Lord Fang Wolfcry

Werewolf

Time 5
Hit points 1500
Recover .50
Dice 8
Sides 8
Spell level 9

BackGround

Gender: Male
Type of Character: Werewolf
Character Description:

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.

He was called to the island to watch there new home at the Fireheart castle has head of Security

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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