Editing
The Gift:Characters
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Gray Wolf=== Gray Wolf is comprised of mages who seek to become one with nature, for spiritual reasons that are often individual to the mage or considered inexpressible. Most members are highly political about ecological and animal rights issues. The order regards itself as having a duty to protect nature and the unnecessary failure of a member to do say may result in ostracism or worse. That being said, they have very little in the way of organization and often prefer being alone in nature to seeking each other's company, though a temporary "pack" may form to deal with specific problems. Their disregard for authority and rules, mortal and mage alike, makes it easy for them to get into trouble. Most Gray Wolf mages see violence as a part of nature like any other and are comfortable, in principle, with the use of force to achieve important goals. This attitude, along with their acceptance of hunting, has alienated them from many more idealistic mages and mortals. Gray Wolf ritual and symbolism is an amalgam of Christian, Native American and Pagan European motifs, with many nature-elements of their own invention. Apprentices are trained to study and live alongside nature. Their bodies as well as their minds are honed, on the grounds that to ignore the body is to deny your own nature. Magical training is focused on the study of animals. Particular attention is paid to dogs, on the grounds that the animal’s pack-tactics are a model for nature’s defenders. Cost: 23 points. Skills: Botany, Climbing, First-Aid, Herb Lore, Naturalist, Navigation (Land), Running, Stealth, Survival (Any), Swimming, Symbol Drawing (Gray Wolf), Zoology. Spells: Animal: Animal Control (Dog), Beast-Rouser, Beast Link, Beast-Soother, Beast Summoning, Master, Shapeshifting (Dog). Movement: Apportation, Lockmaster. Technology: Reveal Function, Seek Machine. House Stances Magic: Magic is the planet’s blood. Themselves: We must become one with nature in order to protect it. The Council: The more unnatural something is, the more they love it. They seek to control forces they should learn to respect. The Circle: The Circle couldn’t organize a piss-up in a brewery. But they are nature’s only friend. The Cooperative: The logical, horrific culmination of humanity’s rejection of everything natural.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information