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

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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=
+
==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:AliceSun00002.png|550px]]
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==Distinctions [[file:d8a.png|32px|d8]]==
 +
<u>'''Son of Stone and Shadow'''</u>
  
==''"Kitsune? No . . . one tail is enough for me."''==
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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 :: True Fae (Unseelie)==
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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.''
You are a Fae aligned with the Unseelie Court of Winter. The Nevernever is your home, but you are not above spending time in the Mortal realm and interacting with its people.
+
:[[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.
 
+
----
==Character Aspects==
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<u>'''Bare Feet, Calloused and Cracked'''</u>
<u>High Concept</u>
 
:'''Reluctant Daughter of the Fox Trickster'''  
 
:Your sire was an infamous Trickster with a vicious and callous reputation among the Fae, and you don't always know what to do with that.  
 
:'''Invoke:''' When attempting to trick or deceive, or when trading on dad's legend.
 
 
 
:'''Compel:''' When your father's reputation comes back to bite you.
 
  
 +
''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''
 +
:[[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.
 +
----
  
 +
==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>Trouble Aspect</u>  
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<u>'''Nanny Hobble "Nan"'''</u> (Fae Changeling//Childhood Nanny)''':''' [[file:d6a.png|24px|d6]]
:'''Loose Lips are the Devil's Playground'''  
+
: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.''
:Some folk know when '''''not''' to say something'' . . . (those are not your folk).
 
:'''Invo/pel:''' When speaking out of turn or saying the wrong thing can complicate your life.
 
 
 
 
 
 
----
 
----
<u>Free Aspects</u>
 
:'''''"Hexen-freude, Bitches!"'''''
 
:The energy of the Nevernever courses through your veins in a way that does ''not'' play nice with modern technology - a trait you've been known to put to good use.
 
:'''Invoke:''' When you want to disrupt technology.
 
  
:'''Compel:''' When disrupting technology would interfere with your plans.
+
==Power [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
 +
<u>'''Walker of the Ways Between:'''</u> [[file:d6a.png|24px|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.''
 +
:[[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.
  
:'''Walker of the Ways Between'''
+
:[[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]] '''+'''
:The Veil is thin for you, and you step between worlds with ease. The Ways hear your whispers, and sometimes they whisper back.
+
----
:'''Invoke:''' When traveling the Ways of the Nevernever
+
<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.''
  
:'''Compel:''' When the Ways take you where they need you rather than where you want to go.
+
<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.
 +
 +
''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.
  
:'''Boneweaver's Friend'''
+
'''FWIW''' I think this last one is the most elegant.
:When you swore fealty to Winter, the minotaur, Boneweaver, took you under his wing and taught you to navigate the treacherous waters of the Unseelie court. Of course, much of what he taught you presumes an axe the size of a man and horns to back you up.
+
----
:'''Invoke:''' When you need to navigate the politics and factions of the Unseelie court.
 
  
:'''Compel:''' When your unique training in navigating the politics and factions of the Unseelie court is inappropriate to the task at hand.
+
==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.''
 +
----
  
 +
==Background==
 +
'''Kilpatrick, the House of Stone and Shadow. '''
  
::[[File:Knightsbane020202.png|400px]]
+
: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.
  
==Approaches==
+
'''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:Blackfate.png|24px]] [[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]]
 
  
'''Guile'''
+
: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.
  
[[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]]
+
: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.
  
'''Focus / Haste'''  
+
'''Given his rough and tumble childhood,''' Trick prefers finely crafted but rugged and plain clothing and virtually never goes shod anywhere.
  
[[File:Blackfate.png|24px]]
+
'''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.
  
'''Intellect / Flair'''
+
:He also hoped to overturn some of the more onerous noble privileges and give the poor commoners who supported them a bloody break.
  
[[File:Blackfatezero.png|24px]]
+
----
 
+
SHOW YOUR WORK '''[XP]''' 10pts to bump attribute; 10pts to add [d6] Signature Asset; 10pts to bump Signature Asset to [d8]
'''Force'''
+
----
 
 
==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.
 
 
 
'''Winter's Favor:''' Mark Indebted to call upon the Winter Court for favors. One box grants automatic success to a task (provided it is without risk) without having to roll or play out a scene. Two boxes pays for one cost for a ritual spell (page 172) or provides NPCs or a magical resource to assist with a dangerous task. If at least three boxes are unmarked, mark the entire track for the Court to intervene on your behalf and resolve a situation utterly unresolvable under your own power. This action requires formally petitioning the Court and convincing it that the intervention is in their best interest.
 
 
 
'''Mortal's Darkest Defender:''' You have honed your skills at battling Outsiders by hunting them in mortal cities’ darkest alleys. When entering a conflict against an Outsider, '''you get +2 to defense against Outsider attacks and attempts to create an advantage.'''
 
 
 
==Additional Stunts==
 
'''Unseelie Magic:''' You may cast evocations (page 140) that fit the nature of Winter: death, slumber, ice. All Unseelie magic has a cold ambiance, even if its connection to Winter is metaphorical. This magic is ultimately sponsored by the Winter Queens, and using it in a manner counter to their agenda may mark you as an enemy to Winter. You use these as actions with your normal approaches, in any combination. The GM may assign scale (page 182) to your action.
 
 
 
'''Briar Patch:''' (as 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.
 
 
 
'''Crazy Like a Fox:''' Because you are a Trickster, you can cause those near you to believe you are about to do something vastly different than what you are actually going to do. You get +2 to Create an Advantage with Guile when you attempt to verbally mislead someone.
 
 
 
==Stress & Conditions==
 
'''<u>Truthbound</u>'''
 
 
 
[[File:DXb.png|24px]]  
 
 
 
'''<u>Ferroburned</u>'''
 
 
 
[[File:d0a.png|24px]]
 
 
 
'''<u>Oathbreaker</u>'''
 
 
 
[[File:d0a.png|24px]]
 
 
 
'''<u>Winter Courtier</u>'''
 
 
 
[[File:d0a.png|24px]]
 
 
 
'''<u>Indebted</u>'''
 
 
 
[[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]]
 
 
 
'''<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]]
 
 
 
'''<u>In Peril</u>'''
 
 
 
[[File:D4b.png|24px]]
 
 
 
'''<u>Doomed</u>'''
 
 
 
[[File:d6a.png|24px]]
 
 
 
'''<u>Refresh</u>'''
 
 
 
[[File:d1b.png|24px]]
 
 
 
==Personal Details==
 
Born the only daughter of a Wyld Fae Trickster of rough reputation, Alice had a strange and troubled childhood. She never knew her mother, and her father would not speak of her, but over time she came to suspect that he had done what Trcicksters often do in the siring of progeny - he took on both roles, impregnating himself and bearing her to term in the form of a woman.
 
 
 
It didn't matter. When she was old enough to fend for herself, he abandoned her to her own devices. An unaligned Fae among the wildest and roughest of the Fae was on the dangerous side of precarious, and resulted in her eventually swearing fealty to Winter.
 
 
 
The Unseelie court was no soft home, but they kept the letter of the law. In that respect, she was much safer than she had ever been in the Wylds.
 
 
 
Boneweaver, a burly minotaur who spent most of his time on the Gates, took her under his wing shortly after she had given fealty and did his best to help her to navigate her new life. A Waywalker, he taught her to find the spaces between the Here and the There, between the Now and the Not Yet. He taught her how to whisper to the Ways, to suss out where they went before she even stepped in. But more importantly, he taught her to listen to the Ways and to trust them when they wanted to lead her.
 
 
 
That did not always end well.
 
 
 
The Magic came to her on its own, breathed on the chill wind, wrapping her in blankets of stars and night. She was no adept yet. But she was no slouch either.
 
 
 
More and more these days, she found herself walking among mortals in their realm. They fascinated her, though their penchant for surrounding themselves with Iron was alarming. Still, most of them managed not to run afoul of the stuff, and if they could manage the feat, she could too.
 
  
==[[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]