Guy Clary

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Fire-Touched Alpha (Lodge of Fevered Light)

Description

Hishu

A tall, remarkably handsome, and clean-shaven Caucasian man with a distinguished air who looks to be in his 50s (actually early 60s) with white hair, vivid blue eyes, and light skin. He wears a light blue cotton shirt, jeans, and sneakers. When outside, he adds a dark grey trenchcoat and fedora. He has an intensity about him that can be threatening or seductive, depending on his posture, but it is hard to take your eyes off of him when he's in the room.

Urhan

A white wolf with bright blue eyes. When using Anybeast, he appears to be a shaggy white sheepdog.

Storytelling Hints

Guy is intensely charismatic and wears his faith on his sleeve. He rarely lies but is adept at manipulative logic and has converted several Forsaken kin to their cause over the years. He is very protective of his pack, treating them as a loved family, and would hate to see them harmed. He relies particularly on Chucho and Dai as his left and right hands, Dai taking care of operational matters and Chucho dealing with the physical. He feels pity for the Forsaken but not hatred. He would always prefer to convert than to kill, but accepts the neccessity of the latter. For his fanaticism, he comes off as merely remarkably sincere and honest.

Stats

  • Mental Attributes: Intelligence 3, Wits 4, Resolve 5.
  • Physical Attributes: Strength 3, Dexterity 4, Stamina 4.
  • Social Attributes: Presence 6, Manipulation 4, Composure 3.
  • Mental Skills: Computer 1, Investigation 3, Medicine (Disease*) 3, Occult 5, Politics 2.
  • Physical Skills: Athletics 3, Brawl (Bite) 5, Drive 1, Larceny 3, Stealth 3, Survival (Tracking) 2.
  • Social Skills: Empathy 2, Expression 5, Intimidation 4, Persuasion (Conversion) 4, Socialize 1, Streetwise 2, Subterfuge 3.
  • Merits: Eidetic Memory 2, Inspiring 4, Languages (First Tongue) 1, Resources 3, Striking Looks 4.
  • Willpower: 8
  • Harmony: 8
  • Virtue: Faith
  • Vice: Pride
  • Health: 9
  • Initiative: 7
  • Defense: 4
  • Speed: 12
  • Primal Urge: 6
  • Essence: 15/3
  • Renown: Cunning 3, Honor 1, Purity 4, Wisdom 5.
  • Gift Lists: Disease, Father Wolf, Fervor, Fever, Insight, Inspiration, Mother Luna.
  • Gifts: (1) City Eyes, Eyes of Gurim, Fever Dreams, Loose Tongue, Partial Change, Symptom; (2) Anybeast, Gurim's Comfort, Touch of Fever*, Virulent Rage, Word on the Street; (3) Fevered Visage, True Leader, Trust in Gurim; (4) Gurim's Might, Soul Read, Spirit Skin; (5) Gurim's Bite, Wasting Sickness.
  • Rituals: 5; Rites: All 1st through 3rd level rites from the main book and the Pure and: (1) Rite of Penance, Taste of the Ancestors; (2) Rite of Purgation; (3) Expiate the Sin, Rite of the Found, Rite of Purity; (4) Offering of Blood and Silver, Rite of Scorched Earth; (5) Rite of the Final Moonrise.
  • Fetishes:

Abilities

  • City Eyes: Roll Wits + Composure + Cunning (10 dice) to see through a building's windows for thirty seconds per success.
  • Eyes of Gurim: Roll Intelligence + Investigation + Purity (10 dice) to know the compulsions, derangements, and Vice of her target.
  • Fever Dreams: Spend one Essence and roll Presence + Medicine + Wisdom (15 dice) versus Resolve + Power and touch the target's flesh to infect them with a spiritual illness that gives a penalty equal to his Primal Urge on Mental and Social rolls and Initiative for the rest of the scene.
  • Fevered Visage: Spend one Willpower and roll Presence + Intimidation + Purity (14 dice) - Stamina to inflict a negative modifier to Skill and Combat rolls equal to the successes rolled for six turns up to twelve yards away.
  • Gurim's Bite: Spend one Essence and reflexively roll Presence + Persuasion + Cunning (16 dice) versus Resolve + Power after a successful bite attack to cause the target to cease attacking him or his allies for the rest of the scene. On an exceptional success, they fight by his side.
  • Gurim's Comfort: Roll Resolve + Composure + Wisdom (13 dice) when out of Willpower to regain a number of points equal to Primal Urge.
  • Gurim's Might: Spend one Willpower and roll Resolve + Composure + Honor (9 dice) to be able to spend one Essence per roll for the rest of the scene to boost Strength, Presence, and Intelligence by two.
  • Loose Tongue: Roll Manipulation + Socialize + Wisdom (12 dice) versus Composure + Power to cause one target per success to suffer a -2 to Empathy and Subterfuge rolls to him during the scene.
  • Soul Read: Spend one Essence and roll Intelligence + Empathy + Purity (9 dice) versus Resolve + Power to gain knowledge of the subject's secrets, fears, and weaknesses (one per success). On an exceptional success, the subject knows he knows and has -1 on Social rolls to influence or resist him for the scene.
  • Spirit Skin: Spend one Essence to gain +6 to Social rolls to impress, persuade, inspire, or intimidate for the scene. Opponents must roll Composure + Primal Urge - 6 to attack the werewolf, except in self-defense.
  • Symptom: Roll Manipulation + Larceny + Cunning (10 dice) versus Stamina + Power to inflict symptoms of illness for one hour per success, causing a -1 to Physical, Social, or Mental rolls.
  • Touch of Fever: Spend one Essence and roll Resolve + Survival + Wisdom (12 dice) versus Stamina + Power to infect a target with a virulent disease. They are at -1 to all rolls and take one level of Bashing (EX: Lethal) damage a day that can't be healed until the it is shaken. They need to match the successes on the original roll with Stamina + Resolve, rolled once a day.
  • True Leader: Spend one Essence and roll Manipulation + Expression + Glory (9 dice) to grant all allies within one hundred feet a point of temporary Willpower per success for the scene.
  • Trust in Gurim: Spend one Willpower and roll Strength + Expression + Glory (8 dice) to be forced to make all-out attacks for the rest of the scene, but at +4 instead of +2. On an exceptional success, spend one Willpower per turn to use Defense.
  • Virulent Rage: Spend one Willpower and roll Presence + Expression + Purity (15 dice) - Resolve after touching the target's flesh to force a werewolf to check for Death Rage or infect a human with rage (spreads by touch, Stamina to resist), lasting for Primal Urge turns.
  • Wasting Sickness: Spend three Essence and roll Manipulation + Medicine + Cunning (11 dice) at one roll a turn until ten accumulated to become the carrier of a disease transmitted by bite. Werewolves resist with Stamina + Resolve versus Primal Urge + 5. Infected characters take three lethal a day, resisted with Stamina + Resolve - 3, and are at -3 to all actions. Uratha must accumulate 10 successes to shake it, humans must get 20. On an exceptional success, it is contagious.
  • Word on the Street: Spend one Essence and roll Wits + Investigation + Wisdom (12 dice) to question roads.

Combat

Type Damage Hishu Dalu Gauru Urshul Urhan Capacity Notes
Bite 2 (L) 14 13 11
Claw 1 (L) 12 11
Grapple 0 (B) 8 9 11 10 8

Background

Guy's father, a sailor of a weak French wolf-blooded line, left to fight in World War 2 before he was born and died overseas after undergoing First Change on the battlefield. His mother struggled and eventually took up prostitution to make ends meet. They lived in abject poverty with Guy dropping out of school at a young age to work until they found some assistance from the Church of the Lighthouse. By the time he Changed, the awkward, shy, and perpetually underfed boy had developed into a charismatic young man with the assistance of the Church helping him to find his confidence and self-worth. He found strength in his suffering and has easily inducted into the Fire-Touched. In only ten years, he had become alpha of the Keepers of the First Flame with little opposition. In the early 80s, he was approached by the Hellstroms with a plan to recreate the devastation of 1906 by channeling the fear-tainted Essence of the city's gay community in the wake of AIDS towards waking the Big One. They had already approached the Mountain-Walkers, who were receptive, and Guy agreed to add his pack's resources, including their alliance with the Great Fire, who lay dormant in their locus. During the Castro War, the pack was humiliated by the summoning and binding of their powerful ally, but Guy's capable leadership kept them from losing any members. In the aftermath, he sought any means he could to discover the location of the shackled spirit, to little avail. This year, however, he saw it in a dream and, carefully searching, discovered that his vision was correct. He is a careful and cautious leader, but is willing to stake everything on getting the Great Fire loose, in order to erase his one great failure as a leader. He has spent the years grooming Polly Floyd to act as a vessel for the spirit so that it can't be bound again and looks forward to when they can set the city to burn and help rebuild it from the ground up in their image.

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