Caity Black

* IC Info
* OOC Info

## History

A good rule of thumb here is simply to explain how your character got to New Albion. If you want to perform a deeper dive into the character history, feel free, but it's not entirely necessary and can go be explained IC as you like.

## Sheet

Basics* **Name**: Caity Black
* **Concept**: IRA Wild Child
* **Nature**: Fighter
* **Demeanor**:
* **Sect**: Camarilla
* **Clan**: Gangrel
* **Bloodline**: Coyote
* **Generation**: 11th
* **Humanity**: 4 (BNS MET)

Attributes* **Physical**: 00000 00000
* **Physical Focus**: Stamina
* **Social**: 000
* **Social Focus**: Appearance
* **Mental**: 00000 00
* **Mental Focus**: Wits

Skills* **Athletics**: 00
* **Awareness**: 0
* **Brawl**: 000
* **Crafts**: 00
* **Dodge**: 000
* **Drive**: 0
* **Firearms**: 0
* **Intimidation**: 0
* **Leadership**: 0
* **Linguistics**: 0
* **Lore**: 0
* **Melee**: 0000
* **Science**: 0
* **Stealth**: 000
* **Streetwise**: 0
* **Subterfuge**: 00
* **Survival**: 00

Specialties* **Crafts (Explosives)**: Caity was trained by the IRA to make improvised explosive devices
* **Drive (Motorcycles)**: Caity can drive Motorcycles in addition to cars
* **Linguistics (Gaelic)**: The Ability to read write and speak Gaelic
* **Lore (Kindred)**: Innate understanding of the Kindred Condition
* **Lore (Camarilla)**: Innate understanding of the inner workings of the Ivory Tower
* **Lore (Gangrel)**: Innate understanding of the customs and politics of Clan Gangrel
* **Lore (Nosferatu)**: Understanding of the customs and politics of Clan Nosferatu
* **Science (Chemistry)**: The Study of the science of Chemistry, mainly used for making explosives

Backgrounds* **Generation 0**: Caity is a Neonate, Learning new Skills and forming ties with mortals come easy to her, Her blood is pliable enough to learn Techniques but Elder Powers are well outside her grasp.
* **Allies 00**: Caity Has mortal allies with the IRA and with Union Workers organizations
* **Influence Underworld 000**: Caity has pull with Organized Crime, mainly the IRA, Smugglers, and the Police.

Merits & Flaws
*Merits*
* **Bloodline: Coyote 00**: Caity Is a member of the Coyote Bloodline, Her Clan Disciplines are Celerity, Obfuscate, and Protean
* **Protean Blood 0**: Caity can, once per hour, activate a protean power without paying blood or expending an action.
* **Shape of the Beast's Wrath 000**: Caity's Fight form in Protean, is much like a Werewolf's War Form. When using this form Brawl test pools are increased by +5, Brawl attacks do aggravated damages, however all defensive pools are at a -2 Penalty.

*Flaws*
* **Impatient 00**: When forced to wait for over five minutes without taking action, Caity Looses a point of willpower
* **Intolerance 0**: Caity cant stand the English.
* **Short Fuse 00**: Caity is considered to have 1 additional beast trait when testing for frenzy
* **Haunted 0**: An ancestor's Ghost Haunts Caity and occasionally causes trouble for her

Disciplines* **Celerity**: 000
* **Obfuscate**: 000
* **Protean**: 0000
* **Fortitude**: 00
* **Presence**: 0

Techniques
From LARP rules we're borrowing.

Animal Swarm
When you activate Shape of the Beast, you may choose to turn into a swarm of animals instead of one larger creature. You transform into the same animal you would normally become by using Shape of the Beast. If your Shape of the Beast allows you to turn into a bat, you can turn into several bats at the same time by using Animal Swarm.
This swarm consists of one animal for each dot of Celerity you possess. Elder powers and Celerity-based techniques do not increase the number of animals created by Animal Swarm. Each animal can act independently and can take one simple and one standard action each turn. When you activate Animal Swarm, all of your Mental and Social powers end. You cannot spend Blood or use Mental or Social powers while in Animal Swarm.
Each of the animals in your Animal Swarm has your Mental attribute, Social attribute, and skills. While swarming in your flight form, each of the animals gains a +1 bonus to Dodge based defensive test pools, and they can fly at your normal movement speed. In flight form, your Physical attribute is considered 1, when you are attacking.
While swarming in your fight form, each of your animals has a Physical attribute equal to half of your own Physical attribute (round up). These animals inflict your normal damage, and your Potence can augment their attacks. Animals created by this power have the same attribute focuses as the character who created them, and they possess 5 health levels. If your animals attempt to retest in combat, each animal must spend Willpower separately; they use your Willpower pool to do so.
Animals created by Animal Swarm can separate and perform separate tasks, but must remain within one mile of each other. You can use a simple action to return to your human form at the location of any animal created by this power. When you revert to human form, you automatically reabsorb any of your animals that are within your line of sight. Animals not within your line of sight crumble at the same moment, turning into ash. When Animal Swarm ends, you lose 2 Blood for each animal that you were unable to reabsorb, including animals destroyed in combat and animals destroyed because they were not within your line of sight when you reformed.
Animals created by this power are considered to be one entity for the purpose of powers that modify an individual’s behavior. If one animal is Dominated, all of the animals in the swarm suffer the effects of that power. If one animal cannot break an individual’s Majesty, none of the animals in the swarm can attack that individual.

Will to Survive
If you have any damage in your Injured wound track, you automatically regenerate 1 point of normal damage each turn without spending Blood. If you have no remaining normal damage, but still have aggravated damage in your Injured wound track, Will to Survive heals 1 point of aggravated damage every three turns.
Will to Survive heals a character during the everyman round; this power has no effect during Celerity rounds.
Will to Survive ceases to function if you have no Blood in your Blood pool or no wounds in the Injured wound track. Will to Survive does not require you to expend an action or Blood. In combat, this healing occurs during your everyman initiative.
Quickened Blood

## Relationships

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* Nickname: "Quote."

## Additional Pictures

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## Etc

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