The bana'Shee (Nathyn Soothsayer)
Sept 29, 2018 23:43:47 GMT
Post by Harvey on Sept 29, 2018 23:43:47 GMT
Character Details
Name: True Name Unknown
Alias(es): the bana’Shee, human alias - Nathyn Wright
Race: Fae (Unseelie Fairy)
Level: (Alpha, Master, Elder) Elder
Apparent Age: mid-late 20s
True Age: 910 years, (Born in what is now considered Dec. 21, 1108 AD)
Element: Spiritual
Weapons:
Nathyn owns a pair of daggers. They are an iron based alloy which will make him occasionally sick to be around, but its small enough that it often comes off as ‘allergies’. This will also be in the weaknesses.
Nathyn also owns surgical knives and medical needles (currently has 3 of them). These are single use needles. Being he is a fae, he does like health and sanitation, so there will be no needle sharing. The surgical knives are human/fae grade not silver. HOWEVER, he does have one vial of silver nitrate. From his biochemist background, it is a common agent in such work, but he does keep it as a last minute defensive tactic to very temporarily pacify a shifter (for like a post or two at most) to either get away or get himself properly armed. It does not truly sedate a shifter. It’s technically used to stun and can only be administered through needles (so basically, he can only use it 3 times or until he gets more needles).
Profession:
Apothecary/Chemist: In the old days, the word was apothecary. Nowadays, this translate to a chemist or a pharmaceutical technician. Basically He works with the chemical make-up and compounds of the natural world. Think a biochemist. His human persona does have a PhD for biochemistry, but his practice is centuries old. He’s learned the practices for the times.
Skills:
Herbology: This goes with the apothecary background. He knows where to go in nature to find the stuff he needs to work on. The key here is the more natural based it is, the better his knowledge is in the subject. He can also make a damn good cup of tea out of any herbs and plants that are around.
First-Aid: This is paired with his apothecary knowledge and being of the forest. He knows how to set a broken bone, he knows how to aid in colds and rashes and the like. He can’t cure cancer or any terminal disease. He can’t diagnose it either. He can aid in stopping temporary bleeding and do rudimentary stitching, but he couldn’t work in a hospital, as an example.
Languages: He can speak read and write in Gaelic(Fae), German, French (Canadian dialect), Latin, and English.
Body as a weapon: Shee has a bone like covering on his back that goes down to his tail that ends in a sharpened point. He uses these as a weapon as he does his own wings and claws. They are natural, so they can cut through anything a sharpened part of the body can (so no tearing through metal or walls and the like).
Flight: He has wings. So he can achieve flight for short periods at a time. Roughly about five minutes or about two posting rounds, whichever occurs first. He doesn't get a great deal of time in flight. It normally used as a last resort to him so it will not be effective for him to travel by flight.
Artist: Nathyn paints in his spare time and can sell his art at a decent rate. It’s not what brings the money in, but he does sell art on occasion when he needs quick money. He is a true painter, so he works best with sketches, oil paintings and charcoal.
Powers:
Advanced Glamour: Aside from casting a glamoured look upon himself, he can maintain an glamoured look on one other object or person for roughly 4 hours (or one RP scene. Whichever comes first.) As with Glamour it doesn’t cover all the senses. It is something that covers the sense of sight and feeling IE touch).
Minor Blood-crafting: The art of bloodcrafting is using the natural flow of blood (the body) and redirecting the energy to change the physicality present. Given its minor, he cannot create what is not there (as in cannot make scales where there is only flesh or vice versa) Nor can he create more of something that is not present (as in he could not use the power to ‘grow’ a severed limb anew). It is changing what is present. This power needs the subject to be largely immobile and is time consuming as well as power draining. (More in weaknesses)
Mental Shielding: Shee can fight off most mental attacks. This is only for mental though, not metaphysical/magical
Weaknesses:
Intentional allergies: Because Shee chooses to take daggers of enough iron in them to cause another fae harm, being near them for two long will give him regular allergies. This usually means that 3 days of a lunar cycle, he will have a moderate hayfever like symptoms. Stuffy and runny nose, slight fevers, red eyes, sore throat. In this ‘sick’ state, he doesn’t take healing well, but it also limits him in fighting due to increase of vulnerability.
Vehicle phobia: When the world began to move fast, past that of the steam engine, Shee began to rapidly lose interest in technology for mobility. Cars, planes, motorcycles. Anything ‘modern’ and mobile in the technological sense makes him not nly apprehensive, but downright violent. He will NOT go near them and certainly not IN them. However, if anyone is ever lucky to manage this, he’ll not need to be tied down. The fear is so severe that he is practically immobile while in it. That is until he can see the open door and its not moving.
Crimson Addiction: Shee does have driving desire towards anything reminiscent of blood. Red thick liquids, rich red draperies, the deeper crimson of hair all pulls him towards that need for more blood. The stronger the pull, the more insatiable he gets for it. This usually ends with him needing to touch or taste blood. He is aware of this need and oftentimes when he is combatting it, he replaces it with another addiction or ends up harming himself or another to satisfy his need.
Tea addiction: Not only does he make an amazing cup of tea, but he needs to drink a cup once a day. This increases when his need for blood is rising by 6 hours. Some days he may drink over half a dozen cups of tea. WHen he needs this fix, he becomes rather one track minded on the need to drink. No one and nothing else will matter unless he gets his tea (or some blood).
Cannot lie: It is a real incapability for him. This comes from both his upbringing and the punishment inflicted upon him from his youth. He will never explain this to others fully. He can abstain from answering, but he can’t tell a direct lie. On the flip side, this makes his honesty truly brutal to others. It also makes him not apt to show when he does know something. But when confronted against the right question, he only has the choice to abstain from saying the truth if he doesn’t wish it out.
Minor Blood-crafting: This type of ability needs his full concentration to do. It is not something he can do in other actions such as fighting. It is an all or nothing type power. This means when he is crafting, all he is focusing on is the changing of the blood and flesh he has before him. This does make him intensely vulnerable as he will not be aware of his surroundings until he is done and after the act, he will need to rest for the night (a 24 hour break). Because of this he only chooses to do this when it is vitally necessary or when he is lost to his blood addiction.
Flight: Shee cannot carry another with him when he flies nor can he fly across a city, as an example. This is due to a magical based injury he received in his youth that has allowed his wings to heal improperly. If he chooses to fly these long distances, it is often at the cost of his own health. It physically weakens him for at least the next hour after partaking in a long flight. This time is doubled if he attempts to carr another with him.
Paternal instincts: Shee, while normally a crabby and unpleasant individual, has the desire to protect those he knows are incapable of doing so themselves. Normally this is to the young and young at heart. This also covers the terminally ill and mortally wounded (when the wounds are not inflicted by himself). He remains unusually kind towards these types until they have learned to properly care for themselves or are healed. Granted, his brand of niceness may not be seen as such, but it is there even if the other does not wish it. He will not give them the option. He will also willingly endanger himself to protect another that has fallen in this paternal radar of his.
He will stick around the person he has that radar set on, even if they don't want him to. He doesn't has a limit, which is why it falls into a weakness because he can have too many on hi radar that can cause complications in his own health from lack of sleep, loss of productivity, conflict if two are on opposing sides ot in different locations. It can't help himself for doing it, so he tends to over stress himself trying.
Preternatural Rebel: Shee doesn’t care who claims a territory or who is in charge. He only gives respect to those that pass his tests for respect. They earn it. You want to claim some power over him, then he will make you beat it out of him or win it. Those that choose to fight him for it will make a permanent enemy. Those that choose to earn it will gain someone loyal to them. He will never say when he is testing, however. He isn’t the one asking for the respect, after all. This also means he doesn’t have much care for authority. This often makes dealing with him a hostile endeavor, but he seems like like it this way. He really is the eternal rebel.
Pariah Aura: It’s not that he has even been formally banished from a Court, but most old enough to have heard of the bana’Shee know that he is a fae marred in murder and mystery. Most fae will take a wide birth around him or do their best to limit dealing with him. To their comfort, he also doesn’t seek out others to make a troupe or Court, but he is also not one that any of the Fae can depend on as a whole, and generally fear.
While among his own kind they know that there is something not right with him, those that are other preternatural species can just have the sense of it though thy will not have the reason why. This can easily be tied into his curse for not lying which did start his whole life of being the outcast among his own anyway.
Bright Light Blindness: All bright lights, well lit rooms, and anyplace that is using light will weaken his ability to see because he needs the absence of light to see better. This will make entering most buildings someone uncomfortable for him and leave him at a natural disadvantage as electricity is a thing. It will also make looking at TVs, computers and cellphone without sunglasses difficult for him as they are bright in general.
Name: True Name Unknown
Alias(es): the bana’Shee, human alias - Nathyn Wright
Race: Fae (Unseelie Fairy)
Level: (Alpha, Master, Elder) Elder
Apparent Age: mid-late 20s
True Age: 910 years, (Born in what is now considered Dec. 21, 1108 AD)
Element: Spiritual
Weapons:
Nathyn owns a pair of daggers. They are an iron based alloy which will make him occasionally sick to be around, but its small enough that it often comes off as ‘allergies’. This will also be in the weaknesses.
Nathyn also owns surgical knives and medical needles (currently has 3 of them). These are single use needles. Being he is a fae, he does like health and sanitation, so there will be no needle sharing. The surgical knives are human/fae grade not silver. HOWEVER, he does have one vial of silver nitrate. From his biochemist background, it is a common agent in such work, but he does keep it as a last minute defensive tactic to very temporarily pacify a shifter (for like a post or two at most) to either get away or get himself properly armed. It does not truly sedate a shifter. It’s technically used to stun and can only be administered through needles (so basically, he can only use it 3 times or until he gets more needles).
Profession:
Apothecary/Chemist: In the old days, the word was apothecary. Nowadays, this translate to a chemist or a pharmaceutical technician. Basically He works with the chemical make-up and compounds of the natural world. Think a biochemist. His human persona does have a PhD for biochemistry, but his practice is centuries old. He’s learned the practices for the times.
Skills:
Herbology: This goes with the apothecary background. He knows where to go in nature to find the stuff he needs to work on. The key here is the more natural based it is, the better his knowledge is in the subject. He can also make a damn good cup of tea out of any herbs and plants that are around.
First-Aid: This is paired with his apothecary knowledge and being of the forest. He knows how to set a broken bone, he knows how to aid in colds and rashes and the like. He can’t cure cancer or any terminal disease. He can’t diagnose it either. He can aid in stopping temporary bleeding and do rudimentary stitching, but he couldn’t work in a hospital, as an example.
Languages: He can speak read and write in Gaelic(Fae), German, French (Canadian dialect), Latin, and English.
Body as a weapon: Shee has a bone like covering on his back that goes down to his tail that ends in a sharpened point. He uses these as a weapon as he does his own wings and claws. They are natural, so they can cut through anything a sharpened part of the body can (so no tearing through metal or walls and the like).
Flight: He has wings. So he can achieve flight for short periods at a time. Roughly about five minutes or about two posting rounds, whichever occurs first. He doesn't get a great deal of time in flight. It normally used as a last resort to him so it will not be effective for him to travel by flight.
Artist: Nathyn paints in his spare time and can sell his art at a decent rate. It’s not what brings the money in, but he does sell art on occasion when he needs quick money. He is a true painter, so he works best with sketches, oil paintings and charcoal.
Powers:
Advanced Glamour: Aside from casting a glamoured look upon himself, he can maintain an glamoured look on one other object or person for roughly 4 hours (or one RP scene. Whichever comes first.) As with Glamour it doesn’t cover all the senses. It is something that covers the sense of sight and feeling IE touch).
Minor Blood-crafting: The art of bloodcrafting is using the natural flow of blood (the body) and redirecting the energy to change the physicality present. Given its minor, he cannot create what is not there (as in cannot make scales where there is only flesh or vice versa) Nor can he create more of something that is not present (as in he could not use the power to ‘grow’ a severed limb anew). It is changing what is present. This power needs the subject to be largely immobile and is time consuming as well as power draining. (More in weaknesses)
Mental Shielding: Shee can fight off most mental attacks. This is only for mental though, not metaphysical/magical
Weaknesses:
Intentional allergies: Because Shee chooses to take daggers of enough iron in them to cause another fae harm, being near them for two long will give him regular allergies. This usually means that 3 days of a lunar cycle, he will have a moderate hayfever like symptoms. Stuffy and runny nose, slight fevers, red eyes, sore throat. In this ‘sick’ state, he doesn’t take healing well, but it also limits him in fighting due to increase of vulnerability.
Vehicle phobia: When the world began to move fast, past that of the steam engine, Shee began to rapidly lose interest in technology for mobility. Cars, planes, motorcycles. Anything ‘modern’ and mobile in the technological sense makes him not nly apprehensive, but downright violent. He will NOT go near them and certainly not IN them. However, if anyone is ever lucky to manage this, he’ll not need to be tied down. The fear is so severe that he is practically immobile while in it. That is until he can see the open door and its not moving.
Crimson Addiction: Shee does have driving desire towards anything reminiscent of blood. Red thick liquids, rich red draperies, the deeper crimson of hair all pulls him towards that need for more blood. The stronger the pull, the more insatiable he gets for it. This usually ends with him needing to touch or taste blood. He is aware of this need and oftentimes when he is combatting it, he replaces it with another addiction or ends up harming himself or another to satisfy his need.
Tea addiction: Not only does he make an amazing cup of tea, but he needs to drink a cup once a day. This increases when his need for blood is rising by 6 hours. Some days he may drink over half a dozen cups of tea. WHen he needs this fix, he becomes rather one track minded on the need to drink. No one and nothing else will matter unless he gets his tea (or some blood).
Cannot lie: It is a real incapability for him. This comes from both his upbringing and the punishment inflicted upon him from his youth. He will never explain this to others fully. He can abstain from answering, but he can’t tell a direct lie. On the flip side, this makes his honesty truly brutal to others. It also makes him not apt to show when he does know something. But when confronted against the right question, he only has the choice to abstain from saying the truth if he doesn’t wish it out.
Minor Blood-crafting: This type of ability needs his full concentration to do. It is not something he can do in other actions such as fighting. It is an all or nothing type power. This means when he is crafting, all he is focusing on is the changing of the blood and flesh he has before him. This does make him intensely vulnerable as he will not be aware of his surroundings until he is done and after the act, he will need to rest for the night (a 24 hour break). Because of this he only chooses to do this when it is vitally necessary or when he is lost to his blood addiction.
Flight: Shee cannot carry another with him when he flies nor can he fly across a city, as an example. This is due to a magical based injury he received in his youth that has allowed his wings to heal improperly. If he chooses to fly these long distances, it is often at the cost of his own health. It physically weakens him for at least the next hour after partaking in a long flight. This time is doubled if he attempts to carr another with him.
Paternal instincts: Shee, while normally a crabby and unpleasant individual, has the desire to protect those he knows are incapable of doing so themselves. Normally this is to the young and young at heart. This also covers the terminally ill and mortally wounded (when the wounds are not inflicted by himself). He remains unusually kind towards these types until they have learned to properly care for themselves or are healed. Granted, his brand of niceness may not be seen as such, but it is there even if the other does not wish it. He will not give them the option. He will also willingly endanger himself to protect another that has fallen in this paternal radar of his.
He will stick around the person he has that radar set on, even if they don't want him to. He doesn't has a limit, which is why it falls into a weakness because he can have too many on hi radar that can cause complications in his own health from lack of sleep, loss of productivity, conflict if two are on opposing sides ot in different locations. It can't help himself for doing it, so he tends to over stress himself trying.
Preternatural Rebel: Shee doesn’t care who claims a territory or who is in charge. He only gives respect to those that pass his tests for respect. They earn it. You want to claim some power over him, then he will make you beat it out of him or win it. Those that choose to fight him for it will make a permanent enemy. Those that choose to earn it will gain someone loyal to them. He will never say when he is testing, however. He isn’t the one asking for the respect, after all. This also means he doesn’t have much care for authority. This often makes dealing with him a hostile endeavor, but he seems like like it this way. He really is the eternal rebel.
Pariah Aura: It’s not that he has even been formally banished from a Court, but most old enough to have heard of the bana’Shee know that he is a fae marred in murder and mystery. Most fae will take a wide birth around him or do their best to limit dealing with him. To their comfort, he also doesn’t seek out others to make a troupe or Court, but he is also not one that any of the Fae can depend on as a whole, and generally fear.
While among his own kind they know that there is something not right with him, those that are other preternatural species can just have the sense of it though thy will not have the reason why. This can easily be tied into his curse for not lying which did start his whole life of being the outcast among his own anyway.
Bright Light Blindness: All bright lights, well lit rooms, and anyplace that is using light will weaken his ability to see because he needs the absence of light to see better. This will make entering most buildings someone uncomfortable for him and leave him at a natural disadvantage as electricity is a thing. It will also make looking at TVs, computers and cellphone without sunglasses difficult for him as they are bright in general.