Difference between revisions of "Brahnamin's Characters - Trickster"

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("The dead speak words the living cannot bear.")
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[[Brahnamin's_Characters | < < < Back To Main Page]]
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[[Brahnamin's_Characters | < < < Back to Main Page]]
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=Collin ''"Trick"'' Kilpatrick=
 +
[[File:Trick00003.png|700px]]
 +
==''Difference between gods and devils? Perspective, mostly.''==
 +
----
  
==Alice Fletcher==
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==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
 +
'''Physical [[file:d8a.png|24px|d8]]''' || '''Mental [[file:d6a.png|24px|d6]]''' || '''Social  [[file:d10a.png|24px|d10]]''' || '''Magical [[file:d10a.png|24px|d10]]'''
 +
----
  
[[File:Alice001.png|500px]]
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==Distinctions [[file:d8a.png|32px|d8]]==
 +
<u>'''Son of Stone and Shadow'''</u>
  
==''"The advantage of the knife is never having to reload."''==
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''As First Son of your House, you can use the flow of the Ways to feel the space in solid matter and cling to it to gain finger and toe holds where there are none in the mortal realms.''
 +
:[[File:Check002.png|24px]] '''True Son:''' ''It falls to Nobility to stand for those as can't stand for themselves.'' - ''<u>Nanny Hobble</u>.'' When you get in trouble to protect a friend, classmate, or someone who can't help themselves, earn a PP.
 +
:[[File:Check002.png|24px]] '''Silver Tongued:''' ''If the rules are insufferable, do not suffer them, change them.'' - ''<u>Nanny Hobble</u>.'' Step back Physical for the scene to step up or double Social for an action. Spend a PP to do both.
 +
----
 +
<u>'''Warden of the Neverwhen'''</u>
  
==Mantle :: Ban Sidhe (Banshee)==
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''The ability to understand the ways of the Ways shines both light and shadow on the Leylines that connect the magic of the Neverwhen to the mortal realm.''
:Believed by many to be Harbingers of Death, the Ban Sidhe are in fact creatures of the Wyld Fae. Drenched in the eldritch energy of the Ways and the Wild Places of the Nevernever, one foot perpetually in the Mortal Realm and one in the Realm of the Fae, the Ban Sidhe find themselves natural mouthpieces, mediators between the lost and the found, the living and the dead.
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:[[File:Check002.png|24px]] '''Getting the Ley of the Lines:''' ''You can see the Leylines where the Ways of the Neverwhen interact with the world, and that can show you things about the solid land and structures around you that others might miss.'' Spend 1 PP to reveal a fact about the natural world you’re standing on or a nearby structure as a [[file:d8a.png|24px|d8]] Asset.
So for the most part, using the straight up True Fae Mantle, flavored towards a specific type of unaligned Fae from the Wilds.
+
----
 +
<u>'''Bare Feet, Calloused and Cracked'''</u>
  
==Unique Conditions==
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''I learned my way in the rough woods and fields of my ancestral home and on the salt crusted wharves of Rattown below the mountains on the coast, not on parquet floors under a gentle-thing's tutelage''
:'''Truth-Bound:''' (special) [[File:DXb.png|24px]] You are incapable of outright lies. If you wish, you may carefully omit information, speak your opinions, or utter something you believe true that is later proven false. This condition is always marked.
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:[[File:Check002.png|24px]] '''Dance of Blood and Iron:''' ''You didn't learn to fight for first touch or even first blood, but that gives you a certain amount of control in every duel. ''Gain 1 PP when you let the other duelist win.
 +
----
  
:'''Ferroburned:''' (sticky) [[File:d0a.png|24px]] If you suffer a condition inflicted by an iron weapon, mark this condition as well. You must recover this condition before healing from any other physical injury. Begin recovery by recuperating in Faerie or receiving medical care from a character versed in supernatural healing. If you seek medical attention outside Faerie, the healer must overcome a Great (+4) obstacle to succeed at the recovery action.
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==Relationships [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
 +
<u>'''N'jaal'''</u> (Elemental Valet)''':''' [[file:d6a.png|24px|d6]]  
 +
:''N'jaal is an elemental being of the Neverwhen, occupying maybe two cubic feet in the mortal realms but so much more in the Ways. He is invisible to most but might be seen as a shimmer of elemental energy to those that can sense such things. To Trick he looks like a small humanoid in swirls of silver. blue, and black energy. Trick doesn't know if he just prefers humanoid form or thinks Trick prefers him in that form. Trick likes to believe N'jaal has his own reasons to have befriended him, but is more than a little suspicious the creature operates at someone else's bidding. Spies were a thing to be expected when you were of Noble blood.''
 +
----
 +
<u>'''Jayne Cobb'''</u> (Student; No relation to that other Cobb)''':''' [[file:d8a.png|24px|d8]]
 +
:''Jayne is a year ahead of Trick but her absentee parents and his own orbit similar circles and they have known each other since they were children under the supervision of the same (seemingly) hapless nanny who could neither block his teleportation or reckless climbing anymore than she could stop Jayne from summoning swarms of rodents, insects, and birds within the manse. Jayne wears a loud orange knit cap after the style of the Northron Kingdoms year round regardless of weather and carries a clockwork locust of copper, silver, and bronze wherever she goes, a magical token of her affiliation with the Cobb clan.''
 +
----
 +
<u>'''Nanny Hobble "Nan"'''</u> (Fae Changeling//Childhood Nanny)''':''' [[file:d6a.png|24px|d6]]
 +
:Though he spent his childhood tormenting the poor woman that he thought was defenseless against magic, he came to learn she was wily and practically made of magic. And that she loved him more dearly than his parents ever had. He still spends holidays with her if Jayne has not worked her wiles and planned shenanigans that require an accomplice at the Cobb estate. Sometimes they both holiday with Nan, but Jayne doesn't believe the woman is magic in any way.''
 +
----
  
:'''Oathbreaker:''' (sticky) [[File:d0a.png|24px]] Mark this condition when an agreement between you and someone else has been violated by either party. All actions taken by the aggrieved party against the violating party gain a +2 bonus and ignore magical defenses or scale (page 182). Recover this condition when the violator fulfills the letter of the bargain or the aggrieved party voluntarily releases the violator from the agreement.
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==Power [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
Using the conditions from True Fae Mantle.
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<u>'''Walker of the Ways Between:'''</u> [[file:d6a.png|24px|d6]]  
  
==Character Aspects==
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''In the spaces Between you can touch the streams of the Neverwhen and Walk those Ways to appear elsewhere in the mortal realm in no time at all.''
<u>High Concept</u>
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:[[File:Check002.png|24px]] '''Double Trap:''' ''In a close area you can pop out and right back in if you are willing to crinkle your connection with the Ways for a time.'' Take a [[file:d8a.png|24px|d8]] ''Disoriented'' complication to teleport within close quarters, take an action'''<nowiki>*</nowiki>''', and reappear back where you started.
:'''Reluctant Daughter of Fox the Trickster'''  
 
:Your fathermother was a demigod, a trickster, and you don't quite know what to do with that.
 
:'''Invoke:'''  
 
:'''Compel:'''  
 
  
<u>Trouble Aspect</u>  
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:[[File:Check002.png|24px]] '''My Brother's Sherpa:''' ''Tis a costly effort, young Trick, but at need you '''can''' draw companions along with you.'' - ''<u>Nanny Hobble</u>.'' Take a [[file:d6a.png|24px|d6]]'''<nowiki>**</nowiki>''' ''Exhaustion'' complication to take a second person with you when you teleport. Step it up one per additional person not to exceed a maximum of [[file:d12a.png|24px|d12]] '''+'''
:'''Reckless to a Fault'''  
+
----
:There's not much you won't do, and there's not much point in thinking on it first. That's how the term ''premeditated'' gets introduced in the courtroom.
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<nowiki>*</nowiki> ''This doesn't have to mean two rolls. It can be wrapped up in one and I mostly intend to use it in conjunction with shady attack actions.''
:'''Invo/pel:''' When your reckless nature might get you in deeper than you wanted. When the smart plan is to let cooler heads prevail.
 
  
 
+
<nowiki>**</nowiki> ''Most complications start at [d8]. Starting at [d6] lets me move all my companions one time without being completely taken out by the complication. I'm okay starting at [d8], just know it takes me out if I take everyone (until I can sleep it off). I'm ok with that.
<u>Free Aspects</u>  
 
:'''Child of the Ways Between'''
 
:The Ways between the Mortal Realm and the Nevernever pulse with a life all their own. You have been steeped in their power and mystery your entire life, and no matter how far you wander, they always draw you back.
 
:'''Invoke:''' When using the Ways themselves or tapping into the Wild Magic of the Ways and the Wild Nevernever. When travelling or planning to travel. When dealing with things ''in-between''.
 
:'''Compel:''' When the lure of the Ways might lead you astray
 
The Compel on this one feels a little weak to me, but I'm having trouble coming up with better.
 
 
 
 
 
:'''''"Hexen-freude, Bitches!"'''''
 
:The energy of the Ways courses through your veins, and it does ''not'' play nice with modern technology - a trait you've been known to put to good use in the Mortal Realm.
 
:'''Invoke:''' When you want to bring tech crashing down.
 
:'''Compel:''' when you need tech to ''not'' come crashing down.
 
Not gonna lie, this is my favorite Aspect on this character.
 
 
 
 
 
:'''I Got Friends in Low Places'''
 
:Walking the Ways means you get around. You've met a lot of people - people with unique and specialized skills and expertise - and you aren't the least bit picky about pedigree.
 
:'''Invoke:''' When you need to locate a specialist in a given task or field.
 
:'''Compel:''' When the specialist is shadier than you thought they'd be.
 
This one is here in part to give Alice a distinct, if tenuous connection to the Undercity and other criminal elements without straight up throwing her headfirst into that mix.
 
 
 
==Approaches==
 
[[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]]
 
 
 
'''Guile'''
 
 
 
[[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]]
 
 
 
'''Intellect / Haste'''
 
 
 
[[File:Blackfate.png|24px]]
 
 
 
'''Focus/ Force'''
 
 
 
[[File:Blackfatezero.png|24px]]
 
 
 
'''Flair'''
 
 
 
==Core Stunts==
 
'''Glamour:''' You may cast minor veils and seemings. With a moment of concentration, you may draw a veil over something roughly person-sized, hiding it from sight and other means of detection. Or you may cause a person or object to appear differently than it normally does. An observer may attempt to discern the illusion, but to do so, they must have some legitimate suspicion that they might be seeing a glamour. Use Intellect to resist any disbelief attempt.
 
As True Fae Mantle.
 
 
 
'''Banshee'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 an additional level of scale on any action where the presence of the dead might affect the outcome.
 
For a Mantle specific to Banshees, this felt like it had to be a Core stunt.
 
 
 
==Additional Stunts==
 
'''Wild Magic:''' [Bonus Stunt] 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 something more plausible.
 
I modeled this stunt on the Seelie/Unseelie Magic stunts for Summer and Winter Court Fae, and I ratcheted down how the magic descriptively manifests.  
 
 
   
 
   
  Basically, this is the sort of magic Jaala did in your last Urban Fantasy game - tiny shifts in reality that immediately reset - but being Fae rather than an actual Wizard, it doesn't get access to all the bonus modifiers an actual Wizard could tap into. Again, trying to keep the power level in line with the Seelie/Unseelie Magic stunts.
+
  ''Another possible way to handle it would be to start at [d8] and subtract one step for each person after the first who lends a die (if lent dice are a thing in this game) if the action is successful. Full whammy if it fails.''
 
 
'''Pathfinder:''' [Refresh Stunt] 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.
 
  
'''Wings:''' [Refresh Stunt] You can fly, rendering inconsequential certain movement-related obstacles. Gain +2 to rolls in any situation in which wings are advantageous.
+
''An easier way might be [d8] to take one person, [d10] to take up to '''5''' and [d12] to take more. Max# = the total of my Power die - so '''6''' right now.
These are both options for Additional Stunts under the True Fae Mantle. FWIW the wings are of the gossamer dragonfly sort and are pretty much perpetually hidden under glamour while in the Mortal Realm.
 
  
==Stress & Conditions==
+
'''FWIW''' I think this last one is the most elegant.
'''<u>Stress</u>'''  
+
----
  
[[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]]
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==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
 +
:'''Dice and Daggers of Bone and Iron''' [[file:d8a.png|32px|d8]] ''The seal of the heir of the House of Stone and Shadow, this pair of bone dice with iron pips turn into long thin dueling daggers with bone hilts and iron blades at need.''
 +
----
  
'''<u>In Peril</u>'''
+
==Background==
 +
'''Kilpatrick, the House of Stone and Shadow. '''
  
[[File:D4b.png|24px]]
+
:It was a rocky, mountainous country on the coast. Folk thought that was all that lay behind the house words. High rocky mountains, deep shadowy dells and chasms. But it was what his ancient sires found in the shadows ''under'' the mountains that held the secrets of his lineage.
  
'''<u>Doomed</u>'''
+
'''Kaeser''' and '''Kauler''' were his fathers, but one of the '''Fae''' had raised him as they delved the mountain depths, along with his friend '''Jayne'''. It was '''Nan''' who had taught him to be a good man-thing. Not any man-thing, with the possible exception of Jayne, a girl man-thing, but vested with boundless imagination had passed on as much learning as Nan.
  
[[File:d6a.png|24px]]
+
:Truth, Nan didn't precisely approve of the habits Jayne fostered on him, but they were typically fun things so he soaked them in anyway.
  
'''<u>Indebted</u>'''
+
:Both he and Jayne knew the forbidden secret that her mother had sired Trick with one of his fathers just as she had sired Jayne with the other. They hadn't spoken of it in years, though they did share a rebellious kiss in his fifth year (her sixth) that both of them had declared loudly was gross. Nan never said a word. So of course Trick figured she knew everything.
  
[[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]]
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'''Given his rough and tumble childhood,''' Trick prefers finely crafted but rugged and plain clothing and virtually never goes shod anywhere.
  
'''<u>Refresh</u>'''
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'''As for school''', Jayne had been going a year, while Trick just joined. He viewed it twofold as a place of learning and as a place to have the last fun of his life before adulthood and confirmation exiled him to the shadows beneath the stone with his fathers.
  
[[File:d1b.png|24px]]
+
:He also hoped to overturn some of the more onerous noble privileges and give the poor commoners who supported them a bloody break.
Spent two of my three refresh on additional stunts.
 
  
==Personal Details==
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----
  I'll do this bit after I know she's locked in mechanically.
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  SHOW YOUR WORK '''[XP]''' 10pts to bump attribute; 10pts to add [d6] Signature Asset; 10pts to bump Signature Asset to [d8]
 +
----
  
==[[Brahnamin's_Characters | Back To Main Page]]==
+
=[[Brahnamin%27s_Characters|Back to Main Page]]=

Latest revision as of 20:11, 30 August 2021

< < < Back to Main Page

Collin "Trick" Kilpatrick[edit]

Trick00003.png

Difference between gods and devils? Perspective, mostly.[edit]


Attributes d6Arrow03.png[edit]

Physical d8 || Mental d6 || Social d10 || Magical d10


Distinctions d8[edit]

Son of Stone and Shadow

As First Son of your House, you can use the flow of the Ways to feel the space in solid matter and cling to it to gain finger and toe holds where there are none in the mortal realms.

Check002.png True Son: It falls to Nobility to stand for those as can't stand for themselves. - Nanny Hobble. When you get in trouble to protect a friend, classmate, or someone who can't help themselves, earn a PP.
Check002.png Silver Tongued: If the rules are insufferable, do not suffer them, change them. - Nanny Hobble. Step back Physical for the scene to step up or double Social for an action. Spend a PP to do both.

Warden of the Neverwhen

The ability to understand the ways of the Ways shines both light and shadow on the Leylines that connect the magic of the Neverwhen to the mortal realm.

Check002.png Getting the Ley of the Lines: You can see the Leylines where the Ways of the Neverwhen interact with the world, and that can show you things about the solid land and structures around you that others might miss. Spend 1 PP to reveal a fact about the natural world you’re standing on or a nearby structure as a d8 Asset.

Bare Feet, Calloused and Cracked

I learned my way in the rough woods and fields of my ancestral home and on the salt crusted wharves of Rattown below the mountains on the coast, not on parquet floors under a gentle-thing's tutelage

Check002.png Dance of Blood and Iron: You didn't learn to fight for first touch or even first blood, but that gives you a certain amount of control in every duel. Gain 1 PP when you let the other duelist win.

Relationships d6Arrow03.png[edit]

N'jaal (Elemental Valet): d6

N'jaal is an elemental being of the Neverwhen, occupying maybe two cubic feet in the mortal realms but so much more in the Ways. He is invisible to most but might be seen as a shimmer of elemental energy to those that can sense such things. To Trick he looks like a small humanoid in swirls of silver. blue, and black energy. Trick doesn't know if he just prefers humanoid form or thinks Trick prefers him in that form. Trick likes to believe N'jaal has his own reasons to have befriended him, but is more than a little suspicious the creature operates at someone else's bidding. Spies were a thing to be expected when you were of Noble blood.

Jayne Cobb (Student; No relation to that other Cobb): d8

Jayne is a year ahead of Trick but her absentee parents and his own orbit similar circles and they have known each other since they were children under the supervision of the same (seemingly) hapless nanny who could neither block his teleportation or reckless climbing anymore than she could stop Jayne from summoning swarms of rodents, insects, and birds within the manse. Jayne wears a loud orange knit cap after the style of the Northron Kingdoms year round regardless of weather and carries a clockwork locust of copper, silver, and bronze wherever she goes, a magical token of her affiliation with the Cobb clan.

Nanny Hobble "Nan" (Fae Changeling//Childhood Nanny): d6

Though he spent his childhood tormenting the poor woman that he thought was defenseless against magic, he came to learn she was wily and practically made of magic. And that she loved him more dearly than his parents ever had. He still spends holidays with her if Jayne has not worked her wiles and planned shenanigans that require an accomplice at the Cobb estate. Sometimes they both holiday with Nan, but Jayne doesn't believe the woman is magic in any way.

Power d6Arrow03.png[edit]

Walker of the Ways Between: d6

In the spaces Between you can touch the streams of the Neverwhen and Walk those Ways to appear elsewhere in the mortal realm in no time at all.

Check002.png Double Trap: In a close area you can pop out and right back in if you are willing to crinkle your connection with the Ways for a time. Take a d8 Disoriented complication to teleport within close quarters, take an action*, and reappear back where you started.
Check002.png My Brother's Sherpa: Tis a costly effort, young Trick, but at need you can draw companions along with you. - Nanny Hobble. Take a d6** Exhaustion complication to take a second person with you when you teleport. Step it up one per additional person not to exceed a maximum of d12 +

* This doesn't have to mean two rolls. It can be wrapped up in one and I mostly intend to use it in conjunction with shady attack actions.
** Most complications start at [d8]. Starting at [d6] lets me move all my companions one time without being completely taken out by the complication. I'm okay starting at [d8], just know it takes me out if I take everyone (until I can sleep it off). I'm ok with that.

Another possible way to handle it would be to start at [d8] and subtract one step for each person after the first who lends a die (if lent dice are a thing in this game) if the action is successful. Full whammy if it fails.
An easier way might be [d8] to take one person, [d10] to take up to 5 and [d12] to take more. Max# = the total of my Power die - so 6 right now.
FWIW I think this last one is the most elegant.

Signature Assets d6Arrow03.png[edit]

Dice and Daggers of Bone and Iron d8 The seal of the heir of the House of Stone and Shadow, this pair of bone dice with iron pips turn into long thin dueling daggers with bone hilts and iron blades at need.

Background[edit]

Kilpatrick, the House of Stone and Shadow.

It was a rocky, mountainous country on the coast. Folk thought that was all that lay behind the house words. High rocky mountains, deep shadowy dells and chasms. But it was what his ancient sires found in the shadows under the mountains that held the secrets of his lineage.

Kaeser and Kauler were his fathers, but one of the Fae had raised him as they delved the mountain depths, along with his friend Jayne. It was Nan who had taught him to be a good man-thing. Not any man-thing, with the possible exception of Jayne, a girl man-thing, but vested with boundless imagination had passed on as much learning as Nan.

Truth, Nan didn't precisely approve of the habits Jayne fostered on him, but they were typically fun things so he soaked them in anyway.
Both he and Jayne knew the forbidden secret that her mother had sired Trick with one of his fathers just as she had sired Jayne with the other. They hadn't spoken of it in years, though they did share a rebellious kiss in his fifth year (her sixth) that both of them had declared loudly was gross. Nan never said a word. So of course Trick figured she knew everything.

Given his rough and tumble childhood, Trick prefers finely crafted but rugged and plain clothing and virtually never goes shod anywhere.

As for school, Jayne had been going a year, while Trick just joined. He viewed it twofold as a place of learning and as a place to have the last fun of his life before adulthood and confirmation exiled him to the shadows beneath the stone with his fathers.

He also hoped to overturn some of the more onerous noble privileges and give the poor commoners who supported them a bloody break.

SHOW YOUR WORK [XP] 10pts to bump attribute; 10pts to add [d6] Signature Asset; 10pts to bump Signature Asset to [d8]

Back to Main Page[edit]