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Maus_Merryjest

CaitSidhe

Oct 8th, 2014
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  1. Cait Sidhe specifications:
  2. -Nature: Fae spirit of chaos and mischief.
  3. -Motivation: Constant change through the application of chaos magic. Change and upheaval in personal and social hierarchical systems through the use of mischief and deceit. Disarray, conflict and strife.
  4. -Players: I am going to also give Fenris permission to play the Cait as well in your scenes, too. Because he's a chaotic personality, he can be as voluble as either of us pleases.
  5. -Playout: The events will play out in the following general arc:
  6. -The Beginning: The initial event, the separation of souls. The Cait Sidhe will be loosened upon the world and the heroes will get the point that they have to find a way to put the genie back into the bottle. The Titans will have a further personal reason driving them, since Keith will begin to slowly die after the separation since his life is essentially dependent upon his merged existence with the Cait.
  7. -Conflict: Several situations- the Cait makes alliances with villains who will further chaotic influences (example: The Joker, Loki, etc), the heroes will encounter those villains and their Cait-influenced armies, while also doing research into the nature of the Cait, the circle Oroboros, and trying to find a way to neutralize the threat and bind him back to Keith before he dies. The influence of the Cait will severely exacerbate the known criminal element in the tri-city area that is prone to anarchy.
  8. -Resolution: The heroes find a way to neutralize the Cait's 'champions' (those who receive his Myndins) and lure the Cait Sidhe himself into a trap to be neutralized, trapped and the correct ritual used to merge him back with Keith.
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  10. The plot overall will require the collaboration of heroes as well as those who are more inclined to the dark or mystic arts, and -if there is interest- some heroes can go on a quest to retrieve items from Faerie itself (which is by itself a dangerous journey) to use against the Cait Sidhe, should they not be able to get a magician who can use Order or white magic (though with Doctor Strange, this should not be an issue).
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  13. =====Advantages======
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  16. *Abeich: The power to become invisible, even to infra-red or other modern means of detection. However, contact with order or white magic will dispel invisibility immediately.
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  18. *Agley: The power to interfere with modern machinery and technology. A more controlled and precise application of Vorpal's chaos wave, which allows the Cait to cause electronics to glitch or malfunction within a twenty-foot radius. Equipment blessed by order or white magic is immune.
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  20. *Branderin: The Cait can coalesce constructs out of chaos magic of up to ten feet in size. These can be quite complex objects, although the Cait does not understand modern technology and is therefore incapable of creating anything as complex as machinery or electronics. He can, however, create clockwork constructs should he desire to do so. Unlike Vorpal, his constructs can remain for up to five minutes without dissipating. However, contact with order or white magic will dispel them immediately.
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  22. *Cait: The Cait possesses several physical advantages from having a bipedal feline physiology- agility, claws, speed, nocturnal vision and acute hearing. No sense of smell (see disadvantages).
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  24. *Daithless: The Cait Sidhe is immortal. While his form can be destroyed by order magic, he will return from dispersion in time. The only way to ensure his complete and absolute destruction is to merge his spirit with a human soul, and then slay the human.
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  26. *Flee: The Cait can travel through the air at a fast clip (about as fast as a pigeon can fly), but he does not possess fine-point accuracy and has to fly and turn in wide arcs and turns.
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  28. *Groke: The Cait Sidhe can look at a person and see //one// thing that truly frightens them.
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  31. *Hankle: The full application of the Chaos Wave- a charge of chaos magic into the surrounding area and affect nearby objects. Objects that receive the magical charge will acquire relentless locomotion. Their movement is directed by the intention of the Cait Sidhe, and will continue to do so until they've discharged the residues of chaos magic completely. This activity is outwardly similar to the mischief of what a Poltergeist might cause.
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  33. *The Myndin: The Cait may, if he so desires, bestow one of his powers to a mortal who has pleased him greatly. The Cait cannot use that power for as long as it is bestowed, but it can be recalled verbally by the Cait. The Myndin, however, needs to be bestowed face to face. If the target upon whom the powers are bestowed is attacked by order or white magic, the Myndin will immediately return to the Cait and abandon the mortal. Only one power may be active as a bestowal at a time.
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  35. *Peuther: The Cait can create illusions that are quite believable: sounds, smells and sights. These are real images, not psychic illusions, so disbelief will not dispel them. However, contact with order or white magic will dispel them immediately.
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  37. *Spartle: The Cait can teleport within visible sightl ines instantaneously. He cannot carry passengers, and any objects he picks up are dropped immediately.
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  43. ===Disadvantages===
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  45. *Airn: The fear of Iron is great among the fae, and so it is with the Cait Sidhe: the touch of cold iron will repel the Cait Sidhe and drive him back. Its touch burns him moderately (not nearly as much as Order or white magic), and stabs that contain iron will take longer to heal and will sting for a period even after the wound has closed.
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  48. *Hallion: The Cait abhors stagnation and order. Any orderly setting is seen by him as an opportunity for change and upheaval- raging from relationships to the orderly rows of a garden. He is drawn to order only to alter it into disorder, and he is drawn specifically to symbols of order. This makes his strike pattern easy to guess, for those who are paying attention.
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  50. *Hairp: The Cait Sidhe cannot resist the challenge of a riddle or a puzzle. When challenged with one, he will drop everything to attempt to solve it for at least one attempt.
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  52. *Peul: A great weakness against the magics of of order and generally of the 'white' persuasion. When touched by Order or Holy artefacts, the Cait can be burned and even weakened. The Cait can be 'killed', should a blessed or holy object pierce his heart. What this does is essentially make the Cait dormant until the offending object be removed from his heart. If damaged by sufficiently powerful Order or white magic, he may even disperse (see Daithless trait).
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  54. *Snowkit: The Cait does not have the use of his sense of smell, since it was on his nose that the Yellow Emperor branded him with the Indelible Sigil in order to trap him in the Heavenly Mirror.
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  56. *Thieveless Unseilie: The Cait Sidhe is a part of the Unseilie or Unseelie Court of the Fae- the fae known to be either inclined towards evil or chaos. However, although most members of the court are inclined to work with each other for a common purpose, the majority of the fae know well enough to stay away from the Cait, who is unpredictable even by Unseelie standards. If he is stuck between a wall and a hard place, he has no fae allies upon whom to call (which explains why he spent thousands of years trapped in a mirror,) and in fact he may end up with some of the local fae and other supernaturals teaming up to cause his downfall. Any ally of the Cait is only temporary, be they mortal or otherwise, as they soon will be turned upon in order to provide sport for the cat's thirst of chaos.
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