Sidhe Ravers
Drums beat, hearts pounded, sweat poured, feet stomped. On the grass, on the earth,
in the air. Hair shook, bodies rolled, hands waved, throats cried. Faces hidden
by masks. Bodies naked to the soul.
Sidhe Ravers are special maidens who have the mystic ability to communicate with the
Goddesses of the Tautha by entering a trance after hours of continious dancing. The
few maidens which are entered into the sect are treated with honour and perform in
nearly all the major Tautha religious festivals. The maiden's faces are always masked,
even when they are not dancing - as avatars of the Goddesses they are no longer Tautha
themselves, but divine vessels. The colour of the mask represents the nature of the
Goddess the Raver is in communication with. Orange masks like those shown here are
for the Goddesses of anger and war.
In Battle
Ravers are different to other Stands in an Aryiki game and so they can only be played
using the Heroine Rules. Instead of representing two to four maidens, a Raver Stand
is only one Raver maiden who has entered into her trance and has become a channeling
avatar for a Goddess. Her profile is:
|
Damsel
|
M
|
A
|
D
|
H
|
Notes
|
P
|
Base
|
Fig
|
Min
|
Max
|
U
|
|
Raver
|
6
|
2
|
2
|
2
|
Raver, Nv
|
7
|
4 x 3
|
1
|
0
|
3
|
1
|
Despite being from the Sidhe tribe, Tir armies can have Ravers as well for 8 points
each.
Raver: Stand must always follow up each push-back, even if a support.
It passes through any Stands it supported. Stand can support any other Stand or column
of supporting Stands with its full A. The Stand does not count as a Unit for Army
Morale.
Javelineers (A3/2) are in melee against Peltae (A4). The Ravers are in support
adding A+2 to the Javelineers.
The Tautha win and the Peltae are pushed back 2 depths. The Ravers must roll to follow
up all push backs and do so. The Javelineers don't have to follow up instead.
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