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Bloodhammer

Born a metis, bloodhammer was doomed from the beginning. He was not just born but ripped his way out of his mothe durring a full moon and the mother did not survive the birth. Though this is common, the father was filled with rage and threw the abomination out as if it were trash. One of the kinfolk found him and toomk him in, not as his own child but as a toy to do his bidding and entertain hin.  He was kept isolated from everyone and when thrown in with the dogs for dinner he was attacked to the point he had to defend himself to stay alive. This the kinfolk thought was funny and he was treated as a show at parties. As time went on it took more and more dogs to keep it intersting and before long it was fights to the death while everyone bet. 

 

Eventually he was sold to the sept leader to pay off a debt that could not be paid off any other way, it was a gift tbat kept on giving. He was still thrown in with the dogs in dogfights as well as became the bodyguard of the leader. He made a name for himself by protecting his master agains anyone trying to hurt him. He even took on more than 30 wolves and kinfolk that were trying to take the throne by force.

 

the master treated him with respect following this giving him clothes that were dedicated as well as allowed him to keep weapons from those whom he had defeated in battle. He was finnaly awarded his freedom as his master was on his death bed. He had earned that right.

He was then allowed to join a pack as the omega, never allowed to challenge his way up but taught a little of how things were to supposed to be, at least according to his pack alpha. Not everything was the truth but things were the way the alpha wanted it, so it was right. 

 

Being upset with the sept leaders choice to send his slave/omega, to breckenridge when the call came in the alpha insisted that no matter where he stood in breckenridge he would always be his omega and treats him as such any time he sees him, needs something, or is just in the mood to be tacky to someone.

 

Flaw: Driving Goal 3 point Flaw)

You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.

Flaw: Intolerance (Weakness) (Bullies)

(1 point Flaw)

You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. Note that some dislikes may be too trivial to be reflected here-a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles.

[Vampire Players' Guide]

Flaw: Masochism

(2 point Flaw)

You are excited either by causing pain or receiving it. In many situations, you will seek either to be hurt or hurt someone for your pleasure. For a masochist (someone who enjoys pain), your soak roll for actual physical damage is increased by one because you really want to feel the pain. A sadist (someone who likes to hurt others) must make a Willpower roll (difficulty 5) to stop combat (modified depending on how much you are into the attack and how much you are enjoying hurting the other person). If you fail, you are so caught up in the event that you are unaware of anything else happening around you.

Merit: Fair Glabro

(2 point Merit) (Garou)

Your Glabro form can pass for Homid, albeit a large and bulky one. You lose no Social Attributes when in Glabro.

 

Merit: Huge Size

(4 point Merit)

You are (or your mortal seeming is) abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this as an extra Health Level, with no penalties to rolls.

Code of Honor 

1 Point Merit

You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (Mind magic, vampiric Dominate or Chicanery) that would make you violate your code, you either gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide. General Merit * Wont fight unfair fights * Wont harm Children * Follows the Litany