Difference between revisions of "Brahnamin's Characters - Ban Sidhe"
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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, often leaving behind obvious 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 | + | '''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, often leaving behind obvious 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 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 Exhausted to add +4 to any single magical action or to attack multiple targets magically without dividing your roll (page 190). |
Revision as of 10:08, 14 June 2020
Alice VanPelt
"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 girl children 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 find themselves natural mouthpieces to mediate between the living and the dead.
Unique Conditions
Exhausted (Sticky) Mark this condition to boost your magical power, as described by the Wild Magic stunt. When you are Exhausted, the GM has one boost to use against you in any scene in which your fatigue may be used against you. The GM may claim this boost at any time during a relevant scene.
Burned Out (Lasting) Mark this condition to further boost your magical power for the rest of the scene, as described by the Wild Magic stunt. Afterward, you cannot use magic, period, until Burned Out is fully recovered.
High Concept
Walker of the Ways Between
Trouble
Reckless to a Fault
Free Aspect
TBD
Free Aspect
The Spirits Speak to Me
Free Aspect
I Know a Guy
Approaches
Intellect
Guile / Haste
Focus/ Flair
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, often leaving behind obvious 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
In Peril
Doomed
Indebted
Refresh