight
    (3) Catfeet, Howl of Hunger, Trackless Waste
    (4) Beast Life, Howl of Death, Shadows by the Firelight
    (5) Blessing of the First Pack, Shattering Howl
    (6) Home in All Lands
 Rage 6, Gnosis 8, Willpower 9
 Rites: Sunrise-Heart knows all of the rites listed in Werewolf Revised and the Werewolf Player’s Guide. In addition, he knows the rites listed in this book, except for the Rite of Feeding the Land.
 Fetishes: None.



Source: Tribebook: Red Talons (Revised) (WW3857), Page 96 (Background), 98-99 (Character Sheet)


The Perfect Metis, Possessed Black Spiral Dancer

 Background: The Perfect Metis was born hale and hearty to a pair of Gaian Garou, who were forced to wonder just what such an unusual event might portend. Some of their brethren feared the child would become the champion of the Wyrm, and they were not wrong. Others wondered if he might in fact be the means of Gaia's deliverance, and they also spoke true. Everything was as the Garou believed, but none of it was true.

 Shortly after his birth, the metis was spirited away by a Ferectoi named Adrian Carver. He watched over the child as an avatar of the Wyrm possessed it, shaping it into the instrument of the Wyrm's will on the physical plane. But the child's destiny was not one of defilement or corruption; instead, he represents the last hope of the Wyrm to free itself from the shackles of the Weaver, and to that end he is an instrument of war.

 Once the possessions of the metis was complete, the child returned to the world fully grown, and set about consolidating the Wyrm's forces in the physical realm. All who oppose him will be destroyed. Those who recognize the purity of his purpose and the necessity of his existence, however, will be able to redress the greatest tragedy in all creation: the Weaver's descent into madness, and the corruption of the conquering Wyrm.

 Image: In Homid form the Perfect Metis is a huge bear of a man, with powerful limbs that bristle with strength far beyond that of any human. He has a savagely handsome countenance, and while he projects almost no sort of sexual aura, it would take little effort to make him quite attractive. His wolf form is savage and majestic, an unsettling blend of the Wyrm's fury and the beauty of perfection. He is faster and stronger and more powerful than any wolf who ever lived, and all who look upon him cannot help but feel a sense of awe at the sight of him. In Crinos form the metis is a true giant, standing well over twelve feet tall and typically adorned with a massive pair of horns that he uses in combat to great effect. Those who see him in this form know that his supremacy is unquestioned, and a mere glance from him is enough to cow any Garou into submission.

 Roleplaying Notes: The power of the Wyrm stirs within you, calling to you to fulfill your purpose in life. You seek nothing less than the end of all existence, as the Weaver's Pattern Web is unraveled and the Wyrm is freed from its eternal prison. Some may oppose your efforts, but they are nothing to you; crush them it you must, but those with a greater clarity of vision are your primary concern. You need the help of the Gaian Garou if your quest is to be successful; try to work with them and do not allow your subordinates to complicate matters with meaningless squabbles. You are the instrument of creation's rebirth; all other concerns are secondary.

 Breed: Metis
 Auspice: Ahroun
 Tribe: Black Spiral Dancer
 Physical: Strength 8(10/12/11/9), Dexterity 6(6/7/8/8), Stamina 8(10/11/11/10)
 Social: Charisma 5, Manipulation 4(3/1/1/1), Appearance 5(4/0/5/5)
 Mental: Perception 5, Intelligence 4, Wits 5
 Talents: Alertness 5, Athletics 5, Brawl 5, Dodge 5, Intimidation 5
 Skills: Leadership 5, Melee 5
 Knowledges: Enigmas 5, Occult 5, Rituals 5
 Backgrounds: Allies 5, Consecrated 5,Fetish 5, Rites 5, Symbiosis 5
 Gifts: (1) Bane Protector, Inspiration, Sense Wyrm
    (2) Horns of the Impaler, Spirit of the Fray, Wyrm Hide
    (3) Combat Healing, Dagger of the Mind
    (4) Open Wounds, Stoking Fury's Furnace
    (5) Avatar of the Wyrm
 Powers: Enhanced Attributes (+3 Strength, +1 Dexterity, +3 Stamina), Horror (supernatural version), Sense Gaia, Thick Skin x5, Triatic Sense, Voice of the Wyrm
 Rage 10, Gnosis 10, Willpower 10
 Rites: As appropriate.
 Fetishes: As appropriate.
 Merits and Flaws: Huge Size, Iron Will
 Taints: None

[attachmentid=29638]

Source: Apocalypse (WW3999), Page 206-207


Zhyzhak

 Image: Zhyzhak is a force of terror - even in Homid form, she's an unnaturally tall, muscle bound warrior with striking but cruel features. She frequently wears fetish gear, never bothering to dedicate it; she is not subtle, and appears in public only when she's ready to kill every last person she sees.

 Roleplaying Notes: Zhyzhak's klazomania (a mental illness that causes her to shout rather than speak) comes and goes, as her mind becomes more and more filled with unholy voices. She is a dark messiah for her people, and Green Dragon himself has invested her with much of his considerable power. She is a true child of Rage, to the extent that she knows little else. She does not torture, she does not linger, she does not toy with her foes - she kills, kills and kills. She has been promised the honor of breaking the world open to watch it bleed in the Final Days, and nothing the weak, puny Gaians have to offer will stop her from living out that delicious destiny.

 Breed: Homid
 Auspice: Ahroun
 Tribe: Black Spiral Dancer
 Physical: Strength 7(9/11/10/8), Dexterity 5(5/6/7/7), Stamina 6(8/9/9/8)
 Social: Charisma 5, Manipulation 2(1/0/0/0), Appearance 4(3/0/4/4)
 Mental: Perception 4, Intelligence 2, Wits 4
 Talents: Alertness 5, Athletics 5, Brawl 5, Dodge 5, Intimidation 5, Primal-Urge 5, Streetwise 3
 Skills: Drive 1, Firearms 4, Leadership 5, Melee 5, Stealth 5, Survival 5
 Knowledges: Enigmas 3, Investigation 2, Medicine 2, Occult 5, Politics 4, Rituals 4
 Backgrounds: Personal Totem 20
 Gifts: (1) Bane Protector, Falling Touch, Inspiration, Master of Fire, Razor Claws, Sense Wyrm, Toxic Claws
    (2) Horns of the Impaler, Sense Silver, Spirit of the Fray, Staredown, Terrify, True Fear, Wyrm Hide
    (3) Dagger of the Mind, Disquiet, Foaming Fury, Silver Claws
    (4) Clenched Jaw, Cocoon, Crawling Poison, Open Wounds
    (5) Avatar of the Wyrm, Balefire, Kiss of Helios, Part the Veil
 Rage 10, Gnosis 10, Willpower 10
 Rites: None that you'll ever get to see and live.
 Fetishes: Btk'uthoklnto. Zhyzhak's Devilwhip operates as a normal whip, except in that it does Strength +3 aggravated damage.
 Special Note: As the Green Dragon's chosen child, Zhyzhak can vomit toxic flames at an opponent three times a day. The attack has a range of six feet and can be dodged at difficulty 6, but this requires at least four successes. In addition, she has one extra die to soak damage.

[attachmentid=29639]

Source: Apocalypse (WW3999), Page 194-195


There are two exceptions.
One is a werebear appearing in a very early book, and his stuff does oppose later material about Gurahl.


Bill of the Bear

 Background: A Son of the Bear, Bill is one of the last were-bears in North America. He is a shaman, a spirit-drummer to be exact, who has survived many adventures and has fought his entire life against the Wyrm and its kind. He fell in love with a Daughter of the Wolf hundreds of years ago (were-bears are particularly long-lived) and as a result, betrayed his people, who were at war with the Garou at that time.

 Bill has since found peace, but this peace is always tinged with sadness as he thinks of all the loves and family he has lost over the years. It is only a sense from the Bear itself that he must remain behind on Gaia, the last bastion of the Bear there, that keeps him from taking off on a great journey far into the Deep Umbra, perhaps there to find his ancestor-spirits.

 Bill possesses an ancient Garou artifact from Norse times: a Horn of Fenris, a talisman which can be used to summon spirits of war. This horn can also summon avatars of the First Pack, the ancestors of all Garou, in addition to many other spirits of great warriors throughout history. If one of the characters particularly touches Bill's heart, he will give her the Horn, but will not tell her what it is, only that it must be blown in a time of immense trouble. He will tell her that the horn is brittle and old and may break with its next sounding. He will also say that he himself has tried to use it in the past year and has been unable to get it to work; he fears that the power has gone out of it or is waning from it. In truth, Bill cannot summon aid because he has no great need, and his ancestors are, in truth, angry at him for staying behind on a martyr mission.

 If the characters use this horn at the dramatically appropriate moment then there is a distinct chance (Storyteller determines this based on how the pups are acting) that the Fist Pack will come to them, inhabit their bodies for a brief time, and wreak will definitely be shattered by this sounding and the Pack will more than likely leave the pups in a worse situation than they were in when they first used the horn.

 Image: A tall, broad, bearded man. Bill's face is weathered by time and tears.

 Roleplaying Notes: You are gruff, but kind and eager for company, You contain your rage well, but when it does emerge it is a terrible thing to behold.

 Forms: Human: No Attribute Modifiers
    Near-human: Strength +3, Stamina +3, Appearance -3, Manipulation -2, Intelligence -1
    Half Bear: Strength + 5, Stamina +4, Dexterity -2, Perception -1
    Near Bear: Strength +4, Stamina +5, Dexterity -2, Wits -1
    Bear: Strength +2, Stamina +3, Dexterity -1, Manipulation -3
 Physical: Strength 3, Dexterity 4, Stamina 5
 Social: Charisma 4, Manipulation 2, Appearance 3
 Mental: Perception 4, Intelligence 3, Wits 3
 Talents: Alertness 5, Athletics 4, Brawl 4, Empathy 4, Expression 3, Intimidation 3, Primal-Urge (Bear) 4
 Skills: Animal Ken 4, Firearms 3, Melee (walking staff) 3, Performance 3, Repair 4, Stealth 3, Survival 5
 Knowledges: Enigmas 4, Investigation 3, Law 3, Linguistics 3, Medicine 4, Occult 4, Politics 2, Rituals (Bear) 3, Science 2
 Backgrounds: Fetish 5, Past Life 4
 Gifts: Treat Bill as a Rank 5 Children of Gaia Moon Dancer Homid; he has any appropriate Gift, though he rarely displays his power, especially since it can reveal his position to some of the old Garou Watchers who still hunt for his kind.
 Rage 5, Gnosis 9, Willpower 8
 Rank: Equivalent of 6; no Renown as such among Garou.
 Fetishes: Horn of Fenris (see Below)

[attachmentid=29640]

Source: Rite of Passage (WW3002), Page 59


The other one doesn’t have Rank, but he should be Rank 6.
Note that he only has stats in 1st Edition book, no specific stats are provided in 2nd Edition one, and in 20th Anniversary Edition of Book of the Wyrm, he is utterly removed.


The First Ronin/The First Metis

 Fangs-To-The-Wind heard the howl tear through the trees around him and was confused. This was not a normal howl, nor was it a Howl of Mockery. Whatever the meaning of this unearthly sound, it was lost to him. Curiosity soon surpassed the wariness he felt, and Fangs-To-The-Wind trotted toward the distant sound as it was repeated.

 The clearing from which the howl had come was empty; nothing moved through the trees and no living sounds came from the animals in the woods. From behind him, apparently from the same direction from which he had just come, he heard a deep growl of challenge. He turned to face the hairless beast and grinned in anticipation; here was an upstart, a metis of all things, ready to challenge him.

 The metis stepped forward, shifting easily into wolf form. Something was wrong; the markings the challenger wore on his body were faded with time, and yet they were also quite obviously tattoos. Fangs-To-The-Wind felt his fur rise, the meaning of the odd symbols suddenly becoming clearer. Inscribed on the metis' flesh was his own name, and the other symbols told of how Fangs-To The-Wind had died valiantly. Fangs-To-The-Wind understood the homids' way of marking days and years; he understood that the markings on this metis declared that this was the day of his final battle.

 It was impossible; the markings were so old, as was the metis before him. The old legends came back to him, the stories told by his grandfather. “You, you're just a myth,” he cried. “A thing to frighten the pups at night. You can't be real.”

 The First Ronin grinned then, blackened gums showing the very real threat of silver teeth...


 Ronin is a sadly common word among the Garou. But legends tell of the First Ronin, a metis who turned from the tribe and pack that had scorned him and went to make his own way in the world. To most he is simply a fantasy, a story told to deter cubs from their foolish attractions to one another and to remind all Garou that the price of incestuous relations is disaster and shame.

 Background: Some of the legends say that the First Ronin was the very first metis, and that the overall response to his hideous form was revulsion and contempt. Some of the legends say that he did not choose to leave the Garou, but was forced to leave. Most metis can sympathize with his plight, if that version of the story is accurate.

 The legends tell how the First Ronin was corrupted by the Wyrm through the promise of love and a caring family, in the days when the Wyrm came easily to Gaia's realm and walked among the homids as their friend. The legends go on to explain that the Wyrm itself was not as mad then as it is now. The legends claim that the First Ronin was the very first Garou to turn to the Wyrm, the first great betrayer of Gaia.

 And the legends all tell of the Wyrm's markings on the First Ronin; the hideous tattoos that have driven Garou into Fox frenzies on sight. It is claimed that the First Ronin, like the vampires who follow the Wyrm, is immortal.

 The only certainty is that the creature called the First Ronin is Garou, but a Garou that reeks of the Wyrm's corruption and revels in the destruction of all its kind. The First Ronin is said to have claws and teeth of silver, but to take no harm from these natural weapons. It is said to hunt down solitary Garou and those in smaller packs and devour them, leaving only the mingled scent of its corruption and the blood of Gaia's children to mark its passage. Best perhaps to leave to the imagination what the First Ronin is said to do to females of the species. Some things are too horrid for sane Garou to contemplate.

 Image: A furless Garou with skin as pale as the full moon and covered in tattoos that shift and change as he approaches. The symbols clearly state the full name of any Garou that looks at them, as well as denoting that Garou's death date: the very night he encounters the First Ronin. The First Ronin stinks of the Wyrm's corruption, even to those who cannot sense the Wyrm. There is absolutely nothing about the First Ronin that could be considered a redeeming quality; there is no sense of compassion or love, only undying, unrelenting hatred.

 Storytelling Notes: Unless you really want your pack dead, always give them fair warning of the Ronin's approach; the smell alone should do it. Never directly state just who or what this creature is; no one should ever find out for certain. Along this theme, always let the creature attack from the darkness. If the pack gets lucky enough to hurt it severely, the First Ronin will literally fade from existence in a cloud of noxious black smoke. The First Ronin is truly immortal and cannot be captured or killed any more than the bogeyman can be captured or killed.

 Breed: Metis
 Auspice: Ahroun
 Tribe: Unknown
 Physical: Strength 7(9/11/10/8), Dexterity 6(6/7/8/8), Stamina 5(7/8/8/7)
 Social: Charisma 0, Manipulation 0(0/0/0/0), Appearance 0(0/0/0/0)
 Mental: Perception 5, Intelligence 4, Wits 5
 Talents: Alertness 5, Athletics 5, Brawl 5, Dodge 5, Intimidation 5, Primal-Urge 5, Subterfuge 5
 Skills: Animal Ken 5, Melee 5, Stealth 5, Survival 5
 Knowledges: Enigmas 5, Linguistics 5, Occult 5, Rituals 5
 Backgrounds: Mentor 10 (if the legends are true, the First Ronin's Mentor is the Wyrm), Personal Totem 10 (the Wyrm)
 Gifts: All Gifts of the Garou tribes, including those of the Black Spiral Dancers, up to and including the 4th level (be afraid, be very afraid), Fearful Flight (for one Gnosis point, the Ronin can make all Garou present flee with a resisted Strength + Intimidation roll against the opponents' Rage)

Source: Book of the Wyrm 1st Edition (WW3200), Page 93-94
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Re: 【代发】【W:tA】【汇总】顶级变形者
« 回帖 #3 于: 2021-09-16, 周四 02:34:52 »
已排版、校对并注释。