Gulikan



“To truly understand a thing, one must draw in its truest essence, the unadulterated and revelatory vitality that declares the thing's singular nature.”

Parent Clan: Daeva

Nickname: Perfumers or Bloodhounds

Bloodline Disciplines: Celerity, Majesty, Ortam, Vigor

Covenant:

Background:

Weakness: Similar to all Daeva, the Gulikan find it especially difficult to resist the hedonistic urges that all vampires indulge now and then. Whenever a Gulikan has the chance to satisfy her Vice but chooses not to do so, she loses two points of Willpower, rather than gaining one by partaking of the pleasure.

Compounding the clan weakness is the Gulikan’s particular craving for certain rarified scents. Every member of the bloodline favors the scent of one type of mortal in a way that goes far beyond mere interest. Whenever the character detects this special scent, no matter how far away the source of that scent might be, the character must do all she can to locate the source and, ultimately, possess that scent until nothing of it remains. The fragrance distracts the character to the degree that she finds it difficult to concentrate clearly on anything else until she can have the scent for herself. What this means in game terms is that from the moment the character has detected that scent and until the moment when she has finished consuming that scent the character is subject to a –1 penalty to all dice pools. Worse, until the Gulikan finds that particular target, she can drink the blood of another only by expending a point of Willpower. Only the blood of her special victim will otherwise satisfy her desires. Once the character finds the kine exuding the scent, the Gulikan cares only for savoring the scent as long as she can. This means she may literally press her nose into the skin of the mortal and bask in the odor that drew her in the first place. Unless she is in a frenzy, she will try to forestall the inevitable drinking until the last possible moment, enjoying the fragrance until hunger or expediency overwhelms her lust.

Gulikan are prone of kidnapping their victims and keeping them alive as long as possible, often curling up against them night and day in order to be immersed in the intoxicating scent. However, because the need for blood grows inexorably, such situations are usually short-lived. In the end, the Gulikan will take the victim’s blood, until nothing remains. If, for some reason, the character is unable to locate the source of the scent or to possess the individual, after three nights she may spend a point of Willpower to overcome the gnawing desire for that particular scent, though she will never forget it entirely. The precise type of person whose scent is uniquely irresistible to the character can be nearly anything. Pregnant women, murderers, opium addicts, Native Americans, people fearing for their lives, borderline suicides, diabetes sufferers and so forth all are appropriate. The target group should be common enough that they might show up regularly, but uncommon enough so that, unless the character went to a specific place known to be populated by such people — a hospital, prison, orphanage, head shop and so on — he’ll have no certainty that they will make an appearance. At the beginning of every game session that a character is not currently fixated on a particular individual’s scent, the player rolls Wits + Composure. A success indicates that the character detects and fixates upon a new special scent. If the target group selected is unusually common in the vicinity of the character, the Storyteller might apply a bonus to the roll. On the other hand, if the group is likely to be uncommonly scarce — for example, in the Barrens near the character’s haven — a penalty should be applied.

Character Generation:

Reference

 * Bloodlines: the Legendary pages 64-77