Name: Nathaniel Highwater
Age Apparent: mid 30's
Kindred Years: 634
Clan: Brujah
Generation: 8th
Description: Tall and muscular. Built like a Gladiator that had a fling with a tank. Dressed in the garb of a wandering cowboy he is never seen without his trusty hatchets, his beloved shotgun, Verra, and a well used bottle of alchohol.
History: Much of Bama's past is kept a close secret to none but himself. Many have tried to figure it out but have never learned much. The earliest information pretaining to this gun-runner are of his time spent in Russia with a Tzmicse nobleman named Feodorovich. Both kindred have created an emprie upon the bodies of the dead, selling weapons to those that have the money for it and giving weapons to those that have need of it. Both have been the lynchpin of various battles and wars, sometimes each selling to the other side to see who would win. the last century consisted of Bama moving across America while the RUssian dissapeared from history. Beginning in California, much time was spent helping the Anarchs build their city, but his stay wouldnt last long as he continued East with a roving pack of Independants seekign to make a name for themselves. Similar to Hell's Angels this pack of motorcycle gunmen cut a path across the midwest and dissapared near Arkansas. Rumor is they encountered a pack of garou and only a few of the kindred managed to survive, chossing to save themselves and letting the pack fall to the wayside. Now Bama is in Kentucky, having spent a few months prior in Evansville helping the local Sabbat with a local ghost problem. Seeing an oppritunity to cause mischief and spread his renown he has set up shop in Louisville, selling his wares to any and all that he feels will benefit from it.
Role playing Hints: Everything has a price, and everything you do has more than one reason behind it. You live for yourself and dont mind letting those who think themselves strong get trampled beneath your boot. You use your strentgh to fight with those that cant defend themselves and when the dust settles you become like a wind that travels to the next skirmish.