CARA YISIL
MANTLE
Oathsworn of House Yisil
ASPECTS
High-Concept: Devourer of Mantles.
Cara's Mantle sets her up perfectly to be an assassin. She can murder and impersonate low level guards and functionaries, use it to get close to high level Mages and politicians, and take them out. She serves the House in the ways that she is trained, but she yearns to not be dependent upon the blood of others for her power. She believes it is possible to learn to consume the Mantles of those long dead, from bones and graves, from
Necromancy, and wants to dedicate herself to developing these techniques. Yet her House keeps making demands of her, and she has no choice but to obey.
Trouble: Foreign Magic in the Blood.
Cara is a foreigner in a strange land, and she is not used to the magic of this place. It tastes different, it acts different, and it erupts in surprising ways. Tag this to have her absorbed magic behave unexpectedly, or have her fail to understand some cultural trope of Kumlari society.
Personal: Another debtor, another debt to be paid.
Her life and power are dependent upon debts, boons, and favors owed to her and the House. She is constantly maneuvering for position, making sure that her Dependents remain so. This involves helping some, keeping others in line, blackmailing one over here, loaning a great sum of money to that one there, acquiring a position at the College of Mages for another. It also involves her own oaths and debts to the House.
Personal 2: I know a guy, but you're not going to like the price.
Representing both her extensive network of contacts, and the somewhat bizarre costs associated with doing business with House Yisil. Tag this to add esoteric costs to literally anything she does, the stranger the better.
Induction:Archmage Artov of the Veiled Hand has a rival he needs investigated discreetly.
She's got some considerable clout with House Yisil, and she's cashing in on that favor now to have another member of the Veiled hand, the Necromancer Derris, investigated. She thinks he might be involved in some underhanded business, and wants it made public if true.
SKILLS
Athletics 1 | Blades 3 | Burglary 1 | Contacts 3 | Crafts 0 |
Deceive 3 | Knowledge 1 | Ride 0 | Empathy 2 | Unarmed Fighting 0 |
Investigate 2 | Lore 4 | Notice 2 | Physique 0 | Provoke 4 |
Rapport 2 | Shoot 0 | Stealth 1 | Will 1 | |
UNIQUE CONDITIONS
Burned Out (Fleeting): [ ] Mark this condition to gain +2 to all magical actions for the rest of the scene. Afterward, chose the First Boon Aspect that was utilized the most during this scene. Remove that Aspect from your sheet, and unmark this Condition. If there is a tie, the GM picks which Aspect Boon is lost.
Dependents (sticky): [ ][ ][ ] This condition uses three boxes to represent the House of Yisil's significant social capital, which translates to a limited supply of House Dependents who can and will offer aid, up to and including
the First Boon. Mark a box when you draw on your Dependents for this mantle’s stunts. Recover this condition by waiting (one box per session) or by spending a scene to meet with your Dependents and offering to provide them assistance. The House Dependants (via the GM) will inform the Oathsworn of a problem necessitating correction.
Disfavored (sticky): [ ] Violating the House's trust marks this condition. While Disfavored the Oathsworn may no longer use any of the abilities associated with their Mantle. Recover Disfavored when the Oathsworn has made restitution with their House, per the GM.
CORE STUNTS
The First Boon: An Evoker other than the Oathsworn makes a donation of blood, gaining the
Exhausted Aspect. The Oathsworn marks down an Aspect that includes a Mantle Stress track, one of the donator's Disciplines, and a free Invoke. The Oathsworn now has the ability to perform any of the four basic actions with spectacular magical effects as Evocations using the marked Discipline. Their actions may have scale at the GM’s discretion. When the Stress Track is exhausted the Aspect and its associated Discipline are lost, as is the free Invoke if it hasn't already been spent. This stunt may be used repeatedly, gaining a new Aspect, Stress Track, Discipline, and free Invoke each time. However, it cannot be used on the same donator unless they have recovered from the
Exhausted aspect. If used on the same donator, then the Oathsworn may either refresh the Stress Track on an existing Aspect and Discipline while gaining another free Invoke (even if the previous Invoke was unspent), or gain a new Aspect tied to a different Discipline of the donator with its own Stress Track and free Invoke.
If desired, the Oathsworn who has an active Aspect may push themselves to increase the spell’s effect as follows:
- Mark a stress box for +2 on any one magical action.
- Mark a stress box to replicate any action they might be able to perform by marking a Mana stress box.
- Mark Burned Out for +2 to all magical actions for the rest of the scene.
The Final Boon: Requires the death of the victim. The Oathsworn of House Yasil commits a point of Refresh, absorbing one of the Mantles of their victim into their own. This imparts one of the Core Stunts of the Mantle upon the Oathsworn, as if it were their own. The Refresh does not return until the Mantle is released, and if it is said Mantle is gone forever. Additionally, the Oathsworn can assume the previous holder's physical form (+2 to Deceive attempts to impersonate them), and has access to some of their surface memories (can spend Fate points to know key information that only the victim would have known).
ADDITIONAL STUNTS
Enchanted Item: The House always possesses a number of useful items—potions or other magical gadgets. Once per session, the Oathsworn may describe one of these items and create an ad hoc stunt effect related to its function, which they may use for the rest of the scene. Work with the GM to determine the specifics according to the rules. If the effect desired is powerful, the GM may charge a fate point for its use, at their discretion. The Oathsworn may lend this item to another character, allowing them to use this stunt in their stead. This stunt may be taken more than once; each time grants an additional use per session.
Intimidating Reputation Attacking you has consequences. One should consider carefully before committing. For those aware of Cara's reputation, until she makes a physical attack in a scene, characters must overcome a Will:3 obstacle to make their own physical attack.
- Those who fail cannot attack (fail) or miss on their first attack (succeed at cost)
- This may be dependent on what's been written so far and when the dice roller is invoked.
- Those who tie may attack, but with a minor cost (take a fleeting aspect reflecting the trepidation of attacking)
- Those who succeed, succeed
- Those who succeed with style get a boost out of it (fleeting aspect in their favor)
Unapproachable: It’s difficult to try to manipulate someone when you’re constantly reminded of how scary they are. You may use Provoke instead of Will to provide defend against create advantage actions made with Deceive, Empathy, or Rapport. (adapted from Spirit of the Century SRD, ยง6.16.1)
STRESS
Refresh 1/1,
Mental Stress (Will) [ ][ ] [ ][ ]
Physical Stress (Physique) [ ][ ] [ ][ ]
Mana (Lore) [ ][ ] [ ][ ]
This message was last edited by the player at 03:56, Thu 26 Mar 2020.