Marawa
From Seattle Nwod
Contents |
The Basics
Name: Marawa
Seeming: Beast
Blessing: Gain 8-again rule for Animal Ken rolls, and a free specialty for the Beast's chosen animal. Also, spend Glamour to add to Presence and Composure dice pools.
Curse: -4 against Mental skills the character has no dots in.
Kith: Vemonbite
Blessing: Bite attack can deliver a poison with Toxicity equal to Wyrd; 1 Glamour, once per scene
Court: Courtless
Entitlement: Seneschals of the Living Pantry
Virtue:
Vice:
Attributes
Strength 2 Dexterity 3 Stamina 3
Presence 2 Manipulation 2 Composure 3
Intelligence 2 Wits 3 Resolve 3
Abilities
Mental
Crafts (Webspinning) 4
Investigation 3
Medicine (Anatomy) 2
Occult 3
Physical
Athletics (Climbing) 3
Brawl 2
Stealth (Moving in Darkness) 2
Social
Animal Ken (Spiders) 2
Intimidation 2
Merits, Pledges and Contracts
Danger Sense 2
Hedge Beast Companion 2
Hollow (Size 1 Wards 3 Doors 1) 5
Iron Stomach 2
Token 3 - Moody's All-Seeing Eye
Token 1 - The House Key
Contracts:
Fang and Talon (Spiders) 2
Four Directions 1
Spiderwebs 3
Tempers
Wyrd: 3
Clarity: 4
Glamour: 12
Health 8
Speed 10
Willpower 6
Defense 3
Init Mod 6
History
Meredith Bourne was the oldest of seven in a not-so-well-off family, often slapped around by a mother who was too busy wondering when the next child support check was coming in. She spent most of her time in her room, reading her books and watching the spiders make their webs every morning outside her window. When she was fifteen, her mother threw her out of the house in a fit of pique and refused to allow her back in. With naught but a backpack of clothes and a little bit of money, she was left to fend for herself on the streets of Seattle.
She actually did relatively well for herself, considering. She met up with a small group of kids in a similar situation as herself and just became another one of the thousands of homeless children on Seattle's street. She stayed away from drugs, having seen the effect they had on her mother. Eventually, she - as all young women eventually do - found herself a boy. This boy was an 18-year-old Hispanic fellow by the name of Javier, and she fell head over heels for him. What she didn't know, though, was that he was one of the Lost who still served their Keepers. After leading her along like a lost puppy for a few months, he dragged her into the Hedge and took her to a place in Arcadia where no sun shone and everything was covered in spiderwebs.
Here Meredith remained for about ten years. At first, she was frightened of her Keeper, a huge spider-woman that just as often fed on her charges as cared for them. In time, though, she began to emulate her Keeper, becoming more like her to ensure her future survival; near the end of her ten years, Meredith - now calling herself Marawa - was more spider than woman. However, she felt that her mother's web was getting too crowded, so she left to move out on her own; her Keeper let her leave with little fuss.
Marawa returned to Seattle ten years after she left, emerging from a spiderweb in her mother's apartment. After ten years, Meredith's other siblings had left, leaving their mother alone. Marawa bound her with webs and claimed the dingy apartment as her own, leaving her mother to suffer for months as the Changeling slowly consumed her. Marawa carved herself a Hollow for herself, then went out on the hunt. While roaming the not-so-familiar streets, she bumped into Douglas, a member of the local Seneschals, polishing off a meal. The two talked briefly, and Marawa joined the Seneschals a week later.
Description
At first glance, Marawa is a young woman of indistinguishable heritage in her twenties, with tangled long black hair, large black eyes and pale skin. Her fingers are elongated and move constantly, usually fiddling with the cheap silver ring on her right hand. When in relatively polite company, she wears a simple white dress; when she hunts, however, she changes to a black sports bra and running pants. When the Mask is peeled away, her true connection to the Spider-Mother comes to the fore. Her eyes become even larger, turning into solid black orbs that draw the viewer closer. Her arms extend a bit a well, with her fingers ending in sharp (and often bloody) points.