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Koert Arnolfi

Koert
wolf-blood / Person

Wolf-Blooded Sanitation Worker

Residence: Middle Paradi
Affiliation: Alley Hunters, Forsaken

Background

Koert’s always been a little off. His parents would say that there was something not quite right about that boy. His teachers would agree. So would the Army when he tried to join. Most everything he’s tried to do in his life hasn’t worked out to the greatest success on account that the man just rubs people the wrong way. He tends to look at them a little too blankly, stare at them a little too hungrily. It’s not his fault, he’d say. He just likes being a wolf too much. When Koert was born, a little something extra came out with him. His parents thought it was weird as hell but were too afraid to get rid of the old thing. It’s just as well. Koert likes being a wolf. He spends his days dreaming about when he’ll get to wear it again and when he does, well then, there’s not much that can ignore Koert. It’s freeing. Liberating. Now that he knows there’s others out there too, he finally feels like he’s found folks who will understand.

Description

Koert isn’t what most people would call a handsome man; his looks are unusual and his eyes tend to be just a little too vacant or a little too intense. He keeps his hair cut short and often has a slightly rank smell about him from driving a garbage truck day in and out. It’s a good living though; pays the bills well enough, without much extra. Gives him supplies to tinker with. Gives him a way to get rid of the bodies when his runs get a little too wild.

Storytelling Hints

You don’t truly understand ‘normal’ people and you never really have, which has led you to develop a sense of isolation from the masses. If you weren’t blooded, you might be mildly autistic… hell, you still might be that. The wolf is your alter ego though and when you’re the wolf then everything is simpler. One of these nights, you figure you might just put the pelt on and never go back. But your new ‘family’ needs you. You find things, useful things. You cart away other less useful things. You know where the bodies are buried. You took care of them yourself.


Character Sheet

Mental Attributes: Intelligence 2, Wits 2, Resolve 2

Physical Attributes: Strength 3 (6), Dexterity 2 (4), Stamina 3 (6)

Social Attributes: Presence 1, Manipulation 2 (1), Composure 4

Skills: Athletics 1, Brawl 2, Crafts 3, Drive 2, Firearms 1, Occult 1, Science 2, Streetwise 3

Merits: Ghost Child, Tolerance for Biology, Totem 1, Trained Observer 1

Willpower: 6

Integrity: 5

Virtue: Dedication (I’ll be on time. Make sure you get the lights out two minutes before...)

Vice: Gruesome (You ever wondered if your intestine is really 23 feet long? Just curious...)

Initiative: 6 (8)

Defense: 3 (3)

Armor: None

Speed: 10 (18)

Health: 8 (13)

Plug-Ins: None

Tell: Second Skin

Conditions: Resonant (Alley-Cat; Persistent)


Aspirations

  • Protect your new ‘family’ by hiding evidence of the terrible things they sometimes do.
  • Find a way to become a full werewolf so you can really hunt.

Tell: Second Skin

The Wolf-Blooded was born with the pelt of a wolf. Not attached to her, but a living skin that rushed from her mother at the same time as the Wolf-Blooded. It breathes, in a way, has a sort of heartbeat, and is clearly alive. It doesn’t think, but it does feel, and the Wolf-Blooded has a sense for its feelings. They’re connected on a deep level, and the Wolf-Blooded cares for the pelt. She will feed it and keep it safe, and every week she must let it run. If she wears the pelt once a week, she’s fine. If seven days have passed and she has not run with her pelt, she must roll Resolve + Composure when in a stressful situation, with a cumulative –1 to the roll for every week that’s passed. If she fails, she must flee the scene, running back to her pelt so she can let it loose.

Boon: When the Wolf-Blooded puts her sibling pelt on her bare skin, she transforms into Urshul form. She has all of the benefits of that form, including enhanced traits and regeneration like a werewolf. As long as she has her pelt, she can transform at any time.


Ghost Child (••)

Prerequisites: Wolf-Blooded

Effect: Some Wolf-Blooded aren’t just unaffiliated, but straight up resist any tie or bind to a Firstborn’s family line. In these rare cases, the Wolf-Blooded can show intense commitment to the pack, but little else. They excel at resisting commitment. Any Skills they have at one to three dots gain the 9-again quality. Any Skills they have at four or five dots lose the 10-again quality. They excel at being noncommittal.

Tolerance for Biology (•)

Prerequisite: Resolve •••

Effect: Most people turn away at the sight of blood, other bodily fluids, or exotic biology. Your character has seen enough that nothing turns her stomach. When other characters must resist shock or physical repulsion from the disgusting and morbid, your character stands her ground. You do not need to make Composure, Stamina, or Resolve rolls to withstand the biologically strange. This doesn’t mean she’s immune to fear; she’s just used to nature in all its nasty forms.

Trained Observer (•, or •••)

Prerequisite: Wits ••• or Composure •••

Effect: Your character has spent years in the field, catching tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.