Ibhubesi
Nature: Outlaw | - | - | Demeanor: Hermit |
Character Type: Changeling | - | - | Concept: Sagacious Soldier |
Player Name: bogganboss | - | - | Clan/Tribe/Dynasty/Ect:' Unseelie Eshu |
Attributes
Physical | Social | Mental | |||
---|---|---|---|---|---|
Strength | 2 | Charisma | 4 | Perception | 2 |
Dexterity | 4 | Manipulation | 3 | Intelligence | 2 |
Stamina | 2 | Appearance | 3 | Wits | 2 |
Abilities
Talents | Skills | Knowledges | |||
---|---|---|---|---|---|
Alertness | 2 | Animal Ken | 0 | Academics | 2 |
Athletics | 2 | Crafts | 0 | Computers | 0 |
Awareness | 0 | Drive | 1 | Cosmology | 0 |
Brawl | 1 | Etiquette | 2 | Finance | 0 |
Empathy | 2 | Firearms | 2 | Investigation | 0 |
Expression | 1 | Melee | 1 | Law | 0 |
Intimidation | 0 | Performance | 3 | Medicine | 0 |
Leadership | 1 | Stealth | 1 | Occult | 0 |
Streetwise | 1 | Survival | 0 | Politics | 0 |
Subterfuge | 2 | Technology | 0 | Science | 0 |
Other Talents | Other Skills | Other Knowledges | |||
Carousing | 0 | Divination | 0 | Enigmas | 0 |
Intuition | 0 | Hypnosis | 0 | History | 0 |
Seduction | 0 | Meditation | 0 | Poisons | 0 |
0 | Riding | 0 | Thanatology | 0 | |
0 | Traps | 0 | 0 |
Additional Abilities:
Backgrounds | (5+6FB) | |
Resources | 4 | (Family's wealth) |
Mentor | 3 | (Eshu who looks like Morgan Freeman) |
Chimera | 4 | (Chimerical Companion) |
Glamour | 4 | |
Willpower | 7 |
Merits: | |
Natural Linguist | 2 |
Lanuguages | 1 |
Fake it | 3 |
Your Best Advocate | 1 |
Flaws: | |
Iron Allegry | 3 |
Enemy | 1 |
Lame | 3 |
Arts | |
Wayfare | 2 |
Naming | 1 |
Soothsay | 1 |
Realms | |
Scene | 1 |
Fae | 1 |
Time | 3 |
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.