Lucas Salazar

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[[Category:People]]
[[Category:People]]
[[Category:Werewolves]]
[[Category:Werewolves]]
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[[Category:Fire-Touched]]
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[[Category:Ivory Claws]]
[[Category:Nuevo Reyes]]
[[Category:Nuevo Reyes]]
[[Category:Sangre de Reyes]]
[[Category:Sangre de Reyes]]
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*'''Health:''' 8
*'''Health:''' 8
*'''Initiative:''' 8
*'''Initiative:''' 8
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*'''Defense:''' 4 (5 when using nightsticks) (1/0 Armor)
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*'''Defense:''' 4 (5 when using nightsticks) (6/3 with kevlar armor and nightsticks)
*'''Speed:''' 13
*'''Speed:''' 13
*'''Renown:''' Cunning 1, Glory 1, Honor 4, Purity 4, Wisdom 1.
*'''Renown:''' Cunning 1, Glory 1, Honor 4, Purity 4, Wisdom 1.
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*'''Rituals:''' 3; '''Rites:''' All first to third-level rites from the main and Pure books.
*'''Rituals:''' 3; '''Rites:''' All first to third-level rites from the main and Pure books.
*'''Fetishes:''' Man's Hammer (Reflexive; four turns, once a day; ignores Durability, destroys armor) 4.
*'''Fetishes:''' Man's Hammer (Reflexive; four turns, once a day; ignores Durability, destroys armor) 4.
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==Abilities==
==Abilities==
*'''Lock and Block (Escrima 1):''' Roll Strength + Weaponry (10 dice) to start a grapple. Can add Defense if not used in that turn.
*'''Lock and Block (Escrima 1):''' Roll Strength + Weaponry (10 dice) to start a grapple. Can add Defense if not used in that turn.

Latest revision as of 15:54, 21 March 2008

Ivory Claw Alpha (Blood of Kings)

Lucas is father to Marcela and Susana, uncle to Nicolas, and granduncle to Catherina.

Description

Hishu

A tall Hispanic man in his late 60s with a Roman nose, gray eyes, short black hair, and a well-trimmed full beard. His face is deeply lined and bears a number of scars. When expecting battle, he wears a black fencing outfit with jacket, pants, gloves, and boots. Otherwise, he wears wool suits with polyester shirts and expensive leather shoes and jackets. He has a deep, gravelly voice.

Urhan

A large black wolf with graying around its muzzle and scars on its face.

Storytelling Hints

Lucas is a deeply proud man who believes in the superiority of his race, his tribe, and his family. He believes that the strength and success of his people is based on a firm and unwavering adherence to tradition and puts the honor and purity of his family above all else. He believes in taking advantage of what humans produce but doesn't respect them for it anymore than he respects a cow for being able to produce milk. Their knack for technology doesn't make them better, it is just what they do.

Stats

  • Mental Attributes: Intelligence 2, Wits 4, Resolve 4
  • Physical Attributes: Strength 4, Dexterity 4, Stamina 3
  • Social Attributes: Presence 4, Manipulation 4, Composure 4
  • Mental Skills: Academics 1, Computer 2, Investigation 3, Medicine 1, Occult 2, Politics 4.
  • Physical Skills: Athletics 2, Brawl (Escrima) 4, Drive 1, Firearms 1, Stealth 3, Survival 3, Weaponry (Sticks) 5
  • Social Skills: Animal Ken 1, Empathy (Family*) 1, Intimidation 5, Persuasion 2, Socialize 2, Streetwise 4, Subterfuge 3.
  • Merits: Fighting Style (Filipino Martial Arts) 4, Fighting Style (Two Weapons) 4, Languages (Tagalog, Spanish) 2, Resources 5
  • Primal Urge: 5
  • Willpower: 8
  • Harmony: 8
  • Virtue: Prudence
  • Vice: Pride
  • Health: 8
  • Initiative: 8
  • Defense: 4 (5 when using nightsticks) (6/3 with kevlar armor and nightsticks)
  • Speed: 13
  • Renown: Cunning 1, Glory 1, Honor 4, Purity 4, Wisdom 1.
  • Essence: 14/2
  • Gifts: (1) Crushing Blow, Pack Awareness*, Partial Change, Sense the Impure, Stoicism, Warning Growl, Web of Scent*, Wolf-Blood's Lure; (2) Barbed Arrow, Relentless Focus; (3) Technology Ward, Voice of Command; (4) Break the Defiant, Spirit Skin, World of Pain.
  • Rituals: 3; Rites: All first to third-level rites from the main and Pure books.
  • Fetishes: Man's Hammer (Reflexive; four turns, once a day; ignores Durability, destroys armor) 4.

Abilities

  • Lock and Block (Escrima 1): Roll Strength + Weaponry (10 dice) to start a grapple. Can add Defense if not used in that turn.
  • Disarm (Escrima 2): Roll Dexterity + Weaponry (10 dice) and disarm opponent if it equals or exceeds their Stamina. Also does half successes in damage.
  • Off-Balancing Attack (Escrima 3): Take a -2 penalty on an attack and do damage as well as giving opponent a -3 penalty to their next attack.
  • Many-Handed Defense (Escrima 4): Get full Defense or Dodge against multiple opponents in the same turn.
  • Whirling Blades (Two Weapon 1): Gets full Defense or Dodge against a number of attacks equal to his Weaponry.
  • Deflect and Thrust (Two Weapon 2): Take a -2 to attack to gain +2 to Defense.
  • Focused Attack (Two Weapon 3): Attack a single target twice in a turn, the second attack at a -1 penalty. Lose Defense.
  • Fluid Attack (Two Weapon 4): Attack two different targets in a turn, the second attack at a -1 penalty. Lose Defense.
  • Crushing Blow (Strength 1): Spend one Willpower to do lethal damage instead of bashing.
  • Stoicism (Agony 1): Spend one Essence and roll Composure + Survival + Honor (11 dice) to ignore wound penalties for the scene.
  • Barbed Arrow (Agony 2): Spend one Essence and roll Intelligence + Medicine + Purity (7 dice) versus target's Resolve + Primal Urge to inflict -1 (-2 for Uratha) dice penalty for the rest of the scene on a successful strike.
  • World of Pain (Agony 4): Spend one Willpower and roll Intelligence + Occult + Glory (5 dice) versus the spirit's Resistance to force it to feel pain (-2 to rolls and wound penalties).
  • Sense the Impure (Scourging 1): Roll Wits + Animal Ken + Wisdom (6 dice) to determine the purity of the target.
  • Relentless Focus (Scourging 2): Spend one Willpower and roll Resolve + Empathy + Honor (9 dice) to regain one Willpower per two successes.
  • Warning Growl (Dominance 1): Spend one Willpower and roll Presence + Intimidation + Glory (10 dice) versus Composure + Primal Urge to gain a +2 Defense against the target for the scene.
  • Voice of Command (Dominance 3): Spend one Essence and roll Manipulation + Intimidation + Honor (13 dice) versus Resolve + Primal Urge to force obedience to commands.
  • Break the Defiant (Dominance 4): Spend one Essence and roll Presence + Intimidation + Purity (13 dice) - subject's Resolve to strip away one Willpower point per success.
  • Technology Ward (Warding 3): Spend one Essence and roll Presence + Crafts + Cunning (4 dice) to summon a spiritual barrier that prevents technology from working, five yards radius per success.
  • Spirit Skin (Inspiration 4): Spend one Essence to add four to Social rolls to impress, persuade, inspire, or intimidate for the scene. Opponents must succeed at a Composure + Primal Urge roll -4 to attack him.

Combat

Type Damage Hishu Dalu Gauru Urshul Urhan Notes
Bite 2 (L) 13 12 10
Claw 1 (L) 12 11
Grapple 0 (B) 8 9 11 10 8
Nightstick 2 (B) 12 13 15 +1 Defense

Background

Lucas was born to the powerful alpha of his family and was trained from birth to be a warrior and a noble. While many of his siblings were spoiled, he showed good judgment and a sense of pride that required him to never fail his family. It was with great relief that he Changed before any of the others and it was not long before he proved himself as an Ivory Claw. He saw the opportunities of their homeland fading and gathered his own pack to move to America to found a branch of the family there. While young, his charisma held them together through difficult times and his sound judgment allowed them to establish themselves as influential members of the community in Little Manila. There was surprisingly little resistance from the local packs over the sub-prime territory, though they had to engage the Silver Kings a few times when the Financial District began to spill over Market. Their reputation as powerful warriors was firmly established from these fights and eventually the Tribes of the Moon opted to leave them to their territory, considering them the least of possible evils, given their honor in combat. Lucas is the patriarch of the Filipino werewolves in the Bay Area, with each new pack formed by one of his numerous children. This has left him bereft of a male heir in his own pack, however, and he is forced to consider his nephew Nicolas to succeed him, though he isn't fond of this notion as the man isn't a warrior. Tradition doesn't allow him to pass the alpha-ship to his daughter Marcela, the better choice. It is currently a matter of some contention in the family. He has been making an effort to sell the prestige of being alpha of the founding pack to his sons in the hope that one of them will seek the position before he dies.

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