Orenda Peshlakai



HIGH CONCEPT: Honorable Monster Hunting Child of Naagloshii

INVOKE: Orenda is the daughter of a Naagloshii, it is a parentage she is trying to live down she is also trying to change perceptions of those unlucky enough to be born half Naagloshii, so she tries to use her abilities for good, she tries to do the right thing, to go above and beyond the call of duty, she will not betray a friend.

COMPEL: Orenda is still the daughter of a Naagloshii, that comes with a lot of baggage, to those that know it instills an instant hatred and fear of what she might become, due to the fact that she tries too hard, she can put herself in dangerous situations if it means doing the right and honorable thing.

TROUBLE: Naive Hothead With Something to Prove

INVOKE: Orenda is a bit of a hothead, as she tends to act before she thinks, she is often bold but rarely think about it before she does so.

COMPEL: Orenda is hotheaded and does not always thing before she acts especially when someone is able to goad her, or when she thinks she isn’t being trusted or they are underestimating her.

ASPECT: Instincts of an Apex Predator

INVOKE: Being the Child of a Naagaloshii has its perks, it means she is very much an apex predator especially when she shifts into one of her animals and in that she becomes that animal which includes the animals instincts and abilities that animal uses, she can tap into those instincts as she essentially becomes that creature while being inhabited by its spirit.

COMPEL: The Downsides to this is that she also gains the Creatures other more unsavory instincts when it comes to injured or sick and on occasion it can also echo while she is in human form.

ASPECT: Friends in Low Places

INVOKE: Orenda might be on the outs with the Pack, but she is still technically a member and still have friends and contacts within and without among some of the Packs contacts and can call upon them if needed.

COMPEL: Friends that Orenda made as a member of The Pack both within The Pack itself and those without who run in the more criminal aspects of the City, If they need her help they could easily call in favors or call for help.

ASPECT: Fierce Protector of the Innocent

INVOKE: Orenda pushes herself as far as she goes to protect those she considers innocent, the injured, the infirm, she does everything she can to minimize collateral damage.

COMPEL: She will go out of her way to get the innocents out of the line of fire even if it means putting herself into that same line of fire, if it means hurting innocents or attacking a foe she will make sure to take that fight somewhere else.


SUPERB+5: Focus Fearful
GOOD +3: Guile
FAIR +2: Flair, Haste, Intellect
AVERAGE +1: Force

Coyote Form


SUPERB+5: Guile
GOOD +3: Haste
FAIR +2: Flair, Focus, Intellect
AVERAGE +1: Force

Bear Form


SUPERB+5: Force
GOOD +3: Flair
FAIR +2: Guile, Haste, Intellect
AVERAGE +1: Focus

Great Horned Owl Form


SUPERB+5: Haste
GOOD +3: Intellect
FAIR +2: Flair, Focus, Guile
AVERAGE +1: Force


Scion of a Skinwalker (Supernatural Scale)/Monster Hunter

Create your character according to a Pure Mortal mantle of your choosing and then add the conditions and stunts below, which operate at Supernatural scale (page 182).


In Pursuit (sticky): [ ]

Mark this condition when you name a specific supernatural creature as your target. While this condition is marked, you are obsessed with your quarry and committed to seeking its destruction regardless of cost: you also gain a new approach—The Hunt at Great (+4)—which can be used with any action taken against that quarry. The GM, however, is granted two free boosts to use against you in any scene not directly related to your pursuit and may propose compels involving your obsession. The The GM may claim these boosts at any time during a relevant scene. Recover from this condition when your target is dead or you abandon the hunt. If you choose the latter, you may not pursue that particular quarry again.

Wounded (lasting): [ ]

Mark this condition to absorb four shifts from any from any attack., While this condition is marked, you have an additional aspect that represents the nature if your injury. If you’re taken out while Wounded, death is on the list of potential outcomes, as with the Doomed condition. Begin recovery from this condition after you’ve received medical attention in a quiet environment and someone has succeeded at a recovery action against Great (+4)—opposition on your behalf. You recover fully at the end of the next session.

Skinwalker (sticky): [ ][ ][ ][ ][ ]

You have the power of the Naagloshii running through your veins. Mark a box when using certain stunts provided by this mantle. Once per scenario, you may mark all 5 boxes to operate at Otherworldly Scale for a scene. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session.



Once per session, you may declare that you happen to have a countermeasure on hand that nullifies the effect of scale (page 182) from a supernatural condition or stunt for the current scene. At the GM’s discretion, this stunt can also nullify other effects of supernatural powers, such as by avoiding a soulgaze or seeing through a glamour.

Hunters Network:

You associate with a loose confederation of hunters who trade rumors and update each other. Once per session when you are In Pursuit, you may succeed automatically at an overcome roll to find information about your quarry. If this information can be expressed as an advantage, you get an aspect with two free invokes as well.

Beast Forms:

You may mark a box of Skinwalker and transform into the form of any animal that you have a skin of. You gain the Aspect “[Creature] Form” and may switch the value of any two Approaches. You lose access to stunts that are not about physical prowess. You may gain new Scale on actions that benefit from your new form. You are limited in movement and communication by your animal’s form (fish cannot operate on land, bears cannot go into small spaces, etc). Switching from Human to Beast or back takes one action. Gathering additional skins to wear requires attunement to add to the catalog of shapes you can take. This is an overcome roll of Focus at a minimum of +4 and takes at least a scene.

Supernatural Senses:

Skinwalkers can see spirits, including ghosts, nature spirits, and Elementals. They can also see through the Seemings and Glamours of the Sidhe, and can “smell” the presence of large amounts of Essence in people and places, which enables them to uncover probable Gifted characters. This ability works even while in human form; when the character senses something strange, her nostrils flare up and she involuntarily makes sniffing noises. Skinwalkers gain a +2 to detect the true nature of supernaturals and the gifted and to see through faerie Glamours.


When you really want a failed action to succeed, corruption can be the great cost you accept to convert it to a success. You reach out to the darkness in your spirit channeling seductive power of the Naagloshii to your benefit. It burns a path through your soul, leaving behind a permanent mark. You are changed. You have permanently embraced a more sinister way of doing things. Once you start down that path, it’s not so easy to give it up again.


Additional Forms:

Add two new beast forms every time this stunt is taken which will add to the skinwalker’s catalog of forms. (Coyote, Bald Eagle, Grizzly Bear)

Natural Weapon:

Your physiology includes claws, spikes, razor-sharp teeth, or another feature for attacking or defending. Unarmed attacks are worth +1 shift on a successful hit and may have scale (page 182) at GM discretion.

Unusual Size:

Either much larger or much smaller than the average human, you automatically gain scale (page 182) on actions in which your size is advantageous. Opponents will, however, gain scale in situations in which they may use your size against you.

…And Its Brood:

If your marked quarry has any servitors, offspring, or other helpers, you may use The Hunt against them as well.


In Peril (sticky): [ 4 ]

You may mark the In Peril condition whenever you are hit by an attack. Negate up to four shifts of damage from the attack and then create an aspect that describes how the attack causes damage not easily shaken off (such as a Broken Leg or Shattered Reputation). Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from In Peril when you act deliberately to resolve the peril: medical attention for an injury, a bribe to erase the slight on your reputation. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher.

Doomed (lasting): [ 6 ]

You may mark the Doomed condition whenever you are hit by an attack. Negate up to six shifts of damage from the attack and then create an aspect that describes how the attack has rendered you almost helpless, such as Bleeding Out or Ready to Embrace the Dark Side. Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from Doomed when you act deliberately to resolve the doom: emergency medical attention, the intervention of a White Council healer skilled in mental magic, or something similar. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher. Clear out Doomed at the end of the next session after you’ve started recovery. If Doomed is checked and you are taken out (page 189), death is one of the possible outcomes.

STRESS: [ 1 ] [ 1 ] [ 1 ] [ 1 ] [ 1 ] [ 1 ]

Spent Refresh: 4

Orenda Pashlakai 3x3x3


Orenda Peshlakai was born In the Navajo Nation Reservation in AZ, Fearing her, the tribal council decided to leave her on top of a hill for nature to deal with her.

It was there that Craig Big Eagle, guided by a vision, found her, protected by a pack of wild coyotes. He thanked the Coyotes for their gentle care as he took the child to her new home with Virgil Cole.

She was four when she first started to see things from the spirit realm. The first time she saw a ghost it scared her half to death, and she couldn’t sleep for a week. Both her father and Big Eagle had to stand guard over her in her bed for her to finally be able to sleep. A few years later she tried to interact with the spirits she noticed all around her, but she failed.

One day she was hunting in the woods by herself, and she came upon an older coyote. The beast gazed deep into her eyes, and she knew this was not a chance meeting. She gave the Coyote every chance to escape. But after a few hours of cat and mouse with the creature she eventually realized that she had to make the kill. She treated the coyote with proper respect. She took its hide, somehow instinctively knowing how to dress and commune with the coyote’s spirit so she could take it into herself and use its spirit to take the form of the creature.

Her relationship with her father Cole, has not always been an easy one. He was strict and overprotective and there were many arguments as she rebelled like all teens do. She was seventeen when she had one such argument which led her to travel back to the Navajo Nation Reservation to try to find herself against her father’s express wishes.

Cole knew the reception she would receive and wished to shield her from that harsh treatment. She did not listen. Her trip back to the Navajo Nation did not go well. She was shunned at every turn. She finally managed to track down her mother, but instead of being happy to see Orenda, she recoiled and warded her off. This left Orenda angry and dejected, and she returned to Seattle angry.


It was this anger that led her to try and join The Pack. There she met Dozer, then the leader of the biker gang, the two developing a complex relationship. When her father learned of this he expressly forbade her from joining the Outlaw MC. From seeing Dozer. The two had a massive argument and, again, she did not listen to her father.

Dozer, seeing the potential of her gifts, made a special place in the Pack for her. She became a probationary member of the group much to the dismay of many others who did not appreciate her special treatment. She spent quite a bit of time at their hangout, Lynn’s Den in West Seattle. It was her time with Dozer and the Pack that made her realize she should not hide what she was and embrace her Naagloshii gifts. She also learned to love motorcycles.

Currently, her relationship with the Pack is strained. She has been able to maintain a cordial and open relationship with Diesel, and still considers a few other members friends, but the rest only really tolerated her due to Dozer’s influence. Now that has been corrupted by Chernobog they no longer see her in a positive light. Her relationship with The Pack’s current Alpha, Content Not Found: Callisto, is complicated. The two had been close friends but now that Calisto is Alpha, she has been cold and distant from Orenda.


STORY TITLE: Walkabout is Fair Play
GUEST STARRING: Jack Youngblood

Orenda travelled with Dozer, who was on walkabout to reconnect with the wolf spirits that had given him his power. Her goals were similar as she wrestled with her own anger at her father, anger that her tribe and blood had rejected her and her place in the world. The trip was going extremely well, the pair traveled the Pacific Coast Scenic Byway. One day as it was starting to get dark the two of them decided to pull off the road to rest for the evening. That was when it all started.

They were setting up camp when Orenda sensed something dangerous. Something she couldn’t identify. She was about to warn Dozer when a pack of White Wolves attacked them. They fought off the wolves but not without cost. Dozer had been wounded in the attack but shrugged it off, saying that he had endured worse while a Navy SEAL.

But Orenda noticed a change in Dozer, it was subtle, but it was there. He grew cold. Distant.

The attacks did not end that night. Over the coming days they were ambushed multiple times by the same White Wolves. They fled into the wilderness seeking shelter, but the wolves always tracked them down. The subtle changes to Dozer become more pronounced as his wounds seem to fester and grow corrupt. He grew surly and would not respond to her at all, not even to let her attend to his injuries. He just set out on a course, grimly silent, deeper into the wilderness. It was as if he knew where he was going, and she felt they were being steered towards something. He kept mumbling to himself and had a fevered look in his eyes that scared Orenda.

During one particularly nasty ambush Dozer was taken by the White Wolves and dragged away. There were simply too many of them to fight and Orenda was forced to follow the Wolves at a distance and look for a way to free Dozer later. They made their way back into Seattle to a strange house on a hill in the middle of nowhere.

Orenda managed to sneak into the building without being caught, an impressive feat given the heightened senses the White Wolves possessed. The building was oddly cold, as if the air were permanently frozen in Winter. She found her friend and lover in the living room, and she shifted to human form in her excitement. She didn’t see Barry Goldman, a disciple of the Winter god of Death, until it was too late.

The warlock stepped from the shadows and promised the young Skinwalker that she had failed. That Dozer belonged to his master, Chernobog now. She reached out to Dozer, entreating him to leave with her. Dozer rose from a chair and stalked over to Orenda and struck her down with a single, mighty blow. Orenda was only barely able to escape with the help of, Jack Youngblood, who, as Warden of Seattle, had tracked Goldman to that house. He was unprepared for the deadly White Wolves and Dozer who threatened to rip them both to shreds. The two were forced to work together and barely escaped with their lives. They have since become friends and allies as they learned of their mutual connections to The Pack and Craig Big Eagle.


STORY TITLE: Coyote Rescue
STARRING: Virgil Gugasian with Virgil Cole

When her father Virgil Cole goes missing hunting a bounty, Orenda sets out to find him. When her search is interrupted by corrupted wolves, Orenda hires fellow Bounty Hunter Virgil Gugasian to help her retrace Cole’s steps and find where her father was being held.

Gugasian’s assistance allowed Orenda to find Cole’s captor and the corrupter of the wolves, an acolyte of the dark god Chernabog. Together, the three defeated The Corruptor and his tainted wolves and rescued the captive elder Hunter.



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Orenda Peshlakai

Dresden Files Accelerated: Emerald City: Requiem Elvathadrin