Coffin prisoner / rescued missing girl
Is found in a coffin at the Necromancer’s Chapel and rescued by the party.
Status: Blue-Haired Girl rescued from chapel coffin
Knowledge: Players know the early missing-girl thread reaches a major rescue beat.

Opening the archive
Veilstep
Aria Vayne, known as Veilstep and once called the Blue-Haired Girl, is the human daughter of the late necromancer Mortellus Vayne. Raised in the shadow of necromantic nobility, she fled after learning her father’s pact with Gertie the Collector had placed her future in danger. Now hidden beneath the Pink Pony Tavern, Aria survives through caution, quiet resolve, and a phasing power that lets her slip through shadow when threatened. She does not want revenge or power; she wants time enough to be free.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Aria Vayne, known as Veilstep and once called the Blue-Haired Girl, is the human daughter of the late necromancer Mortellus Vayne. Raised in the shadow of necromantic nobility, she fled after learning her father’s pact with Gertie the Collector had placed her future in danger. Now hidden beneath the Pink Pony Tavern, Aria survives through caution, quiet resolve, and a phasing power that lets her slip through shadow when threatened. She does not want revenge or power; she wants time enough to be free.
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
Phasing 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
Aspect Library Support
Open aspectPhase Flicker
Briefly slip out of phase when you are hit by an attack or would take damage from a solid object. Reduce the damage by 1d6 + your INT modifier. This cannot reduce psychic damage or effects that already target phased or ethereal creatures.
Ghost Touch
Reach slightly through matter or armor. Make a melee power attack against one creature or object within reach. On a hit, the target takes 4 (1d8) force damage, ignoring nonmagical cover from a thin barrier no more than 1 inch thick.
Soft Step
Your feet and gear partly lose contact with the world. Until the start of your next turn, you ignore difficult terrain, do not trigger mundane pressure plates, and can move through another creature’s space, though you cannot end your turn there.
Hand Through Wall
Phase one hand, tool, or held object through a nonmagical barrier no thicker than 1 foot. You can manipulate an object, lift a latch, retrieve a loose item, or deliver a touch-range Phasing power through the barrier.
Partial Phase Strike
Make a ranged power attack against one creature or object within range. On a hit, the target takes 7 (2d6) force damage as the strike partially manifests inside its defenses. The attack ignores half cover from nonmagical solid objects.
Phase Anchor
Choose one creature or object within range. The target must make a CHA save or become phase-anchored until the start of your next turn. While anchored, it cannot benefit from teleportation, intangibility, ethereal travel, or effects that move it between planes.
Blink
You flicker between the world and the Border Ethereal. At the end of each of your turns, roll 1d6. On a 4–6, you vanish until the start of your next turn, reappearing in an unoccupied space within 10 ft. of where you vanished.
Phase Lance
Fire a lance that phases through intervening matter. Make a ranged power attack against one creature within range. On a hit, the target takes 18 (4d8) force damage, ignoring half and three-quarters cover from nonmagical solid objects.
Drag Out of Phase
Choose one creature within range. It must make a CHA save or become partially out of phase until the start of your next turn. While affected, it has disadvantage on attack rolls, cannot benefit from cover, and takes 9 (2d8) force damage if it moves.
Phase Step
Move up to your speed through creatures, nonmagical objects, and barriers no thicker than 5 ft. You cannot end this movement inside matter. If forced to do so, you are shunted to the nearest open space and take 2d10 force damage.
Ghostwalk
For the duration, you can move through creatures and nonmagical objects as difficult terrain. You take 5 force damage if you end your turn inside an object. You do not trigger mundane traps based on touch, weight, or pressure.
Phase Rend
Tear the target’s phase alignment. One creature within range must make a CON save, taking 33 (6d10) force damage and losing resistance to force damage until the start of your next turn on a failed save, or half damage only on a success.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images / Official Character Images
Aspect
Phasing
Location
The Queefdom
family
Vayne
father
Mortis - Mortellus Vayne
Session Appearance
Pink Pony Act 1 Episode 5
Unknown / Pink Pony Act 1 / Coffin prisoner / rescued missing girl
Session Appearance
Pink Pony Act 1 Episode 3
Unknown / Pink Pony Act 1 / Unresolved pact figure / deepening side thread
Session Appearance
Pink Pony Act 1 Episode 2
Unknown / Pink Pony Act 1 / Unresolved missing-person thread / background hook
Session Appearance
Pink Pony Act 1 Episode 1
Unknown / Pink Pony Act 1 / Frightened missing-girl hook / early mystery
Session Appearance
Act 5 Episode 5 Scene 42
2026-04-23 / Protected daughter / hag-deal subject
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
On this page
This is the public profile. Private play tools stay behind character access.
Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Read profile
Lore, story links, public inventory, and public relationships are readable.
Like / react
Sign in to like/react here.
Comment
Sign in to comment as your profile.
Private sheet
Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Phasing has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
Coffin prisoner / rescued missing girl
Is found in a coffin at the Necromancer’s Chapel and rescued by the party.
Status: Blue-Haired Girl rescued from chapel coffin
Knowledge: Players know the early missing-girl thread reaches a major rescue beat.
Unresolved pact figure / deepening side thread
Has her thread deepened alongside Nora, Vayne, and Gertie during the masquerade episode.
Status: Blue-Haired Girl remains part of the hidden hag/Vayne problem
Knowledge: Players know her earlier mystery is tied to larger hag and necromancy politics.
Unresolved missing-person thread / background hook
Remains missing while the party pursues Medusa bounty and farm leads.
Status: Blue-Haired Girl mystery remains open after Episode 2
Knowledge: Players know the Medusa/farm route does not resolve her disappearance.
Frightened missing-girl hook / early mystery
Is met frightened during early Gravenhurst trouble and remains missing after the first episode.
Status: Blue-Haired Girl mystery seeded
Knowledge: Players know she is vulnerable and connected to later Gertie/Vayne consequences.
Protected daughter / hag-deal subject
Is revealed through a diary page as the firstborn promised to Gertie before her father decided to make undead companions instead of breaking or fighting the deal.
Status: Aria Vayne connected to Blue-Haired Girl and Gertie deal
Knowledge: Players know her protection involved disturbing necromancy and hag consequences.
Relationships
family
Vayne
Shared Aspect
No public inventory items yet.
Aliases
Tags
Aka Blue-Haired Girl. In Act 5, an abandoned chapel/necromancer hut near Root Barrel Farm contained diaries and lore tying Aria Vayne to Mortellus Vayne’s undead companions and his bargain with Gertie the Collector, which endangered Aria’s future firstborn.
The chapel loot and diaries connect the dead necromancer to Mortellus Vayne, Aria Vayne, Gertie, the Duskborn scroll, and Havyk.
storyThis session continues from Nick’s suspicious Root Barrel Farm appearance. Orval Finkus gives a missing-dragonborn job, Nick fails several identity checks, the party rescues the Black Wingkin from Mortellus/Aria Vayne’s necromancer chapel, learns Gertie/Duskborn/mass-resurrection-scroll lore, returns one dragonborn, then encounters VQU students Zetch, Ellenthyra Mew, and Nell Quiv arguing over cave loot before heading toward the next dragonborn lead.
storyHavyk receives Chaos as replacement eyes, and the party negotiates with Xalaethra rather than treating the Medusa farm as a simple monster hunt.
storyThe party finds the Blue-Haired Girl and the Soulfire Scythe at the Necromancer's Chapel while Gertie's Collector network escalates.
storyThe masquerade at Queef Manor turns catastrophic: Nick becomes a vampire, Rice Hands dies, and the Von Queef/VQU political threads deepen.
storyThe refugee party takes work at the Pink Pony Tavern, clears its first dangers, rescues Imrick, and gains lodging above the tavern.
itemA vibrating locket drawn to Maine's metal arm. It is engraved 'To Tono, Love PP5,' holds a picture of Tono with PP5, and hides a blood-written message that helped Maine break through Gertie's illusion.
aspectPhasing 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.
locationThe Queefdom is the South Aerovian state where VQU, Baron von Queef's new order, postal politics, noble estates, rural farms, and the broken Titian shell all press on the same map.