Korvosa Guard

Ranna Karlsdóttir's page

109 posts. Alias of Ever_Anon.


Race

Alias "Engine" I Female Skovlan Leech I Insight 2 (Study 2, Tinker 3) I Prowess 2 (Finesse 1, Wreck 1) I Resolve 2 (Command 1, Consort 1) I Vice: Obligation I Stress 1/9 I Harm: Level 1 (electroplasmic shock)

About Ranna Karlsdóttir

Name: Ranna Karlsdóttir
Playbook: Leech
Heritage: Skovlan
Background: Military - She worked as an army doctor during the Unity War.
Vice: Obligation - Ranna runs a free clinic out of her home in Charhollow. She never has enough money for supplies and it's becoming increasingly difficult to keep the place going.
Alias: Engine
Look: Ranna's Skovlan heritage is obvious in her blonde hair (which she keeps short) and piercing blue eyes. She's tall but extremely thin, weighing a little less than she should at her height. Her clothes are surprisingly clean with only a few neatly patched holes.

Stress: 1/9
Trauma: 0/4
Harm: Level 1 Electroplasmic Shock
Healing: 0/4
Coin: 2

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ACTIONS
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Insight: 0/6 XP
Hunt: 0
Study: 2
Survey: 0
Tinker: 3

Prowess: 0/6 XP
Finesse: 1
Prowl: 0
Skirmish: 0
Wreck: 1

Resolve: 0/6 XP
Attune: 0
Command: 1
Consort: 1
Sway: 0

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SPECIAL ABILITIES 6/8XP
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Physicker: You can tinker with bones, blood, and bodily humours to treat wounds, or stabilize the dying. You may study a malady or corpse. Everyone in your crew (including you) gets +1d to their healing treatment rolls.

Alchemist: When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.

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FRIENDS / ENEMIES
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Friend: Stazia, an apothecary in Charhollow. Stazia supplies most of the medicinal ingredients for Ranna's clinic. (Not for free of course, but she approves of what Ranna is doing and offers generous discounts when she's able to.)

Enemy: Eckerd, a corpse thief. Eckerd once approached Ranna with a business proposition: he needed fresh corpses for his 'employers' but was tired of dodging the Spirit Wardens. All Ranna had to do was hand over dying patients, then tell families the bodies had been destroyed as per protocol. She was horrified by this idea and tried to turn him in. He somehow escaped the Spirit Wardens and has been spotted in the vicinity of Ranna's clinic, no doubt planning his revenge.

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LOAD & EQUIPMENT
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Light (3)

Normal (5)

Heavy (6)

Special Items

O Fine tinkering tools
O O Fine wrecker tools
O Blowgun & darts, syringes
O Bandolier of alchemicals (3)
O Bandolier of alchemicals (3)
O O O Gadgets

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SPECIAL FORMULAS KNOWN
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Medicine - Levonide: A pain killer that works by dulling the nerves. Injectable.
Benefit: Ignore all Harm penalties for one hour while under the influence of the drug.
Drawback: Volatile. The dulled nerves make it harder to react to new danger. Take -1d to Resist while under the influence of the drug.

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LONG-TERM PROJECTS
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Researching New Drug - Serenity: A knockout drug that also muddies the user's most recent memories. Injectable.
Benefit: One person is knocked unconscious for approximately an hour and cannot accurately recall the moments immediately preceding the injection of the drug.
Drawback: Rare. Requires qáamsit, an herb from Severos that is only imported by a few Severosi Leeches.
Progress: 3/8

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STORY
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Ranna Karlsdóttir was born in Hønevik, a small town at the northern edge of Skovlan. Her father Karl was a sailor until a fight with a leviathan claimed both his legs. Her mother Svala was a seamstress and also the closest thing to a doctor the town had. (She could sew up a wound neatly at the very least, and she had some practice in keeping her husband alive after his accident.) Thanks to Svala's talents, even after Karl could no longer work Ranna and her younger brother Bjorn grew up in relative peace and security. They almost always had enough food on the table. The Unity War was still far to the south. Life was good.

A childhood spent helping her mother led Ranna to develop an interest in medicine. At the age of 16 she said farewell to her family and traveled to Blackvale. She spent years studying there with the plan of eventually returning to Hønevik as a real doctor. Then she received a frantic letter from her mother. The Unity War wasn't going well and the conscripters had finally made their way north. Bjorn had been sent to the 14th Regiment. Hoping to protect her brother, Ranna left her studies and volunteered to join the 14th as a medic.

Thus began 6 years of hell. Ranna rarely had to fight, but taking care of the aftermath was almost worse. Some soldiers she was able to save. Most she wasn't. She had to learn to lock her compassion and empathy away inside herself; to become as cold as the ice that covered her homeland. Still, every time new torn-apart bodies were brought to her, she couldn't help but pray to the dead gods Bjorn wasn't among them.

At the age of 27 Ranna was frantically treating a soldier's crushed arm when a bomb exploded overhead and her world went black. She regained consciousness inside an Imperial camp. A captain was studying her with cold eyes. "You. Doctor?" His Skovic was terrible. Fortunately she'd studied Akorosian at the Academy.

"Yes. I...yes, I'm a doctor."

"Good." Whether he was referring to her answer, the fact that she spoke Akorosian, or both was unclear. "Here's the deal, girl. You treat my men. You keep them alive. You help us and I'll keep you safe. You don't and I'll find another use for you, one that doesn't require your cooperation. Are we understood?"

Ranna nodded. What choice did she have?

It was almost funny how little changed. Same hospital tents. Same injuries. Same nightmares. Captain Marin kept his word and Ranna kept hers. She thought about running but where would she go? She'd just be captured, killed, (or worse), and then she wouldn't be able to help anyone. Besides, whether people begged for their mothers in Skovic or Akorosian made no real difference. They were still people, and she had sworn to save lives whenever possible.

(Was she just lying to herself? Making excuses due to cowardice? She didn't know.)

Ranna worked for the Imperial army until the war finally ended a year later. She half-expected to be kept prisoner even then, but Captain Marin told her she was free to go. Slowly she made her way back north to Hønevik. If Bjorn had survived surely he'd do the same. Maybe she could meet him there. Maybe they could both go on with their lives and forget the war had ever happened. Maybe...

"Imperial whore!"

It turned out that Ranna was the only surviving member of the 14th Regiment. People made their own assumptions about why and she couldn't even say they were wrong. When given the choice between working for the enemy or dying for her country she had chosen to live. She was a traitor. Svala refused to open the door. Karl shouted from behind it that he had no daughter, that his only child had died with honor on the battlefield. Numb, Ranna left her hometown behind. When the whispers followed her, (or at least she imagined they did), she left the country entirely. At the Doskvol port she was asked for her name.

"Ranna."

"Family name?"

Ranna paused. She couldn't call herself Karlsdóttir anymore. Not since she'd been disowned. "Enginn," she finally said. Skovic for "no one."

"Ranna Engine, got it. Next!" Ranna didn't bother correcting him.

Doctors are rare in Doskvol, but so are people who can afford to pay them. Ranna nearly starved before she finally found a consistent 'patron.' The Grinders were a gang of Skovlanders who, true to their name, often got into the kind of trouble that left them looking like ground meat. Hutton was a short-tempered a*&+#%~, but he cared enough about keeping his men alive to put Ranna on his payroll. She even earned enough extra to turn her small home in Charhollow into a clinic of sorts.

Gang life is inherently violent though, and after a brutal war with the Silver Nails the Grinders are no more. Now Ranna needs to find a new crew if she, and her clinic, are to survive.

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COIN & STASH
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EXPERIENCE TRIGGERS
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* Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

* You addressed a challenge with technical skill or mayhem.
* You expressed your beliefs, drives, heritage, or background.
* You struggled with issues from your vice or traumas during the session.