Kieran the Killer

Kieran or Kiernan the Killer is a Storm Lord Elodoth alpha of the Swaggering Rousers of Butcherblock Avenue pack.

Background

Kiernan the Killer: charismatic brute, gunslinger with a grin, swift shadow with cocky swagger. He's equal parts Wild West showboater and high-school jock, over-concerned with competition (at least with anybody outside his pack) and a bit of a bully. Some would say that this stems from an almost paranoid fear of appearing meek or weak in front of his peers, leading to speculation about some humiliation suffered at the hand of an abusive parent or perhaps some callous demonstration delivered by Winter Wolf. Ask Kiernan, though, and he'll say he won't show weakness because there's nothing to show.

His fascination with competition had pushed him to become somewhat obsessed with the pecking order of the city's Forsaken. Socially, he considers himself at the peak of that hierarchy. Their wide berth of territory gives him that edge, too. But he still knows that the city features bigger, badder Forsaken than himself - and so he longs to take them down a peg, illustrate who's really the cream floating at the top. It's important to note that Kiernan is only a boastful bully before he's beaten someone; then, it's just shit-talking. After he bests an opponent, he's all gestures of kindness and honor, saying nary a bad word about his fallen foe. He'll help her up, dust her off, tell her how well she did. It's only natural that she'd fall to his moves. It's only natural that he'd out-run her or out-shoot her (with his pair of nickel-plated Schofield revolvers). Why insult her over the natural order?

Kiernan's a dark sort, physically - dusty, dirty skin, with black eyes like crooked bits of coal in his skull and greasy black hair slicked back and tucked just behind the ears. The only thing that doesn't carry that veneer of darkness is his grin: broad, smooth and eerily white. More the mouth of a fox than a wolf, some say.

Sample Pack - Swaggering Rousers of Butcherblock Avenue

Ten years back, the Rousers weren't a damn thing. A trio of weak-kneed whelps with hearts of fire and ice, they had bravado to spare but not the skills to back it up. But the pack put in its time, and went through the trials and tribulations of a domain rife with roughneck Forsaken. They scraped and fought to get a piece, to prove themselves, and over time, they managed inch by inch to carve out a territory with broken claw and a mad laugh.

Now, they're among the most powerful and influential Forsaken in the city. They've done more than carve out a niche; they've hacked out a wide berth of territory (no small thing in the nightmare bustle of the city and its Shadow). They're cocky, powerful, with political and physical prowess. To some, they're bullies; to others, they're local legends.

Aye, but here's the problem: they've got eyes too big for their claws. They want more than what they can have (and, some say, more than they deserve). Month after month, they scrape together more territory for themselves. It works, for now. They take down a street gang and swipe the criminals' neighborhood. They string up a cult of Ridden from the train trestle, thus marking that area as their own. They shoulder in on the meager stitch of land held by some wet-behind-the-ears pack of Ghost Wolves.

Their territory grows. Their power swells. Can they handle it?

Using the Rousers in a Chronicle:

The Rousers represent potential allies and enemies to a pack in a given city. They're competitive, and sometimes act as bullies; but to those who do favors or concede to the Rousers' authority, they can be powerful friends. If the characters are themselves Storm Lords, they likely both fear and admire this pack. Is it worth it to ease into their good graces with the eventual goal of taking them down?

Stats

Auspice: Elodoth
Tribe: Storm Lord
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 3 (4/6/5/4), Dexterity 4 (4/5/6/6), Stamina 4 (5/6/6/5)
Social Attributes: Presence 5, Manipulation 3, Composure 2
Mental Skills: Crafts (Gunsmith) 3, Investigation 3, Occult 2, Politics 1
Physical Skills: Athletics (Foot Chase) 4, Brawl 3, Firearms (Revolver) 4, Stealth 2, Survival 1
Social Skills: Empathy (His Pack) 1, Intimidation 3, Socialize 1, Streetwise (Gangs) 3
Merits: Fleet of Foot 3, Gunslinger, Totem 2
Primal Urge: 5
Willpower: 5
Harmony: 5
Essence Max/Per Turn: 14/2
Virtue: Justice
Vice: Greed
Health: 9 (10/11/11/10)
Initiative: 6 (6/7/8/8)
Defense: 4
Speed: 15 (16/19/22/20)
Renown: Cunning 1, Glory 3, Honor 4
Gifts: Call the Breeze, Scent Beneath the Surface, Wolf-Blood's Lure, Father Wolf's Speed, Silent Fog, Snarl of Command, Deluge, Silver Jaws, Killing Frost

References

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