Tony the Rat
Tony the Rat is a Beshilu in Colorado.
Overview
Tony Samuels grew up on the Denver streets and was eventually taken in by a sympathetic bookie looking for a runner. Tony worked hard during his youth, taking bets and picking up payments from his father-figure's clients. Eventually, he took over the business and grew the illegal racketeering operation into a small fortune. Tony's taste in women led to a vice sting that left him with no defense against multiple felony charges.
On his way to the sentencing hearing, the sky grew dark without warning. The guards escorting him to the courthouse had no way of knowing that an ancient and terrifying spirit had just taken an interest in their prisoner. Tony blinked as the first drop of rain fell onto his nose, and in the next moment, he felt his body being opened, examined and sealed up again in the space of an instant. Gurdilag married the soul of the racketeer with the frenzied panic and strength of a Beshilu shard. Tony quickly escaped his captors and remained in hiding until the idigam was banished.
Tony was tall and dusky before Gurdilag found him, but now is a hunched, pale form. He is greasy, wax-colored skin and a persistent case of acne. He never stops moving if he can help it, but since the "merger," he hasn't wanted a cigarette. His acquaintances tend to attribute the changes in his appearance and demeanor to an ill-advised drug habit, and have started calling him "Tony the Rat." For his part, Tony thinks nothing of it; it's hard to remember a time when he wasn't the Rat.
The more Beshilu shards Tony consumes, the less humanity he retains. Eventually, only the intellect and creativity that served him so well in building his business will survive the cannibalistic urge to consume more of his brethren.
Stats
Mental Attributes: Intelligence 4, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 4, Stamina 3
Social Attributes: Presence 2, Manipulation 4, Composure 3
Mental Skills: Academics 2, Computer 2, Science (Mathematics) 2
Physical Skills: Athletics (Sprinting) 3, Brawl 2, Drive 2, Firearms 3, Stealth (Sneaking) 3
Social Skills: Intimidation 2, Persuasion (Lying) 2, Streetwise 4
Merits: Ambidextrous, Contacts (Denver Underworld) 1, Fleet of Foot 3
Willpower: 6
Morality: 5
Max Essence/Per Turn: 8
Virtue: Hope
Vice: Greed
Health: 8
Initiative: 7
Defense: 4
Speed: 14 (with Fleet of Foot)
Numina: Animal Control, Discorporation, Gnaw Gauntlet, Speak with Beasts (as the Gift; p. 130, Werewolf: The Forsaken), Toxic Bite
- Animal Control: As the ghost Numen in the World of Darkness Rulebook p. 210, except the player rolls Intelligence + Manipulation to activate it.
References
- WTF: Hunting Ground: The Rockies, p. 116-117
