Brahnamin's Characters - Ban Sidhe

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Alice VanPelt

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"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 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.

Unique Conditions

Truth-Bound: (special) DXb.png 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.
Ferroburned: (sticky) D0a.png 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.
Oathbreaker: (sticky) D0a.png 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.

Character Aspects

High Concept

Wayward Child of the Ways Between
The Ways between the Mortal Realm or the Nevernever pulse with a life all their own. You have been steeped in their mystery your entire life, and something within you always draws you back to them.
Invoke:
Compell:

Trouble Aspect

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.
Invoke:
Compell:

Free Aspects

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:
Compell:
Speaker of Stolen Secrets
You can see and hear the spirits of those who have passed on. You know the things they held dear in life, and you know the raging horrors they faced in death. It is a currency you ruthlessly exploit.
Invoke:
Compell:
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 picky about pedigree.
Invoke:
Compell:

Approaches

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Intellect

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Guile / Haste

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Focus/ Flair

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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.

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 an additional level of scale on any action where the presence of the dead might affect the outcome by calling up a response in the minds of the Ban Sidhe's opposition.

Additional Stunts

Wild Magic: 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.

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.

Wings: You can fly, rendering inconsequential certain movement-related obstacles. Gain +2 to rolls in any situation in which wings are advantageous. (Diaphanous wings like a dragonfly; hidden behind Glamour).

Stress & Conditions

Stress

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In Peril

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Doomed

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Indebted

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Refresh

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Personal Details

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