Karol Nicole

Karol Nicole is a Iron Master Irraka member of the Eiwaz.

Overview

Carol was born to an addicted mother who ended up in the stable of a Jamaican gang. By the Carol was 16, her mother was dead. Carol's incredible good looks and nonexistent home life marked her for the same kind of fate. The government stepped in and took her son away after her first arrest for prostitution; she was 18.

That's when Mike appeared. He did not know her, but he paid Carol's bail and picked her up outside the jail. She figured that he was like the rest and tried to pay him back that night, but, for the first time in her life, a man kicked her out of his bed, telling her that he had come to give her back her heritage, not cop a lay.

He told her what she was becoming, and then he bit her. Carol ran from the place, naked and terrified, and the night took her. She Changed, and she ran, jumping fire escapes, over roofs. She ran faster than cars that night, and still Mike followed. When she stopped running, he came to her with clothes and started to tell her the truth. She was not trash, she was not a whore, she was a goddess - a miracle of purity in the cesspool of our world.

Later, he took her to a house outside of town, one with fences and guard dogs, with guns and alarms. He showed her the man who lived inside, the man in a silk suit who employed her pimp. Two months later, Carol and her new friends in the Eiwaz Mot went into the compound and got him.

Carol hunted him down in an old factory complex as part of her initiation, taking his hands off first. After becoming a full member, she changed the spelling of her name to "Karol" to reflect her new life.

A year later, Mike sent Karol to a neighboring city to spread the word and keep a lookout for likely converts. She has done well, using her good looks to form a few contacts and sending one newly Changed Uratha into Mike's welcoming arms.

Stats

Tribe: Iron Master
Auspice: Irraka
Mental Attributes: Intelligence 2, Wits 2, Resolve 2
Physical Attributes: Strength 3 (5/7/6/5), Dexterity 3 (5/6/7/7), Stamina 2 (6/7/7/6)
Social Attributes: Presence 2, Manipulation 3 (2/3/0/3), Composure 2
Mental Skills: Academics 1, Crafts 1, Investigation 1, Occult 1, Politics (Uratha, Human) 1
Physical Skills: Athletics 1, Brawl 2, Drive 1, Firearms 2, Stealth 1, Survival 2, Weaponry (Knives) 2
Social Skills: Animal Ken 1, Intimidation 1, Persuasion 1, Socialize 1, Streetwise 2, Subterfuge 1
Merits: Allies (Local Racial Supremacists) 1, Contacts (Police) 1, Striking Looks 2, Resources 1, Totem 2
Primal Urge: 2
Willpower: 7
Harmony: 5
Max Essence/Per Turn: 11/1
Virtue: Faith
Vice: Greed
Health: 7 (9/11/10/7)
Initiative: 5 (5/6/7/7)
Defense: 2 (2/2/2/2)
Speed: 11 (12/15/18/17)
Renown: Cunning 3, Purity 1
Gifts: Sense Malice, Know Name, Left-handed Spanner, Loose Tongue, Sand in the Eyes, Playing Possum
Rituals: 1; Rites: Rite of Dedication, Rite of the Shared Scent, Lesser Oath

References

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