Teleri-Belladona

Twin aspected Nephelem

Description:

Aspects

HIGH CONCEPT: GOLDEN GLOW YOU’RE GOOD TO GO, RIGHTEOUS RED YOU’RE PROBABLY DEAD

Invoke: Text
Compel: Text

TROUBLE: NO MATTER THE PLACE, I’M WHO PEOPLE SEEM TO CHASE!"

Invoke: Text
Compel: Text

RACIAL/REGIONAL: NEPHILLEM- ECCENTRIC BEING WITH JEKYLL/HYDE SYNDROME

Invoke: Text
Compel: Text

I WISH I WERE HOME AGAIN, THIS PLACE IS TOO DANGEROUS

Invoke: Text
Compel: Text

MY APPEARANCE WOULD BE THE LEAST OF YOUR WORRIES SHOULD YOU CHALLENGE ME

Invoke: Text
Compel: Text

HE’S A FRIEND FOR NOW, BUT TOMORROW’S A NEW DAY

Invoke: Text
Compel: Text

OATH/CODE: IF MY BODY SO DEMANDS IT, IT SHALL BE DONE

Invoke: Text
Compel: Text

Skills

  • SUPURB +5: Athletics
  • GREAT +4: Deceive, Investigate
  • GOOD +3: Notice, Physique, Languages
  • FAIR +2: Melee Combat, Provoke, Healing, Resolve
  • AVERAGE +1: Crafts, Empathy, Resources, Leadership, Stealth, Survival

(36 sp)

FATE POINTS

~ MAXIMUM REFRESH: 7
~ CURRENT REFRESH: 1

Stunts

STUNT 1

Description

STUNT 2

Description

STUNT 3

Description

Extras

Nephalem (Race) (-3)

PERMISSION: Required Racial Aspect
COST: -3 refresh

Description:

Wielders of this power (Extra) either are, or can become a Nephalem. These type of creatures have been described as the offspring of both an Angel, and a Demon. However, users of this power will have the potential to become more powerful than either side.
This is due to the fact that said spirit would be neutral and possess power from the forces of both Light and Darkness. These beings are based off of the Nephillim, the hybrid offspring of an Angel and a human, with the only difference being that both parents are immortal spirits. (Note: However, if the user who actually obtains this power is human, they will technically be just like the “Nephilim”. In fact they would be an Angel/Demon/Human Hybrid.)
In terms of Moral alignment, Nephalem are neutral, but can go to the side of good, evil or anywhere in between. The same can also be said for the personality of said being. As for appearances, the wielders form would have unique features from both sides of their heritage such as small horns, colored skin and a supernatural, glowing aura that displays their divine status.

  • Night Vision (Notice) (-1) Included
    Requires an appropriate Aspect
    This Extra permanently grants you the Notice Specialty Aspect NIGHT VISION. It will be apparent to most who view you when this ability is active, such as glowing red eyes. You do not need to pay a Fate point to activate this ability. This Aspect might be invoked to grant bonuses to see in darkened areas, or may be compelled by the enemy when he flashes you with a blindingly bright light.
  • Quick Heal (Physique) (-1)
    Requires appropriate Aspect
    The character can pay a Fate point to instantly heal 2 stress points.
  • Wings (-1) included
    Requires appropriate Aspect
    You have an obvious, fully operational pair of wings that grow from your back. You gain an additional aspect SLOW AND CLUMSY FLIGHT. You gain the following Extras:
Glide (Athletics) (-1) included
• Requires Appropriate Aspect
• This Extra is generally used by creatures rather than magic users. The creature may glide a number of vertical or horizontal zones (or combination of the two) equal to its Athletics skill level, as long as it starts from a higher point.
Flight (Athletics) (-1) included
• Requires Glide
• This stunt is generally used by winged creatures rather than magic users, who use the Telekinesis power instead. The creature is capable of true flight, using their Athletics skill for aerial movement and maneuvers. Their speed of flight is any combination of vertical or horizontal zones (or combination of the two) equal to its Athletics skill level (per exchange), no matter what height the flight originates. The creature can fly for the base duration, plus one step per shift (so 1 shift means half a minute, 5 shifts means half an hour, etc), whereupon the character incurs a Physical consequence from exhaustion.
• In addition to the Power Aspect that defines this Extra, you gain the Aspect SLOW AND CLUMSY FLIGHT. To take flight you need to activate this Power (only once per scene, by spending a FATE point).
• While flying you move at a speed equal to about twice the average human’s top running speed (+2 bonus on rolls to “Run” on Agility rolls during a chase). However, you may have some trouble performing sharp turns and may not hover.

Slow but Agile Flight (Athletics) (-1) Requires Wings

You gain the Aspect SLOW BUT AGILE FLIGHT instead of SLOW AND CLUMSY FLIGHT. With this Aspect, you still fly relatively slow, but you can turn on a dime and may hover in place.

Nephalem Bloodsight (Notice) (-1)

Requires an appropriate Aspect
This Power permanently grants you the Notice Specialty Aspect NIGHT VISION. It will be apparent to most who view you when this ability is active, such as glowing golden or red eyes. You do not need to pay a Fate point to activate this ability. This Aspect might be invoked to grant bonuses to see in darkened areas, or may be compelled by the enemy when he flashes you with a blindingly bright light.

Nephalem Hallucinations (Power Stunt) (-1)

PERMISSION: An appropriate Aspect.

COSTS:

  • Must purchase the Glamour skill.
  • Unsettling: If the hallucination attempt fails, or if the victim learns of the manipulation, the character instils revulsion in those affected, incurring a -2 penalty to Rapport and Empathy checks to them.

This is a minor magical Extra whereby the character may invoke hallucinations in other creatures.

Hallucinations
Hallucinations are illusions existing entirely within the target’s mind; no one else can see them. By default, there’s only one target, though the hallucination can be any scale (so manipulations affect the number of targets rather than scale). It’s resisted by Resolve, success by the victim meaning the hallucination has been “disbelieved”, recognised for what it is, and is ineffective. Attacks by hallucinations cause Composure damage.

By default illusions affect only one sense at a time: each additional sense requires a +1 manipulation (so an illusion affecting all five senses would be a +4 manipulation).

See Through Glamour
Additionally, this character has a chance to detect other illusions. On a successful roll, you can see through hallucinations and images; you can also try to see through seemings and disguises with a +2 difficulty. The difficulty is the effect number of the target illusion.

Confusion
You can create an illusion of a confusing and shifting reality as a Composure attack.

Spellbinding
Your illusions make you magically attractive, allowing you to Create an Advantage by placing temporary aspects such as “Enamoured” on targets. It can be resisted.

Cost for using Nephalem Hallucinations:
• Accept one shift of Composure stress.
• Pay a fate point.
• Use a boost.
• Create an advantage on your spellcasting aspect in one round, cast the spell the next.

Skill Roll to:
• Overcome:
• Create an Advantage:
• Attack:
• Defend:

Consequences

MILD: Physique~BRUISED RIBS [In Recovery]
MODERATE:
SEVERE:
EXTREME:

Equipment

Two Slendrim Blades and one Castighan Crossbow, all three native to Asylum.

Bio:

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Teleri-Belladona

Shimmering Kingdoms FATE TattooFreak13