Chilling Murmur of Laughter

Chilling Murmur of Laughter is a Hunter in Darkness Irraka member of the Shadow of Smoke and Fire Pack in Colorado.

Background

Chilling Murmur of Laughter knows that Night's Call is dying inside. He knows that the pack's alpha has lost his nerve. What Murmur does not know is what to do about it. He plots elaborate scenarios of revenge against the Predator Kings. He even brings them up to Night's Call, though only in private for now. The need to do something eats at Murmur. He knows that if her were to challenge Night's Call, he would lose, and with Night's Call current emotional state, Murmur might not survive the challenge. And that would kill the pack as surely as anything the Predator Kings could do. So, for now, Murmur waits and speaks quiet words. Eventually, though, he will have to do more.

Murmur's role in the pack is that of scout and assassin. He us equally adept at maneuvering through a dense forest on a moonless night and slinking through high-tech security. Though he does not always understand the science behind the devices that would thwart him, the principles of quietly finding one's prey without detection have not changed since the dawn of history. Like most of the pack, he has lost himself to great degree, and sometimes struggles to remember his human name - before he asks himself why he even bothers. The stalking wolf is powerful within him, but the human is losing ground.

Murmur is in his early 20s and sports long, sandy blond hair. He is quiet and withdrawn normally and has grown steadily more morose and sallow-cheeked as his pack has declined.

Stats

Auspice: Irraka
Tribe: Hunter in Darkness
Mental Attributes: Intelligence 2, Wits 3, Resolve 2
Physical Attributes: Strength 2 (3/5/4/2), Dexterity 3 (3/4/5/5), Stamina 3 (4/5/5/4)
Social Attributes: Presence 2, Manipulation 3 (2/3/0/3), Composure 4
Mental Skills: Academics 1, Crafts 1, Investigation (Deaths) 3, Occult 2
Physical Skills: Athletics 3, Brawl (Striking from Behind) 3, Larceny 2, Stealth (Forests) 4, Survival 3
Social Skills: Animal Ken (Wolves) 2, Empathy (Anger) 1, Intimidation 1, Subterfuge (Careful Omission) 3
Merits: Fast Reflexes 2, Fleet of Foot 2, Totem 3
Primal Urge: 4
Willpower: 6
Harmony: 6
Max Essence/Per Turn: 14/2
Virtue: Justice
Vice: Sloth
Health: 8 (10/12/11/8)
Initiative: 9 (9/10/11/11) with Fast Reflexes
Defense: 3 (3/3/3/3)
Speed: 12 (13/16/19/17) with Feet of Foot
Renown: Cunning 2, Glory 2, Purity 2
Gifts: Blending, Call Water, Partial Change, Sense Weakness, Feet of Mist, Manipulate Earth, Slip Away
Rituals: 1; Rites: Rite of Dedication, Shared Scent

References

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