"For good or ill, I do as I will."
Jesana Napis Daughter
5 ft 11 in
Jesana was born into a version of a pre-rifts earth where superheroes, mutants and sometimes magic were rather common, though nothing like the Rifts Earth she now finds herself living. Her old life is something she only sometimes remembers though, fractured fragments, glimpsed usually only in her dreams, or nightmares. What she knows for sure is that her Father took her after her death in that world and returned her to life in a place of safety where many of the People, Native people had been waiting for centuries in peace and prosperity. For a long time she lived with them, knowing a peace and rest that had been foreign to her until this point. She also learned about the new powers she had awakened to and learned about the cultures, spiritualism and magic ways of old.
When the Nunnehi returned to this Earth bringing some two million of the native americans of old with them, Jesana, now named Jesana Napi's Daughter, came with them. She has started and ended and started and ended only to begin again many times in the centuries since. There have been friends and lovers, enemies and allies, skills learned and forgotten, children born and died and given birth to their own but always and ever has there been one constant in her life, she never stays one place for long and wherever she goes, whatever she does, she brings chaos and change.
Coyote's Wayward Daughter (Shape-Shifting Immortal)
A young Native American Immortal, Coyote's Daughter does as she wills, traveling in disguise as a regular Blackfoot scout on a personal mission to explore the Rifts changed country of her ancestors. Why and how long she's been doing so is a mystery.
Invoke: When using her personal or tribal abilities to search out information about pre and post rifts North America and its peoples and plants and animals.
Compel: People who hate magic, immortals, demigods, gods, or pantheons and native factions at war with her own may sniff out her secret form or object to her presence on principle. Or When others of an allied Tribe may wish her assistance, or her own Gods and Spirits request or demand her help.
Jesana is the child of a Trickster God, she is a magnet for chaos and change and draws or causes it wherever she goes.
Invoke: When she changes things or people for the better. When her penchant for tricks and mayhem amuses instead of harms, when it gains her allies instead of enemies.
Compel: When her presence or actions bring chaos, misery and destruction and garners fear and hatred. Or when her chaotic nature causes her to switch sides in a situation for her own amusement or other whims.
Character Aspects go here.
Rises with the Sun
Jesana cannot be permanently killed. If taken out and killed in combat, she will return to life within a day.
Major Gateway: Greater Dimensional Being
Creature of myth and legend, denizen of an alien land, whatever you are you are far more than human. Perhaps your kind spans the multiverse playing games of power centuries or millennia long. Perhaps you simply come from a different world, a harsher world perhaps where your kind was shaped by the environment. Perhaps its the Earth itself that has empowered you, the magic filled environment transforming something latent within your race to give you increased potential. Perhaps you neither know nor care for you look upon the world from a height most can only dream of.
Tricks of Light
Illusion is the name of the game here. Causing others to see what is not there not by clouding their minds but by deceiving their eyes. This purview is about the manipulation of light at its basic level though as a mage masters it, illusions of bewildering complexity become possible.
You may define an alternate form with an alternate skill list and switch freely between the two – though in conflict you may do this only once per exchange. The alterations in skills will effect your stress tracks and may effect your consequences depending on the level of the skill shift involved, so bear that in mind when constructing your alternate form.
Tomahawk & Knife (special):
She can use shoot to determine her initiative so long as you're using knives or tomahawks.
Shoot Stunt-Uncanny Accuracy
Once per conflict, stack an additional free invoke on an advantage you’ve created to represent the time you take to aim or line up a shot (like In My Sights).
Horsemanship (Racial Trait)
+2 Rapport with horses
Fight Stunts Heavy Hitter
Heavy Hitter When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
You gain armor 5, an extra mild physical consequence slot, an extra moderate physical consequence slot, the normal physical stress track is replaced with the following: 2x 1, 2x 2, 2x 3, 2x 4, 1x 5, 1x 6. Your fight attacks are weapon 2 due to natural weapons or great strength. Your physique cap is increased to 6 and you gain +2 on overcome actions using raw strength.
Greater Paranormal Ability
f magical, you gain access to the Arcana skill and an exotic stress track appropriate to your Arcana. You also gain a single arcane purview that is not restricted to a specific school. You may purchase additional arcane purviews for which you meet the requirements at the usual cost. You may not choose magical ability if you have access to the Arcana skill and magical purviews from another source.
You may spend a fate point to downgrade the severity of a single non-extreme physical consequence, renaming it as appropriate. A given consequence may only be downgraded once in this fashion during any given scene. Once per conflict you may roll your physique and clear that amount of physical stress from your track.
With the turn of the seasons just around the corner, merchants and traders head to Vesper's marketplace to sell their wares, others come to enjoy them, and yet others take advantage of the crowds drawn.
Elpida seeks a quiet place to drink and not be looked at. What she finds isn't that, not quite...
Preparations for the annual Tournament in Dogwood are abruptly disrupted by Stella's unwanted scrap buddy, not only compromising the technically enhanced, but calling a certain Puma's attention...
Accompanied by bannermen from the Taniguchi House, Baldur sets out to meet a group of Psi-Stalkers on Natsuki's behalf with only minor complications.
Jeshua finds a surprising new friend as a certain demigod decides she's gonna adopt the young Mystic.
Jesana takes her new acquaintance to lunch and meets a few more. The chaos demigod comes to an important decision soon after and Jeshua faces a bit of her past. Also, SNAKES, a bitchin' cowboy hat and lovely purple eyes.
Ardul and Hunter drop off someone to be detained at the Restorium and check up with Ilyze on any progress regarding the SRS. Jesana makes new friends and Jeshua tries not to get bull-ied.
A Vanished Point scavenging trip takes a bad turn as the group runs into a swarm of trouble.