Property of Scar (Kings of Anarchy: New Hampshire #2)

Property of Scar (Kings of Anarchy: New Hampshire #2)

By K E Osborn

Character Lore and Abilities Guide

Origins

The Kings of Anarchy MC wasn’t built.

It was forged.

When the supernatural world became too crowded with ancient laws and political courts, a dragon named Raze carved his own territory deep in the Appalachian Mountains and dared anyone to challenge it.

Once, his fire burned too hot, too wild, and a witch cursed him, stealing his flame and locking it inside a crystal dome in the heart of the clubhouse—a reminder of the monster he used to be.

But monsters attract monsters.

A vampire, a wendigo, a werewolf, a serpent shifter, a forest spirit, a shapeshifter, a leprechaun.

Outcasts. Killers. Survivors.

Together, they built a brotherhood that rules the supernatural underworld from the shadows of New Hampshire by running contraband magic, cursed artifacts, underground fight rings, and deals no one else is ruthless enough to touch.

In their territory, loyalty is absolute.

Enemies don’t get second chances.

And everyone knows the one rule that matters.

‘Nobody fucks with the Kings.’

PATCHED MEMBERS

RAZE—President

Species: Ice Dragon Shifter (formerly fire-breathing, now cursed to breathe ice)

Status: Cursed—flame sealed in a crystal dome at the clubhouse heart.

Abilities:

Ice breath—can freeze targets solid mid-stride, shatter them with temperature alone.

Dragon transformation—massive scale, wings large enough to span a hall, tail that demolishes stone.

Territorial flight and aerial combat—uses height and speed to rain ice lances on enemies.

Psychic cold—his emotional state bleeds into temperature, fury can frost an entire room.

SCAR—Vice President

Species: Vampire—approximately 500 years old

Distinguishing Mark: Vicious scar across his face, earned from a berserker he killed

Abilities:

Vampire speed—renders him nearly invisible in combat, crossing twenty feet in less than a heartbeat.

Superhuman strength—grip capable of compressing bone, can rip through fae warriors with bare hands.

Blood feeding—efficient and surgical, treats feeding as both sustenance and combat tool.

Ancient cunning—five centuries of existence honed into political and tactical intelligence.

Near-indestructible resilience—continues fighting through wounds that would destroy lesser beings.

WRECK—Sergeant at Arms

Species: Wendigo—gaunt, impossibly strong, feeds on fear

Abilities:

Fear consumption—physically inhales fear from living beings as sustenance, the more terror, the stronger he grows.

Nightmare aura—his presence causes involuntary dread, the clubhouse itself recoils from him.

Shadow movement—flows through shadows, makes no sound, appears without warning.

Stone skin—can harden his body to become an unstoppable battering ram in combat.

Impossible strength—even among supernatural beings, Wreck’s physical power is extraordinary.

COIL—Enforcer

Species: Serpent Shifter / Basilisk

Abilities:

Basilisk form—massive serpentine body, scales gleaming bronze and black.

Hypnotic gaze—can lock targets in place with his eyes.

Venomous bite—venom caustic enough to dissolve enchanted armor, melt fae flesh, and corrode magic itself.

Liquid movement—slips through gaps in debris and collapsing structures that would crush anything larger.

Partial shifts—can adopt a humanoid-predatory hybrid form.

MAUL—Secretary

Species: Werewolf

Abilities:

Full werewolf transformation—eight feet of corded muscle and dark fur, claws dripping with combat readiness.

Bear-adjacent strength in shifted form—tears through physical barriers and enhanced enemies.

Partial bleed—werewolf features push through human skin under stress or injury.

Pack instincts—runs security with faultless situational awareness.

FLUX—Treasurer

Species: Shapeshifter—changes forms to track money and prey

Abilities:

Unlimited form-shifting—hawk, wolf, human, and predatory hybrid forms documented, shifts multiple times mid-combat.

Scent tracking—any form retains the ability to track any target by smell across impossible distances.

Tech aptitude—uses knowledge and remote capabilities to disable security systems during assaults.

THORN—Chaplain

Species: Nightbark—forest spirit covered in thorns and branches, guardian of sacred ground

Abilities:

Living thorns—thorns sprout from his shoulders and body in defensive configurations, can be weaponized offensively.

Forest animation—can command trees and plant life to fight as warriors, vines strangle and crush.

Sap-bleeding—his wounds weep sap rather than blood, diminished far from living earth but never fully neutralized.

Sacred ground knowledge—understands the magical laws and histories that others ignore.

Healing collaboration—works alongside Ivy (both are forest-linked) on healing teas, salves, and herbal remedies.

RUCKUS—Road Captain

Species: Leprechaun

Abilities:

Gold magic—can manipulate gold and wealth, runs the fight ring betting with supernatural accuracy.

Luck magic—bends probability itself, creates illusions to confuse and disorient enemies in battle.

Mischief weaponized—his chaos-oriented magic makes him unpredictable and difficult to counter.

PROSPECTS

CALDER—Prospect

Species: Kitsune — young fox spirit

Abilities:

Fox-fire—manifests as flickering magical flame around his hands, weakened by iron wounds.

Fox spirit resilience—recovering from iron bullet wounds at the opening of the story.

RHETT—Prospect

Species: Hellhound

Abilities:

Hellfire—orange-flamed infernal fire, when combined with Bennett’s Holy Light, creates something neither heaven nor hell.

Shadow manipulation—shadows pool unnaturally at his feet even in full light.

Hellhound form—can drag fae and enemies into the shadow.

Infernal instincts—fights with predatory aggression and cheerful ruthlessness.

BENNETT—Prospect

Species: Angel

Abilities:

Holy Light—divine fire that burns supernatural enemies, particularly fae.

Wings—manifests large angelic wings, uses them to shield allies under fire.

Divine judgment—cold, precise combat, treats violence as a matter of principle rather than sport.

Combined power—his Holy Light and Rhett’s hellfire have merged once into something entirely new.

CLUB GIRLS

IVY—Club Girl

Species: Tree nymph

Club Role: Cook, greenhouse keeper, and healer. Tends to the herb garden attached to the clubhouse. Makes healing teas and salves in collaboration with Thorn.

Abilities:

Botanical healing—bark-textured hands glow green when healing, provides herbal remedies for wounded brothers.

Plant command—commands vines and botanical life as weapons in battle.

Calming presence—her nature magic radiates an instinctive peace.

Healing collaboration—works alongside Thorn (both are forest-linked) on healing teas, salves, and herbal remedies.

ASH—Club Girl

Species: Phoenix—in human form, though she can manifest flame wings

Club Role: Security and fight ring management. Handles clubhouse maintenance and repairs. Her fire abilities make her useful for welding and metalwork.

Abilities:

Phoenix wings—full flame wings manifested in combat and crisis.

Heat absorption—can absorb excess fire, though Raze’s uncontrolled flame overwhelms her.

Immortal rebirth—has died and been reborn three times, which gives her both wisdom and recklessness.

Combat hardiness—fights with professional efficiency, manages battlefield positioning instinctively.

LUNA—Club Girl

Species: Selkie—seal shifter

Club Role: Bar manager and emotional barometer. Keeps the clubhouse running smoothly. Acts as an informal counselor. The brothers come to her when they need to talk.

Abilities:

Empathic sensing—reads emotions and moods, invaluable during negotiations and deals.

Water magic—calls water from the air, even from condensation in frozen realms.

Selkie strength—moves a wounded person as if they weigh nothing when survival demands it.

Voice—singing voice capable of calming even Wreck’s hunger.

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