Lorrie Dunsirn

Lorrie Dunsirn
Lorrie Dunsirn

History: Lorrie Dunsirn was born in 1978 to a branch of the family intimately connected to the Giovanni vampires to the south, and brought up in the best Dunsirn traditions. Lorrie was home-schooled: her parents were too cheap to spend good money to send her to any other schools. They told her the creepy Dunsirn reputation (born of jealousy for their good breeding and wealth, of course) and her ugliness would only bring her unhappiness, anyway. Besides, they needed her at home. Lorrie helped maintain her household, and found a talent for butchering meat. This, and occasional womanly duties, was Lorrie's life at her vast (yet spartan) ancestral estate outside the Scottish city of Dundee, which she never left during until adulthood. Even more than other Dunsirn, Lorrie was short-tempered, and prone to strange dreams and visions, since early childhood. She claimed to see things that weren't there (or at least weren't visible to normal sight); her family saw this as a potential talent for Necromancy, an art not practiced widely in the family.
Lorrie never saw anyone outside her family, but she made do; similarly sheltered cousins, siblings and other relatives served as playmates, friends and lovers. An indiscretion at the age of fourteen led to the birth of an unplanned baby, and Lorrie's father forced her to "take care" of the mistake. Having to stock the larder with her own infant son did much to curb the young woman's libido thereafter.
Then, at the age of sixteen, Lorrie's curriculum changed. Uncle Joseph Dunsirn gave her the Proxy Kiss, seeing excellent vampire potential in Lorrie's strong arms, deft fingers, underdeveloped morals and special insights. She was taught to use her talent for blades offensively, and received basic instruction in Necromancy. She remained a perpetual teenager (due to her immaturity and the age-retarding properties of vitae) for the next decade, as Uncle Joseph leveraged for Embracing rights. During this time, Lorrie learned about the finer points of Giovanni Kindred society, and helped with the occasional hunt for "long pig" (usually vagrants and junkies).
At the age of 27 (only two weeks before she was finally to be Embraced), during one such "hunt" on the outskirts of the industrial district with her Uncle Byrun's two boys, Lorrie was shot by a heroin addict. The last thing she remembers clearly before coming to miles away, naked, her hands and mouth covered in blood, was her cousins trying to wrestle the junkie to the ground. Beyond that, there are only fragments of memories, and flashes of horrific scenes in a cloud of uncontrollable anger: frenzied attacks against both the stranger and her relatives, severed body parts flying around, the acrid smell of blood in supernaturally sensitive nostrils, and running howling through the moors. Lorrie walked back to the scene of the attack, naked and still dazed; the bloody remains of multiple people (that of both her cousins, and the addict) lay in unidentifiable scraps amid the grass and industrial ruins. She figured that this was one of those violent outbursts that ghouls are famed for, and decided to cover up her crime and not mention it to anyone. Proxy Kissed that couldn't control themselves had their supply of "juice" cut off, and sometimes were killed as an example -- Lorrie had butchered two such unfortunates herself. She had no illusions what would happen to her. She dumped the bodies in a dry well (though she had a little snack to console herself in the meantime), then returned home, concocting a story about an attack from Spectres.
For two weeks afterward Lorrie managed to keep her secret, avoiding family members (and their pointed questions about the "ghost attack"), and trying to ignore her newly opened senses. Then, in a family ceremony attended by one of the Italian Kindred, she was inducted into the family of Dunsirn Kindred, honored with the Embrace by Uncle Joseph. But something went horribly wrong. Yet again, the mindless fury overtook her, and when she came to her senses this time, several family members (including her parents) and Uncle Joseph were dead, along with the Italian. She was battered horribly; apparently, the victims put up a fight before she took them down. She also looked down at her arms, covered with blood-matted fur. She knew then that she had no future in her family. She fled toward the city of Dundee, and hasn't looked back.
Current Concerns: Lorrie maintains a precarious existence on the outskirts of Dundee, Scotland. She lives among the homeless and derelict, and only comes out of her Shadowlands hovel to hunt. She's not assimilated either her vampiric condition or her Garou heritage very well: she hasn't separated her need for blood from her former diet of cannibalism, and feeds by devouring her prey, only to vomit up gobbets of bloody meat later. Not one for introspection, the Dunsirn Abomination isn't certain what to make of this. She has no control over her shapeshifting; she always remains in Homid form, until anger or hunger drives her into a murderous, deadly, Crinos-powered Frenzy. Lorrie has only recently caught onto the fact she can move into the Shadowlands under her own power (via Thanatos), never having been indoctrinated into the concept of spirit travel. She descends into the lands of the dead fairly frequently, sleeping the day away there despite having been "caught" between the lands of the dead and the physical world on two harrowing occasions. So far, the Abomination been cunning enough to cover her tracks by bringing her prey back to her earthly den, but her Frenzies have left several dismembered, partially-devoured bodies behind. It's only a matter of time before she's discovered by her former family (who are hunting for her), or one of the Fianna or Black Spiral Dancer packs that dwell within the city (who also know of Lorrie and are looking for her). She knows nothing of Garou society, and doesn't know or would care that she reeks of the Wyrm; however, her spiritual alliance is one of ignorance and the effects of her monstrous nature, not willing servitude. Her tattered sanity is fast failing her, and she suffers increasingly from frenzies and blackouts; soon, Wassail (or the Thrall of the Wyrm, depending on one's semantic preference) will claim her.
Appearance: Lorrie was never a pretty girl. Her eyes and her yellowed teeth are uneven and too close together. She's built like a linebacker, with broad shoulders, heavy bones and a stooped posture. Her pale skin was covered by dark brown freckles and red rosecia splotches in life. In undeath, though, she is hideous: her permanently extended fangs stick out at odd angles from her wide mouth, her skin is now more a light, bruised gray than creamy white, and the splotchy pink of life is replaced by dead purple and blue-gray. Her one beautiful feature in life, her long auburn red hair, is now unkempt and matted with blood and dirt. Her Crinos form is something out of a nightmare, covered with mangy fur that matches her hair, misaligned jaws, and insane black eyes.
Roleplaying Hints: Just hide out in Hell (the Shadowlands), until hunger drives you to hunt. When hunting, say nothing to anyone. Sneak up and do the deed, drag the body back to your hidden place and eat. Then go back to Hell; while there, devour the occasional ghost if you can catch one. When your life is threatened, explode into ravening Frenzy and kill everything. Return to the scene if you can, though, to hide evidence and collect food; if you can't, melt back into the Underworld and wait it out. Your dreams, your hopes, your capacity to feel anything but fear, anger and hunger, are all gone. All you know now is hunger.

Lorrie In Your Chronicle
Lorrie never had a chance. Born inbred into a morally bankrupt and decadent family, and with the Garou Shifting gene, her life was doomed to failure. Years of incest, cannibalism and isolation from the outside world created a sociopathic, morally numb monster. The First Change and Embrace didn't change her basic nature, they only increased her potency. Lorrie is now something beyond the ken of a Black Spiral Dancer in her evil, barely sentient, a fate all the more tragic for the fact she could never have been anything else.
Lorrie Dunsirn is an antagonist anyone would want to kill. The Dunsirn (and the Giovanni clan as a whole) are out for her blood, as they've pieced together what's happened from the evidence and the accounts of the slain family members' spirits. No doubt, it's the duty of any Gaian werewolf to tear her asunder. Surprisingly, the Black Spiral Dancers want her dead too; while they appreciate murder and atrocity, as any good servant of spiritual death would, she's a rogue element outside their control and a threat to the Veil. Thus, a pack of the Wyrm-Garou may covertly assist a Gaian pack in bringing her down.
Despite the fact that she has no Dark Gifts or ability to control her shapeshifting, Lorrie is extraordinarily dangerous, easily the match of a pack or coterie. She frenzies at any sign of danger, and her high Strength in Crinos form, plus her Potence, means that she only needs to hit once except against the most durable opponents. Her high Rage ensures a high number of attacks, though, making her even deadlier. However, the Abomination usually is low on blood, to the point of starving (2 to 4 blood points); the only time Lorrie leaves the Shadowlands (and Garou or Kindred can encounter her) is to feed. If she hasn't fed yet, foes have a much better chance against her, as she won't be able to heal or boost her Attributes. With her high Stamina and Fortitude, though, even a starving Lorrie is a tough nut to crack. Don't spring this creature on your players unless you're sure they can handle it, or you want to end your chronicle in a way that will piss off your players forever.
Statistics

Nature: Survivalist
Demeanor: Monster
Concept: Cannibal

Clan: Giovanni
Generation: 12th

Breed: Homid
Auspice: Galliard
Former Tribe: none (Fianna bloodline)

Attributes
Physical: Str 4, Dex 3, Sta 4 (Str 8, Dex 4, Sta 7 in Crinos)
Social: Cha 2, Man 2, App 1 (Cha 2, Man 0, App 0 in Crinos)
Mental: Per 3, Int 2, Wit 4

Abilities
Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 2, Intimidation 3, Streetwise 1
Skills: Drive 1, Melee 2, Stealth (Hiding) 4, Survival 3
Knowledges: Academics 1, Medicine 4 (Anatomy), Occult 2

Backgrounds
Arcane 2, Generation 1, Contacts 1

Advantages
Willpower 4, Rage 7, Thanatos 2

Humanity and Virtues: N/A; effective Humanity rating of 3.
Blood Pool: 11 (usually close to empty)

Disciplines: Fortitude 1, Necromancy 1 (Sepulchre Path), Potence 3

Merits: Eat Food (1)
Flaws: Dark Fate (already realized), Hunted (Dunsirn), Hunted (Garou)


Go to the Abomination index.