<strong>Name: </strong>Arianna Buchkiev<br/><br/><strong>Deed Name:</strong><em>“Slashes-in-Swift-Fury”</em><br/><br/><strong>Age:</strong>27<br/><br/><strong>Concept:</strong>Beta with an Alpha Complex<br/><br/><strong>Tribe:</strong>Storm Lord<br/><br/><strong>Auspice:</strong>Rahu<br/><br/><strong>Abilities:</strong><br/><br/>Power:  1  Finesse:  2  Resistance: 3<br/>Strength +1 , Dexterity +1, Stamina +1<br/><strong><br/>Mental Skills:</strong><br/><br/>Academics: 2   Crafts:     Investigation:  1<br/>Presence +2, Occult +1<br/><br/><strong>Physical Skills:</strong><br/><br/>Athletics: 1    Combat:  4   Stealth:<br/>Dodge +1 , Brawl +1, Melee +1<br/><br/><strong>Social Skills:</strong><br/><br/>Persuasion: 2  Socialize: 1    Streetwise: 1<br/>Leadership +1, Intimidation +1, Survival +1<br/><br/><strong>Renown:</strong><br/><br/><strong>Cunning:</strong><strong>Honor:</strong>1<strong>Glory:</strong>1<strong>Purity:</strong>2<strong>Wisdom:</strong><br/><br/><strong>Gifts: </strong><br/><br/><strong>Clarity (•)</strong><br/>The light of the full moon lends a peaceful insight into<br/>the dark of night, and the Ralunim can impart a similar<br/>sensitivity to a Rahu. But rather than cutting through literal<br/>darkness per se, this clarity cuts through the distracting haze<br/>that can cloud a warrior’s mind. Jarring himself mentally by<br/>touching the white-hot core of his soul, the werewolf burns<br/>away the fog of war and keeps his wits about him.<br/>By spending one Essence, the player increases his<br/>character’s Initiative modifier by five, greatly increasing the<br/>odds of seizing the critical first strike in any battle. The<br/>Storyteller may determine that some situations are inappropriate<br/>for this Gift (such as when the character is attacked<br/>by an invisible threat). If the power is used once combat is<br/>underway, the character’s new place in the Initiative order is<br/>applied in the next turn and in all subsequent turns for the<br/>remainder of the fight.<br/>Cost: 1 Essence<br/>Dice Pool: No roll is required.<br/>Action: Reflexive<br/><br/><strong>Warning Growl (•)</strong><br/>This Gift is the simplest of the secrets of Dominance,<br/>lending supernatural power to the sort of growl an alpha<br/>wolf uses to warn off a potential rival. The werewolf using<br/>this Gift growls deeply and loudly while focusing his gaze<br/>on a particular target, striking sudden doubt into her heart<br/>and affecting her ability to face her opponent. The target<br/>must be able to hear the growl to be affected.<br/>Cost: 1 Willpower<br/>Dice Pool: Presence + Intimidation + Glory versus<br/>Composure + Primal Urge<br/>Action: Contested; resistance is reflexive<br/>Roll Results<br/>Dramatic Failure: The Gift fails completely. The<br/>werewolf cannot use any Dominance Gifts on the subject<br/>for the rest of the scene.<br/>Failure: Successes rolled tie or the subject gets the<br/>most. The target feels no particular dread of the werewolf.<br/>Success: The most successes are rolled for the Gift<br/>user. This Gift affects a single target. The Gift user gains a<br/>+2 Defense bonus against any close-combat attacks made<br/>by the affected target for the duration of the scene — the<br/>target is literally too wary of the werewolf to attack with<br/>full vigor. This Gift can be used on multiple opponents<br/>during a scene, but the werewolf must use the Gift separately<br/>against each one (spending Willpower and making a<br/>contested roll each time).<br/>Exceptional Success: As success, but the Defense<br/>bonus against the Gift’s target rises to +3.<br/><br/><strong>Luna’s Dict um (••)</strong><br/>With this Gift, the werewolf is able to articulate a<br/>command of no more than a few words and compel obedience.<br/>Some werewolves choose to speak these words in a<br/>soft, subtle whisper. Others prefer bellowing orders. This<br/>Gift cannot harm those who hear it, either directly or<br/>indirectly; it simply conveys a brief impulse to surrender to<br/>the werewolf’s authority.<br/>Cost: 1 Willpower<br/>Dice Pool: Presence + Intimidation + Glory versus<br/>Composure + Primal Urge<br/>Action: Contested; resistance is reflexive<br/>Roll Results<br/>Dramatic Failure: The Gift fails completely. The<br/>werewolf cannot use any Dominance Gifts on the subject<br/>for the rest of the scene.<br/>Failure: Successes rolled tie or the subject gets the<br/>most. The target feels no compulsion to obey.<br/>Success: The most successes are rolled for the Gift<br/>user. This Gift affects a single target, who must obey the<br/>command given. The words a character selects for his order<br/>must be specific and straightforward, and the command<br/>cannot take more than a minute to carry out. The user<br/>can’t direct a target to take any action that would conceivably<br/>bring harm to herself or others, or to do anything that<br/>would be drastically out of character. In particular, the<br/>Gift does not function at all if the subject is in combat or<br/>otherwise distracted by a very real danger to her safety. It’s<br/>a useful Gift, however, for telling a person to “step outside<br/>for a minute.” The target remembers that her will was not<br/>her own but might rationalize her obedience as a moment of<br/>weakness rather than supernatural coercion.<br/>Exceptional Success: As success, but the target is<br/>sure to rationalize her obedience.<br/><br/><strong><br/>Crushing Blow (•)</strong><br/>Sometimes a werewolf chooses to kill without using<br/>his claws or fangs — perhaps to elude hunters searching<br/>for a “rabid man-eating animal,” perhaps simply as<br/>a gesture of scorn for his prey. Crushing Blow allows a<br/>character to deliver strikes with bone-shattering force. Few<br/>things in nature (or out) can stand against such power.<br/>Cost: 1 Willpower<br/>Dice Pool: No roll is necessary.<br/>Action: Reflexive<br/>This Gift’s effects last for a scene. During that time,<br/>any bashing damage the werewolf normally inflicts,<br/>whether with his bare hands or with a blunt instrument, is<br/>converted to lethal damage.<br/><br/><br/><br/><strong>Merits:</strong><br/>•<strong>Iron Stamina 2 <br/>•   Resources 1<br/>•   Totem 1<br/>•   Fetish 4 (Klaive)</strong><br/><br/><strong>FURY FANG (••••)</strong><br/>Most klaives are of this level of power. The Fury Fang<br/>takes the form of a sword, and the wielder can feel the pulse<br/>of the spirit within when he grasps the handle. The Fury<br/>Fang encourages the wielder to cast caution to the wind<br/>when attacking. On any turn in which the character uses an<br/>all-out attack (see the World of Darkness Rulebook, p. 157),<br/>two more dice are added to the attack (raising the total bonus<br/>to +4). The spirit of a particularly aggressive animal, such as a<br/>wolverine or water moccasin, fuels this weapon.<br/>Action: Reflexive<br/><br/><strong>Harmony:</strong>5<br/><br/><strong>Willpower:</strong>6<strong>Health:</strong>9<strong>Defense:</strong>2<strong>Essence:</strong>6<strong>Primal Urge:</strong>1<br/><br/><strong>XP: </strong><br/>10xp (selling 2 Harmony pts)<br/>-2 (Totem 1)<br/>-8  (Glory 1)<br/>0xp left<br/><br/><strong>Mental Illness:</strong>Delusions of Grandeur<br/><br/><strong>Auspice Ability: Warrior’s Eye</strong>. Once per session, a<br/>Rahu can attempt to “read” a foe, determining who is the<br/>superior warrior. The player rolls Wits + Primal Urge; success<br/>indicates that the werewolf can roughly tell whether<br/>the threat is stronger or weaker than he is, while an<br/>exceptional success grants more understanding of the gap<br/>between the two (“He’s much more powerful than me.”).<br/>A dramatic failure indicates that the character greatly<br/>misjudges his target. The warrior’s eye takes into account<br/>only those abilities that might affect a direct fight. A<br/>werewolf might read a skilled vampire assassin as “weaker,”<br/>even though the vampire is much more deadly when it can<br/>choose the time of engagement.<br/><br/><strong>The Change:</strong>When a Rahu changes for the first<br/>time, it ends in blood, as the full moon burns with fury,<br/>the face of Luna the Destroyer. Many Rahu go through<br/>their lives with the stains of loved ones’ blood on their<br/>claws, the horrible reminder of their first night as a<br/>werewolf.<br/><br/><strong><br/>Background: Arianna was born into the world before she knew she was. She had a fairly safe and normal childhood. Her family did well for themselves. It was just after her 15th birthday that everything began to spiral. She felt herself changing inside. She felt herself becoming angrier and easily upset. She asked her parents what was going on and they tried to push it off on hormones and puberty. Until finally one day she just lost it. A girl at school who she had been having issues with followed her on her walk home and confronted her. She called her a spoiled rich brat who was born with her silver spoon. She taunted her about her brother who had disappeared after beating a man senseless. Arianna could stand it no longer at that point and attacked her. She fought hard and fiercely. She ended up killing her without realizing it. Her body shifted and contorted ripping the girl to shreds in a blind rage. When she woke, she found herself in a heap on the ground by a campfire. She heard murmurings around her, words she couldn’t make out. After that fateful night she learned what she was. She learned what she did and she felt a bit of her sanity slip from her then, her harmony and peace eaten away by her acts. Over the next few years she fought hard to be the best. She would prove to them all she wasn’t just some girl, she’d prove she had the will and strength to endure the fire that raged through her veins. Upon her trials her father had perished in a fight and left her his Klaive. Fury Fang. She carried it with her everywhere and had it bound to her by spirits, in the form of a tattoo upon her inner forearm. Arianna was a werewolf, a creature of tamed rage and astute power, even if her delusions tried to rule her at times she remained steadfast. <br/></strong><br/><br/><br/><br/><br/>