Phillip Hellstrom

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Bale Hound (former Fire-Touched)

Phillip claims the San Francisco Armory and has Senseless Murder as a totem. He has close ties to the Murder Brood that resides in the Armory. Shot by DeAndre on September 17, 2007.

Description

Hishu

A tall, wiry man in his late-50s with burn scars covering the right half of his body, wild-looking pale blue eyes, and no body hair. He wears a loose flannel shirt, jeans, and heavy workboots. He smells terrible, like he’s slept in a dumpster, and his clothes are filthy. A beautiful silver dagger with a leather wrapped steel pommel and guard hangs from his belt in a leather sheath. On his right hand is a set of brass, iron, and bone rings resembling brass knuckles. Generally, he uses Skinner Masks to disguise himself when he needs to walk around in public, in full light, or get near Uratha.

Urhan

A lean wolf with small patches of white hair interspersed with extensive burn scars and pale blue eyes, foaming slightly at the mouth.

Storytelling Hints

Phillip is utterly insane. He blames the Forsaken not just for their historical crimes, but for the death of his pack and the loss of his own soul. He has vowed bloody revenge on the whole race and intends to use the powers he purchased at so dear a price to kill as many as possible before he dies. The Rite of Final Moonrise is his last resort. Despite giving himself to Soulless Wolf, he continues to observe the rites and traditions of the Fire-Touched in a mad, desperate way of keeping in touch with who he is and why he has chosen this path. He hates all Forsaken and shuns his own people, but will be hard-pressed to disobey one of the Pure with higher Purity. He especially wants to kill Jason, whom he blames more than any other for the death of his pack.

Stats

  • Mental Attributes: Intelligence 3, Wits 4, Resolve 3
  • Physical Attributes: Strength 4, Dexterity 4, Stamina 3
  • Social Attributes: Presence 3, Manipulation 3, Composure 3
  • Mental Skills: Crafts 1, Investigation 3, Occult (Wounds) 5, Politics 1.
  • Physical Skills: Athletics 2, Brawl 3, Larceny 2, Stealth (Moving in Darkness) 2, Survival (Tracking) 4, Weaponry (Knife*) 5*.
  • Social Skills: Empathy 1, Expression 1, Intimidation (Torture) 4, Persuasion 1, Streetwise 2, Subterfuge 4.
  • Merits: Allies (Beshilu) 1, Allies (Wound Spirits) 3, Danger Sense 2, Fast Reflexes 2, Fighting Finesse (Knife) 2, Flayed Lune 4, Languages (First Tongue) 1, Quick Healer 4, Weaponry Dodge 1.
  • Primal Urge: 4
  • Willpower: 6
  • Harmony: 2 (+2 for Rites and Stepping Sideways)
  • Derangements: Paranoia, severe; Fixation, mild.
  • Ban: Always defer to Pure of higher Purity.
  • Virtue: Prudence
  • Vice: Wrath
  • Health: 8 (10/12/11/8) (15 in Primal Form)
  • Initiative: 9 (9/10/11/11) (11 in Primal Form) (+2 when in Wound)
  • Defense: 4 (1/1 Armor in Gauru, 2/1 in Primal Form) (+2 when in Wound)
  • Speed: 12 (13/16/19/17) (21 in Primal Form)
  • Essence: 13/2
  • Renown: Cunning 5, Glory 3, Honor 1, Purity 3, Wisdom 5.
  • Gifts: (1) Bloody Moon, Eyes of Gurim, Night-Eyes, The Right Words, Wound-Born; (2) Father Wolf’s Speed, Gurim’s Comfort, Lord of the Wounds, The Shadow’s Secrets; (3) Blessing of Pain, Broken Moon*, Fevered Visage, Glorious Agony, Technology Ward; (4) Darkened Moon, Lingering Bite, Sickle Moon; (5) Communion with the Wounds, Gurim’s Bite, Primal Form, Toxic Wrath.
  • Rituals: 5; Rites: All rites in the main book plus: (1) Rite of Penance, Taste of the Ancestors; (2) Rite of Purgation, Rite of the Shroud, Rite of the Sin-Eater; (3) Expiate the Sin, Rite of the Found, Rite of Purity, Shrieking Glyphs, Technology Ward; (4) Offering of Blood and Silver, Rite of Dead Light, Rite of Scorched Earth; (5) Rite of the Final Moonrise.
  • Fetishes: Bale Blade (Klaive; Reflexive; silver, all-out attacks give +4) 4, Chargebreaker (Instant; shorts out an electrical device once a week) 1, False Hunt Stones (Talen; leaves a false scent trail, only exceptional tracking success determine it is fake), Fetidmusk (Instant; gives -3 to tracking attempts for an hour) 2, Moonshunner (Reflexive; inflicts a disease that makes Forsaken allergic to the moon) 5, Parasite Shard (Reflexive; burrows under the skin and makes the victim starve to death) 4, Skinner Mask (Talen).
  • Notes: -2 to Mental and Social rolls involving spirits because of Harmony.

Abilities

  • Blessing of Pain (Wound 3): Spend one Essence and roll Intelligence + Occult + Purity (11 dice) - target's Resolve to inflict the effects of a being in a Wound for one turn per success (or a scene, if an exceptional success, and a four die Harmony roll or gain a derangement).
  • Bloody Moon (Tainted Moon 1): Gives -2 to attempts to resist Death Rage but adds +1 to Strength, Dexterity, and Stamina while in Death Rage.
  • Broken Moon (Tainted Moon 3): Spend one Essence and roll Presence + Expression + Honor (5 dice) versus target's Resolve + Primal Urge to force them into Death Rage.
  • Communion with the Wounds (Wound 5): Spend one Essence and roll Intelligence + Survival + Wisdom (12 dice) to gain knowledge of all wounds within five miles. Grants a +2 to Defense and Initiative while within any of these wounds. Range is ten miles and bonus +3 on an exceptional success.
  • Darkened Moon (Eclipse 4): Spend one Essence and roll Intelligence + Occult + Honor (9 dice) versus the target's Resolve + Primal Urge to sever a Forsaken's ties to its auspice for a scene (24 hours on an exceptional success).
  • Eyes of Gurim (Fervor 1): Roll Intelligence + Investigation + Purity (9 dice) to know the Vice and any compulsions or derangements from Harmony loss effecting the target.
  • Father Wolf's Speed (Father Wolf 2): Spend one Essence reflexively to double Speed and reduce die pools of firearms users by two.
  • Fevered Visage (Fever 3): Spend one Willpower and roll Presence + Intimidation + Purity (10 dice) - target's Stamina after meeting the gaze of a target within eight yards to inflict a supernatural fever that causing them to take successes as a penalty to all Skill and Combat rolls for four turns.
  • Glorious Agony (Disease 3): Spend one Essence and roll Strength + Survival + Glory (11 dice) to get +3 to Strength and Stamina rolls and +1 to bite and claw attacks for the rest of the scene but loses regeneration for the next two hours (or the end of the scene, on an exceptional success).
  • Gurim's Bite (Fervor 5): Spend one Essence and roll Presence + Persuasion + Cunning (9 dice) reflexively versus the target's Resolve + Primal Urge after a bite to make the target unable to attack him or his allies. On an exceptional success, they will aid him.
  • Gurim's Comfort (Fervor 2): Roll Resolve + Composure + Wisdom (11 dice) when out of Willpower to regain four points.
  • Lingering Bite (Disease 4): Spend one Essence per bite reflexively to make the wound incapable of being healed supernaturally.
  • Lord of the Wounds (Wound 2): Spend one Essence to gain +2 to rolls to bargain, bribe, or command spirits in a wound for one scene.
  • Night-Eyes (Eclipse 1): Roll Wits + Survival + Purity (11 dice) to see perfectly well in the dark. On an exceptional success, get +2 to all sight-based Wits rolls for the remainder of the scene.
  • Primal Form (Mother Luna 5): Spend one Essence and roll Stamina + Survival + Primal Urge (11 dice) to assume Primal Form.
  • Sickle Moon (Tainted Moon 4): Spend one Willpower and roll Strength + Occult + Wisdom (14 dice) - spirit's Resistance to painfully strip one Corpus per success (plus one Essence per success on an exceptional success).
  • Technology Ward (Warding 3): Spend one Essence and roll Presence + Crafts + Cunning (9 dice) to disable technology within five feet per success.
  • The Right Words (Inspiration 1): Gives +2 to Social rolls to encourage or mollify.
  • The Shadow's Secrets (Eclipse 2): Spend one Essence and roll Wits + Occult + Wisdom (14 dice) to eavesdrop through a shadow. On an exceptional success, he can scent through them as well.
  • Toxic Wrath (Fever 5): Spend one Essence and one Willpower and roll Strength + Intimidation + Glory (11 dice) versus Stamina + Primal Urge to breath out a miasmic cloud with a diameter of eight yards that causes buboes, necrotic cysts, and pox marks erupt onto all caught within causing lethal damage equal to the number of successes. On an exceptional success, the damage is aggravated.
  • Wound-Born (Wound 1): Suffers no penalties from being in a Wound.

Combat

Type Damage Hishu Dalu Gauru Urshul Urhan Primal Form
Bite 2 (L) 12 11 9 13
Bite (Glorious Agony) 3 (L) 16 15 13 17
Claw 1 (L) 10 9 11
Claw (Glorious Agony) 2 (L) 15 14 16
Grapple 0 (B) 7 8 10 9 7 11
Bale Blade 2 (A) 12 13 15

Background

Phillip was the youngest son of the founder of the Scandanavian Pure wolf-blooded line in the Castro. He was trained as a ritemaster and a warrior and did his father proud, possessed of a firm will and an utter dedication to tribe, lodge, and pack. He was instrumental in implementing the grand plan which resulted in the 1989 earthquake and when the Castro War started, he fought valiantly besides his brothers, cursing the name of the traitor Jason, his grandnephew. He slew several Forsaken, including Joshua’s mother Kim, but the toll of the war was heavy on him and his rites started to fail. He found it hard to enter the spirit world and draw Essence from the pack’s loci. The priests of Gurim whispered that he was beyond purification. When the Forsaken discovered the lair of his pack, he volunteered to perform the Rite of Scorched Earth to cleanse Hisil of their blasphemy and protect the locus entrance. He expected to die and all who witnessed thought that he did. However, he lived, burned and unconscious, and Beshilu allies discovered his body and took him away to their backup lair under Buena Vista Park, fleeing the destruction of their primary nest. When he awoke, wracked in pain and grief, a voice whispered in his ear from the wound and promised him power, vengeance, and salvation for his haggard soul. Weeping for his failure and the death of his pack and cursing the Forsaken and their allies, he gave his loyalty to Soulless Wolf. For the past seventeen years, he has been quietly biding his time, learning from the spirits of the wound, watching his enemies, and gathering his tools. He has created a number of powerful fetishes as well as recovering those of his fallen pack. Now, he is ready to strike, and no pack of the Tribes of the Moon is safe.

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