Sidhe Thingy:
"At the end of their Bleed Count Sidhe have a short window of 10 seconds in which their spirit lingers between life and death. During these 10 seconds the Sidhe is able to stand on their feet as a spirit and cast any one spell from memory. If an effect drops a Sidhe directly into a Death Count (such as a death effect) they still gain their 10 second Death Count Cast, it is not bypassed. They cannot speak during this time (minus their one incant) and both feet must remain planted after they have stood up. They are completely invulnerable for this period and appear as a ghostly version of themselves, unable to physically interact with people or objects. A Sidhe may choose to target themselves with a Life spell, throw a final spell at their enemy or assist an ally. This spell must still be incanted correctly and the target must be struck with a packet if required. During these 10 seconds the Sidhe is considered dead, healing will not function on their body or their ghostly spirit. Nothing may extend those 10 seconds and only a spell with a Life-style effect cast by the Sidhe them self from memory will work to revive their body. The 10 second window only exists for the Sidhe if they are in their matching time cycle – day for Day Sidhe, night for Night Sidhe - however there is no limit to the amount of times the 10 second window may be used during those periods."
Dark Pact
Incant: "I summon a Hex to grant a Dark Pact."
Duration: Instant
Description: With this spell, a Wytch tries to convince a dying target to strike a deal with the devil. If a target has entered their Death Count, the Wytch may cast this spell on their body. The spell itself offers to grant the target a life spell in exchange for one letter of the target’s True Name. The decision to accept or deny this request is done by the target’s spirit. The target may choose to deny the offer and continue on 107 their way towards resurrection. If the target chooses to accept the offer, one unknown letter of the target’s True Name will be revealed to the Wytch and the target automatically. No deception can be made by the target as the spell binds them to speak the truth and only the Wytch can hear the target speak. Regardless of whether or not the target consciously knows their own True Name, their spirit always knows. If the target accepts the Pact, they know that the spell has been cast on them, but not who cast it. If the Wytch already knows the full True Name of the target, the spell automatically fails. Once the letter has been revealed, the target immediately takes the effect of a Life spell and is returned to the world of the living. Once Lifed, the target who accepted the Dark Pact must write one letter of their character’s True Name on the Dark Pact spell tag and then sign it, out-of-game. This becomes the Wytch’s proof that they know the letter in-game. This spell will not give pause to the target’s Death Count. This spell will only work on a target once every 24 hours.True Name Thingy:
You must mark your True Name down on your character sheet along with whether character knows it or not.
So now that I have a small novel of rules quoted, the question: If I am playing a sidhe who does not know their own true name am I allowed to dark pact myself in my 10 second window after I've died?
Cheers,
Alex
Doctor Ori Moran: A purple feathered Avian with a large shield. Paladin of Cassandra, Befriender of Villains, Committer of Treason and local Duck Enthusiast.
Nelinha: A wandering Ice Elf that can sometimes be seen around Ralinwood. Carries very little on her person save for a sword and small shield. Might be in a cult.
OOG: Alex H. - Ralinwood NPL, Jericho 2020 Narrator
Oh you crazy kids these days. Sure, that works.