Post by Strigus on Sept 7, 2018 7:33:15 GMT
Character Name: Jedidiah Eisner
Character Type: NPC
Supernatural Type: Vampire
Concept: Warrior Chief
Nature: Survivor
Demeanor: Architect
Morality: Humanity 6
Clan: Gangrel
Sect: Anarchs
Titles: Baron of Oddhaven
Physical Appearance:
Personality:
To most, he is Baron Eisner, a cold, gruff, and taciturn man, speaking in a to-the-point manner has offended many Kindred with a developed sense of niceties and etiquette. Enemies and strangers alike are held at an arms distance, treated with a loud sort of silence that leaves no doubt they are not trusted.
To his own people, however, he is "Papa Bear", a nickname that has stuck despite (or perhaps because of) his initial vocal distaste for it, which has since shifted to quiet resignation. He is loud, boisterous, always has an entertaining anecdote, and full of love and support to any who need it. This side is generally extended to his mortal descendants, and his fellow Anarchs and their allies. This has been known to surprise the occasional Kindred who, having met the Baron and expecting a cold glare, instead are lifted by hug. Unsurprisingly, this warm side also features deep loyalty, and Jedidiah achieved the role of Baron not through any skill with leading so much as a clear willingness to defend his people, having taken up arms for them as individuals even more often that he has for the Sect as a whole.
Biography:
The Gambler was simply passing through the area, and Jedidiah pursued him through the wilderness as he travelled to a neighboring town. Camping through the night, Eisner could tell he was being followed, but pursued any way. If it was a lawman, it was worth the price to avenge his mother. On the third night, when he had finally crushed the Gambler's skull with a hammer, he found it was no lawman, but a great wolf, who began lapping up the corpse's blood. Frightened, Jedidiah tried to discretely leave, but was met with the snarling of the wolf. He ran, but it was faster, chased him down, and killed him in the forest.
Then he woke up, to his new world, and was taught to be a great beast himself. He watched over his siblings, and their descendants, throughout history, though how he spent his time is unclear, aside from the occasional anecdote he shares as part of a joke or a lesson. He was certainly uninvolved with Kindred politics. Then came the rise of the Third Reich, with some family lucky enough to flee before power was consolidated. When they fled to the unremarkable Forlorn Isles, their protector joined them, finding himself a stranger in new land for the first time in his existence. There were many factions that focused their attention on him, all of which existed in the fatherland but were content to ignore him. In the youngest faction, he saw the only group to value kinship and equality over power and hunger, and so he was drawn to the Anarchs. As he saw the true side of the others, he stuck to his guns, defending the cause and the individuals behind it more fervently until he found himself it's rallying flag. From there, it was a short time until he found himself its new Baron, despite lacking a mind for the bureaucracy and political savvy so necessary to keep the cause functioning.
Attributes:
Strength: 4 (Brutal)
Dexterity: 4 (Deceptively Swift)
Stamina: 5 (Tough as Nails)
Charisma: 3
Manipulation: 2
Appearance: 1
Perception: 4 (Discerning)
Intelligence: 2
Wits: 3
Abilities:
Alertness: 3
Athletcs: 4 (Leaping)
Awareness: 1
Brawl: 5 (Clawing)
Empathy: 2
Intimidation: 4 (Physically Threatening)
Leadership: 4 (Father to his Men)
Streetwise: 3
Instruction: 2
Persuasion: 2
Animal Ken: 4 (Attack Training)
Crafts: 3 (Smithing)
Firearms: 2
Melee: 4 (Maul)
Stealth: 2
Survival: 2
Herbalism: 1
Investigation: 1
Law: 2
Politics: 1
Bureaucracy: 1
Linguistics: 3 (Yiddish, German, English, Hebrew)
Backgrounds:
Age: 3
Armory: 4
Contacts: 2 (Mortal Family)
Jedidiah still keeps in touch with the descendants of his siblings, having watched over the family. The family, in turn, keeps Eisner informed of any strange happenings, whether supernatural or otherwise.
Domain: 4 (size: 3, security: 1)
Jedidiah spends much of his time in a sizable portion of Bright Shore, where his territory extends from the shore to a few small parks that manage to survive in the rough neighborhood.
Generation: 3
Haven: 1 (Arcane)
Rather than having one secure haven, Eisner keeps countless small havens running in his vast territory, switching between them at random every night. His survival strategy depends on being unpredictable rather than secured in a fortress.
Herd: 2 (Mortal Family)
In addition to serving as his eyes and ears, Eisner's mortal relatives are more than willing to offer their blood, seeing him as a guardian spirit that's watched over them for as long as any can remember. Though he prefers to hunt, and views the herd as a last resort, he still has a blood supply to count on.
Retainer: 3 - Visigoth, Large Dog
Retainer: 3 - Saxon, Large Dog
Status: 4 - Baron
Having successfully led his fellow Anarchs in brawls against the Camarilla more than once, and from the resulting general popularity, Jedidiah was made the Baron of Oddhaven.
Disciplines:
Animalism: 3
Auspex: 3
Fortitude: 5
Potence: 5
Protean: 5
Combination Disciplines:
Steal the Terrible Swiftness (Wind from the East)
Fenrir's Talons (Wolves of the Sea)
Bear's Skin (Players Guide to the Low Clans)
Elder Discipline Powers:
Fortitude 6 (Personal Armor
Fortitude 7 (Shared Strength)
Potence 6 (Imprint)
Potence 7 (Earthshock)
Protean 6 (Flesh of Marble)
Protean 7 (Restore the Mortal Visage, Shape of the Beast's Wrath)
Virtues:
Conscience: 4
Self-Control: 2
Courage: 5
Willpower: 9
Maximum Blood Points/Blood per turn: 13/1
Merits:
Protean Blood
Iron Will
Flaws:
Glowing Eyes
Permanent Bear Paws