Gitta Sörensson

Bakgrund

GittaV5.pdf

Första åren som invigd

Gitta har glidit längre och längre från sitt liv som människa. Inte bara för att hon har genomgått en fundamental förvandling utan även för att hon inte känner att hon har så mycket gemensamt längre med hennes gamla vänner.

Gittas mamma dog plötsligt för två år sen medan hon var ute på på tågluff i Thailand. Det var en stor shock för henne för de har alltid stått varandra nära. Gittas mamma, Solveig, Men den största shocken kom när Karin Björkbom kom fram till Gitta efter begravningen, tog henne åt sidan och gav henne ett nytt liv.

Karin Björkbom hade ett helt liv förberett för Gitta att bara kliva in i men Karin har hållit sin distans sen dess. Gitta jobbar på ett vaktbolag där hennes närmsta chef förstår hennes speciella omständigheter. Gitta har möjlighet att jaga reguljärt kring hennes arbetsplatser i stans. Hon har även fått en bekväm lägenhet i stan. Men Gitta har inte direkt pratat med Karin om varför det blev så här eller om någonting alls egentligen. De har ett väldigt distanserat förhållande.

Gitta har ett väldigt svart-och-vitt sätt att se på sin omvärld och saker och ting är antingen rätt eller fel. Hon älskar att dansa på nattklubbar och gör det fler nätter i veckan bara för att få känna sig som en del av ett samhälle som hon mer och mer inser att hon står utanför.

Aspirationer

  • Hitta min hjärtefråga och driva den inom rörelsen. (Övergivit)
  • Skaffa pojkvän.
  • Varför invigdes just jag? (Check!)
  • Göra CH till Prins
  • Få över Karin på vår Agenda

Mask & Dirge

Idealist

An idealist sees a better future, and all things exist within the context of that eventuality. He never accepts compromise,only recognizing a perfect achievement of his goal.
Single Willpower: Deny a compromise that would water down your ideal.
All Willpower: Refuse safety for fear of abandoning your ideal’s purity.

Dagbok

Förmågor och fördelar

Stridskonst: Kung Fu

Kostnad: ● till ●●●●● | Typ: Fysisk | Villkor: Strength ●●, Dexterity ●●, Stamina ●● och Brawl ●●

Your character is trained in one of the many forms of Kung Fu, conditioninghis mind and body for the purposes of focus and self-defense. He may have begun his training at an early age, following in the footsteps of family or friends, orhe mayhave joined a school as an adult for the purposes of exercise or protection.

Dots purchased in this Merit allowaccessto special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Iron Skin” until he has “Focused Attack.” The maneuvers and their effects are listed below, most of which are based on the Brawl Skill.

● Focused Attack: Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets are reduced by one. See “Specified Targets,” p. 165. Even when a specific part of an opponent is not targeted, armor penalties to your character’s Brawl attacks are reduced by one.

●● Iron Skin: Your character has hardened his body to physical blows, allowinghim to withstand repeated hits with minimal effect. He has an effective armor trait of 1

●●● Defensive Attack: Your character has mastered the ability to fight defensively. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn.

●●●● Whirlwind Strike: Your character can unleash a storm of blows against an opponent. He can make a number of extra Brawl attacks for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier. Thus, he can perform a total of two attacks at Dexterity 3 (the second of which is at -1), three attacks at Dexterity 4 (the third of which is at -2), and four at Dexterity 5 (the fourth of which is at -3). All attacks must be on the same target. Drawback: Your character cannot usehis Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.

●●●●● Lethal Strike: By focusing his might and concentration, your character can kill or maim an opponent with a well-placed strike. A strike inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. (Note that this Willpower expenditure does not add three dice to the attack.)

Fortfärdig (Fleet of Foot)

Kostnad: ● till ●● | Typ: Fysisk | Villkor: Strength ●●

+1 i Snabbhet per nivå. Oberoende av din kroppsbyggd så kan du springa väldigt snabbt.

Jag vet en kille (I Know a Guy)

Kostnad: ● | Typ: Social | Villkor: Carthian Status ●

Effect: When Carthians make Allies (see p. 118), their covenant acts as a sort of support network that bolsters the efficiency of those allies. Once per story, a Carthian may access temporary Retainer dots equal to their Allies. These Retainers act in the Carthian’s interest, just like any other Retainers. (Since Allies gained with Carthian Pull don’t really belong to the character as a Merit, they don’t count for purposes of I Know A Guy.)

Drawback: These Retainers represent the Allies group in question, and will serve its interests first and foremost. If the Carthian wants them to do something contrary to the group’s interest, she’ll need to manipulate, threaten, or otherwise risk her relationship with her Allies.

Protean

Every vampire is one bad day away from giving in to the Beast. Some keep the creature leashed within, holding it back and only letting it out to prey on the weak. Others indulge their Beasts, revelling in the descent from an undead thing yearning for its grave to a force of savage power. A vampire who attains the pinnacle of Protean becomes a formless creature, nothing more than smoke and hunger.

● Omärkt grav

Slag: Inget | Kostnad: 0 för jord annars X antal Vitae som motsvarar materialets Hållbarhet | Handling: Omedelbar

Med en knapp anmodan, öppnar sig marken under dina fötter och omfamnar dig. Du förenas med jorden och är näst intill osårbar. Du förblir här tills vidare, tills du känner att det är dags att kliva fram igen. Jord är inte ett krav. Betong fungerar också, så länge du har tjänare som kan mata dig i din viloplats.

Viloplatsen måste vara minst samma storlek som vampyren.

Du sjunker in i jorden med hela kroppen så lång tid du vill. När du väl är begraven märks du inte för omvärlden, men du själv kan behålla medvetandet om du vill. Du är då medveten om vad som händer med marken ovanför dig, till exempel om någon försöker hälla cement för att bygga en parkeringsplats ovanför din viloplats. Dina sinnen är intakta och du får vittring på andra vampyrers rovdjursutsrålning, men du tvingas aldrig till en reaktion. Tappar någon blod på ytan kan du absorbera den. Marken spär ut blodet till den grad att du inte kan bli bunden i blondsband, men för en hungrig eller starkt beroende vampyr kan bara ett smakprov driva ut en från sitt gömställe, törstande efter mer.

Det enda sättet att skada en begraven vampyr är att förstöra marken på något sätt. Du tar en poäng krosskada för varje "Strukturpoäng" ditt bo förlorar. När du tar din första poäng Dödlig skada klarar du inte av att hålla dig kvar och reser dig ur marken.

●● Rovdjursaspekt

Slag: Inget | Kostnad: 1 Vitae | Handling: Reflexiv | Varaktighet: 1 scen

All the vampire has to do is give in just a little bit, and her Beast can slip out through her flesh, warping her body into a monstrous form. While every Gangrel’s Beast is different, its manifestation usually takes inspiration from a predatory or scavenging animal of some form. Some twist their bodies to run on all fours like a wolf, while others take on the rough skin and strange senses of a shark.

By spending a point of Vitae, the vampire can manifest a small host of bestial traits. When she first learns Predatory Aspect, she picks three adaptations from the list below. From then on, she can manifest any or all of these changes for the rest of the scene by spending a point of Vitae.

If none of these adaptations make sense for the character, the player and Storyteller should work together to create new ones, using these as guidelines.

  • Aquatic: Growing webbed hands or slick scales, the vampire can swim at the same Speed she can run on land.
  • Claws: Sharp claws grow from the vampire’s fingers. They are 1L mundane weapons that use Brawl to attack.
  • Extra Sense: The Kindred grows extra sensory organs, giving her tremor sense, echolocation, or some other sense that allows her to “see” without using her eyes. Using this sense, she has a 360-degree field of vision.
  • Feral Senses: Taking on a hawk’s eyes or a dog’s sense of smell allows the vampire to hear heartbeats and see or smell blood as though her Blood Potency were two dots higher.
  • Patagia: By growing a flap of leathery skin between her arms and torso, the vampire can glide — as long as she falls at least ten yards (ten meters), she can travel thirty yards (thirty meters) horizontally, and she takes no damage from the fall.
  • Prehensile Tail: The vampire grows a long, prehensile tail. She can use it to grab things as though it were an extra arm, though it doesn’t have a hand and can’t be used for fine-motor tasks like unlocking a door or firing a gun.
  • Quadripedal: Longer arms and shorter legs allow a vampire to run on all fours like a cheetah or wolf. When running on all fours, add +4 to her Speed and double all jump distances.
  • Wall Crawling: The vampire grows hundreds of tiny insect legs, claws on his feet, or barbed hairs on his body that allow him to move freely across walls and ceilings without an Athletics roll.

A character can change her adaptations by spending a day in her Unmarked Grave and spending one point of Vitae for each adaptation she wants to replace. When she changes adaptation, the player should work to maintain the theme of a specific predatory creature — though she may pick a different predator to copy when the vampire’s adaptations change.

●●● Rovdjurshamn

Slag: Inget | Kostnad: 2 Vitae | Handling: Omedelbar | Varaktighet: Tillsvidare

The Beast can warp a vampire’s flesh, taking the form of an animal that she has consumed. Her body warps and shifts, growing extra muscle or folding in on itself until she fully resembles an animal she has consumed. The Beast will not give her the form of prey — her new skin must resonate with her predatory nature in some way.

Her flesh ripples and warps as the vampire takes on the form of an animal. She must have consumed the beast — killing it by feeding from it. She can only take on the form of predatory animals, carrion-eaters, plague-carrying beasts, and parasites between Size 1 and 7. A vampire can keep a number of forms ready equal to her dots in Protean; to add or replace one she must consume the appropriate beast then slumber for a full day and night in her Unmarked Grave.

In animal form, she takes on the beast’s Physical Attributes and Skills, and its Size, Speed, and Health. She can move and sense and attack in any way that the animal can — a shark can swim and bite and sense blood, while a rat can scurry and bite, and a crow can fly. She may be unable to use some Physical Merits at the Storyteller’s discretion. She can remain in her animal form indefinitely, but she still feels the need for blood burning within her, and sunlight still harms her.

While in animal form, the vampire can use her Disciplines as normal.

Kattform

Cats are feline carnivores that stalk and pounce upon prey, killing it by snapping its neck with their jaws. Cats are intelligent animals and clever hunder, but difficult to train. They have exceptionally sharp hearing and keen night wision, plus well-developed senses of taste and smell.

Attribut: Strength 1, Dexterity 5, Stamina 3
Skills: Athletics 4, Brawl 2, Stealth 3
Size: 2
Speed: 13
Health: 5

Attacks

Bite: Damage 0(L)*, Dice pool 3
Claw: Damage 0(L)*, Dice pool 3

*A cat's attacks recieve no damage bonus, but still inflict lethal damage.

Resiliens

Resiliens

Slag: Inget | Kostnad: Ingen eller 1 Vitae per effekt | Handling: Ingen (för långvarig effekt) eller Reflexiv (för aktiv effekt) | Varaktighet: Permanent (för långvarig effekt) eller En tur (för aktiv effekt)

The Kindred are walking corpses, free of the frailties of a mortal form. Their bodies are capable of great endurance, but Resilience harnesses the Beast to take that endurance beyond “great” and into “impossible.” With Resilience a vampire could continue to act even when his body has been reduced to little more than bone and tendon.

Like other physical Disciplines, Resilience has two kinds of effects: persistent and active. Persistent effects are always on, and have no cost. Active effects are Reflexive, and cost one Vitae per effect.

Persistent: Add the vampire’s dots in Resilience to his Stamina. This may raise a character’s Stamina above the normal limits imposed by his Blood Potency. Whenever he is dealt aggravated damage, for each dot of Resilience he possesses, downgrade one point of aggravated damage to lethal. This applies to damage from fire and all acquired banes, but not sunlight. Resilience offers no reprieve from the sun’s blazing eye.

Active: By spending Vitae a vampire can dismiss grievous wounds, even those from banes. For each point of Vitae spent, choose one effect from the following list. A vampire may spend additional Vitae to invoke multiple effects simultaneously, but no effect of Resilience may be used more than once per turn.

  • Subtract his Resilience dots plus one from all non-bane sources of damage. Mechanically this is similar to armor, but does nothing to reduce the visual and superficial signs of injury. Removed damage appears to be dealt, but resisted wounds do not inhibit the vampire physically in any way, though in a social context they likely create some difficulties. All superficial wounds may be healed completely for one Vitae whenever he next slumbers.

If an injury specifically removes a limb, an eye, or so on, the vampire does suffer logical impairments from the injuries.

This method of reducing damage does make it more difficult to stake a vampire.

  • Subtract his Resilience dots from all damage from fire or other acquired banes. Sunlight still remains beyond the power of Resilience to defend against. All superficial signs of damage remain: Even if a vampire lost no Health while dashing through an inferno, he still emerges a burnt corpse. In this case, however, the visible damage is only as severe as it would be for a mortal who’d suffered the same level of harm.

Gitta Sörensson

Gitta Sörensson
Spelare — Natalie
Koncept — Blodhund
Klan — Gangrel
Förbund — Rörelsen
Skapare — Karin Björkbom
Scenarion — Nattkvarter
Inträde — Nattkvarter
Citat — Men det är inte rätt!
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License