Difference between revisions of "Brahnamin's Characters - Ban Sidhe"

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(Core Stunts)
(Core Stunts)
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==Core Stunts==
 
==Core Stunts==
 
'''Wild Magic:''' As a Ban Sidhe, you can tap into the energies of the Ways between the Mortal Realm and the Wild (unalligned) places of the Nevernever, twisting reality in subtle but significant ways. In game terms, you may perform any of the four basic actions with understated and ephemeral magical effects that resist being identified or even acknowledged by those looking on. Unlike Evocation, that tends to be flashy and in your face, leaving behind telltale signs that magic has been performed, Wild Magic tends to nudge things just enough that the inclination of reality is to simply 'snap' back into place the moment the magic is spent and those who witnessed it, tend to mentally rewrite whatever they think they saw with a more plausible explanation.
 
'''Wild Magic:''' As a Ban Sidhe, you can tap into the energies of the Ways between the Mortal Realm and the Wild (unalligned) places of the Nevernever, twisting reality in subtle but significant ways. In game terms, you may perform any of the four basic actions with understated and ephemeral magical effects that resist being identified or even acknowledged by those looking on. Unlike Evocation, that tends to be flashy and in your face, leaving behind telltale signs that magic has been performed, Wild Magic tends to nudge things just enough that the inclination of reality is to simply 'snap' back into place the moment the magic is spent and those who witnessed it, tend to mentally rewrite whatever they think they saw with a more plausible explanation.
 +
* Mark a stress box for +1 or two boxes for +2 on any one magical
 +
action. You may mark only two boxes at a time.
 +
* Mark Exhausted to add +4 to any single magical action or to attack
 +
multiple targets magically without dividing your roll (page 190).
 +
* Mark Burned Out to gain +2 to all magical actions for the rest of
 +
the scene or, if Exhausted is already marked, to attack multiple
 +
targets with magic without having to divide your roll.
 +
:Note: These benefits are cumulative. If you mark two stress boxes and both
 +
conditions, you could do a single magical action at +8, and then have
 +
+2 to all magical actions for the rest of the scene
  
 
'''Ban Sidhe's Scream:''' As a Ban Sidhe, you are able to perceive ghosts and specters, spirits of the dead who still inhabit the Mortal Realm. You are able to speak freely with such spirits and they can speak to you. Once per session you can concentrate and let out a scream that reverberates across the Veil, drawing the spirits around you closer to the Mortal Realm where they can be seen and heard by all, granting you a level of scale on any action where the presence of the dead might affect the outcome. [Typically, where they might freak out or otherwise alarm or distract the minds of those acting against you].
 
'''Ban Sidhe's Scream:''' As a Ban Sidhe, you are able to perceive ghosts and specters, spirits of the dead who still inhabit the Mortal Realm. You are able to speak freely with such spirits and they can speak to you. Once per session you can concentrate and let out a scream that reverberates across the Veil, drawing the spirits around you closer to the Mortal Realm where they can be seen and heard by all, granting you a level of scale on any action where the presence of the dead might affect the outcome. [Typically, where they might freak out or otherwise alarm or distract the minds of those acting against you].

Revision as of 09:13, 14 June 2020

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Alice VanPelt

Alice001.png

"The dead speak words the living cannot bear"

Mantle :: Ban Sidhe (Banshee)

Believed by many to be Harbingers of Death, the Ban Sidhe are in fact creatures of the Mortal Realm raised among the Wyld Fae. Taken as babes from their mortal cribs, the Ban Sidhe grow to become drenched in the energy of the Ways and the Wild Places of the Nevernever, but being mortal, they are doomed to exist eternally between. With one foot in the Mortal Realm and one in the Nevernever, they are natural mouthpieces to mediate between the living and the dead.

Unique Conditions

Exhausted (Sticky) D0a.png

Burned Out (Lasting) D0a.png

High Concept

Girl Who Needs to Know Everything

Trouble

Reckless to a Fault

Free Aspect

Walker of the Ways Between

Free Aspect

The Shadows Speak to Me

Free Aspect

I Know a Guy

Approaches

Blackfate.png Blackfate.png Blackfate.png

Intellect

Blackfate.png Blackfate.png

Guile / Haste

Blackfate.png

Focus/ Flair

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Force

Core Stunts

Wild Magic: As a Ban Sidhe, you can tap into the energies of the Ways between the Mortal Realm and the Wild (unalligned) places of the Nevernever, twisting reality in subtle but significant ways. In game terms, you may perform any of the four basic actions with understated and ephemeral magical effects that resist being identified or even acknowledged by those looking on. Unlike Evocation, that tends to be flashy and in your face, leaving behind telltale signs that magic has been performed, Wild Magic tends to nudge things just enough that the inclination of reality is to simply 'snap' back into place the moment the magic is spent and those who witnessed it, tend to mentally rewrite whatever they think they saw with a more plausible explanation.

  • Mark a stress box for +1 or two boxes for +2 on any one magical

action. You may mark only two boxes at a time.

  • Mark Exhausted to add +4 to any single magical action or to attack

multiple targets magically without dividing your roll (page 190).

  • Mark Burned Out to gain +2 to all magical actions for the rest of

the scene or, if Exhausted is already marked, to attack multiple targets with magic without having to divide your roll.

Note: These benefits are cumulative. If you mark two stress boxes and both

conditions, you could do a single magical action at +8, and then have +2 to all magical actions for the rest of the scene

Ban Sidhe's Scream: As a Ban Sidhe, you are able to perceive ghosts and specters, spirits of the dead who still inhabit the Mortal Realm. You are able to speak freely with such spirits and they can speak to you. Once per session you can concentrate and let out a scream that reverberates across the Veil, drawing the spirits around you closer to the Mortal Realm where they can be seen and heard by all, granting you a level of scale on any action where the presence of the dead might affect the outcome. [Typically, where they might freak out or otherwise alarm or distract the minds of those acting against you].

Additional Stunts

Pathfinder: You can open portals between the mortal world and the wild (unaffiliated) regions of Faerie. Once per session, you may declare your convenient arrival in a scene via a portal.

Stress & Conditions

Stress

D0a.png D0a.png D0a.png D0a.png D0a.png D0a.png

In Peril

D4b.png

Doomed

D6a.png

Indebted

D0a.png D0a.png D0a.png D0a.png D0a.png

Refresh

D1b.png

Personal Details

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