Walks-From-the-Light

Walks-From-the-Light is a Blood Talon Rahu member of the Lodge of Night.

Overview

As a lost cub in his mid-20s, Mahmoud Abdul-Rahim was taken in by a mixed Blood Talon and Iron Master pack that was alerted to his Change by local spirits. Over the years, the sensitive and good-natured young man became a ferocious killer and savage protector of his family and territory. Clever (or malicious) spirits would target Mahmoud as the most dangerous of the local pack, and attempt to harm his family as a way of getting to the werewolf. The foulest of these attacks involved the rape of his sister. Mahmoud tore the culprit torn limb from limb, shredding both its mortal host and the spirit responsible. One that night, Mahmoud went to war against the darkest pits of Shadow.

Now in his early 40s, Mahmoud wanders the world alone, seeking out suitable Uratha for induction into the Lodge of Night. He is not averse to joining a pack - in fact, he deeply desires the unity of such a bond - but, in his eyes, his lone questing is a necessary sacrifice. The Lodge of Night must be spread and new members brought in; and none know the truths of the lodge as well as Mahmoud. He never took the name "Walks-From-the-Light," and instead smiles with grim amusement every time he hears it spoken. It was awarded to him (perhaps forced upon him is a better term) in light of his journeys and deeds. Every lodge member has heard of him, and his exploits may well have been exaggerated.

Walks-From-the-Light looks old for his age. His dark skin is weathered, and his face shows grayish stubble that rarely sees a razor. He is handsome in a rugged way, appealing to anyone with an eye for the older man. When his anger is suppressed, he is good-natured with a dark and sarcastic sense of humor. When angered or merely trying to threaten someone, his expression is little short of murderous and utterly barbaric. No matter his state of mind, his dark eyes are impenetrable - deep, dark and unreadable.

Stats

Tribe: Blood Talon
Auspice: Rahu
Mental Attributes: Intelligence 3, Wits 3, Resolve 4
Physical Attributes: Strength 4 (5/7/6/5), Dexterity 5 (5/6/7/7), Stamina 5 (6/7/7/6)
Social Attributes: Presence 4, Manipulation 2, Composure 4
Mental Skills: Academics (Business) 3, Computer 2, Crafts (Car Repair) 2, Occult (The Maeljin) 3
Physical Skills: Athletics (Long-Distance Running) 3, Brawl 4, Drive 3, Firearms 1, Stealth 4, Survival 3, Weaponry (Klaive) 4
Social Skills: Intimidation (Threatening Presence) 5, Persuasion 2, Socialize (Disarming Humor) 3, Streetwise 2
Merits: Fetish (Klaive Sword) 5, Inspiring, Khonsu's Blessing, Language (First Tongue, Arabic, Urdu) 3, Strong Lungs, Weaponry Dodge
Primal Urge: 6
Willpower: 10
Harmony: 6
Max Essence/Per Turn: 15/3
Virtue: Fortitude
Vice: Envy
Health: 10 (12/14/13/10)
Initiative: 9 (9/10/11/11)
Defense: 3 (all forms)
Speed: 14 (15/18/21/20)
Renown: Cunning 1, Wisdom 1, Honor 2, Glory 4, Purity 4
Gifts: Clarity, Feet of Mist, Know Name, Mask of Rage, Sense Malice, Ward Versus Predators, Wolf-Blood's Lure, Attunement, Father Wolf's Speed, Hone Rage, Scent of Taint, Traveler's Blessing, Ward Versus Humans, Death Grip, Leach Rage, Primal Howl, True Leader, Sagacity, Savage Rending, Rage Armor, Rekindled Rage
Rituals: 3; Rites: Banish Human, Funeral Rite, Rite of Dedication, Rite of the Ghost Howl, Rite of the Spirit Brand, Banish Spirit, Fortify the Border Marches, Bind Human, Bind Spirit, Rite of Contrition, Rite of Healing

References

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