Lord Fang WolfcryWerewolf
BackGround Gender:
Male Hair:
mid length black hair that falls just past his ears Eyes:
ice blue Height:
6ft 2inches Weight:
315 pounds Mental
Description: Weapons: Carries
two twelve inch bladed daggers that he keeps straped on the back of his
belt. also has a gauntlet that he wears on his left arm for when he is in
his battle form so he can block sword strikes and such with it so his hand
does not get chopped up. Character
History: He was
born in the year 1480 to a werewolf tribe. His father had been leader of
the tribe and from birth he was raised to one day lead his people. His
people lived in harmony with nature. Worshiping Gaia in all her splendor
and wonder. Eventually he took a mate who gave him a child though the
mother died in child birth. His
first born daughter Ashley Valcor Wolfcry was raised with love and
affection and she was groomed the same way to one day lead her people On the
evening of his daughters wedding his tribe was attacked. All of his
people enemies had united against them. He fought with his people but
seeing his daughter fataly wounded he choose to be a father over a leader
and rushed to her side fleeing with her to safety. He watched her lay and
die in her wedding dress soaked in blood. He would
roam the world for the next few years until one day he would have a chance
meeting with a mage. In his
agony he did not wish to deal with the mage who then attacked him a battle
ensued and he delivered a fatal blow to the mage. Who with his dieing
breath used his soul to fuel a spell and put a curse upon him. He was
cursed with immortality. to never age and forever be forced to walk the
world with his agony. He searched for a way to undo the spell but only
another mage could undo it if they used there own soul to break the curse. He could
not take his own life for fear it would tear him from Gaia's cycle and he
could never see his daughter again. For 463
years he wondered the world keeping his connection with Gaia strong. He
saw mans world develop and became a part of it also. then in 1982 He meet
Poereal Fireheart and after a year of courting they were married. It was
perhaps more out of loneliness than true love. He blinded himself to the
way she truely was. Another
year later she became pregnant and gave birth to a daughter. Hope Wolfcry
Fireheart. It became
another reason he would continue to stay with Poereal even though he no
longer loved her or her ways. But he could not leave his daughter. Then 4
years later she gave birth to another child a son name Eadwin Wolfcry
Fireheart When his
son was six years old he could no longer stand to stay with his wife. His
son had been sent to learn the ways of the mage and his daughter was a
werewolf like himself. He left
his wife and sent his daughter to live with other garou. He would
meet Niko storm a wandering werewolf also and they would form a new
wolfpack. Staying in touch and a close alley of the Firehearts also. Abilities:
Spells: Healing
(self) 1.
Ignore inflicted wounds - the werewolf is able threw use of there rage
able to ignore the hindrance of wounds that are inflicted up them, thus
able to ignore the pain and keep moving. This is also a drawback as some
injuries are so severe such as a broken leg that continuing to move on it
could cause more damage. (in aggressive mode) 2.
Heal Minor wounds- the werewolf is able to heal minor wounds inflicted
upon himself, cuts, slashes, puncture wounds that are not severe. (Locked,
need a catalyst blood, something) 3.
Stop bleeding- The werewolf is able to use his natural healing abilities
to stop his wounds from bleeding. This does not heal or close the wounds
at all but keeps the werewolf from bleeding to death.(must roll at least
1/2 of his injuries total points only last 10 min per number over that) 4. Heal major wounds- the werewolf is able to heal severe wound. Such as gunshot wounds. Severe gashes, mend broken bones and such (Locked, need a catalyst blood, rituals, alot) 5.
Regenerate limbs - the werewolf can regrow a lost limb or body
part. Note it does take some time for the limb to be regrown unless the
werewolf uses all of his concentration and energy on the task and even
then it will take some time.(Locked,
need a catalyst blood, rituals, alot) Umbra
Travel.. 1.
Step into the umbra - the werewolf is able to step into the umbra and move
about there at normal speed.(auto) 2.
Peer threw the umbra - the werewolf is able to see threw the barrier
between the umbra and the normal world but can take no actions to affect
the normal world. (roll 9) 3.
Pull other to the umbra - the werewolf can take one person with him into
the umbra though this person is unable to affect anything in the umbra
unless they have the appropriate powers to do so. (roll of 14 unless
partner is unwilling then must out roll them by 3) 4.
Umbra flight - the werewolf is able to travel at great speeds threw the
umbra as if he had wings able to move at 10 times his normal speed he can
use this to travel great distances. (roll of 16) Perception. 1.
Heightened senses - increases one or all of the werewolf’s senses 5
times what they normal are. So in wolf form there sense of smell and sound
would be at near superhuman levels but it also creates a weakness for the
werewolf. (auto) 2.
Sense spirit - the werewolf is able to sense any spirits in the area and
has an idea of the general direction and area that spirit is in. (roll of
6) 3.
Sight of the blind - the werewolf can use his other senses to compensate
for his sight if he blinded thus he can function almost normal in
situations. ( roll of 14) 4.
Track the prey - the werewolf can track a person or creature anywhere if
he has been exposed to there scent before. (roll of 6 if scent is fresh
and not attempted to be masked, roll 10 for recent and unmasked, roll of
14 if masked roll of 18 if recent and masked, roll of 22 if old.) Nature
and Natural 1.
Shift forms the
werewolf can shift into one of his forms. Human, wolf, and his half man
half wolf battle form. (note the werewolf in his battle form grows to
about 9ft and gains an extra 400 pounds of muscle added onto his body.) 2.Mindspeak
with animals and people - the werewolf is attuned to nature and make speak
mentally to any of Gaia's creatures. (auto) 3.
Will of iron - the werewolf has such a strong and determined mind
that it is harder for mind powers and spells to work on him. He can resist
the attempts by a creature to dominate his mind (roll of 1/2 of the
attacker roll) 4.
shield of nature - as werewolves are creatures of nature they can summon a
shield of Gaia's energy to protect them attacks physical, energy, and
magical. lasts for the duration of the battle rounds. (must have at least
1/4 of strength left and then requires a roll of 6, if moves or leaves
spot it fails.) 5.
Claws of Gaia - the werewolf's claws are enhanced by Gaia's power. Allows
one extra dice for three rolls involving the use of claws before the
supernatural sharpness effect wears off. also allows him to strike at
spirits and other such beings while the power is in effect.
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