|
[
Flesh of My Flesh ]
Appearance
Václav has the swarthy coloration and the wide chiseled cheekbones of east-central Europe. He keeps his dark hair cropped short but shaves only once or twice a week. His frame is sinewy and strong, sturdy as an oak. His arms, chest and back are extremely powerful but he is neither dexterous nor swift: the physique of a master archer of the occidental style. The one that calls for sustained strength as the arrow is nocked, drawn and aimed for several moments before it is released to devastating effect. His eyes are easily his most compelling feature, a startlingly pale shade of ice-blue where most would expect hazel or brown.
He has no tattoos save for when the dedicated bow relegates itself to a marking on his left arm. Across his chest, however, are a multitude of glyphs carved into the iron flesh of his body. These change from time to time. They are actually talens bound into his very muscle and bone.
In his lupine forms, Václav is every bit as heavy-shouldered and wide-chested as his homid form implies. His fur is thick and night-black, his ruff thick as a mane. There are no other markings anywhere, and his eyes remain pale blue.
|
General |
| Name:
Václav Andrushko |
Deedname:
Stormbender |
Alias:
Twilight-Beast |
| Breed: Homid |
Auspice:
Theurge |
Tribe:
Shadow Lords |
| Camp: Lords
of the Summit |
Pack:
None |
Totem: None |
|
Attributes |
| Physical |
Social |
Mental |
Strength 4 (sustained strength)
Dexterity 2
Stamina 3 |
Charisma 4 (compelling)
Manipulation 3
Appearance 3 |
Perception 2
Intelligence 2
Wits 2 |
|
Abilities |
| Talents |
Skills |
Knowledges |
Alertness 2
Athletics 0
Brawl 3
Dodge 0
Empathy 2
Expression 1
Intimidation 3
Primal-Urge 3
Streetwise 0
Subterfuge 3 |
Archery
4 (dire bow)
Animal Ken 0
Crafts 0
Drive 1
Etiquette 0
Leadership 2
Melee 0
Performance 0
Stealth 0
Survival 0 |
Computer 0
Enigmas 2
Investigation 1
Law 0
Linguistics 1
Medicine 0
Occult 2
Politics 0
Rituals 3
Science 0 |
|
Advantages |
| Backgrounds |
Gifts |
Rites |
Ancestors 2
Kinfolk 1
Pure Breed 1
Resources 2 (1F)
Rites 8 (8F) |
Persuasion
Spirit Speech
Paranoia
Resist Pain |
Silence (1)
Binding (1)
Talisman Dedication (1)
Opened Caern (1)
Summoning (2)
Communion with the Storm (2) |
| Renown |
Tempers |
Experience |
Glory 2
Honor 0
Wisdom 3 |
Rage 4
Willpower 6
Gnosis 6 |
Earned 0
Spent 0
Net 0 |
| Merits |
Flaws |
| |
Forced
Transformations: Frenzy to Hispo, Full Moon to Crinos
Mark of the Predator
Strict Carnivore |
|
Combat |
| Maneuver/Weapon |
Roll |
Damage |
| Dire Bow (str 4 or
above only) |
Dex+Archery
diff 6 |
Base Damage 6 |
Equipment
and Possessions
-Apartment in an 8-story midrise in the older, slummier parts of downtown Chicago.
-BMW K1200RS motorcycle.
-Dedicated dire bow: essentially a very stiff Garou bow crafted for his hands alone, specialized to fire talen arrows.
-Comfortable everyday clothing - not many, but of good weave and high quality. His tastes lean slightly toward the upper-class in terms of fabric, cut and colors, though his style always remains casual.
-Toiletries, pots and pans, living stuff.
Talens
Elixir: a water-spirit bound
into a small vial of fluid. Gnosis 6. Elixirs heal one health
level per success in the activation roll. May be used on self. Rage
Battery: a rage-spirit bound into fluid. Gnosis 6. Activated by
rage, not gnosis, and each success replenishes 1 rage. However, with
4+ successes, the user will frenzy. Gnosis
Battery: similar to above. Gnosis 8. Activated by gnosis, with
each success replenishing 1 gnosis. Pain
Arrows: gnosis 7. Can be activated prior to combat. On a
successful strike, wound penalties double for one turn per activation
success. Its effects are negated by Resist Pain. Hunger
Arrows: gnosis 6. Can be activated prior to combat. On a
successful strike, the arrowhead bites deeper in the following turn,
inflicting an additional level of unsoakable lethal damage per activation
success. Its effects can be countered if the victim takes an action to
remove the arrowhead immediately, before the next turn begins. Rage
Arrows: gnosis 5. Can be activated prior to combat. Inflicts +1
aggravated damage. Poison
Arrows: gnosis 7. Must be activated as the arrow is shot. Drains
successive dice from the victim for a number of turns equal to activation
success. I.e., if 3 successes are scored on the activation roll, the
arrow drains 1 die from all actions the first round, 2 dice the second, 3
dice the third, and dispels the fourth. Its effects are partially
negated by Resist Toxin: it only drains half as many dice, rounding down.
|