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Marshal Angel Hodge was a Metis Ronin Galliard who lived in the 19th century United States.

Biography[]

Angel Hodge was born to lose. His past is a collection of failings both personal and professional, and the only reason he manages to keep his job as a lawman is because of the image of discipline he ruthlessly maintains in his town.

Born to Bone Gnawer parents, Hodge's metis Garou nature caused him no end of grief through his early childhood and into adolescence. Rather than be part of a culture that didn't want him, Angel fled on his fifteenth birthday and fell in with a group of bandits. Making money as a ruffian didn't bother him until he accidentally fell into the Storm Umbra while looking at a stolen Waltham pocket watch. There, Hodge spoke with a servant of Rat, who informed him that living in ignominy disgraced his Totem. "You need not be proud," said the spirit, "but you must accept your nature."

The solidified Hodge's mindset - he would absolutely deny his Garou heritage.

Angel Hodge only learned a few Gifts before turning his back on Gaia, but these were enough to give him an advantage over the humans with whom he now cast his lot. Hodge went through life without the guidance of a Garou mentor and with abysmally poor self-esteem. At various times living out of a bottle, hopelessly lost in opium hazes, on both sides of weapons and running from justice or for it, Angel decided to just settle down and take it easy. After the Lawrence massacre, the town decided to bring in a marshal to supervise the sheriff (who turned out to be a useless drunk), and Hodge weaseled his way into the position.

The the ghosts came. Marshal Hodge knew the voices weren't traditional spirits, but he had never dealt with ghosts before. When the Renegade William Quantrill revealed himself to Hodge, Angel made a deal with the devil. In return for the information that would allow him to keep his commission, Hodge had to kill a few folks every now and then. No one would challenge him; people would be too damn scared that the marshal would find out their secrets to put up any resistance. Just a bit of extreme justice every now and then...

Or so it seemed. Over time, Hodge has learned about Quantrill's Empire Across the Shroud, and working with the maniac sickens him. Of course, if he stops doing what Quantrill asks, someone else will take his position, and they'll be after Hodge first and foremost.

Now Angel Hodge is a despondent wretch of a man in private. He knows his days are numbered, but he just can't seem to shake off Quantrill's yoke.

Profile[]

  • Image: In homid form (which he uses almost exclusively), Angel Hodge is physically impressive without being enormous. His eyes have a steely gaze, lessened only by the bags developing beneath them. Perpetual five-o'clock shadow graces his face and his shoulders now slump, lending him an air of decrepitude and decline. Angel Hodge should have been twins were it not for his metis birth, and his chest and stomach bear the lifeless likeness of his sister-who-never-was. In Crinos and lupus forms, this face is evident due to the total lack of fur in the area. Hodge's hair and fur are a dull gray.
  • Roleplaying Hints: Just do what you said you would and everything will be fine. Well, maybe not fine, but things can only get worse and you're too damn old for that. Don't take any lip from these townsfolk - keep them in their place or they'll bring you down the moment they see weakness. Vicious justice is all you've got left - your punishments may be extreme, but at least you're not murdering innocents...yet.
  • Destiny: Marshal Hodge eventually has enough of his tainted existence and succumbs to Harano. In a series of agonizing attempts at suicide (all foiled by his regenerative powers), Hodge is ousted from office and finally reaches his merciful death by throwing himself in front of a train.
  • Nature/Demeanor: Judge/Reluctant Garou
  • Physical: Strength 4 (6/8/7/5), Dexterity 4 (4/5/6/6), Stamina 5 (7/8/8/7)
  • Social: Charisma 2, Manipulation 4 (3/1/1/1), Appearance 1 (0/0/1/1)
  • Mental: Perception 2, Intelligence 2, Wits 3
  • Talents: Alertness 4 (Quick on the Draw), Athletics 2, Brawl 4, Dodge 4, Expression 1, Intimidation 5 (One Mean Lawdog), Primal-Urge 1, Subterfuge 2,
  • Skills: Animal Ken 1, Firearms 5 (Gutshots), Leadership 3, Melee 3, Ride 2, Stealth 2, Survival 2,
  • Knowledges: Investigation 4, Law 3, Medicine 2,
  • Backgrounds: Contacts 2, Resources 3,
  • Gifts: Mindspeak, Persuasion, Shed, Scent of Sweet Honey
  • Rage: 4
  • Gnosis: 2
  • Willpower: 7
  • Rites: None
  • Fetishes: None

References[]

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