Yashagorō, Yoru

   
Nature: Roge- | -Demeanor: palidan
Character Type: Changeling- | -Concept: Snakes
Player Name: WolfDaddy- | -Clan/Tribe/Dynasty/Ect:' Autumn Sidhe/Balor

Attributes

PhysicalSocialMental
Strength4Charisma1Perception2
Dexterity5Manipulation1Intelligence1
Stamina1Appearance4Wits5

Spcialty Str ... Hidden
Dex ... Lithe
App ... Dangerous
Wits ... Quick Thinking
----

Abilities

TalentsSkillsKnowledges
Alertness3Animal Ken1Academics1
Athletics3Crafts0Computers0
Awareness0Drive0Cosmology0
Brawl1Etiquette1Finance0
Empathy1Firearms0Investigation1
Expression0Melee3Law0
Intimidation1Performance0Medicine0
Leadership1Stealth0Occult1
Streetwise0Survival1Politics0
Subterfuge1Technology0Science0
Other TalentsOther SkillsOther Knowledges
Carousing0Divination0Enigmas1
Intuition0Hypnosis0History0
Seduction0Meditation0Poisons0
Gremayre1Martial Arts3Thanatology0
 0Traps0 0

Additional Abilities:

Advantages


Advantages
Backgrounds
Title5
Holdings2
Treasure5
Resources3
 
Arts
Dragon Ire1
Contract3
 
Realms
Actor3
Fae2
 
Misc
Glamour5
Willpower5
Banality3

Ravaging/Musing Threshold: Create Love/Destroy love

Antithesis: Corrupting a Child

Merits (4)
Danger Sense (2)
Icy Demeanor (1)
Common Sense (1)

Flaws (7): Addiction: (3) <Alcohol>Attention-Deficit Disorder (2)
Curiosity (2)

Character Description: Yashagorō’s human flesh is tall (6’9”) They have long purple black hair, often tied back. Yoru’s eyes are a deep amber. Their tounge is that of a snakes, and they take great pains to keep it out of sight. They wear white suits (not even expensive ones) when on business, and casual suits on weekends. Their pale face and sharp cheekbones give them a severe look. Yoru will on occasion don a kimono, hakama or yukata.

Fae mein: Yashagorō’s mein is an opulanet thing. Thick layered Kimono or hakama, with silks and intricate embroidery. Their eyes a bright amber with a snake like shape. They not longer hide their tongue. Their long hair (much longer) is more purple than black, and their face is painted. If one were to see them without their shirts, their build speaks to hours training. Their muscled shaped for fighting. Yoru’s body is covered with scars, of all kinds. Scars of past battles and hours of torture.

Character Bio: Yashagorō had a sad and cold childhood. Locked away and treated with no affection. They grew to a cold and emotionally unstable adult. They are a beast in combat, and the fight for their house tooth an nail. They provide contracts and muscle for their house, along with the clout of their title. While the Balor are hated by most, they are still fae, and have a right to sit a most tables. Blood on their suits or not.

HISTORY


         Born into this life and always exposed to it as a child. When their chrysalis happened, while a it was a surprise, it changed little of their overall life. Being a Balor was a violent and dark thing for anyone, and it warped them as a child. Blunting their capacity to care for others or think that the world was capable of good things.

They were raised under a tight regime. Their title dropping an immense pressure to succeed on to them. Physical training was more akin to torture, hours and days of nonstop pain and starvation. But in the end the efforts paid off.

There was no one person in Yoru’s young life. The can recall a sweet floral scent, but nothing more of their mother. The others where other Balor nobles and mentors and trainers. No one who would so much as look at them outside of lessons. This made Yoru significantly less social than the others of their kith. But they would make up for that with physical prowess and quick thinking (although one should not mistake that for intelligence). Once Yoru became of age, they were sent out of their childhood home, and begun to take tasks from the House, and begun running a small freehold for the Balor.

Yoru has been to the dreaming on a few occasions, and they have found the quiet love the realms there. It became the only thing in their life that was pure.

Once Yoru met a small human girl, a dreamer. They met quite by chance, but the meeting stuck with Yoru. The girl was a victim of domestic abuse. The small thing was like a weed. A small yellow flower trying to bloom were others would only poison or cut it. Yoru killed the small girl out of pity. Not long after the whole family.

It gave Yoru perspective on the goals of Balor. Now not only did Yoru strive to place the Fae as the rulers of the Autum world (like most of their house), but now they did it to protect the dreamers. The ones who were crushed almost as hard as the Fae were by the sick world they lived in. Yoru would be the monster in the dark, in hopes that in the next life, they won't have to be.

As an adult the list of constant people in their lives reached one. <players name yet to be desided>

They would say they Loved them. But that is not quite true. The owned them. They were obsessed. Yoru is not sure they could love. But the gross puppet of love the have, is something Yoru would die and kill for. Yoru has killed for it.

Yoru is not a murderous person, not even a violent one. They just see the lives of those other than fae as lesser. They would never kill another fae, even if they were the worst kind of seelie sidhe, but they don't hold other creatures to the same regard.

Yoru currently works at a dojo, teaching the capoeira classes. He is part owner with a mortal man.

NOTES

equipment: Treasure 5: Dragons breath is the tessen’s name. It gants user use of Dragon's ire 5. The treasure is a Tessen, the image of a dragon embroidered on the silk in gold and silver threads. The fan itself a heavy steel, coated in silver. The fan made for combat, has sharp blades on the topside. A little jade dragon charm is tied to the bottom.

One sleek black car. Would have been top of the line 5 years ago, but still in good shape.

One small apartment, one room.

One Akita dog, lives in the apartment.

Freehold: The freehold is a small thing, ment to hold conferences, meetings and house peace deals and declarations of war. The Freehold has three rooms. One is more of a shrine, that holds the balefire. One is a panic room, if someone cannot keep their temper at the table. The third is a large room with a huge marble table in the center. 13 seats placed around the table and benches on either side of the room (for spectators and guards) A intricate chandelier hangs from the ceiling as the centerpiece of the room. Thick black curtains cover the three doors, and nothing else is in the room. Not even a painting on the wall.

<Birthrights> Unearthly Beauty - Sidhe stand out in a crowd due to their beauty and regal bearing. Sidhe receive two additional dots of Appearance, even if this brings that rating above 5. When they invoke the Wyrd (p. 259), this beauty becomes overpowering. If a sidhe invokes the Wyrd in the presence of a character, the player must roll Willpower (difficulty 8). If that roll fails, the character can only stare in awestruck wonder at the sidhe for one turn for each dot of the sidhe’s Appearance.

Noble Bearing - Sidhe carry a quiet dignity at all times. Cantrips designed to humiliate them or make them look foolish automatically fail (that does not prevent cantrips from harming them, of course, they just don’t lose their poise when it happens). Sidhe cannot botch Etiquette or Politics rolls.

<Frailties> Adoration - Autumn sidhe are better with mortals than their Arcadian cousins, but that carries problems of its own. Any time an Autumn sidhe successfully enchants or even meaningfully interacts with a mortal (successful use of Intimidation, Expression, Leadership, etc.), the Storyteller should roll the mortal’s Willpower against a difficulty of the sidhe’s Glamour rating. Failure means that the mortal takes an extra interest in the sidhe, which can manifest as anything from persistently offering favors or discounts to asking personal questions or sharing unwelcome confidences, or even asking for pictures or autographs. It also means the mortal has no trouble remembering every word and detail of the interaction, which can be a problem for sidhe trying to remain inconspicuous. A botch on the roll indicates the mortal either develops an unhealthy fascination with the sidhe in the case of a positive interaction, or an obsessive hatred in response to a negative one.

House Balor Boon The Blooded’s willingness to accept even the most unpleasant tasks without complaint is made manifest in their house boon, along with one of the prime reasons they are so widely feared by other fae. While touching cold iron causes a Balor mild discomfort, she does not lose Glamour from handling it, nor from being struck by it. Members even have a slim chance to soak damage from cold iron sources (difficulty 10). However, cold iron still inflicts aggravated damage on the Blooded, and death by cold iron destroys a Balor’s soul the same as any other changeling.

Flaw <Snake tongue, in all seemings, and snake eyes in fae seeming> All members of House Balor are marked by sinister deformities, and wear them proudly. Balor fae tend toward freakish traits such as forked tongues, glowing eyes, over-long limbs, scales or fur instead of hair, and other markedly unnatural characteristics. A Blooded’s deformity might be temporarily concealed, but can never be permanently corrected, not even with magic. Sidhe of House Balor are born with these traits, displaying mortal versions of them even before their Chrysalis, while other fae who take titles in the house later on in life inevitably develop them as part of the Blooded’s secret initiation rites.

Wilder Banality triggers: Trigger: A wilder invites Banality when he denies an opportunity for adventure. Immunity: Conflict is part of any adventure. A wilder is not triggered by chimerically killing changelings and chimera as long as it occurs in service of his latest escapade.