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- Name: Claude Somme
- True Name: Whatever
- Celestial Name: Sholotl
- House: 7th, Halaku (Ereshkigal, Lore of Realms)
- Faction: None, but leans strongly toward Luciferan or Faustian; original was also aimless, stuck between Ravener and Cryptic in a wish to distract himself from the pain of Torment, the War, and the sheer horror of the life of a Slayer. Could very reasonably be accused of being undisciplined.
- "Look at us.
- "Five years ago, I pushed a smaller kid in front of a cat. I'd recently had a growth spurt, and was bigger than most kids in my grade. He's fine, thank God, but I knew what I was doing, more or less. I was lashing out.
- "Once, I even tried to dig up a grave. There were others involved, but it was my idea. You might wonder how a kid ends up in a graveyard at midnight on a school day. Suffice to say my mother wasn't known for her attentiveness.
- "I am changed, utterly. I am another being now, with another name. I refuse to promise you great power, but I can promise you change. It is what I do. It is what I am.
- "I can also promise you something few others will. I promise you devotion beyond the grave. My devotion is unceasing. Some may offer false promises of immortality. I offer this. You may die, but you will never be gone."
- Appearance:
- Claude is a bit underfed. His demonic soul's death grip on his body renders Claude resilient and relentless, but he's nevertheless a small child, poor in leverage, and easily distracted from such mundane tasks as eating and sleeping.
- The differences between what he has been and what he has become are quite drastic. Claude was a deeply troubled child; Sholotl, like most any demon, had spent the last few millenia looking for someone, anyone, to hurt in some awful, lasting way. They bring out the best in each other, though. Claude had tormented his loving father for most of a year, but their relationship is now, if not precisely healthy, at least much more kindly. Sholotl was happy to reap the soul of the child and cast it aside, but his awareness of the person he consumed has erased much of the pain that he himself has felt in the War and the Abyss. Claude, as Sholotl, is greater than the sum of his parts.
- Sholotl is, for most purposes, dead. Claude holds his idealism, his grief and his kindness, and a modicum of his power as well, but there's little enough of Sholotl's existence and experience remaining that Claude must start almost from scratch. There's little question this is for the best. Claude is not aware of this, though, and only has a great sense of mystery and of both power and horror lost to his knowledge.
- Nature: Penitent
- Demeanor: Caregiver
- Str 2 (reasonably tough for a child, but leverage will be a problem)
- Dex 2
- Sta 3
- Cha 2
- Man 3
- App 3
- Per 4 (Discerning)
- Int 4 (Creative)
- Wits 2
- Talents (no modifier)
- Alertness 1
- Athletics 1
- Awareness 1
- Brawl 1
- Dodge 1
- Empathy
- Expression 1
- Intimidation
- Instruction 1 (Vampire: the Masquerade Storyteller's Companion, pg. 16)
- Intuition 1
- Leadership
- Streetwise 0
- Subterfuge 1
- Skills (no modifier)
- Animal Ken 1
- Archery
- Crafts 1 (Optical Illusions)
- Demolitions 1
- Drive
- Etiquette
- Firearms 1
- Melee
- Performance 1 (singing)
- Security
- Stealth 1
- Survival
- Technology
- Knowledges (+2 difficulty untrained)
- Academics 1
- Computer 1
- Finance
- Investigation
- Law
- Linguistics 2 (French, German)
- Medicine
- Occult 3
- Politics 1
- Religion 1
- Research 2
- Science 2
- Backgrounds:
- Eminence 1 (Fell Knight)
- Legacy 0
- Resources 1
- Retainer 1 (Father, Nathaniel Heaney)
- Pact 1 (Cédric Jacobs, Dutch, age 11, lives in Bruges)
- Mentor 1
- Occult Library 1 (+1 Occult Dice, -0 [unchanged] difficulty)
- Virtues:
- Conscience 3 (Sense of kindness; ethical)
- Conviction 1 (Sense of responsibility or honor; cynical, easily swayed from his beliefs)
- Courage 3 (Brave)
- Lores: Resonance:
- Lore of Realms 4 Mirrors, paintings, works of fantasy, ghost stories, mists, illusions
- Lore of Humanity 1 Objects which resonate with an emotional state; beauty, politics, cities
- Lore of Spirit 1 Shadows, silhouettes, crystals, masks, magic circles
- Apocalyptic Form:
- Angelic
- 2 Claws/Teeth: The character manifests claws and fangs that inflict Strength + 2 aggravated damage. A gift from Sariel, and a fundamental if minor change to his very being wrought by the sculpting of his fellow valient warrior.
- 4 Death-Grip: The demon's spirit can cling to life past the point of human endurance. If the demon's host body suffers eight levels of lethal or aggravated damage, she can still hold onto life with a successful Willpower roll. If successful, the character falls into a coma until the following dawn, at which point she rises with one health level and one less temporary Faith. If the demon has no Faith remaining when she enters the coma, she loses a permanent Willpower point instead.
- 2 Conjuration: Dexterity + Athletics roll to draw an item from or conceal an item in a pocket as if from thin air.
- 1 Dead Reckoning: Your character is always aware of where she is in relation to known landmarks, no matter how far away those landmarks are. Unless she is affected by spatially distorting evocations such as Warp Path, she can never lose her sense of direction.
- Tormented
- 3 Wings: A pair of jagged, bat-like wings extend from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times its running speed per turn. At a cost of one extra form point, the Earthbound can take off from a standing position and actually gain altitude by flapping its wings. Another gift from Sariel; for some reason, when he uses these, it brings out the worst in him, moreso than the claws and teeth.
- 1 Relentless: The demon can walk or run without need of rest, able to cover superhuman distances without pause. As long as she stays in motion, she is unaffected by fatigue or hunger.
- 1 Howl of the Damned: The voices of the dead echo in the demon's words. -2 diff to Intimidate.
- 2 Cloak of Shadows: Diff of Stealth rolls decreases by 2 in shadow or moving in darkness; if attacked, opponent fights as per Blind Fighting rules.
- Faith 3
- Willpower 6
- Torment 3
- Merits/Flaws:
- Child (4 point flaw): Your character's mortal host is pre-pubescent. She's much smaller than the average adult, and she moves at half the rate of adults. Also, since the host body isn't fully developed physically, your character may not start with more than three dots in any Physical Attribute. Similarly, your character does not have the experience of an adult, so he cannot start play with more than three dots in any Knowledge Ability. Needless to say, gets carded for everything.
- Short (2 point flaw): Less than 5' tall. Moves half normal pace.
- Jack-Of-All-Trades (3 point merit): You have a little knowledge about a lot of things. If making a roll on a Skill you do not possess, you do not suffer the usual penalty to the roll's difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.
- Independent Income (1 point merit): Social Security Disability Income. Through hard work, heredity or phenomenal good fortune, your character's Resources rating is an independent income for which she doesn't have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work.
- Freebies: spent 22 of 22
- Jack Of All Trades 3
- Lores 14
- Fast Learner 3 (Demon Player's Guide -- Page 82)
- Independent Income 1
- Background: Occult Library 1 (Blood Magic, Secrets of Thaumaturgy, pg. 89)
- Experience: spent 30 of 30
- Lore of Realms 15
- Attribute: Strength 4
- Torment 10
- Firearms 1
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