Welcome to Gaia! ::

Faekat Adoption Agency

Back to Guilds

Faekat Guild 

Tags: Faekat, breedables 

Reply ◕ Roleplay: Werewolves & Bastet
Gathering of Tribes: Werewolf Moot *Open for posting*

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100
PostPosted: Sat Jan 09, 2010 8:09 pm
User Image


As the darkness settles like a black canvas the mist rises and the sky is dotted in a thousand lights. Amongst this serene overtone a lonely figure makes its way to the top of a ridge overlooking the forest. Leaving the quietness to the past the creature lifts its head in a long mournful howl which opens into a joyous welcoming.

It is the time of the werewolves where we shall come to celebrate our existence.

Where those that are strong of will shall show their dominance!

Where those of heart shall spin stories of ages past!

All of our kind shall gather under the light of the moon lifting our heads in chorus the Wrym and all its minions! We are not weak! We fight for the sake of our Mother Gaia who gave life to everything! Come sing, dance, and howl with us! The werewolf gathering awaits!

((Hopefully there will be an event sometime ^.~))

Click for the chorus of wolves

 
PostPosted: Sat Jan 09, 2010 8:10 pm
Rules/FAQ

General Rules

1. Be nice to the other Roleplayers... if they don't want to battle don't force them.
2. Respect the elder wolves in a pack and or leaders from other packs.
3. No Godmoding in roleplay.. you get caught and you will be disembowed!
4. See Fighting/Dice Rules
5. Be sure to read the FAQ to understand the Werewolves and their terminology.
5. Have fun


Fighting: Show of Dominance

01. If a fight does break out then use the fighting rules with the die rolls.
02. Follow your dice rolls even if you don't like them. Fairness is fairness in a fight.
03. Admit defeat if you've lost. Don't try to con your way out and God Mode something. A true warrior recognizes their faults and acknowledges them.

Dice Rolls

01. Everyone will use a 10 sided die when determining damage.
02. Fights will consist of two contestants.
03. Each Opponent will get a total of five turns.
04. Total your damage and find the dominant winner.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

F.A.Q

In the following few posts I have listed what a traditional Werewolf gathering or Moot consists of. You main gain ideas for plot or RP by reading and following any of the rituals performed. Below I will list some answers to things listed within the Moot.

What is a Garou? Garou or Werewolves (in the game can range from human to wolf and in between) are neither mindless predators nor lunatics like most horror movies. Instead, they are depicted as defenders of Mother Earth and its Umbra (or spirit world).


Garou stages


Homid~ Typical human or in this world a normal faekat.
Lupus~ Typical Wolf form.
Glabro~ physically strong and brutish humans
Crinos~ Traditional Wolf-Man like the movies
Hispo~ Unusually large strong wolves


What are Tribes? Garou tribes resemble human tribes in that they are a community of members sharing common lineage, traditions, rites and values. The Garou tribes each claim descent from the human peoples of particular geographic areas or demographic subset of human/wolf society (or claim that the particular human culture descended from the Garou tribe). More information about each specific tribe can be found HERE.

What are Auspices? Garou society is divided into five auspices, or spiritual life-paths that a Garou is born with. They are tied to the phases of the Moon and considered gifts from Gaia's sister Luna. These auspices determine (to some extent) a Garou's Rage, or violent predatory instinct. The auspice system is one of the pillars of Garou society as it helps to describe social caste, predisposition's, and calling.


Aupices
* Ragabash: Auspice of the new moon, the Trickster. The Questioner of the Ways. Ragabash have a duty to question Garou society and, by so doing to show what needs to be changed and what doesn't.

* Theurge: Auspice of the crescent moon, the Seer and Shaman. The Searcher of the Ways. The Theurge serve as intercessors between their Garou brethren and the spirits.

* Philodox: Auspice of the half moon, the Mediator, Counsellor and Judge. The Keeper of the Ways. The Philodox are tasked with knowing the laws of the Garou by heart, thus discerning right and wrong as well as settling disagreements.

* Galliard: Auspice of the gibbous moon, the Bard. The Lover of the Ways. The Galliard remind the other Garou of their heritage and history with their passion for the ways of the garou.

* Ahroun: Auspice of the full moon, the Warrior. The Protector of the Ways. While all Garou are warriors, the Ahroun excel at the arts of war, even if they are often unstable. Their task is to enforce the ways with skill, tactics and, if necessary, with brute strength.


What is a Sept? Garou are not solitary creatures. They live in packs like wolves do and organize themselves into septs (groups of packs)

What is a caern? Some septs live around a holy site, called Caern, a place with magical properties

What is the Litany? The Litany is a strict set of rules all Garou must follow though some do take it more lightly then others...


Litany
* Garou Shall Not Mate with Garou

Because of the deformities and psychoses displayed by metis werewolves (and the age-old prejudice correspondingly levied against metis), Garou are forbidden to mate with their own kind. Werewolves must instead seek mates around either human or wolf society. This tenet embodies one of the great Garou tragedies; Moon Dancers often move audiences to tears with ballads of Garou who fell in love and could not express their passion - or who did and were torn to pieces by their outraged tribe. The existence of the Metis, however, is evidence that this law is all too often broken. There are those amongst the Garou Nation (particularly the Ragabash) who argue that, in the age of the Apocalypse this tenet should be lifted, as the Garou could swell their numbers quickly by adding large numbers of Metis to their ranks.

* Combat the Wyrm Wherever It Dwells and Whenever It Breeds

The Garou were spawned, say the Galliards, to fight the Wyrm, and much of their history comprises battles between their heroes and the Wyrm's minions. Most Garou pay at least lip service to this tradition.

* Respect the Territory of Another

The practice of this portion of the Litany has changed over the last few centuries; humans have spread to the extent that urinating one's territorial marking has become impractical. Instead, a Garou visitor or immigrant must first ask permission by singing the Howl of Introduction, reciting name, sept, lineage, totem and tribe. Some septs, particularly those of the Glass Walkers, also accept phone calls or even e-mails, as howling in a city may be considered a breach of the Veil.

* Accept an Honorable Surrender

The Garou realize that they are a dwindling race and that intraspecies duels commonly occur. Realizing that continuous battles to the death would only advance the Wyrm's cause the Children of Gaia and Fianna incorporated this element into the Litany. In theory, a Garou combatant may end a duel by exposing her throat or presenting some other sign of formal surrender; the opponent is honor-bound to accept the surrender. The loser suffers no reduction in Renown for surrendering, although the winner may certainly gain Renown for winning.

* Submission to Those of Higher Station

Garou's wolf nature practically enforces a hierarchical structure within their society. Thus the Garou have implemented the concepts of Renown and Rank. Within reason, any request by a Garou of higher Rank is to be obeyed.

* The First Share of the Kill for the Greatest of Station

This portion of the Litany is much favored by the Garou elders, as well as such tribes as the Silver Fangs and Shadow Lords; it is grudgingly acquiesced to by the rest. The "kill clause" also applies to the spoils of war - thus, in theory, the prey's most powerful fetishes and the like may be garnered by the Garou with the highest renown. Wise elders are cautious with this tenet; a "great and powerful elder" who has claimed the greatest share of the kill to the exclusion of those who follow him may find that their followers reason that such a great Garou must not need the aid of his lessers.

* Ye Shall Not Eat the Flesh of Humans

This portion of the Litany was first sung in the post-Impergium days; the Stargazers are believed to be responsible for its insertion. They noticed that Garou who routinely consumed human flesh often grew Wyrm-tainted; furthermore, cannibals had a hard time stalking and killing more challenging prey, such as woolly rhinos or Banes. Additionally, in these modern times, this rules serves a function similar to the "kosher" laws of the Hebrews; modern humans' chemical-laden diet makes their flesh bitter and unhealthy. The Red Talons and most other lupus Garou despise this tenet, particularly because it does not include a prohibition on the consumption of wolf-flesh. Most septs recognize that, while the consumption of wolf-flesh is not specifically outlawed in the litany, the spirit of this tenet prohibits such cannibalism as well.

* Respect for Those beneath Ye - All Are of Gaia

Garou tend to think of themselves in communal terms, and they thus realize that most creatures have some sort of contribution to make toward the whole. When all is said and done, Garou were created to be the world's protectors. The chivalric ideal is much in vogue among some septs, and Garou who display a great deal of noblesse oblige may get Renown. This tenet also softens the edge of the fifth and sixth tenets.

* The Veil Shall Not Be Lifted

This tenet was instituted after the Inquisition of the medieval and renaissance periods wreaked havoc upon the Garou population. This is perhaps the most inviolate portion of the Litany. There is no "reality" here - Garou are aware that both the Wyrm and the Inquisition hunt for them. Garou who disobey this edict die at the claws of their brethren. With the Delirium covering their actions, however, many Garou feel that it is difficult to breach the veil at all, and, in the case of Frenzy, breaches of the veil are sometimes unavoidable. This is yet another reason Garou often avoid cities; cities not only offer more provocation to frenzy (claustrophobia, surprise, street crime, frustration, etc.) but then a frenzy within a city will almost certainly be witnessed by humans.

* Do Not Suffer Thy People to Tend Thy Sickness

In ancient days, an injured, infirm or aged Garou was simply torn to pieces by his peers. As time went on, however, it came to be considered more dignified to let such a Garou end his own life. In the age of Apocalypse, this tenet is softened; aged or infirm Garou who are still sound of mind are often allowed to survive and mentor younger Garou.

* The Leader May Be Challenged at Any Time during Peace

Though Garou are known for their pack mentality, this does not mean they must slavishly obey their leaders. If no immediate threat is pending, any Garou of sufficient standing may challenge another's position of leadership. A contest of some sort is usually staged. If the challenger wins, he assumes the mantle of leadership; if he loses, he must accept the leader's dictates with good grace.

* The Leader May Not Be Challenged during Wartime

Certain creatures of the Wyrm are monstrous in size and power, and no one Garou can best them. Pack tactics are vital to the Garou's success against such creatures, and obedience is vital to successful pack tactics. In battle, the word of the leader is immutable law. A Garou who disobeys a superior will be punished as soon as circumstances permit, assuming that the Garou in question and those he disobeyed survive the encounter.

* Ye Shall Take No Action That Causes a Caern to Be Violated

Like the preceding clause about the Veil, this rule is fairly ironclad. The caerns are Gaia's lifeblood and if they are destroyed, the Garou will cease to exist. Even a Garou who accidentally leads an enemy to a caern is often severely punished. Even the most Ragabash cannot bring themselves to actively oppose this tenet.


What is the Wyld? The Wyld is the force of primal creation and chaos

What is the Weaver? The Weaver is the force of stability and stasis

What is the Wrym?
The Wyrm is the force of corruption, decay, and destruction or what we know as BSDs, Vampires, Demons, Zombies etc.

What is a BSD?
The Black Spiral Dancers are a tribe of werewolves that have become corrupted by the Wyrm.

What is a Metis? A Garou born from two Garou parents is called a Metis and is invariably deformed as a result of this inbreeding as well as completely sterile.
 


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100
PostPosted: Sat Jan 09, 2010 8:11 pm
Those that have tread here - If you know your Auspice please put in your posts

User Image - Blocked by "Display Image" Settings. Click to show.




Black Furies~

Bone Gnawers~

Children of Gaia

Fianna~

Get of Fenris~

Glass Walkers~

Red Talons~

Shadow Lords~

Silent Striders~

Star Gazers~

Uktena~

Wendigo~
 
PostPosted: Sat Jan 09, 2010 8:53 pm
The Opening Howl

All moots start with the Howl. From among the Galliards, a Master of the Howl is chosen. The Master of the Howl is honored for his participation, and his voice starts the sometimes booming opening howl. After the last strains of the howl die down, the Master of the Rite usually recites the Litany— this is increasingly omitted in these Last Times. The Fool usually reacts vehemently to the Litany, offering wild suggestions at every point. Lately, among the Wendigo, Red Talons and Children of Gaia and septs where there are more than one or two lupus, there is a second Howl, a single, mournful song that is supposed to remind everyone of the dwindling number of wolf kin, a response to the main howl. It echoes the fact that these are the Last Times. A lupus may take offense at a moot if the Mournful Howl is not sung.  


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100
PostPosted: Sat Jan 09, 2010 8:55 pm
The Inner Sky

This part of the moot starts in silence, and a Theurge who has been named the Caller of the Wyld will step forward and, sometimes with four other helpers, will address the five directions (North, South, East, West and Within) and ask for their presence as they aid in the moot (see boxed script, nearby). The Caller will then call up the totem or totems of the caern and ask for their presence.

There is a very old Tradition among the Garou that some Garou take the part of the totems of the sept, dressing in masks and costumes to reflect that. These dramatis personae are referred to as the “Shining Ones.” The Inner Sky is meant to be a method by which the Garou renew ties of community and respect with their totem and the spirits around them. If it is neglected at a caern for more than nine months, the power of the caern will dwindle. (See the Rite of Caern Building and the Rite of the Opened Caern in Chapter Four)

Narrator’s Notes: This is a good time to honor and thank your Spirit Keeper for the work he does at the caern. Have him play the totem and receive homage from the Garou in this fashion. Every job should have its little perks.

Calling the Winds

One of the important parts of the Inner Sky portion of the moot is that it renews the connection that the Garou have with their spirit relations. Here’s a sample “script” for you to use during the Inner Sky.

Caller of the Wyld (CotW): We have gathered in this sacred place of Gaia, having called our brothers and sisters of Gaia, and we now call our brothers and sisters of Luna.

(She faces East)

CotW: East Wind! Bringer of the dawn of clear air! East Wind! You who showed us the mirror side, the other side of the Velvet Curtain, come to us! We thank you for your clear thought and bright light.

(She turns to her right, to the South)

CotW: South Wind! Bringer of the eternal fire! South Wind! You who gave us the fire of rage within, that we may strike swiftly against our enemies, come to us! We thank you for your fiery anger and your guardian protection!

(She turns to her right, to the West)

CotW: West Wind! Bringer of the rain! West Wind! You who gave us the Changing Ways, come to us! We thank you for the many shapes you’ve shared with us!

(She turns to her right, to the North)

CotW: North Wind! Bringer of cold from the mountain! North Wind! You who brought us the Gifts and the Sacred Ways, come to us! We thank you for your great wisdom and great strength!

(She stands with her hands above her and her eyes to the sky in the spring or summer, or with her hands pointing palm-down and her eyes to the ground in fall or winter.)

CotW: Inner Wind! Bringer of blessings from Gaia, from within us! You who hold our Mother’s power within us, come to us all! We thank you for your spirit, and your inner peace.
 
PostPosted: Sat Jan 09, 2010 8:57 pm
Cracking the Bone

Cracking the Bone As the moon rises towards is zenith in the night sky, the Master of the Howl signals for the stage of the moot known as Cracking the Bone. This is done with a high keening howl that ends in a jagged, shattering note, much like the splinter of a tough dry bone. This is the traditional time when those at the moot may make their grievances known, petition their peers for judgment on matters and propose or question sept policies. Traditionally, a Philodox elder presides over the Cracking of the Bone and bears the coveted title of Truthcatcher. She alone recognizes those who would speak and gives them permission to do so, at least among the more structured clans. The eldest among those gathered is generally allowed to bring any grievance forth first. Some septs have a speaking bone that is passed about to remind those present of who currently has the right to speak. Grievances can concern almost anything— arbitration between two Garou, accusations of violating the Litany, approval in endeavors or simple requests for advice. In any case, all the members of the sept are allowed to hear any part of the Cracking of the Bone. In some tribes, they serve as a jury of peers. The Truthcatcher can interrupt at any time to ask questions or demand clarification. Once all is said and done, she will be the one who hands down the final decision, makes the final ruling, and, if appropriate, metes the final punishment.

The different auspices showed marked behavior during the Cracking of the Bone. The Ahroun eagerly suggest trials by combat as the Theurges remain noble, if not a little distant. Philodox often become entranced by the quest for truth that they see as the core of this stage of the moot. The Ragabash shuffle impatient at the seriousness of the whole affair, while the Galliards nearly burst as the Stories and Songs portion of the moot draws near. Roleplaying Ideas:

• A stick, bone or other item can actually be used.

• Position the characters in a circle. Speakers rise and enter the circle to speak or appeal to the Truthcatcher.

• Utilize proper music (low key and somber) and lighting (pale in general, but bright for the Truthcatcher).

• If a bonfire is used, it should be well-tended and not too close to players; also check local codes and thoroughly extinguish any campfires at the end of a moot.
 


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100
PostPosted: Sat Jan 09, 2010 8:59 pm
Stories and Songs

At this stage of the moot, the Master of the Howl once again assumes the mantle of authority and declares the beginning of the time of tales. At this signal, the Talesinger rises and leads the gathered Garou in a eloquent howl that runs the entire range of the wolf’s scale, beginning with the highest inaudible whines and descending to a low, bass rumbling that is more felt than heard. This is the time when all Garou are reminded of what it means to be the Chosen Ones of Gaia.

In story and song, parable and poem, the antics, heroics and sacrifices of those who came before this generation are retold with an energy and pride that embues the listener with the strong sense of belonging that is at the core of Garou society. This is not just a time for the past, however. This is the time when new tales will be told about the Garou who are now sitting at this very gathering. This is the point when those among the sept who have excelled (or descended) beyond their peers may hear their name brought up by the Talesinger and her assistants. The Talesinger is the moot position coveted above all others by the Galliards. To them, it is the ultimate canvas, the primary stage. By reciting the ancient lore of her kind, and adding her own verses, the Talesinger can achieve a sort of immortality in the annals of the Garou’s oral legacy.

Few hopeful Garou of any auspice miss this stage, however, because being included in the evening’s tales (in a complimentary fashion, at least) can mean gifts of Renown for the recipient. In some septs, any Garou may petition the Talesinger for the chance to tell a tale to the collected tribe. In other septs, this would be considered brash and boastful, and another Garou, preferably a Galliard, must be convinced or asked to speak on behalf of the petitioner.

Regardless of the method, those gathered listen to the tale, and once it is done, the Talesinger will ask if any present would speak against the supplicant. Offering opposition can be a very serious insult, akin to calling the supplicant a liar, but it is a grievance that must be born out. The challenger may tell her own tale, and once finished, the Talesinger will appeal to the collected Garou for a decision. Those who support the claim to Renown call out first, and when their howls die down, those who dissent raise their voices. From this, the Talesinger then judges whether or not to award the Renown (and suggests which Traits should be bestowed). This process is repeated for as many petitions as the Talesinger will grant, and if the “stage” is crowded, some may have to wait for the next moot.

Roleplaying Ideas

• Try to capture the feel of primitive theatre. Incorporate symbolism in props, motions and pantomime.

• Prepare tales to tell, especially ones that have a moral or bearing on current events in the chronicle.

• Encourage players to write tales to tell.
 
PostPosted: Sat Jan 09, 2010 9:02 pm
The Revel

While the members of the sept are still heady from the inspiring stories of the Talesinger, the Master of the Howl lets her gaze pass silently over the masses of Garou until she locks eyes with the Garou that might be this moot’s Wyrm Foe. The Garou that leads the Revel represents the consummate warrior, and therefore the role of the Wyrm Foe is highly sought by many an Ahroun.

It’s no surprise that many eager Ahroun will desperately try to catch the Master of the Howl’s gaze. Once eyes meet, the would-be Wyrm Foe rises and closes with the Master of the Howl. The two circle each other in an intense staredown that the challenger must win before assuming the role of Wyrm Foe. In most septs, the Wyrm Foe is chosen beforehand, and the staredown is merely for show. In some septs, the Wyrm Foe has no such warning and the staredown is very real. If he is unable to defeat the Master of the Howl, another will be chosen.

Once the Wyrm Foe has secured her position, most of her fellows will erupt into a cacophony of howls and yelps; she is expected to quiet them with a howl that rises above the din and demands submission.

At this time, the primal passions of the Garou approach their climax and the Wyrm Foe is the only measure of control present. She calls for the mock battles, ritual hunts, displays of strength and wild and reckless dances that vary in popularity from sept to sept. As the energy level reaches its zenith, the Garou present channel their Gnosis into the caern to maintain its connection to the Umbra. A caern requires two Gnosis Traits for each power level. The Garou present can be issued cards to represent their Gnosis Traits. They may rend or otherwise destroy these cards to represent the fueling process.

Roleplay Ideas:

• Write out hunting sequences

• Provide tests of grace and strength

• Use energetic, heavy beat music
 


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100
PostPosted: Sat Jan 09, 2010 9:11 pm
Credits and further information

Any information can be found specifically any sites pertaining toward Werewolf the Apocolyse. Sites I've taken for examples are...

Moot (Werewolf: The Apocolypse)- World of Darkness Wiki

Werewolf the Apocalypse Wikipedia  
PostPosted: Thu Jan 14, 2010 9:29 pm
User ImageTala entered the clearing, her white fur sparkling in the moonlight. This was her first time at a moot. She was excited and nervous both, excited to meet new wolves but nervous that she might make a mistake and not honor her tribe as she should. She looked around, her yellow eyes glowing as she took everything in.  

Dawny03

Dangerous Lunatic

8,000 Points
  • Alchemy Level 1 100
  • Mark Twain 100
  • Tycoon 200

nekolulu

Intellectual Kitten

PostPosted: Mon Jan 18, 2010 6:49 pm
User Image
Trisha looks around the Moot she loved sticking to the dark since it was such a dark night, spotting some yellow she dicides to get closer staying in the darkness. None of her tribe members were around as far as she could tell. Getting closer she watches this other female she could tell by the markings that she was from another tribe, she wouldn;t attack anyone as it stood she was alone as she was from the tribe of Get of Fenris*  
PostPosted: Fri Mar 12, 2010 8:00 am
User Image

Sarah stepped from the cliff hearing the pads of the other wolves feet approaching from different directions. Her howl had reached the other tribes bringing both alliance and battles within them. This was needed to confront the Wrym as it bred and manifested amongst the shadows preying on their lesser kin and the normal creatures. She looked to her right seeing two others approach the new wolves. One of her pack and of CoG.

User Image

The first to arrive was of course Shannon whose heart beat fiercely. She didn't even try to cover the scar Kasdeya had given her through that poisonous bite. On the other hand Shannon found it a trophy to show the others she'd fought and won that day. In her paw was a glass of the finest ale she could find. If anyone was suited to drinking and having a chat she was all ears.

Raising her glass she spoke to the new females, "Welcome to to the Moot. I be pleased to see ye come. Have any of you word on the Spirals? I be hearin' they're up to their ways again."


User Image

Beside Shannon stood a female darker and more elaborate in color, yet her eyes were soft and gentle sensing hope by the incoming packs. She didn't like fighting in the long run but understood sometimes it was needed to keep the darker things away.
 


Rein_Carnation

Crew

Devoted Werewolf

18,175 Points
  • Married 100
  • The Wolf Within 100
  • Fantastic Fifteen 100

nekolulu

Intellectual Kitten

PostPosted: Fri Mar 12, 2010 3:46 pm
Trisha blinks at looks to Shannon, she didn't know that the Spirals, of course she knew of the them*" No I have are the Spirals up to now. Thank you for your warm welcome miss."  
Reply
◕ Roleplay: Werewolves & Bastet

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum