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Vampire Character Feature, Part Four
03/21/00
This week we are bringing you two updates to our Vampire-character feature. The first comes today, as we unveil the bestial character Erik McDonough, a Celtic immigrant to the Czech region. A feral vampire, more at home with werewolves than with men, he is a powerful fighter and a recluse, but he pledges himself to Christof's service during the course of the game.
 Erik the barbarian vampire. |
Character: Erik McDonough
Clan: Gangrel
Sire: Arnulf
Generation: 7th
Embrace: 922AD
Apparent Age: 37
Listen to Erik express his disdain for gargoyles and the people of Vienna.
Eric 1 (48k)
Eric 2 (36k) |
Background: Erik is an ancient Celt and was one of the first settlers of the Czech region. Since his embrace, he has lived out a lone feral existence within the deepest parts of the Bohemian Forest, away from the human settlements that are slowly encroaching on his wooded hunting grounds. There, he has gained the grudging respect of the werewolves who prowl the deep woods, although they remain ever distrustful of his kind.
  Erik with his two-handed weapon. |
Erik joins Christof and his companions when Christof rescues him from imprisonment in a Tremere laboratory. He offers Christof his services to thank him for this rescue. Erik's alliance with the moon beasts lets Christof journey safely along the Greenway, the small road that leads through the forest from Prague to Vienna. Erik's bestial nature is useful when the group finds itself in need of his immense strength and ferocity. He can wield large, two-handed weapons with ease, and his prowess in the fortitude discipline lets him shrug off bone-shattering blows, even when he's wearing minimal clothing. Another of his special abilities is earth meld, which lets him sink into the earth itself to rest during the day. His use of the animalism discipline lets him call for the aid of wild wolves in times of need.
 Erik battles a gargoyle. |
Appearance: Erik is a bestial figure standing seven feet tall, with luminous eyes and a gruff voice. His Gangrel features include furlike matted hair and slightly pointed ears. With the protean discipline, he can transform into a ferocious aspect, but even in his natural state his hands resemble sharp-clawed, bearlike paws, and his mouth protrudes with large fangs. He dresses as an unkempt woodsman, with tattered and worn clothes.
Starting Disciplines: Erik derives his powers from the disciplines of the Gangrel clan. Unlike Wilhem, who prefers combat from a distance, Erik is built for hand-to-hand combat. His disciplines make him ideally suited to wading into the thick of battle to dispatch opponents with claws and fangs.
  A war ghoul matches claws with Erik. |
Animalism: The discipline of animalism lets the vampire develop a close, intense connection with animals. He not only communicates empathically with them, but he also projects his own force of will on them, directing the animals to do his bidding. Additionally, as the vampire adds points to his animalism discipline, he can use animalism to control the beast within mortals and even in other supernaturals. Within the game, this discipline lets you command animals around you or summon creatures in a time of need. You can also use it to calm frenzy levels and to unleash the frenzy within an enemy, causing him to lose control.
Fortitude: The fortitude discipline makes Erik considerably more resistant to damage than the average vampire is. Fortitude is an innate ability that lets Erik withstand additional wounds in combat. Increased proficiency in this discipline lets him absorb even more punishment and continue fighting past the point where another vampire would have been felled.
Protean: This power enables a vampire to slightly alter his shape. Erik can turn his hands into sharp and powerful claws. His claws, coupled with his immense fortitude, let Erik plunge into a broiling mass of combat and emerge the victor.
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