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Moonchaser was a homid Wendigo Theurge who lived in the 19th century United States.

Biography[]

An elder of the Wendigo tribe, Moonchaser retained his status as a holy man with the Sioux even after his first change. While other Garou chased glory in the battle with the white man or newly freed Wyrm creatures, Moonchaser stayed with his people, fulfilling his responsibilities as an advisor and spiritual guide. Over the years, Moonchaser has provided Sioux and werewolf alike with calm, thoughtful suggestions for perplexing, frustrating situations.

Moonchaser regularly travels to the Sioux village outside Paradise. When he last visited the village, however, he discovered it was destroyed, but could find no signs of the white men, other Garou or even the Wyrm. From Kicking Rabbit, the ghost of a boy trapped in the village, he learned of Sower-of-Fear and the havoc it has caused around Paradise.

Although not inclined to be a warrior, Moonchaser is assembling the Garou to fight against this Bane that threatens the entire Northwest. Should it escape, surely many more would die horrible deaths.

Profile[]

  • Image: Moonchaser is old by human standards. A Sioux by birth, he maintains his religious station and dresses accordingly. Seemingly slow and frail, the Theurge actually possesses formidable endurance. The spirit world and life on the open plain have toughened him, although he lacks the combat experience of his brethren.
  • Roleplaying Hints: You never desired glory or even the bloodlust to fight for that matter, but now you have no choice. While the other Garou sharpened their claws on the bones of their enemies, you sharpened your mind on the problems of life. Now body must catch up with mind as your final conflict approaches. You have seen your death in a vision: You will not leave Paradise. Sower-of-Fear must be stopped, even though it means the end of your peaceful existence.
  • Destiny: Moonchaser knows that he will never return from Paradise. His only hope is that he will destroy or contain Sower-of-Fear with his sacrifice.
  • Physical: Strength 2 (4/6/5/3), Dexterity 2 (2/3/4/4), Stamina 5 (7/8/8/7)
  • Social: Charisma 5, Manipulation 4 (3/1/1/1), Appearance 2 (1/0/2/2)
  • Mental: Perception 3, Intelligence 4, Wits 2
  • Talents: Alertness 1, Brawl 2, Empathy 4, Expression 4, Primal-Urge 3, Subterfuge 2
  • Skills: Animal Ken 2, Crafts 3, Etiquette 3, Leadership 3, Performance 4, Stealth 2, Survival 3
  • Knowledges: Culture 2, Enigmas 3, Investigation 2, Medicine 3, Occult 4, Politics 2, Rituals 5
  • Backgrounds: Allies 5, Contacts 4, Fetish 4, Kinfolk 4, Resources 3,
  • Gifts: Call the Breeze, Mother's Touch, Persuasion, Spirit Speech, Commanding Voice, Command Spirit, Dust Storm, Name the Spirit, Pulse of the Invisible, Winter Forest, Spirit Drain, Spirits of Decay, Part the Veil
  • Rage: 3
  • Gnosis: 8
  • Willpower: 8
  • Rites: Rite of Cleansing, Rite of Reconciliation, Moot Rite, Rite of Binding, Rite of Summoning
  • Fetish: Medicine Bag

References[]

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