Misha Page?


Character Description: A lithe and muscled Russian woman at 5'4", she tends to wear well tailored suits and dresses (depending on the situation). Blonde hair and reddish-brown eyes crown a face with a near everpresent smile (if not a comforting one).

⚠ <pre>NAME CONCEPT Misha Volkov Russian Underworld freelancer VIRTUE VICE Cool-hearted Brutal

MENTAL PHYSICAL SOCIAL Intelligence 2 Strength 3 Presence 3 Wits 3 Dexterity 3 Manipulation 1 Resolve 1 Stamina 3 Composure 3

MENTAL (-3) PHYSICAL (-1) SOCIAL (-1) Academics Athletics 2 Animal Ken 2 Computer \Brawl\ 3 Empathy Crafts Drive 3 Expression Investigation 3 Firearms 2 \Intimidation\ 2 Medicine 1 Larceny Persuasion Occult Stealth 1 Socialize 1 Politics Survival Streetwise 2 Science Weaponry Subterfuge

	--------------------	SPECIALTIES	--------------------

Drive: Chasing Down Prey Firearms: Pistols Intimidation: Quiet Education

	--------------------	STATS	--------------------

Health 7 Willpower 5 Speed 6 Defense 6 Armor 0 Initiative +6 ⚠ </pre>

Aspirations

Make an example of Mihkail Fedrov for stiffing my fees
Find a worthy partner to bring into the fold
Take that vacation I deserve

Merits & Flaws

Killer Instinct, Advanced ***, *

Misha has honed her sense of how to break people into an art rather than a science

Contacts *

She has a number of contacts among the underworld and is skilled at using her fists and intimidation.

Resources ***

She has made a nice business for herself and works more than she needs to.

Close Quarters Combat **

Beast Stuff

Family: Eshmaki

A massive white-furred wolf, as large as a bear, with rending talons and an intimidating maw.

Hunger: Prey

Misha prefers to chase her prey, running them down until they collapse into Exhaustion... or until she catches up to them.

Legend: Ferocious
Life: Introverted
Lair 3
Satiety 4

Atavisms

Titanic Blow (Instant, N/A)
Normal: Ignores Durability equal to Stamina + Lair and uses Strength + Brawl to hit objects in motion.
Low Satiety: Ignores ALL Durability and stops all momentum of an object that isn't more than twice her size that she hits.
Spend: All structures within 10 yards per Lair take Strength + Lair damage to their Structure directly. Those on the ground who don't succeed on a reflexive Dex + Ath - Lair roll suffers the Knocked Down Tilt and take 1 bashing from falling.
Limb from Limb (Reflexive, N/A)
Normal: Any single attack that inflicts more than Stamina damage causes the Arm Wrack or Leg Wrack tilt; wounds are especially gruesome.
Low Satiety: inflict lethal damage with a weapon modifier equal to your Lair, of a sort left by your Horror's monstrous nature, i.e., claws or what not.
Spend: Your next attack inflicts Aggravated damage, tearing people apart with your bare hands.
Looming Presence (Reflexive, N/A)
Normal: Lair is added to Size, rote on Intimidation, and Hard Leverage opens another Door
Low Satiety: Any opponent whose Size is less than the Beast’ effective Size (as indicated by the normal effect of this Atavism) suffers a penalty to all attacks against the character equal to half the Beast’s Lair, rounded up. This is in addition to the Beast’s Defense and any armor he might have.
Spend: The Size bonus from the normal effect is doubled, meaning the player adds (Lair x 2) to the Beast’s effective Size. Additionally, his greater height accommodates a longer stride, making the species factor for the Beast 15 rather than 5 (meaning Speed = Strength + Dexterity +15).
Relentless Hunter (Reflexive, N/A)
Normal: Regenerate 1b/turn, 1l/half hour, 1a/three days, add Lair to resist poison, can stay awake for 10-Satiety days without fatigue
Low Satiety: Downgrade 2x Lair dots of damage at the end of any scene of taking damage, do not need to eat, drink, or rest if actively pursuing hunger
Spend: Can heal Lair dots of any damage instantly, can’t be stunned or incapacitated for the rest of the scene, suffers no wound penalties until death (only from aggravated)
Needs Must (Reflexive, N/A)
Normal: Add Lair to Perception checks, can instinctively sense anything that could raise her Satiety
Low Satiety: Can mark a Satiety raising target, gaining rote to track or find them and can Clash of Wills against them to see through supernatural disguises.
Spend: Can mark any target, even those that wouldn't raise Satiety, being able to see through their eyes and senses for Lair in minutes every day.

Nightmares

Run Away (Manipulation + Satiety vs Composure + Tolerance)
Normal: The victim runs away, either away from the Beast in specific or just non-specifically 'away', until overcome with exhaustion. Used in a fight, the targets intention becomes "get the hell away."
High Satiety: The Beast may direct the targets flight more specifically; who to run from, where to run to, a 'safe place,' etc. +2 to Composure if used to maneuver the target into danger.
Spend: Any failed Athletics rolls causes one lethal damage, or 4 damage and a tilt (chosen by the ST) on a dramatic failure. The target gains +3 Speed!
Exceptional: The target never suffers the Beaten Down tilt against people trynig to restrain or stop him; these people are treated as if they were attempting to kill him!
You Deserve This (Presence + Satiety vs Composure + Tolerance)
Normal: Victim gains Guilty condition that can't be resolved till after the scene.
High Satiety: Every victim with the Guilty Condition begins every fight with the Beaten Down Tilt, even if they don't normally suffer it.
Spend: As long as the victim has the Guilty Condition, he does not apply his Defense to incoming attacks. He may spend 1 Willpower reflexively on his turn to apply his Defense normally until the start of his next turn. However, his wound penalties become wound bonuses (i.e. with an injury marked in his third-to-last Health box, the victim has a +1 bonus to all actions instead of a –1 penalty), and he doesn’t fall unconscious when his last Health box is filled with bashing damage.
Exceptional: The Guilty condition inflicts a -4 penalty, rather than -2.

Lair

Heart – A thick bramble filled forest, dim with an obese moon seeming to fill the sky. There is a bramble-lined tunnel to the cavern of the Frigid Wastes
Traits: , Undergrowth (Minor, need Str + Athletics at -2 to travel through brambles), Extreme Cold, Echoing
The Frigid Wastes – A spares and bare winter forested mountain, chill with frigid fog that wets the skin and freezes. To reach the heart, one must climb to the cavern at the top of the mountain.
Traits: Extreme Cold (Minor, don't heal bashing without supernatural means and Level 2 Extreme Environment till -5 penalty when it is Level 3), Jagged
Maddox's Estate - A manor filled with endless rooms, where the screams of the dying are always in the distance
Traits: Sealed Exit, Echoing