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Opening the archive
The Younger
Sister Vessina, called The Younger, is one of the Sister Treants: a Power Nine deity of growth, renewal, and living return. Where forests push through old roads and wounded soil sprouts green again, Vessina’s presence is felt in saplings, blossoms, root networks, and the stubborn mercy of regrowth.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Sister Vessina, called The Younger, is one of the Sister Treants: a Power Nine deity of growth, renewal, and living return. Where forests push through old roads and wounded soil sprouts green again, Vessina’s presence is felt in saplings, blossoms, root networks, and the stubborn mercy of regrowth.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Sonokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectThunderclap
Release a sharp burst of sound. Each creature of your choice in the emanation must make a CON save, taking 4 (1d8) thunder damage on a failed save. The sound can be heard up to 100 ft. away unless you choose to dampen it.
Sonic Tap
Fire a tight pulse of sound at one creature or object within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) thunder damage, and fragile unattended objects may crack or ring loudly.
Thunderwave
Unleash a wave of thunderous force. Creatures of your choice in the cube must make a CON save, taking 2d8 thunder damage and being pushed 10 ft. away from you on a failed save, or half damage only on a success. Unsecured objects are also pushed 10 ft.
Amplify Voice
Your voice carries with supernatural clarity and force. For the duration, your voice can be heard clearly up to 300 ft. away, you have advantage on Performance and Intimidation checks using voice, and once before the effect ends when you deal thunder damage, add your CHA modifier to one damage roll.
Muffle Sound
Touch one willing creature or object. For the duration, sounds made by the target are dampened. Affected creatures have advantage on Stealth checks relying on silence, and affected objects make no ordinary handling or movement noise.
Resonant Note
Release a precise vibrating note at one creature or object within range. The target must make a CON save, taking 2d6 thunder damage on a failed save, or half on a success. Unattended fragile objects take the damage automatically.
Cacophonic Shield
Thunderous reverberations fill the emanation. Hostile creatures entering or ending their turns there must make a CON save, taking 3d6 thunder damage and becoming deafened until the start of your next turn on a failed save, or half damage only on a success. You gain resistance to thunder damage, and ranged attack rolls against you have disadvantage.
Thunder Step
Teleport to an unoccupied space you can see within range. Immediately after you leave, each creature within 10 ft. of the space you left must make a CON save, taking 3d10 thunder damage on a failed save, or half on a success. You may bring one willing creature of your size or smaller within 5 ft. of you.
Echo Sense
Emit subtle clicks, hums, or pulses and read returning echoes. For the duration, gain blindsight out to 30 ft. while you are not deafened and sound can travel. This sense does not function in magical silence.
Disrupting Pitch
Choose one creature within range and assault it with unstable pitch. The target must make a CON save, taking 3d8 thunder damage and becoming deafened for the duration on a failed save, or half damage only on a success. While deafened this way, it has disadvantage on concentration checks and cannot benefit from effects requiring it to hear commands, music, or instructions. It repeats the save at the end of each turn.
Destructive Wave
Destructive sound ripples outward. Creatures of your choice in the emanation must make a CON save, taking 5d6 thunder damage and 5d6 radiant, necrotic, or force damage on a failed save and falling prone, or half damage only on a success.
Resonant Structure
Tune your senses to a structure, wall, bridge, machine, instrument, or similar object within range. For the duration, you know its major stress points, hollow spaces, weak joins, and resonant flaws. The first time you or an ally deals thunder or bludgeoning damage to it before the effect ends, the damage is doubled.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
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Access-ready
2/3 play gates ready. Play data is ready; DM approval is the remaining gate.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Play data is ready; DM approval is the remaining gate.
Play gates
2/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
ReadyPublic wiki page is promoted.
Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Sonokinesis has 42 sheet-ready powers; the character sheet has 12 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Public wiki page is promoted.
Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
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Shared Aspect
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Aliases
Tags
In Act 5, Thunderlungs escaped Ragefort, a holding/boot-camp site for dangerous or unwanted Witchborn. Ragefort kept him chained and unable to safely release sonic pressure. Oskar Duskshade used House Duskshade authority to accept Thunderlungs into custody, ending the confrontation nonlethally. Thunderlungs joined the caravan temporarily, suppressing his power with a collar/bracelet, and mentioned once having a green orc roommate at Ragefort who also called himself Djeebus.