Bio for Morbid Aristocracy
Sep. 4th, 2021 04:47 pmName: Daniel "Fangs-of-Shadow" Sorrentino
Date of Birth: November 23, 1922
Apparent Age: Late 40s
Place of Birth: New York City
Current Home: New York City
Eyes: Blue
Hair: Blond
Height: 6'1"
Weight: 215 lbs
Sex: Male
PB: James Hetfield
Nature: (A character's basic personality, their fundamental behavior and perception of the world.)
Jewelry: Wears a ring on his left hand. It's a heavy, old fashioned gold ring with a large garnet in the center held by a dragon's claw. The decorative bits of the ring are, in fact, sharp enough to draw blood.
Race: Garou
Tribe: Shadow Lords
Camp: Bringers of Light
Auspice: Galliard
Personal Totem: Seadrake
Occupation: Bodyguard ("Consigliere" or chief advisor to one of the local Mafia bosses)
Merit:
Gifts:
History: Daniel Sorrentino was born on November 23, 1922 in the predominantly Italian neighborhood of East Harlem. He is youngest son of Italian immigrants who arrived in New York from Sicily in 1914. His father was a Shadow Lord, a Garou. His mother was kinfolk. He lived in a run-down, crowded little apartment with his parents and six older brothers and sisters. Along with his siblings, he was on track for a life of crime in the overwhelmingly poor neighborhood when WWII broke out and he was drafted into the Army.
Daniel's unit fought in the war in Europe, first in France, then up through Belgium, Luxembourg, and Germany. Shot in the leg early in 1945, once Italy was freed from German control and Daniel could move on his own, he convinced his commanders to allow him to check on relatives in Sicily before he returned to the US. He was able to visit several cities in Italy before making his way down to Sicily to see relatives.
After learning he was to be discharged from the army, relatives in Sicily helped him get in touch with mafia connections in the US. When Daniel returned to the US, he spent a brief period in a military hospital while doctors checked his leg, before being discharged. He returned home to New York City soon after, and began his career in the mafia.
It was in the year after his return to New York, as he was establishing himself in the local Mafia, that Daniel suffered his First Change. Having been ambushed by a pair of vampires working for a rival gang, he thought he was done for...until the Rage clouded his mind and he felt himself changing. He came to with three of the local Shadow Lords, including his father, surrounding him, telling him what he was. After passing his Rite of Passage, the young Garou drew the attention of the Bringers of Light.
Daniel Sorrentino met Alessandro Romero in the early 1970's. A fairly successful capo in charge of several soldiers in the family, Daniel's leadership, ability to turn a profit, and a talent for avoiding notice by the police drew the attention of the family's mostly-invisible vampire patron. Convinced Daniel would make a useful tool, the vampire gave him no choice but to accept his blood. Daniel allowed it, in part because Alessandro was considered one of the most potent threats against the Garou in the area, and having an eye on him could only benefit the Garou if something should happen. He played the part of a loyal ghoul.
Daniel's performance in the family increased considerably after that. The ghoul showed a talent for learning vampire Disciplines that pleased Alessandro. Thanks to adept use of Garou Gifts and vampire Disciplines, Daniel's profits for the family and his commitment to keeping the police out of family affairs eventually caught the eye of the underboss of the family, who made Daniel his advisor once he ascended to lead the family.
Daniel Sorrentino currently serves as Alessandro Romero's bodyguard and head of security, in addition to his duties as advisor within the crime family. Though one of his duties to the mafia boss is to keep an eye on Lazarus Corporation activities, as the family makes a tidy profit off of Alessandro Romero's business, it usually ends up being one of the primary means for Alessandro to keep tabs on and control the family's business. Daniel makes unashamed use of various abilities to ensure Alessandro's will is carried out.
As Alessandro's bodyguard and head of security, he's in charge of security for both Lazarus Corporation buildings and Alessandro's yacht, Spectre. Though his job includes very little actual bodyguard work, except in rare cases of meetings with other Kindred, he is often given fairly complex tasks, some of which Alessandro is unwilling to do himself.
After being caught in a drive-by shooting at a funeral for one of Lazarus Corporation's clients, Alessandro made the decision to turn Daniel, rather than risk losing his most valuable tool. Though the vampire thought he turned Daniel, the Garou was faking it, and later was able to fake the signs of being a vampire, himself. It does, however, take a toll on him. The longer he keeps up the charade, the more vampire-like habits and corruption threaten to stick to him.
Personality and Skills notes:
Date of Birth: November 23, 1922
Apparent Age: Late 40s
Place of Birth: New York City
Current Home: New York City
Eyes: Blue
Hair: Blond
Height: 6'1"
Weight: 215 lbs
Sex: Male
PB: James Hetfield
Nature: (A character's basic personality, their fundamental behavior and perception of the world.)
- Gallant: Gallants are flamboyant souls, always seeking attention and the chance to be the brightest star. Gallants seek the company of others, if only to earn their adoration. Attention drives the Gallant, and the chase is often as important as its end. Nothing excites a Gallant so much as a new audience to woo. Performers, only children, and those with low self-esteem often embody the Gallant Archetype. Kindred Gallants may be Harpies, or they may have enormous herds of doting thralls.
- Rogue: Only one thing matters to the Rogue: herself. To each his own, and if others cannot protect their claims, they have no right to them. The Rogue is not necessarily a thug or bully, however. She simply refuses to succumb to the whims of others. Rogues almost universally possess a sense of self sufficiency. They have their own best interests in mind at all times. Prostitutes, capitalists and criminals all embody the Rogue Archetype
Jewelry: Wears a ring on his left hand. It's a heavy, old fashioned gold ring with a large garnet in the center held by a dragon's claw. The decorative bits of the ring are, in fact, sharp enough to draw blood.
Race: Garou
Tribe: Shadow Lords
Camp: Bringers of Light
Auspice: Galliard
Personal Totem: Seadrake
Occupation: Bodyguard ("Consigliere" or chief advisor to one of the local Mafia bosses)
Merit:
- Gall - Audacity, guts, pluck - whatever it's called, you've got it. You aren't afraid to stand up to anyone, from naughty children to tribal leaders. This isn't brash, foolhardy behavior; you're still polite, after all. You simply don't get the shakes when the Silver Fang Ahroun comes over to speak to you. Many respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone.
- Black Market Ties - You have special ties to the underground shopping network, ties that help you acquire hard-to-find equipment. This Merit adds one die per point to your Streetwise roll when trying, for instance, to obtain black market weaponry. Difficulties for such rolls are left up to the Storyteller (typically 7 or higher). The point cost reflects how "connected" you may be. The Storyteller may allow you to use your black market connections during the game to provide you with needed or useful equipment. Such connections will not simply hand you whatever you want — these things don't come cheap! It is up to the Storyteller to determine the quantity, quality and availability of the equipment. He may feel free to disallow it entirely if such connections would unbalance the game.
One point — Small items: ammo, low-clearance ID badges, good software
Two points — Average items: guns, hi-tech software, special ammo
Three points — Fancy items: antique cars, explosives, automatic weapons
Four points — Hefty items: heavy weapons, high-security IDs or access codes
Five points — "Yeah, right. Maybe next game.": hi-tech military weapons, high explosives, military vehicles - Underworld Ties - You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.
- Cast No Reflection (automatic for Lasombra) - You actually cast no reflection, just like the vampire of legend. This can have a very detrimental effect when trying to pass as a human. Vampires of Clan Lasombra automatically have this Flaw (and you may be mistaken for one of them if you possess this) and cannot take it to gain Freebie Points.
- Poseidon's Call - Your self-control varies with the weather. Make rolls to resist frenzy at -1 difficulty in completely calm weather, but +1 difficulty on rough seas, +2 in thunderstorms and +3 in hurricanes.
- Addiction - You are addicted to any one of a variety of things. A one-point Flaw would be a mild addiction to an easily obtained substance, such as caffeine, nicotine or alcohol. A two-point Flaw would be either a severe addiction to any easily obtained substance, or any "mild" drug, such as painkillers, sleeping pills or marijuana. A three-point Addiction involves the heavy street drugs or hard-to-find drugs. The need for these drugs varies from once a day for some to two to three times a day for others, depending on the strength of the drug and the addiction. If, for whatever reason, you are denied access to the drug, you lose the number of dice equal to the level of your addiction (one, two or three) until you receive your "fix." If you are deprived of the drugs for an extended length of time, you will be forced to make a Willpower check (difficulty of 4 for the first day, + 1 for each additional day). If you fail, you will forgo everything and forcibly go seeking the drug. This would be an easy way for you to be either controlled or forced to do favors for your supplier, especially if the drug is hard to obtain due to its rarity or price.
- Dark Secret - You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah among your peers. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.
Gifts:
- City Running: Humans are creatures of the city, raising their steel and glass nests high into the sky. This Git allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as "Climb Like an Ape". It is taught by an ancestor spirit or an urban city-spirit.
System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the sides of buildings, leaping from rooftop to rooftop) is reduced by two.
Taught by: Ancestor or urban city spirits
Book: WW20 - Persuasion: This Gift allows a homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene. - Calm the Savage Beast: Even the most callous of homids can sympathise with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage's hold over her. It is taught by an ancestor-spirit.
System: The player spends a Willpower point and rolls Manipulation + Primal-Urge (difficulty 8). If successful, the Willpower point soothes a frenzying Garou within 30 feet (9m), cancelling the frenzy. By spending an extra point of Willpower, this Gift may affect non-Garou in a state of frenzy, such as other shapeshifters or vampires
Taught by: Ancestor spirit
Book: WW20 - Body Shift: This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new plane. They can alter their physical form to improve their strength, or to gain increased speed above and beyond the ability to change to Crinos by borrowing from one aspect of themselves to temporarily give to another.
System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge (difficulty 7). Each success allows them to move a point from one physical attribute to another - from Stamina to Strength, or from Dexterity to Stamina. - Bury the Wolf: The war against the Wyrm isn't always a matter of slashing claws and righteous fury - sometimes duplicity is required. A werewolf can temporarily "restrain" her inner wolf and appear to be a
normal human. An ancestor-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty of her own Willpower). Success causes the character to appear human to all supernatural scrutiny. The Gift also nullifies the Curse and makes spending Rage impossible, and locks her in homid form so long as its effects persist. The number of successes determines the Gift's duration; to "free the wolf" before that time elapses requires a full turn of concentration and another point of Gnosis.
Successes Duration
One One scene
Two 12 hours
Three One day
Four One week
Five One lunar cycle
Taught by: Ancestor spirits
Book: WW20
- Call of the Wyld: The Garou can summon others by howling; Garou far beyond the range of hearing will sense the Call and may come to aid. This Gift can enhance the effect of any of the normal Garou howls (see Howls, pg37). This howl can also be sounded to summon specific Garou for a moot. Finally, Call of the Wyld is often used at the beginning of revels and other events, to invigorate the Garou. This Gift is taught by a Wolf- spirit.
System: The Garou rolls Stamina + Empathy (difficulty 6). The number of successes determines how far away the Call can be heard and how stirring it is to those who hear it. The actual effects are determined by the Storyteller, but they should be linked to the type of howl made and the intent of the Garou. Some examples are: every two successes gives those at a revel extra dice to their Pools; Wyrm agents are distracted by the call and their difficulties are temporarily raised; all Garou in the area do not hesitate to respond to the Garou's Call to Succor. - Find the Child Within: With this Gift, a Garou can play upon an individual's instinctive response to parental authority or affection and convince that person to follow a command ("Don't leave without me") or respond favourably to a suggestions ("Let me take you somewhere safe") that they might otherwise rebuff. The target of the Gift cannot already be engaged in battle with the Gift's user or with another opponent. The Garou can, however, use this Gift to forestall an impending battle or elude a situation that might turn dangerous.
System: The player makes a resisted Charisma + Empathy roll vs the target's Willpower. One success allows the character to make as simple suggestion to the victim; the suggestion must be one that a young child would find reasonable. Additional successes either extend the duration of the effect or else enables the character to convince her victim to do something he might not be otherwise inclined to do - such as coercing a Get Ahroun to back down from a fight he would certainly lose. Failure means that the suggestion has no effect, while a botch angers the victim and makes him impervious to further attempts to use this Gift for 24 hours.
Taught by: Tambiyah
Book: RatH - Perfect Recall: The werewolf is able to remember and relive any memory with perfect clarity. An elephant-spirit teaches this Gift.
System: The player may spend one Gnosis point to perfectly remember any one detail, no matter how small, from any point in her character's entire life.
Taught by: Elephant
Book: WW20 - Mindspeak: Through the creation of waking dreams, the Garou can place any chosen characters into silent communion. This Gift is taught by a Chimerling.
System: The Garou spends one Willpower point per sentient being chosen, and, if the being is unwilling, makes a Manipulation + Expression roll (difficulty of the victim's Willpower). All those included in the dream may interact normally through the Mindspeak, though they can inflict no damage through it. Their real bodies can still act, though all Dice Pools are reduced by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be within line of sight. - Call of the Wyrm: This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create an ambush or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.
System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm creature's Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the caller. - Howls in the Night: The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia's enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours.
Taught by: Wolf
Book: WW20
- Eye of the Cobra: With but a look, the Garou can attract anyone to his side. This Gift is taught by a Snake-spirit.
System: The Garou rolls Appearance + Enigmas (difficulty of the target's Willpower). The Garou needs three successes to bring the target to his side; fewer at least start the victim moving in the right direction. - Song of Rage: This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending vampires into frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or Wolf-spirit.
System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). Each success drives the victim into a violent rage for one turn. - Song of the Siren: The sound of the Garou's voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight, but can rarely stop a heated combat already in process. A songbird-spirit teaches this Gift.
System: The player rolls Charisma + Performance versus the target's Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willower to overcome the enchanting effects; to act freely, a listener must spend one point for each of the Galliard's successes. - Call for Vengeance: When a person's crimes against Gaia have been too great, a Galliard may use this Gift to stir her brethren against him. As the Galliard howls the name of her enemy to the heavens, her cry resounds throuh the land. Any werewolves who hear the cry know that a great offender has just been named, and must be punished. This Gift is taught by an Ancestor-spirit.
System: The player rolls Stamina + Performance, difficulty 7. The howl echoes for a twenty-mile radius per success. Any Garou who hear the howl are not obligated to attack the victim named, but if they decide to join the crusade, their Willpower is effectively increased by three for the duration of thheir hunt (to a maximum of 10). In addition, if the target can hear the howl from his current location, his Willpower is effectively reduced by two points for the next week - giving the Garou ample encouragement to hunt him down quickly. The Galliard cannot invoke another Call of Vengeance until the target of the first has been justly punished in the eyes of Gaia; the Storyteller decides what constitutes just punishment, and will let the player know via messenger spirits when the deed is done.
Taught by: An Ancestor-spirit
Book: WWtDA - Head Games: Other werewolves always accuse Galliards of being manipulative and playing with their emotions, but those Garou with the Gift of Head Games do it like nobody else. The Galliard can change and control the emotions of those to whom she speaks. She could cause someone to fall in love with her (this won't last, and the victim's love may turn into justified resentment) or cause another to befriend her (again, this won't last, but a genuine friendship could still develop). This Gift is taught by a Coyote-spirit.
System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). Success allows the Garou to steer the emotions of any one individual. The more successes, the more quickly the emotions manifest and the more strongly they are felt. The Storyteller should give the Galliard extra dice for roleplaying this Gift especially well. - Purify Scent: If another supernatural creature attempts to determine the breed, tribe or auspice of a Bringer of Light, the target may use this Gift to retain her secrets. A Night-spirit teaches this Gift.
System: The Shadow Lord spends one point of Gnosis and rolls Perception + Primal-Urge. The difficulty of discovering the information is increased by 1 for each success (up to a maximum modifier of +3). - Shadow Weaving: Slightly flexing her fingers or claws, the Garou pulls and weaves shadows as she desires -- lengthening or shortening them, lightening or darkening, or even twisting them into grotesque and frightening shapes. A shadow-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). For the rest of the scene, the Shadow Lord may warp shadows within 100 yards (91 m) as she wishes. Among other creative uses, this lowers the difficulty of all Stealth and Intimidation attempts by 1.
Taught by: Shadow
Book: WW20 - Whisper Catching: What good purpose could there be to keep secrets from Gaia's protectors? This Gift allows the werewolf to supernaturally eavesdrop on whispered conversations - what she does with the information learned is, of course, up to her own conscience. A crow- or bat-spirit teaches this Gift.
System: The player spends a point of Willpower. For the rest of the scene, all whispers within 200 feet are fully audible to the Shadow Lord as though they had been spoken clearly just next to her.
Taught by: Crow; Bat
Book: WW20 - Hidden Depths: This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation
System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targetted by the Gift. For example, one line of prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation.
Taught by: Ruatma
Book: RatH - Pure Identity: A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If he desires to keep his "scent" as a Garou, he can affect cosmetic changes and appear as a Black Spiral. This Gift is taught by a Chameleon-spirit.
System: The Lord spends three Gnosis, but need make no roll. The duration is one day. Close examination requires a Subterfuge roll to maintain the deception. - Curse of Corruption: The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims of this curse find themselves doubted by even their staunchest allies. Despite a target's most noble exertions, no one believes anything he has to say until the curse fades. A jackal spirit teaches this Gift.
System: The Shadow Lord rolls her Gnosis against a difficulty of the target's Gnosis. The number of successes indicates the number of turns the victim suffers from the curse. Until it fades, everything the victim says sounds dishonest. The Shadow Lord must spend a Willpower point to activate this Gift. - Icy Chill of Despair: The Garou can assume a frightening aspect, seeming to grow larger, more looming, shadowy and terrible. Viewers will hesitate and stall in fear. This Gift is taught by a Stormcrow
System: The Garou concentrates for a turn, spends a Gnosis point and rolls Manipulation + Intimidation (difficulty 7). If successful, enemies viewing this sight must make a Willpower roll (difficulty 8), scoring a number of successes equal to the Garou; failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Garou. The victims are not controlled by her, merely to cowed to struggle or oppose her. This effect lasts for the rest of the scene. - Shadow Cutting: The Shadow Lord can wound an enemy by striking at his very shadow. Such attacks are difficult to dodge. This Gift is taught by a night-spirit.
System: The character spits into his opponent's shadow and the player spends a Gnosis point. For the rest of the scene, the character may strike at his foe's shadow to wound him. Only fetish weapons or natural weaponry serves for such attacks. The victim has two fewer dice to dodge attacks directed at his shadow, and can't parry them at all.
Taught by: Night
Book: WW20 - Blank Slate: The Garou can completely remove a single piece of information from her own mind or from that of another. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it. The Garou may not only remove the information - such as the identity of the Garou mole within a hostile group or the location of a safe house for ecoterrorists - but she may also smooth over the edges of the victim's memory so that he does not realise anything is missing. THe Garou may also use this Gift to alter her own memories in situations where she feels that this is necessary.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A single success allows the character to excise the desired piece of information. Additional successes enable the character to make secondary adjustments to the target's memory to hide the fact that something is missing.
Taught by: Ruatma
Book: RatH - Obedience: The garou becomes the ultimate alpha leader, commanding others to do as she wishes. This Gift is taught by a Stormcrow.
System: The Garou spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must make Willpower rolls (difficulty 8). Failure to match or exceed the Garou's successes means that the listeners must obey the commands of the Garou. The degree of obediance varies according to the number of successes; one success means that the listeners can be persuaded to do something they don't mind doing; three successes means they'll pretty much do whatever the Garou tells them as long as they aren't directly opposed to it; five successes means the listeners will undertake virtually suicidal actions. - Purity of Blood: The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. This Gift is taught by an avatar of Grandfather Thunder himself.
System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he will be aware that he is Bound, but may nonetheless spend a Willpower point to break his conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire. - Shadow Pack: The Garou may summon a shadowy duplicate of himself, or even multiple shadow, to spend beside him in battle. These shadows eerily resemble the Garou and have the same powers. This Gift is taught by a spirit of Night or a Chimerling.
System: The Garou must spend a variable number of Gnosis points and succeed in a Gnosis roll (difficulty 8). For each Gnosis point spent, the Garou summons an exact duplicate of himself to fight by his side. These Garou have identical identical Attributes and Abilities, but not fetishes; they may not use Gnosis or Willpower, and each has only as many Health Levels as the number of successes rolled. The shadow-Garou last for one scene.
Taught by: Night or Chimerling
History: Daniel Sorrentino was born on November 23, 1922 in the predominantly Italian neighborhood of East Harlem. He is youngest son of Italian immigrants who arrived in New York from Sicily in 1914. His father was a Shadow Lord, a Garou. His mother was kinfolk. He lived in a run-down, crowded little apartment with his parents and six older brothers and sisters. Along with his siblings, he was on track for a life of crime in the overwhelmingly poor neighborhood when WWII broke out and he was drafted into the Army.
Daniel's unit fought in the war in Europe, first in France, then up through Belgium, Luxembourg, and Germany. Shot in the leg early in 1945, once Italy was freed from German control and Daniel could move on his own, he convinced his commanders to allow him to check on relatives in Sicily before he returned to the US. He was able to visit several cities in Italy before making his way down to Sicily to see relatives.
After learning he was to be discharged from the army, relatives in Sicily helped him get in touch with mafia connections in the US. When Daniel returned to the US, he spent a brief period in a military hospital while doctors checked his leg, before being discharged. He returned home to New York City soon after, and began his career in the mafia.
It was in the year after his return to New York, as he was establishing himself in the local Mafia, that Daniel suffered his First Change. Having been ambushed by a pair of vampires working for a rival gang, he thought he was done for...until the Rage clouded his mind and he felt himself changing. He came to with three of the local Shadow Lords, including his father, surrounding him, telling him what he was. After passing his Rite of Passage, the young Garou drew the attention of the Bringers of Light.
Daniel Sorrentino met Alessandro Romero in the early 1970's. A fairly successful capo in charge of several soldiers in the family, Daniel's leadership, ability to turn a profit, and a talent for avoiding notice by the police drew the attention of the family's mostly-invisible vampire patron. Convinced Daniel would make a useful tool, the vampire gave him no choice but to accept his blood. Daniel allowed it, in part because Alessandro was considered one of the most potent threats against the Garou in the area, and having an eye on him could only benefit the Garou if something should happen. He played the part of a loyal ghoul.
Daniel's performance in the family increased considerably after that. The ghoul showed a talent for learning vampire Disciplines that pleased Alessandro. Thanks to adept use of Garou Gifts and vampire Disciplines, Daniel's profits for the family and his commitment to keeping the police out of family affairs eventually caught the eye of the underboss of the family, who made Daniel his advisor once he ascended to lead the family.
Daniel Sorrentino currently serves as Alessandro Romero's bodyguard and head of security, in addition to his duties as advisor within the crime family. Though one of his duties to the mafia boss is to keep an eye on Lazarus Corporation activities, as the family makes a tidy profit off of Alessandro Romero's business, it usually ends up being one of the primary means for Alessandro to keep tabs on and control the family's business. Daniel makes unashamed use of various abilities to ensure Alessandro's will is carried out.
As Alessandro's bodyguard and head of security, he's in charge of security for both Lazarus Corporation buildings and Alessandro's yacht, Spectre. Though his job includes very little actual bodyguard work, except in rare cases of meetings with other Kindred, he is often given fairly complex tasks, some of which Alessandro is unwilling to do himself.
After being caught in a drive-by shooting at a funeral for one of Lazarus Corporation's clients, Alessandro made the decision to turn Daniel, rather than risk losing his most valuable tool. Though the vampire thought he turned Daniel, the Garou was faking it, and later was able to fake the signs of being a vampire, himself. It does, however, take a toll on him. The longer he keeps up the charade, the more vampire-like habits and corruption threaten to stick to him.
Personality and Skills notes:
- As the son of Italian immigrants his knowledge of Italian was mostly limited to the spoken language when he was younger, but he is now a fluent speaker, though he speaks it with a New York accent.
- He has about as much use for computers as Alessandro, and uses smart phones and computers only grudgingly. It's usually easier to convince someone else to hack a computer than to learn to do it himself.
- Excellent shot with both hand guns and larger rifles. He's been taught how to use a sword by Alessandro and regularly trains with the former vampire. He has a gladius similar to Alessandro's that he carries when he's on business for him.
- He finds mirrors creepy, especially since he stopped showing up in them, and avoids them like the plague.
- Though his first duty is to Alessandro, he enjoys rock, especially classic rock, and tries not to miss major concerts.
- Has been investigated numerous times for his crimes in relation to the crime family, but mysteriously, each and every investigation has ended in the early stages and evidence tends to go missing. Has never been convicted or jailed.
- The fact that he's in his 90s but hasn't aged a day since the early 1970's is an open secret among those high up in the crime family. Subtle use of both Gifts and threats guarantees that no one has talked. His current driver's license lists him as 46 years old.
- Though he's a Garou, he has a hunger for blood, particularly human or vampire blood, that is a direct result of being a vampire's ghoul for so long. Around someone bleeding, he has to maintain iron control or he risks frenzy.
- Most of the local Garou sept knows him as Fangs-of-Shadow. He's kept his true tribe and auspice a secret, and so they mostly assume he's a lupus, probably Shadow Lord.