Beckett Hawkins

KageYuuki

(╯°□°)╯︵ ┻━┻
Roleplay Type(s)
Beckett Hawkins

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It's not that I don't love walking into the heart of danger to curry favor with the local magistrate of the hour, but . . . actually, that's exactly it.
Beckett


Titles: The Scholar, The Lone Wolf
Race: Vampire
House: Independent
Clan: Gangrel
Gender: Male
Orientation: Straight
Age: 655
Merits
Paramour - Cassius Valerian
Flaws
Eyes of the Unholy
Derangements

Nature: Visionary
Humanity: 7
Personality: A scholar by nature, Beckett has always had a need to search for the truths hidden in the past. If asked politely he'll be more than happy to share his findings on many different topics. Particularly if involving the history of the vampire as well as their involvement in mortal history. That said, Beckett does take on a rather matter of fact tone when speaking to others and is rather well known for his sarcastic remarks.

He prefers to keep vampiric politics at an arm's length, having no desire to try and curry the favor of whatever head of house he may be dealing with at the time. When asked about his determination to remain independent, Beckett will say having no allegiances makes his studies easier.



History: Even prior to his embrace, Beckett always had a deep fascination with seeking out and learning history. Perhaps that's what lead to him joining the ranks of the kindred. By pure chance, the ruins he happened to be exploring was being used as a temporary Haven by a vampire. Perhaps it was dumb luck, or maybe it was because it was during the day, but the two ended up spending hours talking. The two traded information they had picked up over the years, each learning something new from the other.

However, the vampire let it slip about his nature and forced a choice onto Beckett: become like him and potentially spend all of time gathering history and watching it move, or die then and there. The choice was rather obvious. From then on Beckett has spent most of his time researching various topics, the history and origin of the vampire becoming a particular interest of his. Disliking the tendency Houses had of twisting stories to suit their needs, he chose to remain independent of them. A choice he remains adamant about even in these modern nights.


Annimalism: 3
Fortitude: 5
Protean: 7



Disciplines:

Animalism

  • Feral Whispers: This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands.
  • Beckoning: The vampire's connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal - howling like a wolf, cawing like a raven, etc. This call mystically summons creatures of the chosen type.
  • Quell the Beast: As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within her. This quenches all powerful, assertive emotions - hope, fury, inspiration - within the target. The Kindred must either touch his subject or stare into her eyes to channel his will effectively.
Protean

  • Eyes of the Beast: The ability to see normally after sunset, without torchlight, and even perceive things hidden in the darkest caves. When this power is used, the vampire's Beast makes itself evident in his or her red, glowing eyes. Mortals have pronounced the effect, perhaps accurately, "the evil eye."
  • Talons of the Beast: The vampire's nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominent in the claws as well, making them fearsome weapons against other immortals.
  • Earth Meld: One of the most prized powers the Gangrel possess, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth. By interring himself in the ground, the vampire gains full protection from daylight when outdoors.
  • Shape of the Beast: This endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Animalism. He retains his own psyche and temperament, but can still call upon the abilities of the beast form.
  • Mist Form: Vampires with this power can turn into mist. They may float at a brisk pace and may slip under doors, down flues and through sack-clothed windows. Even storm winds flail vainly when striving to tear apart a Kindred. Yet those same winds can drive the vampire from his or her chosen path, like a leaf from a tree.
  • Earth Control: An Earth Melded character with this power is no longer confined to the resting place she selected the night before. She can pass through the ground as if it were water, "swimming" through the earth itself. Some elders use this as a means of unobstructed and unobtrusive travel, while others find it a highly effective means of maneuvering in combat.
  • Restore the Mortal Visage: This power allows the elder who possesses it to temporarily return his appearance to what it was before the Embrace, removing bestial features he has accumulated over the centuries.
 
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