Yohann Izain

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Yohann Izain[edit]

AKA: Hann
Heritage: Human
Class: Witch
Calling: Enlightenment
Active Beats:
(Minor) Take a minor Mind fallout. COMPLETE
(Minor) Kill someone who is trying to stop you from claiming knowledge.
Appearance:


Resistances Stress Protections Fallout
Blood
Echo
Mind +2
Fortune
Supplies

Resources[edit]

Tattered Finery (worn formal suit) D6 Haven

Equipment[edit]

Goat's Leg Carbine: Kill D6, Ranged, Reload
Book of handwritten theories and observations

Skills, Domains and Abilities[edit]

Skills Knacks Domains Knacks
Compel Cursed
Delve Desolate
Discern Haven
Endure Occult
Evade Religion
Hunt Technology
Kill Warren
Mend Wild
Sneak

CORE[edit]

Unorthodox Methods Gain the Discern skill. Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.

Crucible: You bring the energy of the Heart inside yourself and transmute it into crimson power. At any time, roll a D6. If it’s equal to or under your current Echo stress, clear that much stress from Echo and roll with mastery on your next action. If it’s over your current Echo stress, add that much stress to Echo. True Form: Your skin skitters with barely-contained force: the heartsblood within you is waiting to remake you as a flickering, hungry zoetrope horror. Whenever you want to, or when you suffer Major fallout, you enter your true form – describe it. When in your true form, you roll with mastery on Hunt and Kill checks, but all other checks become Risky. At the end of the current situation, you revert to your humanoid form.

MAJOR[edit]

Great and Terrible: You unlock the power of your true form – an awe-inspiring union of magic and flesh. You are no longer forced to assume your true form (see TRUE FORM, above) when you take Major fallout. When you choose to enter your true form, all adversaries who can see you take D4 stress.

MINOR[edit]

Sacred Object: Once per session, when you assume your true form, downgrade one Blood fallout result you are suffering from by one step.

Wild Witch: You know the secrets of the wild things of the world, and are skilled at distilling their essences. Gain the Wild domain. When you’re in a landmark and have time to prepare, you can turn a resource with the Wild domain into a healing draught. When drunk, this draught removes Blood or Mind stress equal to its dice size minus one step – choose whether it’s Blood or Mind when you create it.

Implacable: You have withstood worse torments, and you will go on to do so again; through your blood you are stable, eternal, unwavering. Gain the Endure skill. Once per session, add 1 to a resistance of your choice. Remove the +1 at the end of the session.

A Mind of Many Doorways: Mortal concerns fade in comparison to the majesty of the blood-song that resonates within you. Gain +2 Mind Protection.

Background, Bonds, and Notes[edit]

• What “impossible” thing are you attempting to achieve in the City Beneath?

  • To plant new carotid forests, so all can hear the song of the immortal beast. The blood of the hydra should flow through the veins of the worthy and the unworthy should be eaten.

• What’s the first step on your journey?

  • Being inducted into the witches of the hydra bloodline and gaining a connection to the legendary forest of the heart.

• An NPC Friend

Fronk Izain, a cousin or second cousin or something like that, it's not really clear. Fronk is from the old country (the Eastern Kingdoms) and we use to import and sell fire arms together. Now he runs a "respectable" business in Derelictus trading things with delvers in exchange for supplies.

• An NPC Enemy

Brakesh, an escaped gnoll gladiator that I use to work with. We had a falling out over a job. It wasn't any one thing, but the culmination of lots of small disagreements that came to a head when the Aelfir paid us in fake coins and I missed it. Brakesh blamed me and thought I should pay him his half from money I didn't have. Things escalated, insults were exchanged, weapons were drawn, and things ended in blood. We have given each other a wide berth since.

• A Place I'm familiar with Hay Coin Bridge Domains: Religion, Technology Default Stress: D6 Haunts: Incarnadine Toll Market (D6 Supplies) Vermissian Grounding Station (D6 Echo)

This bridge was constructed as part of the Vermissian network, stretching over a misty canyon on unknown depth. The rail lines are incomplete and sheets of rusty metal hang loose in certain points and an Incarnadine sect have taken up residence on the western side, collecting tolls and trading at booths around and along the bridge. This of course has led to tension with the Vermissian Sages that were studying the abandoned bridge works there on the eastern side, including a large relay or grounding station that grounds out the energies of the heart. The Vermissian Sages have a small bar there and will activate the grounding terminals for delvers that have something of interest to them.

Resources: Scrap Metal Sheets (D4, Technology, Heavy)


Potential Thing to do there: Questions with the Bridgekeeper

  • The Bridgekeeper is a mysterious figure that appears when the mists in the chasm below rise up and engulf the bridge. Wise delvers seek shelter when the Bridgekeeper is on the prowl. When the Bridgekeeper meets a traveler on his bridge, he asks three questions and he will attempt to cast any that can't or won't answer correctly from the bridge. Very few that fail have made it back to solid land instead of being cast into the mist. However, if the questions are all answered correctly then the traveler may ask the Bridgekeeper a question of their own and he will answer. His answers are always true and correct, though like anything learned in the heart they are not always to be trusted.

• A landmark I am no longer welcome

I am no longer welcome in Redcap Grove (Pg 140), because the druids there are jerks that don't want to help answer a few questions and let you introduce a new species to their stupid magical garden.

• A previous mission

There was the time that asshole Aelfir general hired us to venture into Labyrinth with that a wagon full of dire beavers that he hoped would get infected with the Labryrinth curse and then be employed by military in the construction of fortified positions. A mad plan, but the pay seemed good for just riding a wagon to a landmark and camping out for a few days and then riding back. That was before the first dire beaver got loose and everything started to go to hell. We barely escaped those cursed burrows two weeks later. We told the general to go retrieve his fortification building beavers himself if you could make it past the water traps and dead falls. The only thing we got out of it was the upfront payment and the knowledge that a dire beaver can take six shots to the center mass with a grackler pistol and still take a chunk out of your leg.


• Have I ever punched a nun?

No, but I stabbed one once. To be fair, this was Sister Smoke of the Church of the Holy Gun and it was during an arms deal gone wrong back before I became a witch and she had it coming.

• Choose another player character. They’ve been invaluable in your journey so far. What have you learned from them?

Ynder has been invaluable and the lore you sought out/possess has been valuable to me and that we have similar goals; I also want to tear down the city above and raise it up as something new.

• Choose another player character. You know they’re hiding secrets from you – why do you suspect they’re doing this?

  • Bas is hiding the secrets of the Red Feast from me and I think that Bas is hiding this because he worries what I would do with this knowledge.

• What do I see in my dreams from the day I became a witch and first took on my True Form?

And when the visions cleared I could feel my heart beating with the rhythm of something beyond mortal understanding. And each night I have the vision of those cowards being consumed, trying to flee, and the thousands more like them in the world, waiting for their journey into the woods. And I know that one forest is not enough.