Veruka Foarmborn

   
Nature: Courtier/Rake- | -Demeanor: Courtier/Rake
Character Type: Changeling- | -Concept: Diplomat between Words
Player Name: Bubblegum- | -Clan/Tribe/Dynasty/Ect:' Merfolk Wilder Seelie

Attributes

PhysicalSocialMental
Strength2Charisma4Perception2
Dexterity2Manipulation4Intelligence3
Stamina2Appearance4Wits3

Abilities

TalentsSkillsKnowledges
Alertness1Animal Ken0Academics0
Athletics0Crafts0Computers0
Awareness0DriveU0Cosmology0
Brawl0Etiquette3Finance0
Empathy2Firearms0Investigation2
Expression3Melee0Law0
Intimidation0Performance2Medicine0
Leadership0Stealth0Occult1
Streetwise0Survival0Politics2
Subterfuge2Technology0Science0
Other TalentsOther SkillsOther Knowledges
Kenning3Divination0Graymare2
Intuition2Hypnosis0Lore: Gallain2
Seduction0Meditation0Lore Shapechangers1
 0Riding0Thanatology0
 0Traps0 0

Additional Abilities:


Backgrounds
Mentor3
Title2
Treasure2

Details Title: Lady Ambassador
Treasure: pearl necklace with grandeur (Sovereign 2)


Glamour6
Banality3
Willpower6
Arts
Summer1
Naming2
Oneiromancy1
Realms
Actor3
Fae2
Nature (Affinity)1
Prop
Scene
Time

Ravaging/Musing Threshold:' Create Love

Antithesis: Picking function over form

Merits:
Blood of the Wolf
Soul of the Muse
Flaws:
Echoes2
Sidhe's Curse 


---- Freebies:

Freebie Points (15):
2 to willpower raised to 6
1 to treasure raised to 2
1 to title raised to 2
5 to naming raised to 2
3 to glamour raised to 6
2 to actor raised to 3
1 to holding raised to 1
Total: 15

Background and History


Character Bio: An exotic addition in the Seelie court of Jacksonville Veruka claims the title of Ambassador of the Sea send to establish contact with the Kithain of land in hopes of creating an alliance with them. When not carousing at a freehold she enjoys attending the various events in the city or spending time near the beach.

Character Description: In her human form Veruka appears as a tall woman (170cm) with light olive complexion and long brown hair. She possesses a willowy body type and often wears her swimsuit underneath her clothes. She favors light and bright colors for her outfits and make up and prefers jewels that remind her of her ocean home like pearls, corals, and seashells.

Fae mein: In her fae mein her skin takes a blueish shade while her hair turn white with stripes of cyan and light pink that seem to glow faintly in the dark. Her lower half merges together resembling the tentacles of a jellyfish, when on land she can give herself a pair of legs with the remaining tentacles giving the illusion of a dress.

HISTORY


Born after a dalliance between a kinain fisherman and a mermaid Veruka always felt a connection to the land, one her Apsara approved leading her to join the scholarly house Melusine. Her curiosity led her to occasionally make contact with sailors and surfers learning bits about their world, she even began walking among humans on special occasions though she always found her way back home before nightfall.

Veruka's fascination for human culture became useful when the monarch of the mer decided to improve the almost non-existent relations between the mer and their earthly cousins. Due to her understanding of landwalker culture and customs Veruka was a strong candidate for that type of mission. She received the title of ambassador and sent to the surface

NOTES

Birthrights:
Apsara of Vatea � Mer bond at a young age with a sea creature, a fish spirit they call their Apsara. The mer then gains the powers of the creature in question, gaining one extra dot in an appropriate Attribute correlating to the abilities granted by the Apsara. (Apsara Jellyfish +1 in appearance)

Gills � All merfolk can breathe underwater, either through gills or by means of blow-holes and nostrils that close off. The means by which they breathe underwater is based on the mer�s Apsara. Those with blowholes can average six hours underwater before they must surface for air.

Ocean�s Beauty � All merfolk are seductive and beautiful. A mer cannot botch an Appearance-related roll. Each mer gets an extra dot in Appearance, which can carry them beyond 5.

Frailties
The Coldness � Banality is literally the death of merfolk. As a mer accumulates Banality and loses Glamour, she finds it harder to breathe underwater. Once she runs out of Glamour, the mer can only breathe air and will drown underwater. Mer who do survive are left in the middle of the ocean, naked, with nowhere to go.

Out of Touch � Since merfolk separated themselves from mortal society, they cannot purchase Streetwise, Drive, Firearms, or Computer during character creation without the expenditure of freebie points.

Merits: Blood of the Wolf: Kinfolk for a Garou tribe
Soul of the Muse: Reduce the difficulty to create works of art by 3 when inspiring an artist
Flaws Echoes (2pts): Salt thrown over the shoulder for good luck protects a mortal from faerie powers. The same is true of bread. Your cantrips cannot affect any mortal who does so for the duration of the scene. Cantrips simply do not work, and may backfire. Any mortal knowing your full name can command three tasks from you, which you must accomplish before achieving freedom from that mortal�s influence. However, you need only follow the exact wording of the mortal�s request, not the desire behind the request.

'Sidhe's Curse: Double Banality intake

Treasure Ocean's Grace: A string of pearls holding the beauty of the Sea. Legend has it that each pearl is a tear shed by an unfortunate mermaid who did not possess the legendary beauty of her kith. After collecting each of her tears she crafted a treasure that allowed her to become the belle of the ball earning her the love of her people. System: The user spends a point of Glamour and rolls her glamour, all of the characters� social interactions add automatic successes equal to the successes rolled.