Horatio Rose

Description:

Horatio Rose

Primal Urge 2 Harmony 6
Essence 10/1 Willpower 5
Virtue Justice Vice Gluttony

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

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SKILLS
- MENTAL SKILLS -
Skill Name Dots Speciality
Academics 0
Computers 0
Crafts 2
Investigation 2 Ambush
Medicine 1
Occult 0
Politics 0
Science 0
- PHYSICAL SKILLS -
Skill Name Dots Speciality
Athletics 0
Brawl 2
Drive 0
Firearms 0
Larceny 0
Stealth 2
Survival 3
Weaponry 4
- SOCIAL SKILLS -
Skill Name Dots Speciality
Animal Ken 3
Empathy 0
Expression 0
Intimidation 2 Veiled Threat
Persuasion 0
Socialize 0
Streetwise 2
Subterfuge

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MERITS
Name Description Dots
Fighting Finesse Effect: Use Dex instead of Str with a small weapon. 2
Spetsnaz Knife Fighting Effect: Will cut/paste this shit later. 4
Iron Stamina Effect: Stuff 3
Two Weapons Effect: 2
Chain Weapons Effect: 2
Frenzied Assault Effect: 2
Fetish Effect:Klaive – Increases defense by Cunning 2

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RENOWN
Cunning 1 Glory 1 Honor 0 Purity 2 Wisdom 0

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GIFTS
- Nature -
Nature 1 Speak With Beasts
Cost 1 Willpower
Dice Presence + Intimidation + Glory vs. 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. This 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 too 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.
aNature 2 Plant Growth
Cost 1 Willpower
Dice Presence + Intimidation + Glory vs. 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 compulsion to obey.
Success The most successes are rolled for the Gift user. This Gift affects a single target, who must obey the command given. The words a character selects for his order must be specific and straightforward, and the command cannot take more than a minute to carry out. The user can’t direct a target to take any action that would conceivably bring harm to herself or others, or to do anything that would be drastically out of character. In particular, the Gift does not function at all if the subject is in combat or otherwise distracted by a very real danger to her safety. It’s a useful Gift, however, for telling a person to “step outside for a minute.” The target remembers that her will was not her own but might rationalize her obedience as a moment of weakness rather than supernatural coercion
Exceptional Success As Success, but the target is sure to rationalize her obedience.
- Full Moon -
Full Moon 1 Clarity
Cost None
Dice Wits + Empathy + Wisdom
Action Reflexive
Dramatic Failure The awareness of her packmates’ situation overwhelms the Cahalith momentarily and proves distracting. Her actions incur a -1 penalty for one turn per packmate (not counting herself). She cannot invoke this Gift again until the penalty passes.
Failure The character gains no special awareness of her packmates.
Success The character learns the listed information about her packmates.
Exceptional Success One pack member (not the character herself) regains a point of spent Willpower for knowing that his Cahalith is there to support him. The Cahalith’s player decides who gets this point.
- Stealth -
Stealth 1 Feet of Mist
Cost 1 Willpower
Dice Presence + Intimidation + Glory vs. 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 compulsion to obey.
Success The most successes are rolled for the Gift user. This Gift affects a single target, who must obey the command given. The words a character selects for his order must be specific and straightforward, and the command cannot take more than a minute to carry out. The user can’t direct a target to take any action that would conceivably bring harm to herself or others, or to do anything that would be drastically out of character. In particular, the Gift does not function at all if the subject is in combat or otherwise distracted by a very real danger to her safety. It’s a useful Gift, however, for telling a person to “step outside for a minute.” The target remembers that her will was not her own but might rationalize her obedience as a moment of weakness rather than supernatural coercion
Exceptional Success As Success, but the target is sure to rationalize her obedience.
Mother Luna 1 Partial Change
Cost 1 Willpower
Dice Presence + Intimidation + Glory vs. 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 compulsion to obey.
Success The most successes are rolled for the Gift user. This Gift affects a single target, who must obey the command given. The words a character selects for his order must be specific and straightforward, and the command cannot take more than a minute to carry out. The user can’t direct a target to take any action that would conceivably bring harm to herself or others, or to do anything that would be drastically out of character. In particular, the Gift does not function at all if the subject is in combat or otherwise distracted by a very real danger to her safety. It’s a useful Gift, however, for telling a person to “step outside for a minute.” The target remembers that her will was not her own but might rationalize her obedience as a moment of weakness rather than supernatural coercion
Exceptional Success As Success, but the target is sure to rationalize her obedience.
- Rituals -
Rite of Warning
Cost None
Dice Wits + Empathy + Wisdom
Action Reflexive
Dramatic Failure The awareness of her packmates’ situation overwhelms the Cahalith momentarily and proves distracting. Her actions incur a -1 penalty for one turn per packmate (not counting herself). She cannot invoke this Gift again until the penalty passes.
Failure The character gains no special awareness of her packmates.
Success The character learns the listed information about her packmates.
Exceptional Success One pack member (not the character herself) regains a point of spent Willpower for knowing that his Cahalith is there to support him. The Cahalith’s player decides who gets this point.
Shared Scent
Cost None
Dice Wits + Empathy + Wisdom
Action Reflexive
Dramatic Failure The awareness of her packmates’ situation overwhelms the Cahalith momentarily and proves distracting. Her actions incur a -1 penalty for one turn per packmate (not counting herself). She cannot invoke this Gift again until the penalty passes.
Failure The character gains no special awareness of her packmates.
Success The character learns the listed information about her packmates.
Exceptional Success One pack member (not the character herself) regains a point of spent Willpower for knowing that his Cahalith is there to support him. The Cahalith’s player decides who gets this point.

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HISHU
Human Form
Intelligence 1 Strength 1 Presence 1
Wits 1 Dexterity 1 Manipulation 1
Resolve 1 Stamina 1 Composure 1
Size 5 Defense 1 Armor 0
Speed 7 Initiative 2 Perception 2
Health 6
DALU
Near-Human Form
Intelligence 1 Strength 2 Presence 1
Wits 1 Dexterity 1 Manipulation 1
Resolve 1 Stamina 2 Composure 1
Size 6 Defense 1 Armor 0
Speed 8 Initiative 2 Perception 4
Health 7
GAURU
Wolf-Man Form
Intelligence 1 Strength 4 Presence 1
Wits 1 Dexterity 2 Manipulation 1
Resolve 1 Stamina 3 Composure 1
Size 7 Defense 1 Armor 1/1
Speed 11 Initiative 3 Perception 5
Health 8
Bite 6L Claw 5L
URSHUL
Near-Wolf Form
Intelligence 1 Strength ? Presence 1
Wits 1 Dexterity ? Manipulation ?
Resolve 1 Stamina ? Composure 1
Size ? Defense ? Armor 0
Speed ? Initiative ? Perception ?
Health ?
Bite 2L
URHAN
Wolf Form
Intelligence 1 Strength ? Presence 1
Wits 1 Dexterity ? Manipulation 1
Resolve 1 Stamina ? Composure 1
Size 4 Defense ? Armor 0
Speed ? Initiative ? Perception ?
Health ?
Bite 2L
Bio:

Background

History:

Horatio never felt comfortable at home. Or at school. Or pretty much anywhere in which there were people involved. His family was the trash side of the Thorns, a full social caste or two down from his cousin Christian and there was rarely a moment in which he wasn’t reminded of that by the rest of the family. Regular beatings by his brother and father taught him two things; how to be quick and how to be absent. He was very good at both. Despite his distaste for people and their presence, he did always find himself drawn to his cousin. He didn’t like him; he was mouthy, rude, weak, and cowardly, but he was to be protected from the predations of others. Rose couldn’t figure out why, but he always felt it was necessary.

Then it happened. He still didn’t remember it very well, but he could see parts of it very clearly. He saw Christian bleeding from his head, arm bent unnaturally at the bottom of the stairs. He saw the same bully he had chased off all year standing on the central landing and looking more surprised than happy with what he had done. Then there was blood and pieces scattered liberally around the stairwell. Just as his vision was clearing, he felt a touch on his wrist and he lashed out. His cousin fell to the ground again, once more dead it seemed.

Horatio Rose stopped existing that day. He never stepped foot on that school campus again and his family never cared that he disappeared. He wandered the streets at first. A few conversations with other Uratha explained a little but ultimately did little for him. Then he wandered into the wilderness. The desert was difficult to survive but he quickly learned that there were stranger environments for him to explore. The spirit wilds were uninviting yet infinitely better than high school. Horatio fought, stalked, and ran from spirits for six months before returning to the true desert a stronger, wiser werewolf. Once there, he spent another six months alone, indulging in his solitude, crafting his home with his gifts with only occasional stays in the city to retain his sense of harmony.

Physical Description

Human – Filipino, 5’7”, 159 lbs. He grew up fighting, his body lean and scarred by his brother’s knives. His hair is long and unkempt. He is constantly dirty, his home on the streets leaving him covered in stains.

Garou – 7’0”, 300 lbs. He remains small for a garou. His fur is dirty white, grey streaks strewn throughout.

Wolf – He appears to be a normal wolf except for the dirty white color of his fur. His paws are all grey.

Horatio Rose

Arsenal Faustus28