Darius Stonehammer
Portrait of Fae Mien
Portrayed by Idris Elba
Faerie Name: Darius Stonehammer
Seeming: Grump
Kith: Troll
Court: Seelie
Legacies: Regent / Beast
House: Eiluned
Title: Knight
Changeling: The Dreaming

Background

Growing up in the Tremé isn't easy. Darius Marteau had it rougher than most, though it was by his own doing. He wasn't a bad kid. Quite the opposite, in fact. He was the boy that always came to the defense of the smaller, weaker children. It earned him no small amount of grief from the local gangs and troublemakers.

It was a banal life, and he might have never discovered his fae nature if not for the power of a young heart. When a twelve-year old Darius came to the rescue of a girl being harassed by the local boys, she rewarded him with a kiss. That was all it took — that spark of hope and joy lighting up his dark and dismal world — and the Chrysalis was upon him. Suddenly he could see the Tremé in ways he never had before. Instead of the cracks in the sidewalk, he saw the dandelions desperately trying to grow through them. In the dingy shop windows, dust patterns formed intricate, beautiful patterns. When he thought about the neighborhood children, his first thoughts turned to playful shouting on the basketball court, instead of crying on a stoop because Mommy and Daddy are fighting again. It wasn't a perfect world, but there was beauty and life to be found in it…and that made it worth preserving.

As he got older, the problems got worse. But he was also getting bigger. Much bigger. At first, his size made him a target. But after he put the alpha male of one of the local gangs through his own windshield, the dirtbags started giving him a wider berth.
After that incident, there was no doubt in Darius' mind what he wanted — needed — to do with his life. He was going to be a cop.

He couldn't afford college, so Darius did what many poor young men with no prospects do. He joined the Army. Fresh out of boot camp, he found himself shipping off to Iraq to take part in Operation: Desert Storm. The horrors of war nearly drove him back into his mortal seeming. But he kept his thoughts on New Orleans, on his desire to clean up the Tremé, on Mardi Gras. His duty, both there in the desert and back home, drove him, and gave him what he needed to push on and remind himself that he was fighting to make the world a brighter place.

As soon as Darius returned from his tour of duty, he entered the police academy. The skills he had learned as a soldier served him well, and his instructors honed him into a law enforcer to be reckoned with. Within his first year on the job, he earned the nickname, "The Hammer," for his hard-nosed crackdown on crime. Some considered him a bit of a cowboy, but those that came from the kind of life he did appreciated the need for someone to take the fight to the streets.

His work with the police force also garnered the attention of House Eiluned. His tireless efforts to rid the streets of scum, combined with his involvement in children's programs and beautification efforts in the Tremé, earned him not only Pearl's gratitude, but a knighthood and a charge to serve and protect New Orleans' small kithain population. Darius was more than happy to oblige.

It's been many years now, and Darius is now Detective Marteau. Hurricane Katrina wiped the slate clean in many ways, but it also undid a lot of his hard work, inviting new chaos and crime to New Orleans. It's disheartening, especially as Darius settles into grumphood, but a troll's work is never done.

Sessions

Relationships

Rudolph Matranga

Rudolph Matranga

Crime Lord

Matranga is a plague on the Tremé, and he needs to go down. I won't rest until this dirtbag is behind bars.

Roger Carter

Roger Carter

Dirty Cop

Carter and his Special Task Force…dirty cops on the take. It sickens me.

Jim Lafleur

Jim Lafleur

Credit to the Badge

A good cop. He understands that "the book" doesn't cover every situation, and sometimes you've got to do what needs to be done to get the bad guy. He's been talking about retirement. That'll be a sad day for Nawlins.

Cyrus Johnson

Cyrus Johnson

Football Prodigy

Bow down, boys. We are not worthy. Geaux Saints!

Character Sheet

Attributes

Physical

Strength (Strong Grip, Lifting)

⚫⚫⚫⚫⚫

Dexterity

⚫⚫⚫⚪⚪

Stamina (Tireless)

⚫⚫⚫⚫⚪

Social

Presence

⚫⚫⚪⚪⚪

Manipulation

⚫⚫⚫⚪⚪

Composure

⚫⚫⚪⚪⚪

Mental

Intelligence

⚫⚫⚫⚪⚪

Wits

⚫⚫⚫⚪⚪

Resolve

⚫⚫⚪⚪⚪

Abilities

Talents

Alertness

⚫⚫⚫⚪⚪

Athletics

⚫⚫⚫⚪⚪

Brawl (Grappling)

⚫⚫⚫⚫⚪

Empathy

⚫⚫⚫⚪⚪

Expression

⚪⚪⚪⚪⚪

Intimidation

⚫⚫⚫⚪⚪

Kenning

⚫⚪⚪⚪⚪

Persuasion

⚫⚫⚪⚪⚪

Streetwise

⚫⚫⚪⚪⚪

Subterfuge

⚫⚪⚪⚪⚪

Skills

Animal Ken

⚪⚪⚪⚪⚪

Crafts

⚪⚪⚪⚪⚪

Drive

⚫⚫⚫⚪⚪

Etiquette

⚫⚫⚪⚪⚪

Firearms (Pistols)

⚫⚫⚫⚫⚪

Larceny

⚫⚪⚪⚪⚪

Melee (Hammers)

⚫⚫⚫⚫⚪

Performance

⚪⚪⚪⚪⚪

Stealth

⚫⚫⚪⚪⚪

Survival

⚫⚪⚪⚪⚪

Knowledge

Academics

⚫⚫⚪⚪⚪

Computer

⚫⚫⚪⚪⚪

Enigmas

⚫⚪⚪⚪⚪

Gremayre

⚫⚪⚪⚪⚪

Investigation

⚫⚫⚫⚪⚪

Law

⚫⚫⚫⚪⚪

Medicine

⚫⚫⚪⚪⚪

Politics

⚪⚪⚪⚪⚪

Science

⚪⚪⚪⚪⚪

Technology

⚪⚪⚪⚪⚪

Advantages

Backgrounds

Contacts

⚫⚫⚫⚪⚪

Dreamers

⚫⚫⚫⚪⚪

Patron

⚫⚫⚪⚪⚪

Resources

⚫⚫⚫⚪⚪

Title

⚫⚫⚪⚪⚪

Arts

Dragon's Ire

⚫⚫⚫⚫⚫

Realms

Actor

⚫⚫⚫⚪⚪

Fae (Affinity)

⚫⚫⚪⚪⚪

Nature

⚪⚪⚪⚪⚪

Prop

⚫⚪⚪⚪⚪

Scene

⚫⚫⚪⚪⚪

Time

⚪⚪⚪⚪⚪

Glamour



Threshold

Help Those in Need

Willpower



Banality



Antithesis
{$note}

Nightmare


Combat

Stat Formula Rating
Initiative Dexterity + Wits 6
Speed 5 + Strength + Dexterity 13
Size Base 5 6
Defense 4 + lower of Dexterity/Wits 7
Toughness Base 6 6

Health

⚫ ⚫ ⚫ ⚫ ⚫ ⚫ ⚫ ⚫ ⚫ ⚫ ⚫ ⚪ ⚪ ⚪ ⚪

Merits & Flaws

Iron Resistance 4 pt. Merit Cold iron has no physical effect on you, though constant exposure to the metal still causes you to suffer Banality. This is a double-edged sword, as you may not realize when you’re sitting on a cold iron bench or leaning against a fence made of the foul metal. A Wits + Kenning roll (difficulty 7) is required to avoid exposing yourself to the dangerous element.
Danger Sense 2 pt. Merit You have a sixth sense warning you of danger. When in danger, the Storyteller will make a roll against your Wits + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller will say you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance, or nature.
Lifesaver 3 pt. Flaw You believe life is a sacred gift, and will not take — or allow someone else to take — a person’s life except in the most extreme of circumstances. You have no problems with killing animals (for the right reasons), and will kill inhuman creatures to protect others if necessary. Senseless death in all forms repulses you, and you feel that those who commit murder should be punished. You must resist the inclination to tend the wounds of any injured parties in your presence with a Composure + Resolve roll (difficulty 7).
Enemy 5 pt. Flaw Don Rudolph Matranga and his operation have clashed with Detective Marteau on numerous occasions. Darius has been such a thorn in Matranga's side that the crime lord may decide it's worth the trouble of taking out a cop.

Birthrights & Frailty

glyph_kith_trolls.png
Titan’s Power Birthright Trolls are naturally large and start at +1 to Size (childlings are Size 5, adults are Size 6), thereby gaining an extra dot of Health. A troll grows most in power when they’re out fulfilling their duties. A troll gains a dot of Strength when they take up their first oath, even if that takes the Trait above 5. Upon their second oath, the troll gains a second extra dot of strength and an extra dot of Health. See p. 264 for more on oaths.
Strong of Will and Body Birthright When a troll is at her duty, nothing can stand in her way. A troll gets an extra two dice to rolls to resist being seduced, persuaded, or even magically commanded away from her cause. Trolls also cannot botch Athletics or Alertness rolls.
Bond of Duty Frailty A troll’s integrity is as much a part of her as her strength of arms. Should a troll break an oath or sworn contract, she loses her Titan’s Power Birthright and begins to sicken. The only way to regain her strength and vitality is to atone for her broken promise, which can involve fulfilling a new oath or making restitution to the aggrieved party. Because of how integral a troll’s word is to her very being, a troll chooses her oaths — and those to whom she becomes oathbound — very carefully. Should a troll be betrayed, the player must roll Composure + Resolve (difficulty 8) to restrain the troll’s rage. Should she fail, the troll attacks the betrayers until restrained by others or the player succeeds at another Composure + Resolve roll (difficulty 8); she can attempt this roll after a number of turns equal to the troll’s Glamour.

House Boon & Flaw

crest_house-eiluned.png
House Eiluned Boon Magic comes naturally to the members of House Eiluned. Players can roll Wits + Kenning to not only identify the Art and Realm of a cantrip or Unleashing, but also to determine the identity of the caster. They can pick the source of the magic out of a crowd or, if they are familiar with the caster, recognize the “signature” of the cantrip. House Eiluned also enjoys a –1 difficulty for all Gremayre rolls.
House Eiluned Flaw House Eiluned thirsts after mystery and intrigue, and their curiosity often leads them into dangerous situations. They’re also notorious meddlers, eager to put their fingerprints on everyone else’s business. If a member of this house comes across a locked door, password-protected system, or something else being kept hidden, they must try to discover the secret. If they choose not to investigate, the player gains one point of Nightmare.

Possessions

  • Light Pistol
  • Shotgun
  • Small house
  • Sedan

Treasures & Chimerical Items

Experience

Current 0 Total Earned 0
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