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Ruvyana d'Amasku
Ruvyana is the seventh daughter of a seventh daughter, thirteenth child of her mother, and living in exile for a pact she made with an ancestral spirit. Now Ruvyana walks the far south, her arms, legs, torso and face covered in strips of oiled cloth to hide her visage. Leper's rags. Her matted hair she keeps under a deep hood - pulled forward lest her eyes glint green in a stray beam of light. Her sword - a monstrously large weapon of the sort favored by her people - and the undimmed power of her mind are all that remain to her of what once was.
High Concept: Swordsage of the Northern Wilds
- Expert Swordswoman
- Psionicist
- Telepathy
- Empathy
- Telekinesis
- Compel: When the interests of the Northern Wilds conflict with the character's personal goals
Trouble Aspect: Dybbuk Ridden
Character has made a pact with a Dark Ancestral Spirit. The spirit dwells within the character. The character's eyes glint with a shimmering green sheen like a wild beast's will in the dark and their flesh has the blackened and damaged aspect of advanced Leprosy.
- Invoke - Character becomes even more hideous and a great stench arises from the flesh
- Compel - Dybbuk actually takes over. Character has no control (though in this case the player would have a blast RPing that level of batshit).
Aspect: Plague Swarm
Character (and all gear) can instantly take the form of a swarm of either beetles, rats, or ravens. The swarm can fit in an area 1/4 of the character's natural size or expand to fill an area up to 40 cubic feet. Character uses bodies/senses of any/all creatures in the swarm but thinks with one mind.
- Compel: Character is forced to swarm and reveal themselves
Aspect: Dirty Fighter
Character uses any and every tactic in a fight; nothing is off limits
- Compel: When being seen to fight with honor is important
Aspect: Circle of Eyes
Character can see 360 degrees (from same height as their natural eyes) regardless of whether their eyes are open or closed or head is covered.
- Compel: When being able to see in every direction might be damaging/disorienting
Approaches
- Careful +1
- Clever +3
- Flashy +0
- Forceful +2
- Quick +2
- Sneaky +1
Stunts
- Leper's Rags - Because I appear to be plagued with a dreaded disease, I get a +2 when I Cleverly create advantages over someone preoccupied with my apparent malady.
- Sword of the North - Because I am an outlander from the far north with a fighting style many are unfamiliar with in the south, I get a +2 the first time I Cleverly Attack or Defend against a southerner in combat (can only be used once per battle).
- Sage of the North - Because I can reach into the minds of men, once per session I can make one person my eager and willing servant for the duration of the scene. (Cannot be a Major/Named NPC or another PC).
Trackables
Refresh 3
Fate Points 3
Stress
O O O
Consequences
- Mild O
- Moderate O
- Severe O