Chapter 1: To Look Up
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Nov 28, 2025 2:13 am
OOC:
Sorry if that wasn't clear- no need to roll initiative this first round, just declare your action and roll for it, but we are in rounds nowNov 28, 2025 3:31 am
I run into the fray, ripping at one of the flame creatures with my claws!
Rolls
Claw Attack! - (7d10)
(9101010429) = 54
Ash
Nov 28, 2025 8:00 am
Ash stops to take stock as she removes her jacket. What is that language? Do you know old man?
Where are you? Ash is really worried now. Strange flame spirit, her ancestor spirit is not answering her. But something about this language is starting to look and sound familiar.
And then the Jock (Ulysses) goes into a fighting mode without thought. Why is she not surprised?
OOC:
I have decided that the rest of her outfit has been awakened, so it changes with her, but her jacket is new and has not been awakened. And she loves that jacket.Let me know if I have overstepped the creative licence
Botched ansestor roll, but the language roll looks promising
[ +- ] Intolerance (1 pt. Flaw) (Jocks / male sports enthuisasts)
You have an irrational dislike of a certain thing: an animal, class of person, situation, or object. You gain a +2 difficulty on all dice rolls involving the focus of your intolerance. The Storyteller is the final arbiter of what you can choose to have an Intolerance of: some dislikes may be too trivial to count (doughnuts or mechanical pencils) while disliking "the Wyrm" is already a common mindset for Garou and hardly counts as a Flaw.

Ash
[ +- ] Ancestors
Ancestral memory in humans is no more than pseudo-scientific nonsense. To the Garou, who can contact the spirits of their ancestors, it’s a fact of life. Many werewolves carry some of the memories of a distant ancestor; some even allow their forebears to take over their bodies.
Once per game session, the player of a Garou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he’s trying to contact the spirit of a specific ancestor). Each success allows the character to increase any Ability by one for the purposes of a single dice pool, even if he has no dots in the Ability — and he doesn’t suffer the penalty for not having the Ability. For example, young Michel, a pure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Michel has an Ancestors rating of 4 and Athletics 0. He calls on his forebears to guide him, and Michel’s player rolls four dice at difficulty 8. He scores three successes. Michel contacts his great-great-great granduncle Cragtamer, who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll.
If the Garou had an Athletics rating of 2, then his effective dice pool would be 5. All effects last for the rest of the scene. While it is more difficult to contact a specific ancestor, successful contact provides either useful advice or precognitive visions at the discretion of the Storyteller. Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he’s overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.
••• You put names to faces among your ancestors
Once per game session, the player of a Garou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he’s trying to contact the spirit of a specific ancestor). Each success allows the character to increase any Ability by one for the purposes of a single dice pool, even if he has no dots in the Ability — and he doesn’t suffer the penalty for not having the Ability. For example, young Michel, a pure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Michel has an Ancestors rating of 4 and Athletics 0. He calls on his forebears to guide him, and Michel’s player rolls four dice at difficulty 8. He scores three successes. Michel contacts his great-great-great granduncle Cragtamer, who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll.
If the Garou had an Athletics rating of 2, then his effective dice pool would be 5. All effects last for the rest of the scene. While it is more difficult to contact a specific ancestor, successful contact provides either useful advice or precognitive visions at the discretion of the Storyteller. Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he’s overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.
••• You put names to faces among your ancestors
[ +- ] Jack-Of-All-Trades (3 pt. Merit)
You have a little knowledge about a lot of things. If making a roll on a Skill you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2. Only homid or metis characters may take this Merit.
Last edited November 28, 2025 8:18 am
Rolls
Ancestors - (3d10)
(115) = 7
Academics + PER - (0d10+3d10)
(0) + (847) = 19
Nov 28, 2025 8:58 am
OOC:
I don't think I have any useful knowledge to roll"Should we..." he looks around, trying to focus on the sound of the flowing river. "... get some water to put down this fire?"
Ash
Nov 28, 2025 9:48 am
Water or dirt or something else to smother the fire is actually a good idea.
Her focus is still the larger fire spirit and the situation as a whole.
What is going on here?
Her focus is still the larger fire spirit and the situation as a whole.
What is going on here?

Ash
Last edited November 28, 2025 9:48 am
Nov 28, 2025 11:29 am
OOC:
Ancestor roll for academicsOOC:
2nd langusge roll with two more diceLast edited November 28, 2025 11:30 am
Rolls
Ancestors - (5d10)
(81993) = 30
Discern language - (7d10)
(104107356) = 45
Nov 28, 2025 1:40 pm
Voice-of-Rust had let his mind wander a bit, wondering what kind of being he was dealing with, if not a spirit. Sadly, his knowledge fell short because most of the knowledge he possessed had been passed down by one theurge he suspected had later-stage dementia and the rest was filled in by the spirits of the Umbra he interacted with daily. So all he could guess at was that this was some sort of conjured elemental? As far as he knew these things weren't native to the Realm and.... where did the others go? What was he doing again? Oh right, going where Rat had told him to go, and then there were some other Garou. He remembered the Silver-fur was a cub and... yes, they had wandered off only just now. The direction was plain, so he got up and followed.
You forget things: important things like names, phone numbers, and which route to take to the caern. You often forget tasks you’ve been assigned, what day or time certain happenings are taking place, or even when you last ate. Although you don’t forget Skills, Talents, or Knowledges, in order to remember specific details about anything more significant than your own name, you need to make an Intelligence roll (difficulty is set by the Storyteller).He emerged at the fiery scene looking a little confused. Now there were more of these things, and one was bigger. The creatures didn't seem hostile, just acting according to their nature. Still, one of the Garou decided to attack for some reason while the others stood and watched. That was fine. He remembered they weren't a pack after all. Perhaps the hot-headed one would learn a good lesson on not messing with things you didn't understand. (Unless they were of the Wyrm, of course, but so far nothing pointed in that direction)
He looked at the others who were watching the scene. Perhaps he should tell them his thoughts?
"I think they are elementals. Someone must have conjured them. I don't think they're hostile. Fire spirits just like to burn things. I don't think they are of the Wyrm."
Well, the hostility might start once they were being attacked by the Garou he recognized as the cub he met just now. Silly cub was about to learn a hard lesson he reckoned...
[ +- ] Absent-Minded (3 pt. Flaw)
You forget things: important things like names, phone numbers, and which route to take to the caern. You often forget tasks you’ve been assigned, what day or time certain happenings are taking place, or even when you last ate. Although you don’t forget Skills, Talents, or Knowledges, in order to remember specific details about anything more significant than your own name, you need to make an Intelligence roll (difficulty is set by the Storyteller).
He looked at the others who were watching the scene. Perhaps he should tell them his thoughts?
"I think they are elementals. Someone must have conjured them. I don't think they're hostile. Fire spirits just like to burn things. I don't think they are of the Wyrm."
Well, the hostility might start once they were being attacked by the Garou he recognized as the cub he met just now. Silly cub was about to learn a hard lesson he reckoned...
Nov 29, 2025 11:04 am
Ulysses makes contact with the creature, and it dissolves into smoke and soot beneath his claw.
The language sounds completely unintelligible but only vaguely familiar. The script, however, you are certain looks like cuneiform- it's not Sanskrit, but it's similar. You can deduce it's some form of ancient near eastern language.
You're piecing together the language and the script- you can tell this has to be Sumerian- an ancient long dead language.
Everyone can declare their actions now-- all will resolve before the fire creatures
OOC:
In the future remember to roll damage too when you roll the attack-- STR+1 for claws[ +- ] Ash
The language sounds completely unintelligible but only vaguely familiar. The script, however, you are certain looks like cuneiform- it's not Sanskrit, but it's similar. You can deduce it's some form of ancient near eastern language.
[ +- ] Dominic
You're piecing together the language and the script- you can tell this has to be Sumerian- an ancient long dead language.
OOC:
There four now five small fire creatures. They will each attack one of the Garou (one each). The burning woman will summon small fire creatures.Everyone can declare their actions now-- all will resolve before the fire creatures
Rolls
Stas Init - (1d10+6)
(7) + 6 = 13
Dust Eater Init - (1d0+6)
(0) + 6 = 6
Voice of Rust Init - (1d10+7)
(9) + 7 = 16
Ulyssses Init - (1d10+6)
(6) + 6 = 12
Ash Init - (1d10+6)
(6) + 6 = 12
Fire Creatures Init - (1d10+5)
(7) + 5 = 12
Dust eater corrected init - (1d10+6)
(6) + 6 = 12

