Ibhubesi

   
Nature: Outlaw- | -Demeanor: Hermit
Character Type: Changeling- | -Concept: Sagacious Soldier
Player Name: bogganboss- | -Clan/Tribe/Dynasty/Ect:' Unseelie Eshu

Attributes

PhysicalSocialMental
Strength2Charisma4Perception2
Dexterity4Manipulation3Intelligence2
Stamina2Appearance3Wits2

Abilities

TalentsSkillsKnowledges
Alertness2Animal Ken0Academics2
Athletics2Crafts0Computers0
Awareness0Drive1Cosmology0
Brawl1Etiquette2Finance0
Empathy2Firearms2Investigation0
Expression1Melee1Law0
Intimidation0Performance3Medicine0
Leadership1Stealth1Occult0
Streetwise1Survival0Politics0
Subterfuge2Technology0Science0
Other TalentsOther SkillsOther Knowledges
Carousing0Divination0Enigmas0
Intuition0Hypnosis0History0
Seduction0Meditation0Poisons0
 0Riding0Thanatology0
 0Traps0 0

Additional Abilities:


Backgrounds(5+6FB)
Resources4(Family's wealth)
Mentor3(Eshu who looks like Morgan Freeman)
Chimera4(Chimerical Companion)
Glamour4
Willpower7
Merits:
Natural Linguist2
Lanuguages1
Fake it3
Your Best Advocate1
Flaws:
Iron Allegry3
Enemy1
Lame3
Arts
Wayfare2
Naming1
Soothsay1
Realms
Scene1
Fae1
Time3


Freebie Points (15):

00 - Merits (7)
- Flaws (7)
04 - Background: Chimera
02 - Willpower from 5 to 7
05 - Wayfare Art from 1 to 2
01 - Resources from 3 to 4
01 - Mentor from 2 to 3
02 - IPerformance from 2 to 3
Total: 15

Background and History


HISTORY


You are from an affluent family and had a very pleasant childhood until one day your parents hired a babysitter for you and your two older brothers so that they could attend a once in a lifetime gala. Being of high social station they had quite the list of sitters however, when so many of those trusted people fell through—they attempted to use a less vetted source.

The sitter was outwardly pleasant, but had a nightmare hidden inside (Enemy 1pt Flaw).

You could see it (you STILL see it some nights), but your older brothers could not. After your parents had left she sent you all to bed and you remember hearing all the noise. It wasn’t uncommon for sitters to have wild parties at your parent’s spacious manor but typically when you threatened to reveal their antics they backed down. Determined, you hopped from your bed to threaten this sitter like you had threatened so many before but what you saw was a complete horror...

There was so much blood, and you remember the unblinking eyes of your brother, Wayne, as they stared down the hall facing you and your room. Somewhere, perhaps in your father’s study (from the sounds of it)you heard a horrible gurgling sound which somehow reminded you of your eldest brother.

Your blood froze in your veins and you ran.

You retreated back into your room and left via the window. You ran into the night and even to this day you do not really remember what happened next. You remember somehow the police found you and took you home. You know that your parents told you that your house was burglarized—marked by the babysitter they had choose and that your older brothers had seen some of the robbers faces and were killed in the hopes of protecting the robber's indentities. They told you this, over and over and over with such conviction that eventually you accepted it as the truth.

A peice of you however always remembers that you have seen something truly horrible (more horrible than robbery which turned into murder) and the need to uncover that truth drives you to this day.

You feel that eventually you will be able to explain to your parents what really happened that night and thereby unburden them from the greivf they bear in connection to the murder of your siblings.

Last year, after seeing Manhattan Hendge with your friends you began to feel not quite like yourself. Increasingly you found yourself thinking impossible thoughts and planning spectecaular things. It wasn't long before your Dream Dance began.

Old Soul, New Eyes

The old goat that taught you what he knew was an interesting character. He saw much of himself in you and you in turn saw much of yourself within him. He taught you the powers of the Kithain and warned you about the mortals who hunt the fae. He was particularly detailed on his lessons about the mortals which hunt the fae because, as he explained to you, “Some of his Fae side bleeds into the grey world and causes mortals to recognize him for what he truly is.”

After three months of study with your Mentor he disappeared with only a text, “Do not return home, they have found us—flee to my cousin’s keep in White Sands.” It took you exactly twenty-eight minutes to drop what you were doing and return home. When you did the apartment you shared with your Mentor was wrecked and he had forgotten who your were entirely . ..

It took you weeks to discover what "White Sands" referred to and after some time to gather your resources you made the move and arrived after setting up a meeting with your Mentor’s cousin for is Kinain. You are not the wide-eyed Saturday morning dreamer anymore. Your heart has been frozen by the hardships that you have endured—but you are determined to do more than survive, you have vowed to thrive.

Character Creation Notes:

Ravaging/Musing Threshold:

Antithesis: No matter how the wind howls, the mountain cannot bow. Eshu are free and of the wind, Ibhubesi will never share his gifts on command, an eshu is not an entertainer--he does not numbly pacify his audience in the same ways as video games and conventional modern media. To do so would provoke an immediate banality trigger for Ibhubesi.

Charisma: 4 When Ibhubesi first encountered the Dreaming face to face he was possed by the enormity of a sngle spirit.

                      There was an impression of a great being  (which may have been made manifest from Ibhubesi's sub conscience).
                      This being told Ibhubesi  of the nature of the world and upon gifting the Kithain with knowledge of this
                      "trick" the eshu was also striken with centuries of sorrow. So pleased with offloading this burden the 
                      tricker god Elebga disappeared. Although Ibhubesi has never been "ridden" by Elegba again he does on some
                      level still process the trickster's proficiency with people (and effect he has yet to master, ie it would
                      be neat if he could also use this rationale to increase is Manipulation Attribute score and his Talent
                      Subterfuge stats. 

Mentor 3 Ibhubesi's satyr mentor has been lost to Banality and while his Motley attempt to reawake his spirit, they fear

                      he is lost to Winter. In the place of his satyr mentor the eshu Bard of Queen Morganna the Fair finished 
                      Ibhubesi's Saining. Garen the Queen's most beguilding storyteller is busy but is geniuinely invested in teaching
                      Ibhubesi the ways of the kith. Garen is most interested in attempting to prevent Ibhubesi from being 
                      so bound to his past. "To be shaped by one's circumstance ..." The elder eshu often lectures. "...is Heaven's 
                      gift, to be bound by such events as deep sin of the soul."

Seeming: Grump: When a grump fails to provide a necessity for someone or something in

                      her care, she is triggered. 

                      Immunity: Sometimes unpleasant things must be endured. A grump may spend as 
                      much time around high Banality people or places as needed without gaining 
                      Banality (p. 268). 

                      +1 Willpower

Birthright: Serendipity � Eshu somehow always end up in the right place at the

                      right time. The path she follows to arrive at this destination is 
                      equally fortuitous, winding her way through adventures and important 
                      meetings. When faced with a crossroad, she always knows which way to 
                      go. Her internal compass guides her where she needs to be, never 
                      bringing her to a terminus until the time is right. Eshu can never 
                      become lost under normal circumstances. If the eshu becomes lost 
                      through magical means, the player can spend a point of Glamour to 
                      reorient the eshu on her physical (and often figurative) path.

                      Talecraft � Stories are the heart of the eshu, and as such, they 
                      gain something tangible when they learn a fantastical new tale or 
                      perform their own feats worthy of legend. Eshu gain an additional 
                      experience point from each adventure that yields such a tale, such 
                      as finding their way through a winding and dangerous labyrinth or 
                      coaxing a secret from a secretive countess.

                      Eshu never botch rolls involving Empathy or Performance

Frailties: Recklessness � Eshu can�t resist a gamble or a dare, not if the

                      payout is a new story for their repertoire. Their curiosity and 
                      confidence in their ability sometimes leads them to take risks that 
                      a less adventurous kith might not take. Turning down a bet, dare, or 
                      call to adventure triggers Banality in eshu.

Merits

  [Natural Linguist]   (2)
   The well-travelled changeling knows the use of being able to comprehend many languages. 
   You may reduce the difficulty of any task involving the study of written or spoken languages 
   by three, and each purchase of the Language Merit gives you two languages instead of just one. 

  [Lanuguages]         (1) 
  You know a language in addition to your native one. You can take this Merit multiple times, 
  each reflecting a different language. (Default: English, Spanish and Arabic) 

  [Fake it]            (3)
   You talk a convincing game. Sometimes you are even convincing enough to be right. Maybe 
   you claim you can �make that jump,� �ace that test,� or �hit that target.� You may be 
   criminally lucky or possess hidden talents. When you successfully lie about your proficiency 
   in a task with a Subterfuge + Manipulation roll and then attempt to prove your claims, the 
   difficulty of the roll to carry out your ambition is reduced by two. 

  [Your Best Advocate] (1)
  You are especially convincing when telling tall tales about your exploits. You receive 
  a �2 to your difficulty on Social rolls related to recounting your deeds, whether true or 
  not.

Flaws (7)

 [Iron Allegry]         (3)
  Most of the Kithain only suffer pain when in contact with cold iron. You suffer from 
  actual wounds. Cold iron reacts like a hot brand when touching your skin. For each turn 
  in contact with iron, you suffer one Health Level of chimerical 

 [Enemy]                (1)
  You have an enemy, or perhaps a group of enemies, who want you harmed. The value of the 
  Flaw determines how powerful these enemies are. The most powerful enemies (kings or 
  impossible horrors from the Dreaming) would be five-point Flaws, while someone nearer 
  to your own power would be worth only one point. You must decide who your enemy 
  is and how you earned such enmity in the first place.

  * Ibhubesi started his Dream Dance very early in life, unfortunately soon after his
  siblings where murdered the attention he received caused his fae-spirit to retract. 
  The spirit which infested the babysitting his a nightmare of Ibhubesi's own design
  albeit the design of a eight year old. The creature has become maddened by its 
  inability to reunite with its creature and its love has become a festering hate. 

 [Lame]                (3)
  Your legs are injured or otherwise prevented from working effectively. 
  Difficulties of all dice rolls related to movement increase by two. A character 
  may not take this Flaw along with the Merit Double-Jointed. 

  * Rashid was injured during is time serving within the Army in Afghanistan. Outworldly
  as an eshu he has taken this quirk of fate in stride and seen his mobility issues as a 
  challenge. Inwardly it is the malice, the vitrol and hate of his lack of mobility 
  which fueled the creation of his chimerical shadow. These creature is the emboiment
  of Rashid's fear, anger and malice toward a pointless world but it is also his fear. His
  fear that he will not be able to protect himself or more importantly those who depend
  upon him. Mechanically his right leg was amputated (due to his injuries) and his left
  leg was seriously damanged and the eshu is still recovering from these wounds via 
  physical therapy. 

[Chimerical Companion] 4 (40 pts) p 320 Changeling 20th

  The Chimerical Companion is part curse. It is a piece of Ibhubesi's story which must be
  resolved. To move forward, and accept the loss of his legs, Ibhubesi must let go of a 
  lot of the vitrol and malice which has collected within him (kindda like that super 
  awesome scene in Avatar the Last Airbender) 

  https://youtu.be/StrbppmsZJw

  The Chimerical Companion is perceived as a strength but it is one of the Ibhubesi's 
  greatest weakness. It holds him back from truly becoming one with his fae-nature
  (ie becoming a Siochain)

03 Physical (9):

   Strength:             2
   Dexterity:            5
   Stamina:              2 

02 Social (6):

   Charisma:             2
   Manipulation:         4
   Appearance:           0

02 Mental (6):

   Perception:           3
   Intelligence:         1
   Wits:                 2

05 Abilities (15):

   Alertness             2
   Athletics             3
   Brawl                 3
   Intimidation          3
   Stealth               4 (Shadow Merge) 

05 Glamour 5 Glamour pool 09 Willpower 3 Willpower pool 03 Health Levels 6 Health Levels

                         ( 0, -1, -1, -2, -2 and Incap )
   Attacks:  All chimera with a physical form can attack with their 
   natural weapons (fists, teeth, claws, horns, etc.). This attack uses 
   Dexterity + Brawl and inflicts a base of (Strength + 1) chimerical 
   damage. Some chimera also use chimerical weapons, or have specialized 
   attacks, such as venom. These attacks cannot affect mundane targets
   without either the Enchantment or Wyrd Redes.

06 Weaponry � The chimera manifests a physical, melee, or ranged weapon from its body.

   Common examples are swords, claws, horns, and spears. The manifested weapon inflicts the
   chimera�s Strength + 3 in base damage, but may cause more if the chimera has a more powerful 
   version of the Rede. 

   Chimera Point Cost: 2 chimera points (base), +1 damage per 2 further chimera points 
   Use Cost:           None 

03 Scuttle � Chimera with this Rede can move at lightning speeds. For every point of

   Glamour spent, the chimera gains an additional action for the turn. The amount of 
   points spent cannot exceed the chimera�s Glamour rating. 

   Chimera Point Cost: 3 
   Use Cost:           1 Glamour per extra action

02 Fear � The chimera can cause its target to flee screaming in terror, or freeze in

   paralytic horror. Bloodcurdling shrieks, mental domination, horrific physical 
   appearance, and natural auras of terror are common methods of using this Rede. 
   Fear lasts for a number of rounds equal to the chimera�s permanent Glamour. 
   The victim may roll Willpower (difficulty 6) to reduce the duration by one 
   turn per success. 

   Chimera Point Cost: 2 
   Use Cost:           1 Willpower

40 Chimerical Companion Points

Equipment:

  • Beat up pickup truck (with handicap hang tag), a well worn cane, jeans and comfortable

townhouse.