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Dru

~ Basics ~

 

Name: Dru

Virtue: Fortitude

Vice: Wrath

Lineage: Tammuz

Refinement: Ferrum

Concept: migrant labor worker

 

 

~ Appearance ~

 

Apparent Age: 21

True Age: 30

Gender: Male

Height: 7’ 11

Weight: 419 pounds

Eyes: brown

Hair Color: black

Hair Style: slicked back

Complexion: gritty

Build: broad chested and powerful

Scars:

Distinct Features: Besides being taller than an NBA player and more than twice as wide, there is a deep gouging scar of the runes for cen-c (torch) and cpeoro-cp (Fire) on this forehead. His hands reach nearly to his knees when standing upright.

 

 

~ Attributes ~

 

Intelligence *

Wits **

Resolve ***

 

Strength ***

Dexterity *

Stamina ****

 

Presence **

Manipulation *

Composure ****

 

 

~ Skills ~

 

Academics

Computer

Crafts * (Construction)

Investigation *

Medicine**

Occult

Politics

Science

 

Athletics **** (endurance)

Brawl **** (Fists)

Drive

Firearms

Larceny

Stealth

Survival ***

Weaponry

 

Animal Ken *

Empathy *

Expression

Intimidation ***

Persuasion

Socialize

Streetwise **

Subterfuge

 

 

~ Aptitudes ~

 

Transmutations:

>Corporeum

 

>Vitality

>>Fist of Talos (•)

Freed from the concerns that a mortal would have for her living body, a Promethean with this Transmutation can channel the power of her primary humour into her arm or leg, making it into a blunt instrument particularly destructive against inanimate objects.

Cost: 1 Pyros Dice Pool: None Action: Instant, or reflexive if the Promethean sacrifices her Defence

On the turn following activation, the Promethean can strike a material object (not a living creature) and ignore one point of the object’s Durability per dot of Stamina she has. If the Created fails to inflict any damage at all on the object she strikes, however, she herself suffers a number of dice of bashing damage equal to the Durability of the object she attacked. Normally, the Promethean must spend one turn channeling Pyros before she can strike her target. She can choose instead to spend the Pyros and strike in the same turn, but doing so causes her to lose her Defense that turn.

 

>>Might **

There are five Might Transmutations, ranging from one to five dots, and each must be learned in sequential order beginning with the one-dot version. With the one-dot ver- sion, the Promethean need only spend one Pyros to gain a +1 bonus to his Strength for the duration of the scene. Each additionalleveloftheMightTransmutationaddsanother+1 bonus, up to a maximum bonus of +5 at the five-dot level. Regardless of how many levels of the Transmutation are taken or what bonus is gained, the Promethean needs to spend only a single Pyros to activate all of his Might Transmutations for the entire scene. Once active, additional Strength dots are considered normal Strength for purposes of Transmuta- tions that multiply the Created’s normal Attribute, such as Shoulders of Atlas or Titanic Vigor (pp. 150-153).

 

Bestowment:

> Unholy Stamina: The Promethean benefits from the 9-again rule on any

Stamina-based rolls. In addition, if he fails a roll, he can spend one Pyros to re-roll. (These re-rolled dice do not gain the 9-again benefit, although 10s may be re-rolled as usual.) He also doubles his Stamina whenever it would serve as a Resistance Attribute against supernatural attacks. For ex- ample, a magical spell might require its caster to subtract the target’s Stamina from his dice pool. If the Tammuz’s Stamina is normally 3, it is considered to be 6 when subtracting it from the spellcaster’s dice pool.

Finally, the Promethean can raise his Stamina above the mortal limit of five dots using experience points.

 

Benefits:

>> Free Merits for being Promethean

>> Iron Stamina ***: Ignore all wound penalties

>>Iron Stomach **: Can eat almost anything organic +2 on survival check for foraging

>>Toxin Resistance**:

>>Natural Immunity*:

Electroshock Therapy: It takes one point of bashing “damage” from electricity to heal one point of bashing dam- age the Promethean has suffered. Two points of electrical bashing “damage” heal a single point of actual lethal dam- age, and three points of electrical bashing “damage” heal one point of actual aggravated damage. As usual, the least severe wounds heal first.

 

Transhuman Potential

Every Promethean can stoke the intensity of his Azoth to boost an Attribute for one turn. To gain this boost, the Promethean’s player reflexively spends one Pyros per +1 Attribute dot boost. Any Attribute can be boosted in a turn, within the bounds of reason.

 

Fire: Inflicts aggrevated damage

 

Merits:

>Giant****: Your character is seven or more feet tall and over 250 pounds. He is +1 Size (and thus +1 Health). Available at character creation only.

 

>Brawling Dodge *: Effect: Whenever your character performs a dodge (see “Dodge,” p. 156), you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in blocking and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a brawling novice, it can give the advanced fighter an edge.

Brawling Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and per- form a Brawling Dodge maneuver in a turn.

A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn.

 

Berserk Fighting Style: **Reload p113

*pre: Resolve •••, Stamina •••, another fighting skill or style •• Strength

 

*in the Fury: gains up to 3 additional dice for all-out attacks

 

•• Adrenaline Rush

+1 to armor against bashing and lethal attacks

 

Flaws:

>Rote-Action Repetition (mild): A character suffering from this derangement attempts to replace her conscious thought with preprogrammed impulses. This derangement is especially common in Prometheans who were created with menial tasks or subservience in mind. In effect, the character “turns off” higher thought and regresses into an automatic state of task completion. A character under the influence of rote-action repetition might cease to pay attention to a discussion and instead count grains of salt or cubes of sugar. He might stack boxes and ignore someone trying to threaten him. He might sweep an immaculate foyer instead of dealing with the raging fire behind him, or he might simply perform mental arithmetic instead of facing the sorcerer menacing his throng.

 

Effect: If a stressful situation arises, the player rolls Resolve + Composure. If the roll is successful, the player may act as normal for the duration of the scene. If the roll fails, the character absorbs herself in some meaningless, trivial task (preferably one related to her personality) instead of facing the issue. Such characters suffer a –2 penalty to all dice pools while the stressful situation persists, with the exception of dice pools related to their rote-action repetition. This penalty reflects the distraction the character feels while she’d rather be cataloguing the books on the shelves rather than negotiating with the hostile vampire in the library. This derangement is similar to obsessive compulsion (World of Darkness Rulebook, p. 98) but is not as severe or debilitating. It’s intended as more of a minor autonomic quirk than a full-blown obsession.

 

 

 

 

Forgetful

Doesn't forget everything, just small details that make things frustrating, such as names and short term goals.

 

Illiterate

Might recognize simple words, but has trouble with sentences or books.

 

~ Possessions ~

 

Weapons: Fists, anything he can fit his massive hand into to increase the force of his blow.

Armor: Adrenaline Rush: +1 to armor against bashing and lethal attacks

Equipment: Work clothes, steel toe boots. Tool belt with tools

Havens: Work yard

Vehicles: Public transportation

 

~ Self ~

 

Personality: Bland and sullen. When stressed out, the golem will tend to stack objects that are alike. Boxes, chairs, if he can lift them cars

 

History: As all member of his lineage, Drudge was meant to be a slave. He had been grafted together from the bodies of several minors that had been recovered from a collapsed mine. Their bodies crushed by the powerful fury of earth. His creator, another Golem performing his Great Work, had thought it fitting to make create another from the goodies of those who labored within the earth. Dru was given a might and powerful form in honor of the miners and out of respect for the strength of the Earth.

 

He was then buried in the earth, when the fire of life sparked; he absorbed some of the earth’s might. Using that strength, he clawed himself free from the ground. Upon reaching the surface, his Creator forced Dru to work hard building a new laboratory. whenever Dru would slow, his new creator would either whip him or burn his flesh with red hot metal. Ad Dru cried out in agony for answers, the only answer that would come to him was, “You must learn to bear the yoke, Slave.” For years, the abuse and slavery went on. Forced to dig, to build…there was no task to mundane for Dru to perform. When all the major work was done, his creator forced Dru to stack massive rocks in a towering pile. Then once that was completed, to take one boulder at a time, moved it hundreds of yards away, and restack them.

 

All the while, Dru endured this. Patient as the earth that gave him life and strength. However, something hot began to build within his chest. While he toiled endlessly for his Creator, Dur began to learn things about him. He learned that he wasn’t alive, though his creator told him that many times but he always thought it was to degrade him. However, he began to see proof of how he was built in the labs of his Creator. He learned that his Creator spoke truth that he was made to be a slave, to toil endlessly without thought. Over the years of beatings and forced labor, Dru found similarities between the Creator and himself. The marking on the forehead, their powerful build…Dru finally realized that Creator was a Golem!

 

Fury filled Dru. How could his own kind abuse him like this. In essence, Dru was his Creator’s child and yet for half a decade, he was tortured and enslaved. Dru’s mind finally snapped. The fury that had been growing unleashed itself like a terrible earthquake, the ground rumbled under the heavy feet of Dru as he launched himself upon his creator. Fists as hard as diamond began to pummel his Creator. The two golems unleashed their fury upon one another four hours. Built like mountains, they could shrug off the blows while putting all the rage they could into their fists.

 

The Creator’s rage began to subside first. Feeling the strength bleed off him, he was forced to flee from Dru. When Dru’s consciousness regained control, he stood within ruins of his Creator’s lab. Since then, he’s been searching out his Creator. He plans to finish him off. While technically free and working on his own Great Work, Dru must destroy the thing that made him in order to be truly free. The path led him into New Orleans. Here, he will find his Creator and here is where he will find a true purpose. His education in what he truly is, is incomplete. There are many elements of what it means to be Created are unknown to him, he presses on seeking his answers, his vengeance and his freedom.

 

~ Additional Information ~

 

Health: [][][][][][][][][][][]

Willpower: [][][][][][][]

Pyros: [][][][][][][]

Azoth: 1

Humanity: 4

 

Size: 6

Defense: 1

Initiative: 5

Speed: 9

 

Other:

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Uploaded on October 26, 2011
Taken on October 26, 2011