Devil's Daughter

Devil's Daughter is a Fire-Touched alpha of the Route 666 Pack in Santa Fe, New Mexico.

Overview

The first thing anyone notices about Devil's Daughter is that it's easy to see why the Forsaken named her that way. She has always felt it was her responsibility to cleanse the lies of her packmates by doing penance of her own, and even with supernatural regeneration she is a mess of hideous burn scars. There is simply no way she could ever pass through mortal society unnoticed - or even walk down the street - so she spends most of her time in the converted warehouse that serves as the pack's communal hideout, as well as in the Shadow of the city. She endures weekly burnings, all in order to cleanse her pack of sin. Usually these burnings involve thrusting her hand or face into an open fire, but a few times every year she will opt for something more dramatic, sometimes going so far as to cover herself in gasoline and setting fire to herself.

Though she makes these sacrifices for her packmates' benefit, she demands that they all assemble to watch her perform the burnings. As the damage to her body worsens over time, she has become less and less capable of active leadership, and now serves as a somewhat revered spiritual leader for the local Fire-Touched. The Izidakh in and around the city also come to her to listen to hear her speak of her dreams and visions of Gurim-Ur, which she claims to have almost monthly.

Either no one knows about her past or no one talks about it, because her life before the Brethren War is never discussed openly. It's clear from what remains of the accent in her broken voice and what remains of her skin tone through all the burns, she's African American with fragments of a South African accent.

Stats

Tribe: Fire-Touched
Mental Attributes: Intelligence 4, Wits 4, Resolve 3
Physical Attributes: Strength 2 (3/5/4/2), Dexterity 3 (3/4/5/5), Stamina 2 (3/4/4/3)
Social Attributes: Presence 2, Manipulation 5, Composure 4
Mental Skills: Academics 2, Crafts (Fetishes) 3, Investigation (Dream Interpretation) 4, Occult (Local Spirit Bans) 5, Politics (Anshega) 3
Physical Skills: Brawl 2, Drive 1, Stealth 3, Survival 1, Weaponry 1
Social Skills: Empathy 4, Expression (Whispered Speeches) 4, Intimidation (Off-Hand Threats) 4, Persuasion 4, Streetwise 2
Merits: Allies (Other Alphas) 5, Inspiring, Language (First Tongue, English) 2, Meditative Mind, Resources 2, Totem 5
Primal Urge: 6
Willpower: 10
Harmony: 6
Max Essence/Per Turn: 15/3
Virtue: Faith
Vice: Greed
Health: 7 (9/11/10/7)
Initiative: 7 (7/8/9/9)
Defense: 3 (3/4/4/4)
Speed: 10 (11/14/17/15)
Renown: Cunning 5, Glory 3, Honor 3, Purity 5, Wisdom 5
Gifts: Any non-auspice Gifts in Chapter Two of Werewolf: The Forsaken and any from Chapter Three of this book.
Rituals: 5; Rites: Any rites from Chapter Two of Werewolf: The Forsaken and any Fire-Touched rituals from Chapter Three of this book.

References

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