♖Player InformationPlayer Name: Dragon
Contact:
ultimaweaponCurrent Characters: N/A
♖Character InformationName: Four-Glass-Walls (or just Glass)
Canon: OC (Werewolf: the Apocalypse ruleset)
Age: 6 (chronological); 19 (mental)
Canon Point: Current
Background/History: (Reference:
Werewolf: The Apocalypse and
World of Darkness)
Glass is a
Mokolé, or werelizard, of the very rare Unktehi (Gila monster/beaded lizard) variant. Somewhat embarrassingly, he hatched in captivity in a Canadian zoo, and grew up there unknown to the greater Mokolé community, such as it is. Five years later, he underwent a typically violent and traumatic First Change, escaping from the zoo unintentionally and disastrously.
Almost immediately he ran into a werecat, a werebear, and two werewolves, as they all banded together to rescue numerous imprisoned werecreatures from a circus, capture and exploitation by hunters, then cryonic preservation -- all part of a central conspiracy which focused on medically containing the werecreatures so that they could be used for profit safely. The group also helped him adapt to many of the human things Glass hadn't encountered or experienced while in the zoo; he was a lot more socialized than a wild Unktehi would be, but still very unaccustomed to the greater world.
In the course of this, Glass also managed to rescue an ancient Mokolé from the above cryonic stasis, an act that by any objective Mokolé measure was immensely prestigious and glorious. Never mind that it had been luck and being in the right place at the right time, renown and rank just don't work quite like that. As a result, Glass ended up (in)famous enough for his deeds that he gained rank before anyone quite knew what was happening.
Once all this mess ended, Glass had proved both so competent and so
completely askew from normal Mokolé thoughts and priorities that they basically decided to let him do his own thing till they needed him. Seemed to work out so far, right?
Strengths:Skewed Perspective: Despite being hatched a lizard, growing up in a zoo exposed Glass to a far greater amount of human perspective and culture than any normal suchid Mokolé would ever get. This manifests in many ways, particularly as a shocking amount of tolerance and acceptance of things most Mokolé would never ever (but would probably benefit from a great deal). He sees absolutely no problem traveling and working with other werecreatures, especially werewolves, despite normal Mokolé prejudice against them, and has managed to make many friends and allies where most Mokolé would only enter claws-first.
Rising Sun of Gaia: Hatched under the rising sun, Glass exhibits the active, exploring, and adventurous nature of his Striking auspice better than even many other Striking. Whereas many Mokolé (or many people!) tend to sit back and let life come at them or even eschew the present for the sake of the past, Glass goes out there to GET IT. Despite his vast amount of ancestral memories, he's never in danger of falling prey to the idea that there is nothing new in the world, and despite the immense burden of the words and deeds of countless ancestors in his head, he's never in danger of forgetting who he is. Instead, he's driven to add add more to the pile, not just because it's his duty, not just because he loves doing so, but because he can't imagine any other way to BE and still be himself.
Extremely Loyal: Glass is a friend for life and to the hilt, if he considers you a friend -- and it isn't hard to make a friend out of him, since he's pretty tolerant of people picking in or calling out his flaws. He will fight for them, protect them, help them, and advise them to the best of his ability, always.
Weaknesses:
Curiosity: The straight-up bad version, where common sense completely gives way to investigating mysteries. Glass needs to be verbally or often actively restrained from mucking about where he shouldn't. He once got trapped by one of the were-hunters because he wandered into the woods alone to check something out without telling anyone. He makes a routine habit of poking things with sticks. He completely forgets any concept of subtlety or discretion, inasmuch as he has either in the first place.
Skewed Perspective Redux: Glass is not terribly familiar with any world, human or lizard or Mokolé -- and to no small extent, his mind works in distinctly different ways than a human's because of his Gila monster heritage. Anything Glass encounters for the first time, he likely has no schema for at all, and needs to investigate it or have it explained to him. He tends to be and interpret things as very literal, being far less accustomed to metaphor and inference. Although he cheerfully lies to preserve secrets he's supposed to be keeping, he's an absolutely terrible liar. The extreme patience and lack of judgment he has can be a nasty burden as well, since there are many good and valid reasons Mokolé in general should be concerned about werewolves in general; more broadly, Glass is terribly easy to manipulate and take advantage of.
Rage: Like most shifters, Glass has the power of Rage, a wellspring of supernatural primal anger inside him. Although his patience and acceptance make him harder to provoke than some, when his Rage burns forth it's an absolutely terrible thing. Gone is the cheerful and friendly Glass, replaced by a singleminded and direct Mokolé absolutely committed to ending whatever inspired that anger. Worse still, Glass has enough Rage within him that he can even completely lose control of himself, turning into a primal fury of either fight or flight -- usually the former. This anger has nearly gotten Glass killed on a few occasions, yet because Rage is part of being a Mokolé, Glass sees nothing wrong with it, instead of focusing on channeling and directing that anger in the healthiest and most productive ways possible.
Canon Powers/Abilities:
Shapeshifting: Glass can change between human (homid), Gila monster (suchid), and war form (Archid). His Archid form is suspiciously draconic, possessing wings, a bladed tail, armor, and the ability to climb like a gecko. His suchid form is a Gila monster, which is notable for being venemous.
Regeneration: Mokolé heal incredibly fast: normal wounds in seconds, anything grievous ('aggravated') like fire damage in days.
Rage: Primal anger that Mokolé can use primarily in combat to gain extra actions or recover from stun.
Gnosis: A pool of supernatural energy possessed by most shifters, which Glass can't actually do much with.
Silver/Gold weakness: Silver and gold both hurt Mokolé terribly.
Mnesis: Glass has literally millions of years of ancestral memories, and can venture deeply into them with meditation. Given time, he can even borrow skills and knowledge from that memory for periods of a day or two.
Perfect Memory: Literally photographic; Glass never forgets anything. (This is an INCREDIBLY valuable trait for Mokolé, what with Mnesis being a thing!)
Gift: Sight of the True Form: Glass can identify what creatures really are (such as shifters or vampires).
Gift: Talk: Glass can speak human, Mokolé, or other shifter languages in any form.
Gift: Eyes of the Raptor: With effort, Glass can see several miles clearly.
Gift: Tailbiter's Mumble: Glass can bite his tail and roll as fast as a human runs.
(Not sure if this belongs in inventory but I intend for him to have a wand in the form of a collar with a tag that says "If found return to Toronto Zoo", because come on, that's good times.)
Inventory: Poking pipe (a length of pipe approximately two and a half feet long, slightly dented).
♖Race
Other: Gila monster (shock).
♖Samples
Glass Tries to Keep a Secret
Glass Focuses On His Important Priorities
Glass Makes a Friend