Borus "Six-Ways-to-Sunday" Korobkov

Huge Russian Ghost Wolf Rahu


Borus “Six-Ways-to-Sunday”
Ghost Wolf Rahu, Founder of Uratha Fight Club “The Den”

Primal Urge 3 Harmony 7
Essence 7/1 Willpower 6
Virtue Fortitude Vice Wrath


POWER Intelligence 1 Strength 4 Presence 3
FINESSE Wits 2 Dexterity 1 Manipulation 1
RESISTANCE Resolve 3 Stamina 4 Composure 3


Skill Name Dots Speciality
Crafts 2 Butcher
Investigation 3
Politics 2
Skill Name Dots Speciality
Athletics 2
Brawl 4 Boxing, Natural Weapons
Stealth 2
Survival 3
Skill Name Dots Speciality
Intimidtion 4
Streetwise 1
Socialize 1


Name Description Dots
Iron Stamina Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. Drawback: When you character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he’s slept for a minimum of 12 hours, regardless of the situation. 3
Resources Effect: Disposable income: $1,000 a month/ Total Assets: $5,000 2
Fighting Style: Boxing Effect: Your character is trained in the art of boxing, able to deliver swift, powerful punches, and to duck and weave away from opponents’ attacks. He might have participated in the sport in high school or college, or made a go of it professionally. Or he might have taken some classes at the local health club as a form of exercise. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Duck and Weave” until he has “Body Blow.” The maneuvers and their effects are described below, most of which are based on the Brawl Skill.
Body Blow (•): Your character can deliver powerful blows that leave opponents reeling and gasping for air. If successes inflicted in a single Brawl attack equal or exceed a target’s Size, the victim loses his next action.
Duck and Weave (••): Your character is trained to instinctively duck and evade an opponent’s blows. Use the higher of your character’s Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). If a combination of Brawl- and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.
Combination Blows (•••): Your character’s training and experience allow him to devastate opponents with a flurry of rapid blows. He can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
Haymaker (••••): Your character can deliver powerful, accurate blows capable of knocking an opponent unconscious with a single punch. A single Brawl attack that equals or exceeds the target’s Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.


Cunning 0 Glory 0 Honor 0 Purity 5 Wisdom 0


Dominance 1 Warning Growl
Cost 1 Willpower
Dice Presence + Intimidation + Glory versus Composure + Primal Urge
Action Contested; resistance is reflexive_
Dramatic Failure The Gift fails completely. The werewolf cannot use any Dominance gifts on the subject for the rest of the scene.
Failure Successes rolled tie or the subject gets the most. The target feels no particular dread of the werewolf.
Success The most successes are rolled for the Gift user. The Gift affects a single target. The Gift user gains a +2 Defense bonus against any close-combat attacks made by the affected target for the duration of the scene—-the target is literally to wary of the werewolf to attack with full vigor. This Gift can be used on multiple opponents during a scene, but the werewolf must use the gift separately against each one (spending Willpower and making a contested roll each time).
Exceptional Success As success, but the Defense bonus against the gift’s target rises to +3.
Full Moon 1 Clarity
Cost 1 Essence
Dice No roll is necessary.
Action Reflexive_
__ By spending one Essence, the player increases his character’s initiative modifier by five, greatly increasing the odds of seizing the critical first strike in any battle. The Storyteller may determine that some situations are inappropriate for this gift (such as when the character is attacked by an invisible threat). If the power is used once combat is underway, the character’s new place in the initiative order is applied in the next turn and in all subsequent turns for the remainder of the fight.
Strength 1 Crushing Blow
Cost 1 Willpower
Dice No Roll is necessary.
Action Reflexive
__ The Gift’s effects last for the scene. During that time, any bashing damage the werewolf normally inflicts, whether with his bare hands or with a blunt instrument, is converted to lethal damage.
Full Moon 2 Attunement
Cost 1 Willpower
Dice Wits + Brawl +Wisdom – opponent’s Resolve
Action Reflexive
Dramatic Failure The character misreads his opponent and gives away a weakness in his own technique. His defense doesn’t apply to the opponent’s next attack.
Failure The character fails to find an obvious weakness in his opponent’s style.
Success The character exploits a weakness and may ignore an amount of his opponent’s Defense equal to the gift user’s Primal Urge dots for the remainder of the scene.
Exceptional Success Add one to the gift user’s primal urge for the purpose of this use.
Full Moon 3 Death Grip
Cost 1 Essence per bite attack, must be in Garou, Urshal, or Urhan form and have established a grapple
Dice Strength + Brawl + Glory
Action Reflexive
Dramatic Failure The werewolf wrenches his jaws in his enthusiasm to shed blood and inflicts a point of bashing damage upon himself.
Failure The werewolf inflicts no damage at all upon his victim and does not adversely affect the victim’s efforts to break free or perform an overpowering maneuver of his own.
Success Damage is doubled and the victim suffers a penalty on his next effort to break free or perform a maneuver of his own equal to the number of successes rolled.
Exceptional Success The damage of the werewolf’s bite is doubled, and the shock automatically renders the victim immoble for his next action. All the victim can do is try to break free (no overpowering maneuvers of his own are possible), and he still suffers a penalty equal to the successes rolled in the bite. The werewolf need not actually maintain this immobilization. He can continue biting or performing other maneuvers.
Father Wolf 4 Savage Rending
Cost 1 Essence
Dice This power requires no roll.
Action Reflexive
__ The werewolf’s claw and bite attacks inflict aggravated damage. The amount of damage inflicted doesn’t change. Aggravated damage is caused for the duration of the scene unless the user terminates the gift prematurely.
Mother Luna 5 Primal Form
Cost 1 Essence
Dice Stamina + Survival +Primal Urge
Action Instant (Unlike a conventional shapechange, one essence cannot be spent to make this one reflexive.)
Dramatic Failure The character fails to assume Primal Form, and the strain of the effort exhausts him. He may not attempt to change to any other form or use any of Mother Luna’s gifts for five turns.
Failure The character fails to assume Primal Form.
Success The character shifts into a form that resembles Urshul, but that is even larger. Primal Form stands six to eight feet tall at the shoulder. It’s treated as Urshul in most respects, including the general inability to speak with the following exceptions:
—The form’s dot modifiers are: Strength +4, Dexterity +2, Stamina +4, Manipulation -3, Size +3, Health +7, Initiative +2, Speed +9, the character is treated as having 2/1 armor due to the form’s thick hide.
-The character causes Lunacy as if he were in Garou.
—The character heals one point of lethal damage per turn, at the beginning of his turn. This replaces the one point of bashing damage that werewolves normally heal per turn unless the character has suffered only bashing damage. (if the player spends a point of essence to heal-see p.168—- the character regenerates an additonal point of lethal damage.)
—-All Resolve + Composure rolls to resist Death Rage are at -3.
The character can remain in Primal Form for one turn per success achieved on the power’s activation roll. Unlike other Mother Luna’s Gifts, the character cannot voluntarily choose to end this gift’s effects prematurely unless a successful Resolve + Composure roll is made at a -3 penalty.
Exceptional Success The glorious fury that accompanies Primal Form rushes through the character without forcing him to lose control…yet. The character also regains a Willpower point.


Human Form
Intelligence 1 Strength 4 Presence 3
Wits 2 Dexterity 1 Manipulation 1
Resolve 3 Stamina 4 Composure 3
Size 6 Defense 1 Armor 0*
Speed 11 Initiative 4 Perception 5
Health 9
Near-Human Form
Intelligence 1 Strength 4 Presence 3
Wits 2 Dexterity 1 Manipulation 0
Resolve 3 Stamina 5 Composure 3
Size 7 Defense 1 Armor *
Speed 12 Initiative 4 Perception 7
Health 11
Wolf-Man Form
Intelligence 1 Strength 7 Presence 3
Wits 2 Dexterity 2 Manipulation -2
Resolve 3 Stamina 6 Composure 3
Size 8 Defense 2 Armor 1/1
Speed 15 Initiative 5 Perception 8
Health 13
Bite 14L Claw 13L
Near-Wolf Form
Intelligence 1 Strength 6 Presence 3
Wits 2 Dexterity 3 Manipulation -2
Resolve 3 Stamina 6 Composure 3
Size 7 Defense 2 Armor 0
Speed 18 Initiative 7 Perception 8
Health 12
Bite 11L
Wolf Form
Intelligence 1 Strength 4 Presence 3
Wits 2 Dexterity 3 Manipulation 1
Resolve 3 Stamina 5 Composure 3
Size 5 Defense 2 Armor 0
Speed 16 Initiative 7 Perception 9
Health 9
Bite 9L
Mother Luna Gift Ultimate Form
Intelligence 1 Strength 8 Presence 3
Wits 2 Dexterity 3 Manipulation -2
Resolve 3 Stamina 8 Composure 3
Size 9 Defense 2 Armor 2/1
Speed 20 Initiative 6 Perception 8
Health 16
Bite 13L

Boris Korobkov: Ghost Wolf Rahu
Deed Name: Six-Ways-to-Sunday

Physical description:
(Human) 6’6"/ 220 lbs./ Short Blonde hair (military cut)/ steel gray eyes/ long scar across right eye, calliflower ears, four missing teeth, and a nose that was broken and never healed right/ big bushy beard/ short and blunt in conversation
His normal attire is a black T-shirt, blue jeans, work boots, and a black butcher apron that says “Back in Mother Russia…”

(Wolf- Urhan) 3’10"/ 110lbs/ White fur/ deep blue eyes/ broken muzzle with one canine tooth missing

(War Form- Garou) 8’5"/ 310 lbs./ White fur/ Ice blue eyes/ broken muzzle with missing teeth/ fur appears to be covered in a thin layer of snow

(Primal Form- Mother Luna’s gift ultimate form) 11’1"/ 430 lbs./ white fur/ blood red eyes/ broken muzzle/ fur appears to be made of solid ice

Boris was raised in St.Petersburg, Russia as the son of a butcher. He was always a giant among his friends and always picked first for any sport. He was the epidemy of masculine might but not very bright or appropriate in social settings. The strong Russian decided to begin a career in boxing and provide for his family. He won the majority of his wins through more of a war of attrition than brute force. Everything was going great until the First Change. His first change happened under the full moon when his family was burned alive in his father’s butchery by the local mob because his father refused to pay them “protection money”. In his rage, he stormed the mob stronghold and slaughtered all of them in a single night.

He fled to the United States to try and escape the retribution of the Russian mob. Arsenal, Utah was the most out of the way place he could think of. He set up his own butchery called Mother Russia’s Bounty in honor of his father. It was only a matter of time before the local Uratha sniffed him out. The Blood Talons were the first to attempt to recruit him. His natural tendencies towards physical and combat dominance seemed a natural fit. Unfortunately, he was also having sex with the alpha Blood Talon’s wereblooded daughter which the alpha didn’t take kindly to. Boris was caught red handed in the sack with the daughter. The alpha beat him “Six-Ways-to-Sunday” as Boris would later be know as. The encounter put a bad taste in his mouth…and removed a couple of teeth as well as bestowing a broken nose. From that day on, he swore that he would never join a tribe or the Pure. “They can all go fuck themselves!” he would often say. He just wanted to be left in peace.

After the fall of Denver and the corresponding peace agreement was made, he began to see many a frustrated Uratha/pack start to fight and bicker over trivial things and territory under the uneasy peace. He knew that if there wasn’t an outlet discovered for this aggression soon that they would eventually start messing with him. Thus “The Den” was born. It is a 40′×40′×20′ underground bunker for lack of a better term built underneath the butchery. It is the home of an underground Uratha fight club founded by Boris, inspired by Boris’s favorite American film “Fight Club”, to supply an outlet for the pent up aggression and anger in the local community. The area was located under a trap door in the back corner of his walk-in freezer where he stored his meat on metal hooks. It serves as neutral ground for all Uratha and packs looking to settle arguements, disputes, or see who is the strongest in the land. Boris was compensated for the access to this commodity of course, and he never took sides. He was challenged to a fight in the Den once…only once. An arrogant Rahu thought he was big shit and started trash talking Boris’s territory and family to provoke him into a duel. Boris accepted. No one present that night ever spoke of what happened to that poor Rahu. They were too horrified of the monster that tore the Rahu’s arms off. The screams would haunt them the rest of their life. Needless to say, that Rahu was shamed as he could no longer fulfill his role as warrior in his pack. When questioned, he says that they were ripped off when he bravely stayed behind in the Shadow Realm against multiple spirits to give his pack time to escape.

The incident in the Den created a minor locus of violence as the blood stained the floor as well as awakened a strong spirit of violence known as Bloodbath. It takes the form of a werewolf in Garou form composed entirely out of blood. The spirit started to act as Boris’s totem spirit and established itself as the dominant spirit in the area. Every fight that takes place in the Den empowers the locus and feeds Bloodbath as more and more blood soaks into the floor.

There are three requirements to get into the Den:
1) You have to be invited by a current Den member
2) You have to be Uratha (no humans or wereblooded allowed)
3) You have to pay cash to get in (amount varies based on whether he like you or not)

There are 10 rules in the Den:
1) You do not talk about the Den.
2) You DO NOT talk about the Den.
3) If someone says “stop”, goes limp, or taps out the fight is over.
4) Only two guys to a fight.
5) One fight at a time.
6) No shirts, no shoes, no weapons, no fetishes, no silver anything including gifts that make your claws silver
7) Each opponent can use whatever form (Dalu, Garou, etc.) he or she chooses during the fight.
8) You will have a couple of seconds to prepare yourself before the fight (shapechange, activate a gift, etc.)
9) Fights will go on as long as they have to.
10) If this is your night in the Den, you HAVE to fight!

Borus "Six-Ways-to-Sunday" Korobkov

Arsenal Ghesh