Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

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Nyx Eveningstream
Posts: 14
Joined: Thu Jan 10, 2019 7:51 pm

Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

Post by Nyx Eveningstream »

Character Sheet

Player Name: Derrick
Google Handle: DSmith8807

Nyx “the Tráthnónasruth” Eveningstream
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: Unseelie (Winter Court Fae)
Attributes: Agility d6-1, Smarts d6, Spirit d8, Strength d6-1, Vigor d6-1
Pace: 5(d6-1); Parry: 5(1); Toughness: 7(2);
Skills
  • Academics d6
  • *Athletics d6
  • *Common Knowledge d6
  • Fighting d4
  • Focus d12
  • Intimidation d6
  • *Notice d6
  • Occult d6
  • *Persuasion d6
  • Research d6
  • *Stealth d4
Hindrances
  • Cold and Calculating (Racial): The Fae of the Winter Court are cruel and calculating. They gain the Bloodthirsty edge.
    • Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.
  • Driven (Major): Nyx is constantly searching for ways to indebt other sentients to him, especially the long lived, and use them to further his influence.
    • A “vow” is a commitment to others. Driven characters want something for themselves. It may be to protect the realm, become a decorated officer, prove you’re the best gladiator in Rome or the best pilot in the galactic fleet.
      As a Major Hindrance it’s an overriding desire that comes up frequently or causes peril for the heroine and those around her.
  • Pact Master (Major): Nyx is an ancient and powerful Sidhe. However, he trades that power away to mortals (and others) who indebt themselves to him in exchange for said power. What strength remains to Nyx leaves him barely more directly capable than a human of similar talents. However, he has enormous influence amongst the Winter Court as a result of his dealings.
    • “Your adventurer is getting on in years, but he’s not quite ready for the nursing home yet. His Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1”). He also suffers a −1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.
      On the plus side, the wisdom of his years grants the hero 5 extra skill points which may be used for any skills linked to Smarts.”
  • Tell No Lies (Racial): The Sidhe are bound by their word. They may not tell a lie without dire consequence. They are, however, masters of twisting words to their whim. Sidhe gain the Vow (Major) Hindrance.
    • The character has sworn an oath to someone or something he believes in.
      The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. A Major Vow makes long-term and frequent demands on the servant’s time and results in great risks to his life.
Edges
  • AB (Gifted - Racial): Arcane Skill: Focus (Spirit); 1 Power, disguise, 15 PP
  • Artificer (S3): Artificers can create Arcane Devices and give them to their allies. See page 153.
  • Channeling (N3): When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.
  • Charismatic (Racial): You get one free reroll on Persuasion rolls.
  • Connections (Winter Court; I1): Your heroine is connected to people or organizations who can help her when the chips are down. It might be the mob, the Feds, a union, or even other adventurers.
    Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor.
    The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker or scholar.
  • Extra Effort (S1): Extra Effort increases a Focus total after it’s rolled by +1 for 1 Power Point, or +2 for 3 Power Points. It may not be used to improve a Critical Failure.
  • New Powers (N1): Gain two new powers of Novice rank.
  • New Powers (S2): Gain two new powers of Seasoned rank.
  • Power Points (N2): Gain 5 PP.
  • Strong Willed (I2): Self-confidence is powerful armor against those who attempt to attack this individual's will. He adds +2 to his total when resisting Tests with Smarts or Spirit.
Last edited by Nyx Eveningstream on Mon Apr 01, 2019 9:54 pm, edited 1 time in total.
Nyx Eveningstream
The Tráthnónasruth, Unseelie Pactmaster
Pace: 5; Parry: 5(1) Toughness: 7(2)
Combat-Relevant Edges & Abilities:
  • Channeling (If a Raise is rolled, reduce the PP cost of the Power by 1)
  • Charismatic (One free Reroll per Persuasion roll)
  • Extra Effort (After the Roll, add +1 or +2 to the Focus total for 1 PP or 3 PP)
  • Strong Willed (+2 when resisting Tests with Smarts or Spirit)
Wounds: 0/3; Fatigue: 2/2; PP: 10/20
Bennies: 1/3
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Nyx Eveningstream
Posts: 14
Joined: Thu Jan 10, 2019 7:51 pm

Re: Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

Post by Nyx Eveningstream »

Powers
Arcane Background: Gifted
PP: 20/20 - Recovery: 5/hour

Winter’s Shroud [Arcane protection] (1 PP) [Novice]
  • Range: Smarts (6”)
  • Duration: 5
  • Trapping: A dull glow around the protected character.
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
    Arcane protection stacks with Arcane Resistance should the recipient have both!
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Ice Shards [Bolt] (1 PP) [Novice]
  • Range: Smarts x2 (12”)
  • Duration: Instant
  • Trapping: Shards of ice summoned from the Winter Court in Nevernever.
  • Effect: Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
    There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
    The damage of the bolt is 2d6, or 3d6 with a raise.
  • Modifiers:
    • DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
Winter's Blessing/Wither [Boost/Lower Trait] (2 PP) [Novice]
  • Range: Smarts (6”)
  • Duration: 5 (boost); Instant (lower)
  • Trapping: Magical enhancement/hindrance
  • Effect: This power allows a character to increase or decrease a target’s Trait (attribute or skill).
    Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.
    Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
    Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
Faesight/Arcane Concealment [Detect/conceal arcana] (2 PP) [Novice]
  • Range: Smarts (6”)
  • Duration: 5 (detect) or one hour (conceal)
  • Trapping: Glowing eyes.
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
    Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
    Conceal arcana prevents detection of arcane energies on one roughly human-sized being and everything he or she is wearing (or roughly the same mass of objects).
    Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills. If the concealment wins, the character who cast detect arcana cannot see through the ruse with this casting, but may terminate this instance and try again.[/size]
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • AREA OF EFFECT (+1/+2): The power affects everything in a sphere the size of a Medium Burst Template for +1 points, or a Large Burst Template for +2.
    • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
Dispersal [Dispel] (1 PP) [Seasoned]
  • Range: Smarts (6”)
  • Duration: Instant
  • Trapping: Unraveling of key magical structures.
  • Effect: Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects arcane devices normally (see Arcane Devices, page 152).
    Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action.
    In either case, dispelling an opponent’s power is an opposed roll of arcane skills (with a −2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).
    If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
  • Modifiers:
    • POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
Glamour [Disguise] (2 PP) [Seasoned]
  • Range: Smarts (6”)
  • Duration: 10 minutes
  • Trapping: Illusionary appearance.
  • Effect: Disguise allows the target to assume the appearance (but not the abilities) of another person of the same Size and shape.
    Those who have reason to question the imposter’s identity make a Notice roll at −2 to see through the disguise (or at −4 with a raise on the casting roll).[/size]
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.

Arcane Devices
PP Invested: 00/20
Device Rules
  • Creating a device requires one hour per power that can be activated through it.
  • The player must list which powers are in the device and then allocate PP to it.
  • These PP are lost to the Artificer until they're used or recovered via Tinkering (they don't recharge).
  • Power Modifiers: A user may spend a device's PP as desired, including enabling any applicable Power Modifiers
  • Devices may not be Shorted.
  • Devices may benefit from Limitations.
  • Activation
    • The creator uses his arcane skill as usual.
    • Others use whichever skill is associated with the device's form (such as shooting for a gun).
      • If there is no obvious skill, the character rolls the inventor's arcane skill as if it were his own (without the benefit of any of the creator's edges).
    • Failure to activate the device costs one PP as usual, and a Crit Fail causes the user Fatigue.
  • Tinkering:A creator can reassign up to five PP per action between an arcane device and her own pool.
    • This requires physical contact with the item.
NeverNever Pellets (0/2 PP)
Power: Boost/Lower Trait (2 PP)
Limitations: Self, Boost Focus (-2 PP)
Modifiers: Hurry (+2 Pace; +1 PP)
Cost: 1 PP
Trappings: Pellets infused with ingredients from NeverNever. Consuming a pellet boosts the powers of the Fae by enhancing their connection to the NeverNever.
Last edited by Nyx Eveningstream on Mon Apr 01, 2019 10:36 pm, edited 3 times in total.
Nyx Eveningstream
The Tráthnónasruth, Unseelie Pactmaster
Pace: 5; Parry: 5(1) Toughness: 7(2)
Combat-Relevant Edges & Abilities:
  • Channeling (If a Raise is rolled, reduce the PP cost of the Power by 1)
  • Charismatic (One free Reroll per Persuasion roll)
  • Extra Effort (After the Roll, add +1 or +2 to the Focus total for 1 PP or 3 PP)
  • Strong Willed (+2 when resisting Tests with Smarts or Spirit)
Wounds: 0/3; Fatigue: 2/2; PP: 10/20
Bennies: 1/3
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Nyx Eveningstream
Posts: 14
Joined: Thu Jan 10, 2019 7:51 pm

Re: Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

Post by Nyx Eveningstream »

Background

The Tráthnónasruth, or Eveningstream, is an ancient and powerful Sidhe of the Winter Court. He has walked among mortals for untold millennia trading his power to them, or any other, in exchange for their services. In doing so, Nyx has amassed a great deal of influence among his fellows of the Winter Court.

In the olden days, he would allow his servants to spread rumors of the Tráthnónasruth. His tale was widely known and it benefited him to be sought. As man evolved and advanced their technology, this changed.

With the advent of writing, and then scribing, and eventually the printing press, Nyx began to demand that his servants reveal nothing about him and actively disparage rumors. He himself destroyed scrolls and books containing any fairy tales pertaining to him.

Today, only a few tomes remain detailing the Tráthnónasruth. He is relatively unknown to mortals, and he likes to keep it that way. Now, he searches for mortals to serve him, and he chooses only the best, or most convenient. This suits him just fine, as Nyx finds that he prefers quality over quantity.

Among the Sidhe, the Tráthnónasruth is both a respected and feared name. With his power tied up among his servants, the Tráthnónasruth was rarely able to physically harm the Lords and Ladies of the Winter Court, and they saw him as a weak fool.

Once every few hundred years, the Tráthnónasruth would allow for a brief window where his powers were fully restored and not loaned out to mortals. He would choose the Sidhe, mostly of the Winter Court, who had slighted him most grievously and make an example out of them.

Over the Millennia, the Sidhe learned to respect him.
Nyx Eveningstream
The Tráthnónasruth, Unseelie Pactmaster
Pace: 5; Parry: 5(1) Toughness: 7(2)
Combat-Relevant Edges & Abilities:
  • Channeling (If a Raise is rolled, reduce the PP cost of the Power by 1)
  • Charismatic (One free Reroll per Persuasion roll)
  • Extra Effort (After the Roll, add +1 or +2 to the Focus total for 1 PP or 3 PP)
  • Strong Willed (+2 when resisting Tests with Smarts or Spirit)
Wounds: 0/3; Fatigue: 2/2; PP: 10/20
Bennies: 1/3
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Nyx Eveningstream
Posts: 14
Joined: Thu Jan 10, 2019 7:51 pm

Re: Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

Post by Nyx Eveningstream »

Gear (8/40 Pounds)

"Equipped"
Staff
  • Str+d4 Damage
  • Parry +1, Reach +1, two hands
  • Cost: 10
  • Weight: 8
Trendy Fae Clothing (SWADE Thich Leather Jacket, Leggings, and Cap)
  • Armor +2 (torso, arms, legs, head*)
  • Cost: 140
  • Weight: 16
"Carried"
Throwing Knives (x4)
  • Str+d4 Damage
  • 3/6/12
  • RoF: 1
  • Cost: 25(x4)
  • Weight: 1(x4)
Smoke Grenade (x1)
  • 5/10/20
  • LBT
  • Notes: Creates an area of smoke in a LBT that obscures vision (-4).
  • Weight: 1(x1)
  • Cost: 50 (x1)
Stun Grenade (x3)
  • 5/10/20
  • LBT
  • Notes: Targets must make a Vigor roll (at -2 with a raise) or be Stunned (see page 106).
  • Weight: 1(x3)
  • Cost: 50 (x3)
Cellular Phone
  • Cost: 100
  • Weight: --
Cash: $405

Contacts
Nyx Eveningstream
The Tráthnónasruth, Unseelie Pactmaster
Pace: 5; Parry: 5(1) Toughness: 7(2)
Combat-Relevant Edges & Abilities:
  • Channeling (If a Raise is rolled, reduce the PP cost of the Power by 1)
  • Charismatic (One free Reroll per Persuasion roll)
  • Extra Effort (After the Roll, add +1 or +2 to the Focus total for 1 PP or 3 PP)
  • Strong Willed (+2 when resisting Tests with Smarts or Spirit)
Wounds: 0/3; Fatigue: 2/2; PP: 10/20
Bennies: 1/3
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Nyx Eveningstream
Posts: 14
Joined: Thu Jan 10, 2019 7:51 pm

Re: Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

Post by Nyx Eveningstream »

Advances
Please list all Edges and Advances taken for your character here

Unseelie Sidhe Racial Statistics
  • Cold and Calculating: The Fae of the Winter Court are crule and calculating. They gain the Bloodthirsty Edge.
  • Glamour: Sidhe are have powerful glamours which they use to great effect. Begin with Arcane Background (Gifted) with the disguise power as an additional power.
  • Silver Tongued: The Sidhe are wickedly cunning and begin with the Charismatic Edge.
  • Spirited: Sidhe begin play with a d6 Spirit die instead of d4, and its maximum is increased to d12+1.
  • Weakness (Cold Iron): All Fae are vulnerable to the effects of Cold Iron. Sidhe suffer a -4 penalty to resist Cold Iron (such as breaking Cold Iron bonds). Cold Iron also deals +4 damage to all Fae.
  • Initial Advances 1: Connections
  • Initial Advances 2: Strong Willed
  • Novice 1 Advance: New Powers (Bolt; Detect/Conceal Arcana)
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Channeling
  • Seasoned 1 Advance: Extra Effort
  • Seasoned 2 Advance: New Powers (Boost/Lower Trait; Dispel)
  • Seasoned 3 Advance: Artificer
  • Seasoned 4 Advance: Brave
  • Veteran 1 Advance: New Powers (Banish; Drain Power Points)
  • Veteran 2 Advance: Power Points
  • Veteran 3 Advance: Rapid Recharge
  • Veteran 4 Advance: Iron Will
  • Heroic 1 Advance: New Powers (Intangibility; Warrior's Gift)
  • Heroic 2 Advance: Power Points
  • Heroic 3 Advance: Smarts d8
  • Heroic 4 Advance: ?
  • Legendary 1 Advance: Sidekick
  • Legendary 2 Advance: Professional (Focus)
  • Legendary 3 Advance: Expert (Focus)
  • Legendary 4 Advance: Master (Focus)
Nyx Eveningstream
The Tráthnónasruth, Unseelie Pactmaster
Pace: 5; Parry: 5(1) Toughness: 7(2)
Combat-Relevant Edges & Abilities:
  • Channeling (If a Raise is rolled, reduce the PP cost of the Power by 1)
  • Charismatic (One free Reroll per Persuasion roll)
  • Extra Effort (After the Roll, add +1 or +2 to the Focus total for 1 PP or 3 PP)
  • Strong Willed (+2 when resisting Tests with Smarts or Spirit)
Wounds: 0/3; Fatigue: 2/2; PP: 10/20
Bennies: 1/3
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Nyx Eveningstream
Posts: 14
Joined: Thu Jan 10, 2019 7:51 pm

Re: Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

Post by Nyx Eveningstream »

Roll20 Advance:
+New Powers (Boost/Lower Trait; Dispel)
Nyx Eveningstream
The Tráthnónasruth, Unseelie Pactmaster
Pace: 5; Parry: 5(1) Toughness: 7(2)
Combat-Relevant Edges & Abilities:
  • Channeling (If a Raise is rolled, reduce the PP cost of the Power by 1)
  • Charismatic (One free Reroll per Persuasion roll)
  • Extra Effort (After the Roll, add +1 or +2 to the Focus total for 1 PP or 3 PP)
  • Strong Willed (+2 when resisting Tests with Smarts or Spirit)
Wounds: 0/3; Fatigue: 2/2; PP: 10/20
Bennies: 1/3
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Nyx Eveningstream
Posts: 14
Joined: Thu Jan 10, 2019 7:51 pm

Re: Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

Post by Nyx Eveningstream »

-10% Cash from Networking. (450-45=405)
Nyx Eveningstream
The Tráthnónasruth, Unseelie Pactmaster
Pace: 5; Parry: 5(1) Toughness: 7(2)
Combat-Relevant Edges & Abilities:
  • Channeling (If a Raise is rolled, reduce the PP cost of the Power by 1)
  • Charismatic (One free Reroll per Persuasion roll)
  • Extra Effort (After the Roll, add +1 or +2 to the Focus total for 1 PP or 3 PP)
  • Strong Willed (+2 when resisting Tests with Smarts or Spirit)
Wounds: 0/3; Fatigue: 2/2; PP: 10/20
Bennies: 1/3
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Nyx Eveningstream
Posts: 14
Joined: Thu Jan 10, 2019 7:51 pm

Re: Nyx "the Tráthnónasruth" Eveningstream, Unseelie Pactmaster

Post by Nyx Eveningstream »

Q1 2019 R20
+Artificer
Nyx Eveningstream
The Tráthnónasruth, Unseelie Pactmaster
Pace: 5; Parry: 5(1) Toughness: 7(2)
Combat-Relevant Edges & Abilities:
  • Channeling (If a Raise is rolled, reduce the PP cost of the Power by 1)
  • Charismatic (One free Reroll per Persuasion roll)
  • Extra Effort (After the Roll, add +1 or +2 to the Focus total for 1 PP or 3 PP)
  • Strong Willed (+2 when resisting Tests with Smarts or Spirit)
Wounds: 0/3; Fatigue: 2/2; PP: 10/20
Bennies: 1/3
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