Difference between revisions of "Cailleach Chneasta"
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===Positive=== | ===Positive=== | ||
* **Infected (Vampire):** Cally is now inextricably tied to the Mórrígan, her existence sustained by the passion of battle and blood spilled from fallen warriors. The Mórrígan's envy smites her away from laying hands upon the Dagda's domain. | |||
* **Made Man:** Cally has been accepted into the Finnegan Family, with all the benefits... | |||
* **Mentor Spirit (Fire-Bringer):** Cally reveres the Dagda, the chief of the Tuatha Dé Danann. The *real* ones, not the elves ripping off their names! | |||
===Negative=== | ===Negative=== | ||
* **Code of Honor (Omerta):** ... and responsibilities that comes with. | |||
* **Dependent (Demanding):** | |||
==Run History== | ==Run History== |
Revision as of 04:00, 18 March 2024
Druidic Witch | |
---|---|
Off-Face | |
In With the Finns | |
Discord | @ezene |
Onomatopus | |
Metatype | Human |
Street Cred | 0 |
Notoriety | 1 |
Public Awareness | 0 |
CDP | 2 |
D.O.B. | May 28th, 2058 |
Age | 27 |
Folder | [Drive URL Link] |
#Max IGs/Ascension | 1 |
# Optional Infected powers allowed | 0 |
Character Information
Summary
Cailleach Chneasta, or the White Witch, is a distinctive sight on jobs. The young Irishwoman tends to wear clearly-mystical styles that call to mind Wiccan or Hermetic practitioners, despite claiming to be a druid. If the modern witch outfit didn't stand out enough, 'Cally' outright rides a flying broom for transportation - and takes advantage of it to rain her magic down from above.
Goals
- Refine her combat magic so that she can feel safe by her own power. (Acquire Witness My Hate and Death Dealer 3.)
- Learn how to create some of the more miraculous pills and elixirs she's heard of. (Acquire Advanced Alchemy and learn magical compound formulae.)
- Get a more stable living environment so her daughter will be able to grow up safer, with better than she had. (Raise lifestyle to High.)
Background
Caitlín Ó Donnghaile was born in a semi-nomadic clan, one of many formed by the forced eviction of the Irish from their land - much like what formed the Pavees long ago. She was raised more-or-less collectively by them as was the norm.
A precocious Awakening was eagerly accepted by the others with the same gift in the clan, and while none of them had the same breadth of talent Caitlín did, each taught her with the aspects they knew. She took to the teachings like a plant finally out of drought, and between her natural abilities and outgoing personality, she was on track to become a community ambassador at a shockingly young age. She married into Clan Ó Rinn to improve relations when she was twenty-one, and was with child before her next birthday.
The new Deirdre Ó Rinn was only two when their camp was raided by a druid-adjacent sect aiming to induct new members by force. Caitlín was an extremely attractive target for these 'Daughters of the Crow', being both female and having great potential (for the average Awakened). Rather than engaging in a protracted or outnumbering fight, they surgically stole her away to be "embraced by the Mór-ríoghan and judged worthy or unworthy". Luckily (or unluckily) for her, Caitlín was 'judged worthy' - she survived, though the unfortunate prey given to her new instincts didn't.
With her husband dead in the attack, Caitlín's strongest anchor to her old life was her daughter. Wilful insistence and careful concession allowed her to keep up her life in the clan despite forced, protracted absences disguised as work with local criminal elements she had already taken up. It was a delicate and precarious balance of manipulation to get even that far - and one doomed to fail. Before a year passed, she was able to catch on from ethereal spies that the elder Daughters of the Crow had become fed up with her insistence on holding to a 'mortal existence'. They intended to use catspaws to have her daughter killed and frame another party, drawing her into the sect through grief and encouraging working with them for revenge.
Instead, Caitlín fled immediately. Taking her daughter and little more than some light personal possessions, she traded her service to an organized criminal family in exchange for passage to the Americas. Sent to Seattle to aid in Finnegan operations there, they set her up with a new place to live and access to alchemical tools to produce supplies for them. Her need for blood and souls was kept sated - the family had, and has, no shortage of enemies, and enough connections to acquire 'transfusion supplies'. Spiritual retribution was attempted for her flight, but surrounding herself with her own incorporeal allies held such off long enough for the vindictive cult to give up.
By the current time, Caitlín has ingratiated herself enough to move from a simple job to doing independent work as a mage. Training in more useful spells for an enforcer and making connections helped secure a status as a shadowrunner.
Narrative Significant Qualities
Positive
- **Infected (Vampire):** Cally is now inextricably tied to the Mórrígan, her existence sustained by the passion of battle and blood spilled from fallen warriors. The Mórrígan's envy smites her away from laying hands upon the Dagda's domain.
- **Made Man:** Cally has been accepted into the Finnegan Family, with all the benefits...
- **Mentor Spirit (Fire-Bringer):** Cally reveres the Dagda, the chief of the Tuatha Dé Danann. The *real* ones, not the elves ripping off their names!
Negative
- **Code of Honor (Omerta):** ... and responsibilities that comes with.
- **Dependent (Demanding):**
Run History
Name | GM | Metaplot | Threat | Date of Run |
---|---|---|---|---|
InfoMurder | Eva | Deadly | 7 April 2085 |
Affiliations
Contacts
Contact | Connection | Loyalty | Archetype | Profession | Aspects | Chips |
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Organizations
Allies
Enemies
In Character Information
Symbols and Signatures
Matrix Search Table
Threshold | Result |
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1 | |
3 | |
6 |
Shadow Community Table
Threshold | Result |
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1 | |
3 | |
5 |
Assensing Table
Threshold | Result |
---|---|
1 | |
2 | |
3 | |
4 | |
5 |
SINs
Appearance
Clothing
Matrix Persona
Character Plot Hooks
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first.
Aspect | Information | Related Run(s) |
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Aspect 1 | ||
Aspect 2 | ||
Aspect 3 | ||
Aspect 4 | ||
Aspect 5 |