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Wer sind wir?
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An jedem letzten Mittwoch im Monat findet der offene Stammtisch der Würfelmeister e.V. statt.

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Wir freuen uns, von euch zu hören.

Bleibt gesund
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Chicago - Totem

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Kashi
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Chicago - Totem

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Hallo ihrs, da ich dank der Bahn heute eine Menge Zeit in Bahn und Bus hatte, hab ich schonmal ein wenig die Totems durchstöbert und ein paar rausgeschrieben. Die Tage folgt mal eine Geschichte zu einem, aber hier mal die Totems, die ich bzw. mein Charakter ganz interessant findet:

(aus dem Uktena Tribebook)
Gila Monster
Background Cost: 7
Traits: Packs receive the Gifts: Venom and Implacable
Grip.
Ban: Gila’s torpid nature rubs off on his packs.
They receive a -1 penalty on Initiative rolls; in cold
conditions the penalty is -2.

(aus dem Shadowlord Tribebook)
Crow
Background Cost: 2
Traits: Packs of Crow gain two points in Alertness
and Subterfuge and one point in Etiquette.
Ban: Crow asks that his children remain loyal
to those they serve. He does not expect this from
children whose leaders treat them poorly, however,
or whose leaders are corrupt. In these instances,
Crow asks his children to find a way to remove those
leaders from power, and to replace them with others
who are worthy of his children’s respect. If this is
not possible, Crow never punishes loyalty.

Bat
Background Cost: 5
Traits: Bat’s children gain three dots of Enigmas,
and each may use the Gift: Ears of the Bat once
per day for the duration of a scene. Each pack
member’s Perception increases by one permanently,
even if this would raise the rating above 5. Pack
members also gain two points of Wisdom.
Garou with this totem are well regarded by
many Fera, particularly those in Central and South
America. However, Garou look upon Bat and his
children with suspicion, meaning that all pack
members lose five points of temporary Honor (if
they have that many) and subtract one from any
temporary Honor Renown awards they receive. The
pack members must work harder to prove that they
are honorable.
Ban: Bat demands that his children never fight
with Gaia’s other children — including other Gaian
Garou. Even ritualized or honorable combat is forbidden.
His followers simply need to find other ways
to resolve disputes.

(aus dem Glasswalker Tribebook)
The Monkey King
Background Cost: 8
Traits: A stealthy escape artist, the Monkey
King teaches his students the Gifts Blur of the
Milky Eye and Open Seal, and they receive a -2
difficulty bonus on all evasion or escape rolls. They may
also purchase Doppelganger as a Level 3 Gift, and may
learn Speed of Thought as though it was a Glass Walker
Gift. Having learned under the Taoist wizard, the
Monkey King is an excellent teacher and his students
may purchase Abilities with one less experience point
than normal. (The minimum cost remains one.)
Ban: The Monkey King is a rebel spirit, and
demands that his students never stand for the
curtailing of another’s freedom. Although he
allows for imprisonment of servants of the Centipede
(Wyrm) he will not tolerate forcing a
spirit into servitude within a fetish. This also
includes human’s rights, and he is fond of Glass
Walkers interested in political
causes such as freedom of speech
or oppressed peoples.
The Monkey King also
never forgot the monkeys
whom he first ruled, his students
lose Honor if
they abandon
someone they
have befriended
or
are responsible
for.

Clashing Boom-Boom
Background Cost: 8
Traits: Clashing Boom-Boom’s
children each gain two dice to their
Firearms and Melee Skills. No target
is ever impossible to hit, as long as it
can be seen; the maximum difficulty
for any roll involving weapons is 8.
Her children are also taught the art of
warfare, and instinctively know how
to properly use any weapon they hold.
In addition, she conveys some knowledge
of tactics: her children can
make untrained Leadership rolls
with no penalty, just as if Leadership
were a Talent. Clashing
Boom-Boom also ensures her
children’s weapons never jam.
Ban: Clashing Boom-Boom
is a harsh mother to follow. As a
military commander, she is free to
issue orders and when she does
she expects to be obeyed. Refusing
a direct order can be grounds for
dismissal; acting against her orders
may be considered treachery.
She will fire upon traitors.

(aus dem Red Talon Tribebook)
Badger
Background Cost: 7
Traits: Packs that follow Badger may call upon
Stealth 2 and the Metis Gift: Burrow. Each member of
the pack gains one dot of Stamina. The pack may draw
on 5 points of Rage per story.
Ban: Followers of Badger may not make their
homes in pre-constructed dwellings, but must either
sleep in the wild or build their own homes.

Wolverine
Background Cost: 6
Traits: Wolverine grants his children a permanent
point of Stamina to make them harder to fell in battle.
Also, he grants each of them a vision of his own Rage-filled
heart, granting them each a dot of Rage that can never be
spent or lost. Children of Wolverine, therefore, will never
lose the wolf or run out of Rage in combat. If his children
live long enough to reach sufficient rank, he might also
teach them the Gift: Mother’s Rage (see above).
Ban: Wolverine’s children must always spend
Rage in combat and never show mercy to their foes.

(aus dem Bonegnawer Tribebook)
Jackal
Background Cost: 5
Traits: Garou who follow Jackal gain Survival2, Leadership
1, and the Gift: Blur of the Milky Eye. Each Garou in
the pack also gets one dot in the Ancestors Background.
Even Bone Gnawers and Silent Striders get this benefit, but
this requires them to travel on an Umbra! quest once each
year (with or without their pack) to relieve a major experience
of this ancestor. Over the course of the chronicle, the
Storyteller must create a background and backstory for this
bygone Jackal pack from the days of Ancient Khem or the
nights of Northern Africa before the Concord.
Ban: Jackal rarely strikes the first blow in any fight; he
waits for others to kill. If attacked, he will defend himself, but
followers of this tOtem prefer to wait and feast off the victims
that remain. That doesn't prevent them from taunting a foe
into attacking them or commanding others to attack, but as
"true scavengers," they prefer to exploit the martial talents of
stronger Garou. After the fall of Khem, followers of Jackal
have also been known for their bad luck. Some believe this
"losing streak" began when Jackal packs failed to recapture
the Kingdom of Khem from the Wyrm's minions.
In a pack ofJ ackals, if a pack member strikes the first blow
in a fight, the Storyteller can place some form of idol or marker
in front of the player representing him. While that player has
the idol, he is immune to the Ban: he can continue to strike
first in combat. However, the player's character is destined to
have a streak of bad luck. Within three game sessions, the
Storyteller can take the idol back to turn one successful die
roll into a botch. After three game sessions, if the player still
has the idol, the Storyteller takes it back without invoking
this portion of the ban. Regardless of this curse, Jackal packs
usually choose one warrior in their pack to strike the first blow
- and suffer the consequences - for the good of the pack.
Garou in a Jackal pack cannot take the Flaw: Jackal's Blood.

Hyena
Background Cost: 4
T raits: All of Hyena's companions- no one can truly
"follow" Hyena - gain Primal-Urge 2 and Subterfuge 2.
After becoming fostern (rank two Garou), each member of a
hyena pack gains the Bone Gnawer Gift: Laugh of the Hyena.
They may draw on four extra Willpower points per story.
Ban: Though Hyena is wise and clever, her ways are not
the Garou's, and it's dangerous for werewolves to attach
themselves too closely to her. Werewolf packs dedicated to
Hyena are plagued by a creeping madness, one that intensifies
when they drift from the company of other Garou. Each
morning, each Garou in a Hyena pack must roll Willpower
against a difficulty of8. If the Garou has spent at least a day
within the bawn of a caem during the last month, the
difficulty for this roll is reduced to 6. On a failed roll (that is,
lacking even one success), the character becomes subject to
a delusion or dementia devised by the Storyteller for the rest
of the day. These delusions often apply to potential victims
or potential oppressors (such as elders) and should include
some clever variety of poetic justice.

(aus dem Players Guide)
Fog
Background Cost: 5
Traits: Children ofFog may add an extra die to Subterfuge
and Stealth Dice Pools. They also receive -1 difficulty
to all Occult and Enigmas rolls and gain the Gift: Curse of
Aeolus.
Ban: If a child ofFog reveals asecret to someone outside
her sept, she loses one Willpower point permanently.

Fox
Background Cost: 7
Traits: To help his children baffle and confuse their
enemies, Fox teachesStealrh 2, Subterfuge 3 and Streetwise 2.
He also grants each of his children a point in Manipulation.
Ban: The only limitation Fox gives his children is that
they must never participate in a fox hunt and, if possible,
always help any foxes encountered during such a hunt.
However, Fox's children are viewed as untrustworthy, and
they receive one temporary Honor less from any Honor
awards.


Bei den Natur/Tiergeistern wäre mein Char sofort dabei, bei solchen wie etwa Clashing Boom Boom müsste man erst mal noch etwas Überzeugungsarbeit leisten - wäre aber allgemein dafür, dass wir die Totemsuche ausspielen, ich mag sowas :D
"A platypus...? *gasp* PERRY, the platypus!"
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Altansar
Beiträge: 1897
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Re: Chicago - Totem

Beitrag von Altansar »

Wenn die Frage erlaubt ist: Warum kein Uktena oder andere Totems of Wisdom? Gerade als Uktena Theurg sind sie sehr nützlich, genauso wie Chimera
Rule 32 Enjoy the little things.
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Kashi
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Re: Chicago - Totem

Beitrag von Kashi »

Ich hab gleich die totems ausgeschlossen von denen ich weiß dass sie sich mit anderen chars beißen würden ^^ haben gestern ja schon stundenlang diskutiert.
"A platypus...? *gasp* PERRY, the platypus!"
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Altansar
Beiträge: 1897
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Re: Chicago - Totem

Beitrag von Altansar »

Oki, dann viel glück bei eurer totemsuche
Rule 32 Enjoy the little things.
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Re: Chicago - Totem

Beitrag von Kashi »

Danke ^^ muss ja allen gefallen net nur dem uktena :P
"A platypus...? *gasp* PERRY, the platypus!"
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Re: Chicago - Totem

Beitrag von Kashi »

Sitka trat in die Umbra. Es wurde Zeit, sich Gedanken um ein Rudeltotem zu machen. Und da er der Theurge der Gruppe ist, war es seine Aufgabe, sich um die Kontaktherstellung zu kümmern. Die Umbra sah aus wie immer. Da er nicht in der Stadt, sondern einige Meilen außerhalb gewechselt ist, war hier von Spinnweben kaum was zu sehen. Er sah schöne Wälder, wie sie im Thellurischen nicht mehr existieren. Seine Ankunft blieb nicht unbemerkt. Eine Menge Geister scharten sich um den Besucher, beschnupperten ihn, flossen an ihm vorbei oder wollten ihn anfassen. Sitka ließ die Geister ihn in Ruhe beobachten und er tat es ihnen gleich.
Er sah vor allem viele Tiergeister. Eine Gilaechse krabbelte zwischen seinen Beinen umher, eine Fledermaus hatte es sich auf seiner Schulter gemütlich gemacht, ein Schakal und eine Hyäne schnüffelten an seinen Taschen herum, in der Hoffnung, etwas essbares zu finden. In den Bäumen erkannte er einen großen Affen (zweifelsohne der Affenkönig), eine Krähe und ein Flugzeug, das über ihre Köpfe in weitem Bogen kreiste. Sie waren umringt von dichtem Nebel und hin und wieder pfiff ein Windgeist durch die Bäume.

Sitka holte tief Luft und begann zu sprechen. "Ich grüße euch, werte Geister. Mein Rudel hat sich vor kurzer Zeit gegründet und es ist für uns an der Zeit, ein Totem zu finden, das uns begleitet und uns im Kampf gegen den Wyrm unterstützt. Seid ihr..." Noch bevor er zu Ende gesprochen hatte, kam Leben in die Bude. Die Tiere schnatterten bereits mit Angeboten um sich. Ein Eichhörnchen sprang nervös auf und ab, immer wieder "Ich, ich, ich" quiekend, die Gilaechse zischte, dass es sie mit Gift versorgen und dafür nichts haben wollen würde. Die Fledermaus auf seiner Schulter quiekte ihm ins Ohr, dass sie sie mit übernatürlichen Sinnen ausstatten würde und der Affenkönig würde ihnen die hohe Kunst der Tarnung lehren. Unterdessen pfiff der Wind um ihn herum und wollte ihn mit Sicherheit auch von sich überzeugen, aber bei dem ganzen Tumult konnte er sich unmöglich konzentrieren.
"Halt, Stop! Einer nach dem anderen!" Sitka verschaffte sich Gehör und ging jeden einzelnen Geist, der anwesend war ab und hörte sich an, was sie zu sagen hatten.

Stunden später kam er letztendlich zu Kobra zurück. Sie hatte ihm das seiner Meinung nach verlockendste Angebot gemacht. Er fragte jedoch noch einmal nach. Kobra antwortete ihm mit zischelnder Stimme: "Ich gewähre dir Schutz vor Schlangengift. Auch wenn du gegen andere Gifte nicht immun sein wirst, so wirst du doch eine gewisse Widerstandsfähigkeit erlangen. Außerdem stelle ich dir mein Gift zur Verfügung, jedoch nur einmal am Tag. Dafür wirst du jede Gelegenheit ergreifen, die Vampire von Ägypten zu vernichten. Was sagst du?"

Sitka nickte. Er holte seine Rudelkameraden in die Umbra, um ihnen ihr neues Totem vorzustellen. Als er mit versammelter Mannschaft vor Kobra stand und alle vorstellte, bäumte sich Kobra auf.
"Eine Kleinigkeit wäre da noch..."

Mit einer Geschwindigkeit, wie sie Sitka nur von Schusswaffen kannte, schnellte das Tier hervor, versenkte seine Zähne in Sitkas Arm und pumpte ihn mit Gift voll. Der ganze Prozess dauerte weniger als ein paar Sekunden. Irgendjemand riss das Tier von ihm weg und schleuderte es ins Gras. Es bäumte sich wieder auf und zischte. Sitka merkte, wie die anderen in Crinos ging. Ihm blieb keine Zeit dazu, denn ihm wurde schwarz vor Augen. Alles um ihn herum drehte sich. Ihm war heiß und kalt, gleichzeitig. Bilder schossen an seinen Augen vorbei. Feuer. Der Wyrm. Vampire. Gewehre. Ihm kam es vor als würden Stunden, sogar Tage vergehen. Und dann, so plötzlich wie es einsetzte, wachte er auch wieder auf. Schweißgebadet im Gras liegend, sein Rudel um ihn herum in Homid stehend und Kobra zischend vor ihm. "Das war eure Prüfung. Ich kann niemanden akzeptieren, der mein Gift nicht aushält." Sitka blickte sich um. Scheinbar haben die anderen auch die Prozedur mitgemacht, sie sahen alle beschissen aus. "Nun denn, meine Kinder. Willkommen in meiner Obhut."





So das wär meine Totem-Story.
"A platypus...? *gasp* PERRY, the platypus!"
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Kashi
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Re: Chicago - Totem

Beitrag von Kashi »

Hallo zusammen, ich hab für unsere neue "Aufgabe" wieder mal etwas die Bücher gewälzt und Totems rausgeschrieben, die uns helfen können rauszufinden, was mit der Sternenlichtsepte genau passiert ist.Das meiste sind Wisdom oder Cunning Totems, die nützlich sind in Sachen Informationsbeschaffung, Heimlichkeit, Täuschung, Geheimnisse, Wissen, Trickster u. Ä. Die ersten 4 sind meine persönlichen Favoriten (Edit: Coyote und Rattlesnake wären auch noch meine Top Wahlen dafür aber ich denke das größte Los werden wir mit Uktena haben):

Fog
Background Cost: 5
A totem of mystery and secrets, Fog (also known as Aeolus) is a spirit of both knowledge and stealth. Favored by mystics and spies alike, Fog knows much but teaches it only slowly, imparting the value of patience and subtlety to his children. He is most revered among the Uktena and Silent Striders.
Traits: Fog grants his children an extra die of Subterfuge and Stealth, as well as reducing the difficulty of any Occult or Enigmas roll by 1. He also allows his children to use the Gift: Curse of Aeolus.
Ban: A child of Fog may not reveal a secret to anyone outside his sept or pack. If they do so, they lose one point of Willpower immediately.

Ratatosk (Squirrel)
Background Cost: 4
Ratatosk, the clever squirrel, sees and hears all from his secret pathways up and down the trunk of the World Tree. While he is small and puny, he knows much and teaches his Children craftiness.
Traits: All children of Ratatosk learn Subterfuge 2 and two dots in any Knowledges of their choice. Lupus children of Ratatosk can even choose Knowledges normally restricted to them upon character creation. Children of Ratatosk will always gain one fewer Honor Renown point than usual (they must gain at least two points on any occasion to get one), but they get an extra point of Wisdom Renown every time they earn Wisdom.
Ban: Children of Ratatosk become skittish and jumpy. They will always enter fox frenzy rather than a berserk, and they may not learn the Gift: Wearing the Bear Shirt.

Uktena
Background Cost: 7
The Uktena is an ancient water spirit that blends the features of cougar, serpent, and deer. He is the spirit of riverbeds and dark places, and he knows secrets that even other totems of wisdom have not discovered.
Individual Traits: Followers of Uktena add three dice to all soak rolls when in the Umbra, and gains two extra experience points per story that can only be applied to improving Enigmas, Occult, Rituals, Gifts, or other mystical knowledge. Garou also gain two points of Wisdom Renown. Uktena’s children add one to the difficulties of social rolls when interacting with werewolves of tribes other than Uktena or Wendigo.
Pack Traits: Garou of the Uktena tribe treat the pack like brothers.
Ban: Uktena asks that its Children recover mystical lore, objects, places and animals from the minions of the Wyrm.

Fox
Background Cost: 7
A classic trickster, Fox works by earning the trust of his mark, and then leading the helpless victim into a series of traps, confusion and misdirection. Usually, he strikes to teach a lesson or make a point.
Traits: As baffling and confusing as their patron, Fox packs are taught Stealth 2, Subterfuge 3, Streetwise 2, and each child of Fox benefits from an additional point of Manipulation. Ban: Fox’s packs must never hunt his true children, and must actively prevent the success of any foxhunts they encounter. Also, he is seen as untrustworthy and those who follow him receive one temporary Honor less than they otherwise would from Honor awards.

Cuckoo
Background Cost: 6
The cuckoo is nature’s master infiltrator, laying her eggs in the nests of other birds, then having those birds raise her young. Likewise, Garou who dedicate themselves to Cuckoo are master spies and manipulators, able to bluff their way into any situation without being challenged — from the best quarters in the sept to the center of a Black Spiral Dancer Hive.
Individual Traits: Cuckoo’s children subtract two from any awards of temporary Honor Renown.
Pack Traits: Cuckoo’s packs gain a dot of Manipulation and two dots of Subterfuge. One pack member at a time can use the ability to be overlooked: roll Manipulation + Subterfuge (difficulty 6, or higher if the Garou doesn’t look like he should be there). Anyone who notices her must make a Perception + Alertness roll and score more successes than the Garou to realize that the werewolf isn’t supposed to be there. Guards assume that the werewolf has clearance, and ranking officers don’t think twice about the tech in the corner. If the character does anything to draw attention to himself, the player rolls again with a +2 difficulty penalty or loses the benefits of this effect.
Ban: Cuckoo’s children must never pass up an opportunity to improve their pack’s situation at the expense of others.

North Wind
Background Cost: 5
Each wind blows its secrets across the ground, in falling snow and autumn leaves. Those Garou who can forget their Rage for long enough can hear their whispers, and the words of wisdom they offer. Garou packs may be adopted by one (and only one) of the Winds. The Wendigo are on good terms with the North Wind, and may purchase the North Wind totem as if the Background Cost were 4.
Trait: The North Wind grants his children knowledge of the great mysteries; they receive Occult 3 and Enigmas 2 if they do not have them already.
Ban: Wind’s children must keep a reminder of their totem in their presence at all times. Many bind small bells into their clothing and fur to ring in the wind, and decorate their homes with wind chimes.

Coyote
Background Cost: 7
The ultimate trickster, more Ragabash than Ragabash, Coyote is an avatar of chaos. Utterly unpredictable, often foolish, but undoubtedly brilliant, Coyote is both a master of deception and a very clever warrior.
Individual Traits: Each pack member subtracts one from any awards of temporary Wisdom Renown.
Pack Traits: Coyote’s packs gain three dots of Stealth, three dots of Streetwise, one dot of Subterfuge, and one dot of Survival. Coyote’s avatars can always find their packs — the pack does not need to spend Totem points on that ability.
Ban: The very idea that he would limit his packs runs against Coyote’s nature.

Rattlesnake
Background Cost: 8
Rattlesnake is an old, wise totem of the Pure Ones. He is capable of great compassion and even greater fury. When angered, Rattlesnake is a harsh foe with a very long memory. Like his namesake, Rattlesnake is easily offended. But Rattlesnake’s anger is almost ironic when one considers his patience; he is capable of great things, and demands that his children carefully consider any situation before acting. Once his followers strike, however, there is seldom an enemy left alive.
Traits: Rattlesnake grants his children second sight, giving them the Gift: Pulse of the Invisible. His packs gain the ability to entrance listeners through singing or howling (Manipulation + Performance, difficulty 8); the actual effects are up to the Storyteller. In addition, the pack gains Past Life 3; this is not an actual affinity with Garou ancestors, but an ability to learn ancient knowledge and lore by accessing primal memories. All Uktena and Wendigo will recognize and honor Children of Rattlesnake.
Ban: Rattlesnake asks that none of his followers attack any serpent, and that his children honor the Pure Ones.

Buffalo
Background Cost: 6
Buffalo is sturdy, patient, slow to anger and filled with the wisdom of the future. His dreams of prophecy and words of wisdom have stopped wars before they could start.
Traits: Buffalo grants +3 Stamina to the pack’s soak pool, and subtracts four from all difficulties in interpreting dreams. His children also gain +3 Survival when searching for food and safe water. Uktena and Wendigo Garou consider followers of Buffalo friends, unless the pack proves otherwise.
Ban: Buffalo asks that his children protect the great herds of buffalo that roam the ranges. This Ban doesn’t mean preventing the death of a buffalo for food, but rather is a request to defend the herd from those who would slaughter them by the hundreds for profit.

Chameleon
Background Cost: 4
Changing animals share a strong kinship with the Garou, and few are as well-known and respected as Chameleon. Ever adaptable, invisible, silent and observant, Chameleon favors patient Garou who prefer to unobtrusively observe before acting. He is the patron of many Children of Gaia and Uktena.
Traits: Packs adopted by Chameleon are taught the Gift: Blur of the Milky Eye and are granted three points of Perception.
Ban: Chameleon’s packs may not act until they have fully taken stock of their situation

Genbu the black Tortoise (Stargazer)
The american Dream (Bonegnawer)
Ayahuasca (Axis Mundi ein Pflanzentotem)

Wie immer gilt: das sind meine persönlichen Vorschläge. Ob etwas davon tatsächlich in Frage kommt entscheiden wir gemeinsam.
"A platypus...? *gasp* PERRY, the platypus!"
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