Silverfawn, Ecological Preservationist


Name Silverfawn Makes-The-Image-Dance
Age Around 35 at hire
Homeworld Supernaturally-Charged Earth; an Earth where werewolves, vampires, witches and other such people exist, though not in the 'magic-verse' manner (White Wolf rpg verse)
Born in Los Alamos Texas; Current residence Crescent City Twoarth
Species Werewolf / Garou; Glass-Walker tribe, Homid (born human-looking);
Gibbous Moon, Philodox path (born Galliard, but refused it)
Original Stat Block (kinda difficult to reproduce here since it was specifically White Wolf styled)
Nature: Builder; Demeanor: Caregiver; Breed: Homid; Auspice: Philodox (born Galliard); Tribe: Glass Walkers; Age: 28; Sex: Female; Skin: very pale caucasian; Hair: Platinum blond, wispy thin; Eyes: pale yellowy-green
Vocal Quality: Sure, but quiet, high, often hoarse from too much talk during the day
Scars/Etc: has a large, visible scar on center of chest from a certain incident with a Talon and a fetish knife... Height/Weight: 5’7”/ 115 soaking wet
Goals: Saving Gaia one acre/dollar at a time; Interrupted By: lousy assholes in corporations
Strength 1, Dex 3, Stamina 2; Charisma 3, Manipulation 3, Appearance 2; Perception 4, Intelligence 4, Wits 2; Willpower 8; Rage 3; Gnosis 5
Gender/Pref Female, straight
Post

Instructor

Environmentalist and Amusement Park owner, also happens to be a Glasswalker werewolf whose appearance is so 'cute and fluffy' that no one freaks out when they see her change shape.

Tenure 2010s
Stats reflect
Homid (human)
Glabro (furry)
Crinos ('were')
Hispo (near-fur)
Lupus (wolf)
Smarts/GM
5
Bod/Feets
3 (str 1, dex 4)
(str 3)
(str 5, agi 4)
(str 4, agi 5)
(str 2, agi 5)
RWS
6
Luck
3
Drive
2
Looks
3
(pretty)
(no fear)
(odd, cool)
(freakin adorbs)
Cool/Mouth
5
4
6
4
3
Bonk
2
4
5
5
4
Powers

Moon-Based (plus forced) Shapeshifting - is a Werewolf, born human-looking but with a father that is a full shifter and a mother with garou lineage it was obvious she'd be a shifter too. The changes above show the forms that she can attain, however they are extremely difficult for her to 'force' a change to or out of. When she's under stress she will immediately default to the Glabro, which is a 'Skin-Kin Passing' appearance with a light dusting of fur and pointed ears. If she's actually angry she will go Crinos, which is the traditional 'werewolf' but ... she's not intimidating in any way in this form. It does allow her more strength and durability however. If she's exploring and still needs thumbs but also armor the Hispo form of a 'feral-looking' biped is present. And finally if she's actually afraid she'll become a full four-footed wolf (shown above, and yes that's how cute she is), with speed and agility on her side.

Werewolf Auspice Wisdom: Truth of Gaia and Strength of Purpose - born from the Philodox path that she voluntarily took on early in life, she is able to carefully watch someone and detect if they are lying or telling the truth, to a reasonably granular degree. With concentration she might ask 'twenty questions' and get a much clearer picture of what parts of a story or piece of information are correct and which might be exaggerated or false. She also knows her place among the creatures of the world, and is so sure of this place that she can double-down on her passionate beliefs when being challenged both socially or physically. This allows her to take more damage or recover from wounds quickly, as well as give far more empassioned and compelling arguments to people she needs to impress.

Glass-Walker and Homid Abilities: Computer and Mechanical Controls - Her innate magical power (gnosis) allows her to sense and to a limited degree control computers, small electronic machines and devices, and diagnose issues with code or machinery by touch. The Glass Walkers aren't always taken seriously by 'real' Garou tribes, because they have such a connection to Things Made By Humans, but she uses these gifts to keep track of 'the bad people', surveillance equipment and databases, as well as the amusement park's basic functionality with rides that work better and more ecologically friendly.

Clusters

Computers And Code +5 She's always loved playing with computers and technology, and with her inherent ability to read code and diagnose machinery and devices she's gotten better and better with the advances of modern technology. When she's teaching, she teaches it 'old school' not 'by cheating' - but she will certainly help students who have similar abilities with machinery and code reading, whether they're psionic like Zekirans, or magical like her own powers, to exploit what that power can do for their hand-written code. This extends to fixing small machines by hand, writing code from scratch on a notebook pad, up to designing physics simulators and environmental controls for industrial use like her amusment park.

Business Tactics and Motivational Speaking +5 Cut th' Crap is her motto for dealing with corporate bullying and legalese. She will definitely earn enemies in a board room but she has vastly more friends in the workforce and consumers than they want to deal with. She has a superb way of speaking when she needs to get a point across, and while not all students might agree with her basic politics, she can instill in them the gusto and delight that they should have when they're making their own way. She knows legalese, corporate-speak, and political jargon alike, but clearly has her druthers about being talked down to by any of those people. If she needs to garner sympathy and strength for a cause, she knows where to go to find the right people, get a crowd jumping, and make sure that they don't cross too many lines and get in trouble. That's what she has her own legal people for, let her take the heat

Skills

Save The World One Acre At A Time +5 She is keenly aware of the environmental impact of any project, be it digging up a chunk of lawn near a park, to leveling a canyon and hillside for a power plant. Her entire goal with her amusement park is to make sure that people understand those things too. By placing donation boxes and informative videos near every ride, she doesn't want to overwhelm people, so her tactics include being as casual as possible about each feature. Pollution, land management, transportation issues, power and health, animal life impact - all of these have a different slant to catch the eye - and heart - of her park visitors. Her nonprofit classes involve a lot of these issues, but she can apply the concepts to many other issues

Eco-Friendly Engineering +3 though she herself doesn't do 'all' the work, she has a list of goals and requirements that those working for her must meet. Clean power use, carbon-footprint mitigation, transportation and safety, everything about her park as well as her personal life is centered around making sure that the world survives and thrives, even if humans are in it. ('humans' on twoarth do include furside kin...)

Knacks

Highly Empathic With Unusual People +3 From kids on the street to ancient sages in isolated jungle tribes, police willing to look the other way during infiltration efforts, judges and politicians that are sympathetic to her environmental causes, Silverfawn is adept in communicating how much she wants to help them, and finds a way to do so even if they are resistant to the idea. Her investments have been very profitable in equally unusual ways, so she leverages this ability as much as any skill

"Fair Glabro" and "Pierced Veil" +/-3 - these work in tandem due to the nature of her home dimension. She is easily known as a werewolf, even by completely normal people. They simply don't respond the way that anyone normally would - by screaming or passing out. They just kinda look at her and go 'huh, furry'. It doesn't hurt that her first furry form is extremely pretty, so she does spend a reasonable amount of time while working (slightly stressed at all times this girl is) in that Glabro form. She is endearing in most forms, though still 'dangerous' in some, but 'real' weres tend to snub her for both of these 'features'

"Forced and Banned Transformation" -3 She cannot control when she shifts, as listed above per her moods she will just pop into a new furry shape; however this is paired with the inability to transform if she is being watched by other shifters. (She has been working with the magic transformation prof to maybe help with this.)

Attractive To Restless Spirits +/- 2 Ever since she was very little, ghosts and spirits both malignant and benign have been watching her, and sometimes show themselves in weird ways. This can be a nusiance to her, causing her to lose sleep or have to clean up poltergeist messes if they break things. But it also can help direct efforts to fix whatever went wrong in those ghosts' lives!

Period Class Teaching + Specialties in class
1 Website Creation - hand-written code 'old school'
2 Website Creation - all the bells and whistles 'vr and beyond'
3 Careers: Nonprofit Management - focused on environmental concerns
4 Careers: Nonprofit Management - focus on people and their impact on each other
5  
6  
7 Environment Crafting - using local-only resources
8 Environment Crafting - zero-carbon-footprint impact lessons
Art from City of Heroes and Kwai maker
Dragon A
Hatched  
Pets?  
Partners?  
Children?  

Personality: Driven, confident and deeply concerned over the state of the world today. She is honorable, and will go to great lengths to prove her worth — fighting against the stereotypes that other Garou hold against Glass Walkers. She also must fight to maintain her Philodox ways.

(Original RPG write-up, not all details would make it to Twoarth's version but the basics are definitely all correct)

A Glass-Walker through and through, one of the few whose parents both knew of and accepted her. Her father, Franklin Whiskers-Like-Wires, sensed the direct possiblility of Garou offspring in his wife, long before they had even fallen in love. Homid like most Walkers, Fawn does not deny the wolf in her blood, but she does not flaunt it either. She is not strong in body, to say the least, indeed she seems more mild and compassionate than many Children of Gaia. She has never been trained to fight physically, though she has taken a class or two in martial arts and firearms, enough to defend herself from the normal street dangers, but certainly not enough to go fight the Wyrm with physical ways.

She is five-foot-seven, weighs only 115 even when soaking wet. She is pale, like her father, in Homid form she is slender with a compact body and slim legs and arms, her face is pretty but not exceptional in any way. Her hair is platinum blond, verging on silver, and is extremely soft and silky. Her eyes are pale yellowy-green. In her Glabro form she is wilder, but not frightening, for the wolf-like features begin to make her look exotic. She is a victim of Pierced Veil, her Crinos form does not cause Delirium but it is startlingly beautiful. In some circumstances, however, she does use this to her advantage. All covered in pale silver-fawn fur, and still as delicate as her normal shape, in Lupus form she is a long-legged, nearly gangly, ghost of a wolf. Her fur is very silky and long, and she hates to get it dirty. She dresses in casual business-wear, and often in silks.

She is a born visionary, with the ability to direct her actions and those of others around her. She has a driving goal: to reclaim as much of the Wyld as possible before the balance of the world falls completely to the Wyrm. She will use any means at her disposal, and since she is both the child of computer genious parents and an inheritor of her mother's family fortune, those means are substantial. She is utterly confidant in her ways, and will do anything (anything) to prove her worth to a doubter. Starting at an early age, she was aquainted with computers and technology, as well as her father's unusual customs of conservation. He was (and is) a member of Greenpeace, and other more eco-warrior organizations. Her mother, Dana Keegan, was busy with keeping her business affairs in order, but not too busy to establish a firm loving relationship with Fawn. They are devoted parents, and had planned on having another child, but the appearance of Fawn's Gnosis and the subsequent spiritual disasters put an end to that.

Originally born beneath the Gibbous Moon, her Path is often clouded by this. Her current Auspice is that of Philodox, by choice. She had only been trained briefly in any Galliard ways, when she realized the better and more broad influence she could have by renouncing that and going another way. This is still a source of personal pain to her, and she never sees any of the old people who trained her.

The manifistation of her Gnosis began at age 8, very early for any Garou. She was unable to control any spiritual flow, and attracted a good number of spirits to see what all the umbra noise was about. She hates ghosts. They kept her awake, they annoyed her, and most of all, she could not touch them to dispel them.
Though her home life was relatively good, her school and social life was pretty dull. Always good at math and sciences, she was looked on automatically as a nerd, and since she was small and delicate she was never very good at sports, and made many attempts to avoid them. (Waste of time, she thinks.)

Because her father is Garou she was instructed long before her first Change came. She was able to use her ability with Controlling machines (light switches and television boxes) at age 10 or so, and is was assumed that her ability with Persuasion was innate. At age 13, she Changed.

She is not now, nor ever was, fully able to control her changes, in fact, that control is the source of her trouble. Any amount of hard concentration will block her ability to change, so she simply has to learn to trust her instincts: when they say change, let the body change. This is tough. When she sees something disturbing, she slips a little into another form, and once she realizes it she's stuck. It's a good thing she's pretty as a Glabro, and not terrifying as Crinos. Of course, when she really needs to shift, it's just as hard to prod into that Lupus form as out of it. No one seems to be able to help her learn a way out of this, but wise Lupus guides have suggested this is not something to be learned...

By the age of 18 she had completed her second year of college, and by 21 had a MA in computer science and virtual-theory. Now, at age 28, she has long had doctorates in both and has studied business and a small amount of law. All these things are enhanced by her mother's keen business ability, and she consults Dana when in doubt.

At 19 she moved away from her family, but dorm life was far too structured for her to be able to get away at all, so she found an apartment. It was about then when she realised that her Auspice was useless to her. She disappeared from her former companions and found new ones, ready to take any ridicule as long as it was to the end of giving her a better grasp on the battle with the Wyrm.

She has always loved using computers, and surrounds herself with technology at all times. The fact that she can simply cause machines to work (and later use computers without her hands) has a lot to do with this. When her grandfather passed away (on her mother's side) and left their family considerably richer, she was given a stipend of over $30 thousand to use in whatever way she would. (-edit from 2026 LOL 30k would get absolutely fuck-all let's call that 30 million)

She decided on, of all things, an amusement park.

Not just any amusement park. By carefully asking questions of the elders she could find, and contacting others in caerns nearby, she determined the area best to build. While she was too young and inexperienced, and in fact has no ability with rituals at all, she was certainly determined to establish a caern within this park. Though they looked at her in astonishment, once her plans had been opened to them, they agreed, and with much work and timely planning brought together a large assembly -- large enough to provide the area with a strong caern.

At the same time she was contacting those elders and Theurges, she was also buying up land rights and construction contracts. She made very certain they were unconnected to any Wyrm subsidiaries, but if they were -- let them try to stop her! By the time the main bulk of Theurges had arrived, the caern location had been constructed -- steel and concrete and glass, the monolith in the center of the park is her caern, which she is still attempting to find proper guardians and 'staff' for. It is considered a travesty of the ways by many, but those who participated in its construction are certain it will become the strong point of the city.

The theme of her amusement park is that of "Virtual Paradise". It has a lot of the old standard rides: the haunted house, the spin-n-barf, the Highest Roller Coaster In The World (mark three); but it also has a lot of newer style educational rides, a tram that travels slowly through tunnels filled with screens of virtual-visions, and indeed live feeds from all over the world... It is these live cameras which attract the most attention from the Wyrm fighters. At every souvenier shop and most ride-line areas there are a set-up of five screens, with a sixth beneath. Each of the five shows a live broadcast via satelite of sites in South America, Antarctica, Russia, India, the American desert, and Alaska, all places where man is usurping the natural order, and tearing up the land. The sixth screen is a loop of Fawn speaking in quiet but disturbing tones of how to help. She has always known the difference between evil and ignorance, and plans on exploiting this in as many humans as possible, by taking the ignorant masses and making them aware of the evil around them.

There are donation boxes below all of these stations, and all are usually full by the end of the day. That is the whole purpose of this park, to make enough money to buy lands being raped by Pentex and to prevent them from getting near existing caerns in those areas.

"Guilt," she says, "is the driving force behind this park, and once the guilt is let loose, realization after realization happens: here is a glimpse of an animal which could be dead next week (on the screens) and there is the machine which will kill it, so if you give and now maybe it'll be saved."

She wants nothing of personal power and glory, honor means much to her, but she is more known for being the unusual revolutionary than the savior of rainforests. Even though her goals are worthy many Garou still look at her and think "weak GlassWalker, crazy with the Wyrm technology." But this could not be farther from the truth. Fawn will battle the Wyrm as much as she can in her technological way, by taking it as her own and twisting it onto itself. By stealing into the virtual reality web and placing the ideas -- the images and the scents, and all other things she can -- into it, she has begun to rock the real Web, creating small pockets of Wyld where there was only Weaver madness before.

She has a large constantly changing Mandelbrot Set image over her desk in her office, which bears out her philosophy: even from chaos can logic flourish.
It isn't enough that she is a Glass Walker. It isn't enough that she never learned to fight, but her ways bring her directly in conflict with other Tribes. They have enough desire to see both her and her disgusting metal caern burnt out of the world that she must (sadly) guard against attacks from other Garou.

She will not deal with Vampires, unless another Garou introduces them. She will attempt to prove her worth to any Talon she may meet (unlikely though that might be), and in this will be her final display of Galliard birth: what will it take to prove that she is utterly of the Wyld? Will it take submitting to any humiliating task? Will it take suddenly snatching that Fetish dagger at his side and thrusting it into her own breast? She would do it. Because she believes in her way, utterly and completely.

-- Possessions
-- Eco-Park Amusement zone, located in (east San Diego County), details elsewhere. Caern: within the main EcoPark location in San Diego CA, there is a monolythic and extremely pretty structure. It is the Caern of both Gnosis and the City, and therefore carries an odd mix of ghostly presences and strengthening spirits upon entry.
-- Contacts, People Involved, Their Locations and Intentions
Jennifer Caruso, employee of Eco Park central admin. Human Kin, is familiar with Fawn’s accidental shifting, can talk her down from states.
Rack-of-Spears, Wendigo warrior. Once doubted Fawn’s dedication to the cause... Now he is the head of her hiring department in the Washington State EcoPark division.
Peter Working-Version, Glass=Walker garou, head coordinator at EcoPark central. Annoying, headstrong, but with a dazzling sense of politics and business.
Derik Cinderwill, Fianna garou, EcoPark central’s entertainment head. Youngish, but not a fool.
Carth Windlore, SilverFang garou, elder. Contact for European EcoPark investments.
Ankt, Black Fury garou, contact for the ‘underground’ equal opportunity hiring at EcoPark.

.

(2026)

(*story incoming just want to get this on the page)

2

Gryphon

Name: Deshyr (deh SHEER)
Gender: male
Size/Shoulder/Length: ~12' s / 48' l / 110' ws
Colors: Cloudy Blue Grey with steely grey and misty white markings, as shown
Body: #817F7D | #B8B5B2 | #A89A8E; Ears: #5F5C5B | #9D9A98; Eyes: #EAC968; Orbital Ring: #CEA66F; Eyebrows: #C8AA8D; Beak: #9D8A6B | #AC9580; Claws: #B49768
Features: Thedosian Gryphon, as shown with some variations in coloration and abilities
Powers: Winged Flight, bold and strong, steady in the air
Empathic 'Turlum', connection to Silverfawn that allows strong emotions but only simple thought exchanges; this is paired with a strong Empathic Sense of other creatures, best on those familiar to the gryphon
Communication, can sing, trill, growl, purr, warble, all manner of avian and some number of feline sounds can be made, and he makes his messages quite clear by adding body language
Animal Communication, capable of communicating to normal animals in their own forms of language
Blight Sense, though this doesn't necessarily equate to things on Twoarth, there are definitely worlds where an 'evil' or violation of the natural order of a world come into focus
Earth Elemental Magic, with the ability to Petrify small areas of the ground, animals, trees and plants, and beings up to about 350 lbs. This encases living things in a thin but durable sheet of stone, and can be porous or brittle, but also may serve as a tomb when used on dire enemies; can also use this power to cause the ground to shake violently in a local area, centered around himself, but can cast this effect to any location when he's flying, up to about 250 meters distance from himself
Parentage: progenitor, unrelated to others
Mate/Offspring:
Origin: Academia de Magica genetic engineering program 'Life Springs Anew'; Art By: Nomi
Other Info: Pushy | Courageous | Garrulous | Clever;

Lineage - None known, as the entire group of Gryphons are engineered from source materials

Mates and Descendants

Location / Date Partner Offspring Notes