Shannon Travers: Difference between revisions

From Sphere
Jump to navigation Jump to search
Exhack (talk | contribs)
No edit summary
Exhack (talk | contribs)
No edit summary
 
(42 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:AHugeWrench.jpg|200px|thumb|right|Even modern machines have their own spirits. If you give them time and love, anything is possible.]]
:''This page is for the [[Mage|IxMage]] version of Shannon. For the [[Maid: The Ascension|PeelMaid]] version, see [[Shannon Travers (Prototype)]].''


Shannon Travers was born with a foot in two worlds. Her father was a British minerals company employee who often spent his months in northwestern Quebec sourcing sites and working with the Native population, while her mother was a local environmentalist and member of the local Mohawk tribe. The relationship didn't last, but Shannon remained a legacy of their time together. Her father's promotion to an executive position and the educational opportunities offered to her as a consequence meant that she spent her youth traveling a lot between her father's hometown of Birmingham and her mother's new workplace in Montreal, where she'd taken a teaching position.
=Overview=
[[file:AHugeWrench.jpg|thumb|200px|The machines of the present have their own spirits that can be reached. By showing them love and respect, we can do anything.]]


Growing up wasn't too hard, and she lived conformable with either of her parents. Her native relatives were kind, but distant- all too aware that she wouldn't be allowed to stay on the reservation due to failing the blood quotients, but still welcoming. In particular, she had many fond memories of her grandparents, especially her grandmother who many referred to as a wise woman and shaman, and a grandfather who didn't mind her poking around and helping out while he repaired car engines at his mechanic shop. Her father's family spoiled her, though she managed to avoid becoming a problem child- somehow.
== Appearance ==


She awakened spontaneously, after a boating accident sent her tumbling into a canal. Her impassioned pleas for rescue were met by the city spirit of Montreal, which buoyed her to the bank and drew the ambulances to her with little tricks. After that incident, they spoke many times both in dreams- often about the corruption in the world and the malaise that many of the new cities suffered as a consequence of the frailties of their youth and the mass produced buildings that filled them. The discussions shaped Shannon more than anything else, and motivated her to pull on her father's connections to enter a university in London after she graduated.
Shannon is a young mid-twentysomething woman of mixed British, French-Canadian and Mohawk descent, with very light ruddy-brown skin and a slim but developed figure. Her hair and eyes are a chestnut or dark adobe brown, although she occasionally dyes her hair other colors. She's not particularly physically active or imposing, standing at just around 5'7".


Her goals were twofold: first to meet the legendary city spirit of once the greatest city in the world, and second to learn architecture, city planning and civil engineering, what she considered to be the new arts of geomancy. Meeting [[Electra Stephens]] while studying, she fell in with the Idol House almost without noticing it, and became their defacto mechanic, carpenter, interior decorator, architect and easily a dozen other things.
Her sense of style could be described as eye-catching and eclectic, with an abundance of recycled thrift, obscure internet-only brands and handmade items giving her a wide array of styles.


== Background ==
From the very beginning of her life, Shannon was an intermediary, with a foot each in the worlds of her two very different parents. Born in a reservation a few hours north of Montreal, her parents met under adversarial circumstances: with her father a foreign mining engineer and mother a student, environmental activist and member of the local Mohawk tribe. Shannon was the product of their short but intense relationship.
Growing up between households and cultures, she spent most of her early life with her expat father while her mother finished schooling, her way paid into expensive daycare services and private schools. When his contract ended and he was to return to England, she resolved to stay in Canada with her mother, who had just finished her degree and was going to begin teaching in one the newly reformed all-native schools being opened around the province. Inevitably this meant moving away from her old life and taking a crash course in the culture of her mother's family. Relatives were kind and welcoming, but distant, because she would ultimately not be able to live on the reservation and participate in their culture fully as someone who didn't fulfill the blood quotas.
Despite the stresses and the stigma of not being fully native, she was embraced by her maternal grandparents. Her grandmother taught her the history and traditions of her family, and a doting grandfather allowed an at-times tomboyish Shannon to stay around the garage where he worked to keep old cars running, helping out and learning the basics from him. Her summers were full of trips overseas to see her father, traveling around Europe with him (as his new executive position afforded him the time and money to do so) and picking up a deep love of travel, culture, architecture and food (particularly the former as a young teenager).
Once out of her teens, she considered her options: her father would pay for her to study in England and get a degree, while her mother would probably be able to cover the costs of a local college. She considered becoming a student of engineering, history or theology, but inevitably found herself too restless to spend another year in a classroom. Purposeless, she settled on biding her time at the garage.
One summer night she found herself cleaning up alone after hours, when she noticed a strangely pleasing smell coming from underneath an scrapped car. Investigating, she heard the mewling of a stray cat, although she couldn't actually see it when she checked. Assuming it was hiding, she tried to free it by lifting the car on a jack, but it seemed to just cower and cling. No amount of hissing, shooing or pressurized air could scare her out from underneath. Resigning herself, she tried to be nicer tried to lure it out by placing a bowl of milk by the exit, waiting for it to leave the hiding spot from a bench just out of view. The ploy worked, but the odd-looking cat looked up at her as it prepared to depart and expressed a strange, toothy grin before saying "thanks".
It was enough of a shock for the girl to back away, tripping on a discarded hubcap and falling hard enough to give herself a concussion. In the strange and feverish dreams that followed the cat introduced herself as Queen Molly, not merely a cat but royalty among all cat kind. She had become lost and frightened, and it was only Shannon's timely and (eventually) compassionate attitude that allowed her to regain her composure and escape. Shannon, she reasoned, had the talents to become a potent shaman and protector of civilization (with many allusions to the roles of ancient cats) but some might guide her to suit their own ambitions instead of allowing her to grow into her own.
Knowing little or nothing of the world of magic, the offer didn't just sound good to Shannon but ''incredible'', and she accepted without a second thought if it meant life with a higher purpose, traveling wherever she wanted. She emptied her accounts, burned up her savings and bought a refurbished cutaway RV, setting out onto the road with her totem and no idea what the future held for her.
== Lessons ==
* A wise woman is many things and you have yet to become all of them.
* It's stupid for a wise woman to depend only on her own skills. Not throwing yourself to the spirits is how you get burned when you already depend on them so much.
= Vital Statistics =
:'''Name//''' Shannon Travers
:'''Name//''' Shannon Travers
:'''Concept//''' Spirit Smith who wants to heal the urban world.
:'''Concept//''' Urban Shaman Questing for a Soulful Modernity
:'''Image Song//''' [http://www.youtube.com/watch?v=MGDIu91Z3Ww Thousand Bells], Yonderboi
:'''Image Song//''' [https://www.youtube.com/watch?v=KWx87IJiLZc Tesla Boy - Liberating Soul]
:'''Nature//''' Architect - ''Soulful Modernity''  
:'''Nature//''' Architect (Purpose/Obsession) ''"I will help the modern era find its soul again."''
:'''Demeanor//''' Bon Vivant - ''"We can make the world beautiful."''
:'''Demeanor//''' Bon Vivant (Joie de Vivre/Hedonism) ''"And it'll be so much fun!"''
:'''Essence//''' Questing - ''The Alleycat''
:'''Affiliation//''' <s>Council Mage</s> Vagabond Shaman (Dreamspeaker)
:'''Chantry//''' Idol House
:'''Faction//''' Spirit Smith (Unaffiliated)
:'''Avatar//''' Questing; The Autodidactic Savant(s)
:'''Chantry//''' None (Currently)
 
== Things to Track ==
 
:'''Willpower//''' 5
:'''Temporary Willpower//''' 5
:'''Health Levels//''' -0 x 1, -1 x 2, -2 x 2, -5 x 1, Incapacitated
::Current Damage// 0
:'''Arete//''' 4
:'''Quintessence//''' 5/5
:'''Paradox//''' 0


=Attributes=
=Attributes=
=='''Physical'''==
:'''Strength 2//'''
:'''Strength''' 2
:'''Dexterity 4//''' Precise
:'''Dexterity''' 3
:'''Stamina 2//'''
:'''Stamina''' 2


=='''Mental'''==
:'''Perception 2//'''  
:'''Perception''' 2
:'''Intelligence 2//'''
:'''Intelligence''' 4 (Creative)
:'''Wits 2//'''
:'''Wits''' 2


=='''Social'''==
:'''Charisma 4//''' Friendly
:'''Charisma''' 5 (Enthralling)
:'''Manipulation 2//'''
:'''Manipulation''' 1
:'''Appearance 4//''' Dazzling
:'''Appearance''' 5 (Radiant)


=Abilities=
=Abilities=


=='''Skills (13 +2)'''==
'''TALENTS/'''
:Craft 4
:'''Alertness 1//'''
::Specialty: Customization
:'''Awareness 3//'''
:Drive 3
:'''Athletics 1//'''
:Etiquette 2
:'''Dodge 1//'''
:Performance (Singing) 2
:'''Expression 3//'''
:Technology 4
 
::Specialty: Restoration
'''SKILLS/'''
:'''Craft 3//'''
:'''Drive 1//'''
:'''Etiquette 3//'''
:'''Firearms 3//'''
:'''Technology 3//'''


=='''Talents (9)'''==
'''KNOWLEDGES/'''
:Alertness 1
:'''Cosmology 1//'''
:Awareness 3
:'''Linguistics 1//''' ''English'', French
:Expression 2
:'''Lore (Umbrood) 1//'''
:Intuition 3
:'''Occult 3//'''


=='''Knowledges (5)'''==
= Paradigm =
:Computer 1
From the tiniest grain of sand to the greatest skyscrapers, everything has the soul, even the world itself. These spirits are ephemeral, unconscious and in flux- merging and individuating as their physical forms are united and disassembled. These are reflected in the Umbra as the vast spirit world we are familiar with, perhaps because Creation is dreaming of itself or because the Umbra is dreaming of Creation. The reasons are unimportant. What matters is that the effects can be seen in the way that acts of creation and destruction resonate across the two worlds.
:Cosmology 2
:Occult 3


=Backgrounds=
Magic is reaching out to the spirits of the world, guiding them through ritual and communion, touching the soul of a thing and placating it so that it might help the shaman. The means do not matter so long as they are matched to the nature of the spirit and the intentions of the shaman are pure.  
:Avatar 2 (A weak traveling spirit of urban lore.)
:Talisman 4
:Resources 2 (Works part time as a mechanic.)


=Magick=
Chanting is placation, offerings are placation, ablution is placation, maintaining religious grounds is placation.


'''Arete 4'''
To an old car from the Roaring Twenties, a jazz tune from the time when it was most alive is chanting, clean, high-temperature organic lubricant is an offering and fresh glossy paint is ablution. Extended maintenance on its engine block is the same as restoring a shrine to the spirit that lives within it. Life in the world of the Technocracy is too fast, too complex and sophisticated to take an all-encompassing approach. To be a shaman of technology is to dabble, improvise and learn while respecting the old traditions.
*''The Spirit of Each Thing'' - Matter 2
*''The Great Spirits'' - Prime 2
*''All of the Above and Bellow'' - '''Spirit 3'''


==== Paradigm ====
Shannon's preferred foci are well-worn mechanical tools and generally of a physical and somewhat personal nature, including things such as paint, custom mechanical or electronic parts and decorative pieces to personalize the machines she tends to work with. Sometimes she even sings, knowing music to be the sole language to be carried on throughout the aeons, changing with people. The spirits of things remember music too, especially the songs of its makers and those who have held them throughout existence.


Shannon's paradigm is a fusion of traditional shamanism and technomagic, focusing on the awakening of the artificial world into the spiritual one. She still pays homage to the spirits of cars, radios and even buildings, but does so through meticulous maintenance, lovingly customizing and decorating the devices around her and 'spoiling' machine spirits with high-grade components.
== Foci and Spheres ==
:'''Matter 3 (The Spirit of Each Thing)//''' Tools and maintenance, painting and engraving, custom parts (especially for technology).
:'''''Spirit 3 (All of the Above and Bellow)//''''' Painting and engraving, decorative trinkets (as offerings), singing.
:'''Prime 2 (The Great Spirits)//''' Tools and maintenance, substances that contain energy such as oil, batteries and even food.


She is able to use technomage devices freely, but must follow the same ritualized maintenance and invocation procedures as she does with other items.
== Rotes ==


==== Foci ====
= Backgrounds =
:'''Avatar 5//''' A figure in a messy workshop, sometimes an old man, a young woman or rarely the two as a pair; always toiling but never completing projects. The two never speak to her directly, but their conversations (or individual rambling) provide valuable insights.
:'''Resources 1//''' Being a vagrant seller of oddities living out of a truck isn't the best or easiest living.
:'''Sanctum 2//''' A cutaway truck that Shannon has spent the past few years living out of while she travels around North America. The interior is adorned with a great mess of oddities and knick-nacks.
:* Provides decent stock of materials, coincidental -1 casting dif, 2 points of Arcane.
:* The worktable is inhabited by a semi-sapient spirit of knowledge. It is possibly to learn the history of any object examined on it as a Time 2 postcognition effect, by rolling Intelligence + the relevant ability (Craft or Technology for most items).
:'''Totem 4//''' Queen Molly (Willpower 7, Gnosis 9, Rage 6; Power 20/20)
:Queen Molly is a powerful vagrant totem spirit that embodies the concept of the cat as a dweller of cities and neighbor (but not necessarily companion) of humans. In ages past she was a powerful being that protected humans from disease and parasites and gave them good fortune in exchange for being fed. Pogroms in the Dark Ages against cats led first to the outbreak of the Black Death due to the weakening of her purviews. With the creation of FIV (blame could easily be laid on the Technocracy, Nephandi or perhaps the Wyrm) and vast programs to 'curb' the cat population by sterilization and euthnasia, her power has waned substantially. Molly most recently had a place of power on the island of Tashirojima, although she is currently homeless.
:* '''Charms/''' Airt Sense, Materialize, Healing, Reform
:* '''Innate Abilities/''' Always knows how to find Shannon, respected by other Umbrood.
:* '''Ban/''' Must set out food in places where stray cats live.


*Matter: Repair tools, paint, custom parts, goggles.
= Equipment =
*Prime: Goggles, engraving/painting, geomancy.
[[file:Catmobile.png|thumb|300px|Home, seen at its very cleanest and most bereft of cats.]]
*Spirit: Singing, engraving/painting, goggles.


=Things to Track=
== Outfits ==
Willpower: 7<br>
Temporary Willpower: 7<br>
Health Levels: -0 x 1, -1 x 2, -2 x 2, -5 x 1, Incapacitated<br>
:Current Damage: -


Quintessence: 2/2<br>
:'''Street Clothes//'''
Paradox: 0<br>
:Thrifty and fashionable but not very protective.


=Miscellaneous=
:'''Boilersuit//''' Soak: 1 (2 vs Fire), Penalty: -0
:Flame retardant and reinforced with protective padding but not very fashionable (unless making a particular statement about hard work or preparedness).


==Equipment==
== Transport ==


== Talisman ==
:'''Shannon's Cutaway RV//''' -2 dif to Drive actions
:A medium-sized cutaway recreational vehicle, lovingly restored and refurbished over the course of around six years on the road. Its spirit was roused from dormancy by Shannon and assists her as it can.


== Common Rotes ==
:'''Dirtbike//'''
:An older (circa 1990's) model of off-road motorcycle that has been repaired, usually kept stowed on the roof of the RV under a canopy.


'''Hidden Gems''' (Matter 2)<br>
:'''Vintage Bicycle//'''
Discover the hidden value of an object, such as finding a quality engine in an old ruster or rich wooden floors beneath cheap carpet. In combat (and with Prime 2), it can also turn random trash and obstacles into seemingly impenetrable chest-high walls.
:A bike old enough to have those obnoxious curled handlebars and a leather seat, designed mostly for street use. Has a small woven basket at the front, and a rack for strapping in other luggage.


'''Spirit Armor''' (Prime 2)<br>
== Weapons ==
Armors the material against things of the Umbra. Shannon prefers embroidery and engraving, although sometimes fresh paint in the right color will suffice.


'''Fragments of Dream''' (Matter 1)<br>
:'''Pipe Wrench//''' Strength +2B, Conceal: J
Shannon can see through walls by channeling the spirit of a peeping tom through her goggles.
:A heavy pipe wrench that probably isn't meant to be used as a weapon and probably won't be.


'''Hit It Until It Works''' (Matter 2)<br>
== Misc ==
Sometimes hinges do give out and seemingly impenetrable restraints break with enough struggling. Alternatively, it could also allow for banging a seemingly pliable piece of metal until it's the exact shape needed to repair a mechanical object or hold a door shut.


'''Awaken the Inanimate''' (Spirit 3)<br>
:'''Antique Tools//''' -2 dif to Technology, Craft rolls
Draw out the spirit of an object and bring it to sentience. Shannon prefers to serenade it quietly while engraving it with elaborate patterns relating to its function (or to identify it to herself), or give it enough custom parts that it can stand out as a unique creation.
:A set of old tools collected by Shannon from flea markets and auctions over the years, some of them ornate and well-worn pieces dating as far back as the 1800's. The core of the set are set of tools that belonged to her great-uncle, who used to co-own her grandfather's garage. The oldest and most-used tools have been awakened and provide the wealth of their accumulated history, empowering Shannon's craftsmanship.


'''Breach Escape''' (Spirit 3)<br>
= Merits and Flaws =
Punch a hole into the Umbra. Depending on urgency, Shannon will either carefully prepare an existing doorway to function as an umbral gateway or make a fascimile on surface. In times of danger, she may just slam a wall open with a power tool (like a jackhammer) or paint out a doorway and hope it works.


'''Camouflage''' (Spirit 3, Matter 2, Prime 2)<br>
== Merits ==
Umbral gateways aren't the smartest thing to keep open all the time, since they attract attention. Cobbling together the right mix of spirit wards, electronic baffles and maybe even some clever paint, the effect can mitigate the apparent strength of an open doorway.
:'''Lucky//''' Even before her awakening, Shannon led a charmed and interesting life. With the added influence of her spirit mentor, she seemingly lives with nine lives- constantly pulling near-misses and snatching narrow victories from the jaws of defeat. Gives 3 rerolls on failed dice per story.
:'''Medium//''' Shannon inherited the ability to perceive spirits that runs through much of the native side of her family tree, although her perception is less visual than it is aural and olfactory. Particular spirits have their own smells, among them her mentor- to whom Shannon was drawn by a particularly sweet and pleasant scent.


==Merits==
== Flaws ==
:Mechanical Aptitude (Being able to communicate with even dormant spirits of technology has certain benefits. -2 Dif on all rolls relating to technology.)
:'''Echoes 2//''' Prone to being affectionately swarmed by cats of all kinds, but especially feral and stray cats. Other animals seem to view her as a very large cat rather than a person, and react appropriately.
:Crack Driver (In the past, some Dreamspeaker horseback riders were preternaturally skilled at communicating and controlling their mounts. Shannon is part of- or destroying- a proud tradition. -2 Dif on all rolls relating to the operation of a motor vehicle.)
:'''Primal Marks//''' Has a number of cat-like mannerisms like brushing her face with the back of her hand and ironically saying "mew". At times her clothes and hair will often superficially resemble cat features, with belts draping and swishing like tails and hair standing up to resemble ears.
:'''Spirit Trained 1//''' Being trained by a pattern spirit has given Shannon a slightly distorted sense of her own magic and an unorthodox approach to animist willworking.
:'''Spiritual Duty 1//''' Queen Molly occasionally sends her out on (relatively safe) fetch quests.
:'''The Bard's Tongue//''' The influence of a famously glib and chatty mentor spirit has given Shannon oracular potential and a serial inability to filter these insights out of her regular conversations.


==Flaws==
= FP =
Freebie Total/Flaws/Original (22/7/15)
* Primal Marks (-2)
* Echoes (-2)
* Spirit Trained (-1)
* Spiritual Duty(-1)
* The Bard's Tongue (-1)
* Arete 3 (8)
* Totem 4 (5)
* Avatar 5 (2)
* Sanctum 2 (2)
* Lucky (3)
* Medium (2)


:Primal Marks (Shannon has a number of catlike mannerisms that her friends write off as quirks, such as saying the words 'mew' ironically, rubbing her face with the back of her hand or stretching like a cat. Some people have occasionally seen her with cat ears, only to blink and not see them anymore. The Umbra has temporarily made these traits more apparent.)
= XP =
:Phobia (Shannon has yet to cope with her traumatic near-drowning incident, and has been deathly afraid of large bodies of water ever since. She can still bathe or traipse in relatively shallow waters, but going over rivers and lakes- let alone swimming is a mortifying enough experience that she takes a -2 difficulty penalty on all actions while this is happening, with the above penalty from being wet stacking if she didn't go in of her own will.)
:Echoes (Shannon tends to cause some weird happenings by being in a certain place. Cats often crowd her and tend to be affection while dogs exhibit stranger interests. She is also bothered by water if put into it against her will, taking a -1 penalty to all actions if doused by surprise.)
:Spirit-Trained (Shannon was awakened and trained by the city spirit of Montreal, and only has her background in Mohawk traditions and myth to complement this. This has given her a far more technomagical conception of spirit bargaining that might set her at odds with other Dreamspeakers and make her seem weird to technomages.)


=XP and Background =
== Experience Gains ==
Experience Total/Spent/Unspent (44/42/2)
* Session 1: Meeting the Caldwells (20)
* Session 2: Bitch Took my Skull (24)


==Freebie Points ==
== Experience Spending ==
Freebie Points 21/22
Experience Total/Spent/Unspent (44/42/2)
:Primal Marks (-2)
* Prime 2 (18)
:Phobia: (-2)
* Arete 4 (24)
:Echoes (-2)
:Spirit-Trained (-1)
:Willpower (2)
:Prime (5)
:Appearance 5 (5)
:Dexterity 3 (5)
:Mechanical Aptitude (1)
:Crack Driver (1)
:Craft 4 (2)
:Tech 4 (2)
:Talisman 4 (1)


==XP==
== Free Stuff ==


[[Maid: The Ascension]]
[[Category:Mage PCs]]
[[Category:Maid:_The_Ascension_PCs]]

Latest revision as of 06:06, 24 July 2014

This page is for the IxMage version of Shannon. For the PeelMaid version, see Shannon Travers (Prototype).

Overview

Error creating thumbnail: File missing
The machines of the present have their own spirits that can be reached. By showing them love and respect, we can do anything.

Appearance

Shannon is a young mid-twentysomething woman of mixed British, French-Canadian and Mohawk descent, with very light ruddy-brown skin and a slim but developed figure. Her hair and eyes are a chestnut or dark adobe brown, although she occasionally dyes her hair other colors. She's not particularly physically active or imposing, standing at just around 5'7".

Her sense of style could be described as eye-catching and eclectic, with an abundance of recycled thrift, obscure internet-only brands and handmade items giving her a wide array of styles.

Background

From the very beginning of her life, Shannon was an intermediary, with a foot each in the worlds of her two very different parents. Born in a reservation a few hours north of Montreal, her parents met under adversarial circumstances: with her father a foreign mining engineer and mother a student, environmental activist and member of the local Mohawk tribe. Shannon was the product of their short but intense relationship.

Growing up between households and cultures, she spent most of her early life with her expat father while her mother finished schooling, her way paid into expensive daycare services and private schools. When his contract ended and he was to return to England, she resolved to stay in Canada with her mother, who had just finished her degree and was going to begin teaching in one the newly reformed all-native schools being opened around the province. Inevitably this meant moving away from her old life and taking a crash course in the culture of her mother's family. Relatives were kind and welcoming, but distant, because she would ultimately not be able to live on the reservation and participate in their culture fully as someone who didn't fulfill the blood quotas.

Despite the stresses and the stigma of not being fully native, she was embraced by her maternal grandparents. Her grandmother taught her the history and traditions of her family, and a doting grandfather allowed an at-times tomboyish Shannon to stay around the garage where he worked to keep old cars running, helping out and learning the basics from him. Her summers were full of trips overseas to see her father, traveling around Europe with him (as his new executive position afforded him the time and money to do so) and picking up a deep love of travel, culture, architecture and food (particularly the former as a young teenager).

Once out of her teens, she considered her options: her father would pay for her to study in England and get a degree, while her mother would probably be able to cover the costs of a local college. She considered becoming a student of engineering, history or theology, but inevitably found herself too restless to spend another year in a classroom. Purposeless, she settled on biding her time at the garage.

One summer night she found herself cleaning up alone after hours, when she noticed a strangely pleasing smell coming from underneath an scrapped car. Investigating, she heard the mewling of a stray cat, although she couldn't actually see it when she checked. Assuming it was hiding, she tried to free it by lifting the car on a jack, but it seemed to just cower and cling. No amount of hissing, shooing or pressurized air could scare her out from underneath. Resigning herself, she tried to be nicer tried to lure it out by placing a bowl of milk by the exit, waiting for it to leave the hiding spot from a bench just out of view. The ploy worked, but the odd-looking cat looked up at her as it prepared to depart and expressed a strange, toothy grin before saying "thanks".

It was enough of a shock for the girl to back away, tripping on a discarded hubcap and falling hard enough to give herself a concussion. In the strange and feverish dreams that followed the cat introduced herself as Queen Molly, not merely a cat but royalty among all cat kind. She had become lost and frightened, and it was only Shannon's timely and (eventually) compassionate attitude that allowed her to regain her composure and escape. Shannon, she reasoned, had the talents to become a potent shaman and protector of civilization (with many allusions to the roles of ancient cats) but some might guide her to suit their own ambitions instead of allowing her to grow into her own.

Knowing little or nothing of the world of magic, the offer didn't just sound good to Shannon but incredible, and she accepted without a second thought if it meant life with a higher purpose, traveling wherever she wanted. She emptied her accounts, burned up her savings and bought a refurbished cutaway RV, setting out onto the road with her totem and no idea what the future held for her.

Lessons

  • A wise woman is many things and you have yet to become all of them.
  • It's stupid for a wise woman to depend only on her own skills. Not throwing yourself to the spirits is how you get burned when you already depend on them so much.

Vital Statistics

Name// Shannon Travers
Concept// Urban Shaman Questing for a Soulful Modernity
Image Song// Tesla Boy - Liberating Soul
Nature// Architect (Purpose/Obsession) "I will help the modern era find its soul again."
Demeanor// Bon Vivant (Joie de Vivre/Hedonism) "And it'll be so much fun!"
Affiliation// Council Mage Vagabond Shaman (Dreamspeaker)
Faction// Spirit Smith (Unaffiliated)
Avatar// Questing; The Autodidactic Savant(s)
Chantry// None (Currently)

Things to Track

Willpower// 5
Temporary Willpower// 5
Health Levels// -0 x 1, -1 x 2, -2 x 2, -5 x 1, Incapacitated
Current Damage// 0
Arete// 4
Quintessence// 5/5
Paradox// 0

Attributes

Strength 2//
Dexterity 4// Precise
Stamina 2//
Perception 2//
Intelligence 2//
Wits 2//
Charisma 4// Friendly
Manipulation 2//
Appearance 4// Dazzling

Abilities

TALENTS/

Alertness 1//
Awareness 3//
Athletics 1//
Dodge 1//
Expression 3//

SKILLS/

Craft 3//
Drive 1//
Etiquette 3//
Firearms 3//
Technology 3//

KNOWLEDGES/

Cosmology 1//
Linguistics 1// English, French
Lore (Umbrood) 1//
Occult 3//

Paradigm

From the tiniest grain of sand to the greatest skyscrapers, everything has the soul, even the world itself. These spirits are ephemeral, unconscious and in flux- merging and individuating as their physical forms are united and disassembled. These are reflected in the Umbra as the vast spirit world we are familiar with, perhaps because Creation is dreaming of itself or because the Umbra is dreaming of Creation. The reasons are unimportant. What matters is that the effects can be seen in the way that acts of creation and destruction resonate across the two worlds.

Magic is reaching out to the spirits of the world, guiding them through ritual and communion, touching the soul of a thing and placating it so that it might help the shaman. The means do not matter so long as they are matched to the nature of the spirit and the intentions of the shaman are pure.

Chanting is placation, offerings are placation, ablution is placation, maintaining religious grounds is placation.

To an old car from the Roaring Twenties, a jazz tune from the time when it was most alive is chanting, clean, high-temperature organic lubricant is an offering and fresh glossy paint is ablution. Extended maintenance on its engine block is the same as restoring a shrine to the spirit that lives within it. Life in the world of the Technocracy is too fast, too complex and sophisticated to take an all-encompassing approach. To be a shaman of technology is to dabble, improvise and learn while respecting the old traditions.

Shannon's preferred foci are well-worn mechanical tools and generally of a physical and somewhat personal nature, including things such as paint, custom mechanical or electronic parts and decorative pieces to personalize the machines she tends to work with. Sometimes she even sings, knowing music to be the sole language to be carried on throughout the aeons, changing with people. The spirits of things remember music too, especially the songs of its makers and those who have held them throughout existence.

Foci and Spheres

Matter 3 (The Spirit of Each Thing)// Tools and maintenance, painting and engraving, custom parts (especially for technology).
Spirit 3 (All of the Above and Bellow)// Painting and engraving, decorative trinkets (as offerings), singing.
Prime 2 (The Great Spirits)// Tools and maintenance, substances that contain energy such as oil, batteries and even food.

Rotes

Backgrounds

Avatar 5// A figure in a messy workshop, sometimes an old man, a young woman or rarely the two as a pair; always toiling but never completing projects. The two never speak to her directly, but their conversations (or individual rambling) provide valuable insights.
Resources 1// Being a vagrant seller of oddities living out of a truck isn't the best or easiest living.
Sanctum 2// A cutaway truck that Shannon has spent the past few years living out of while she travels around North America. The interior is adorned with a great mess of oddities and knick-nacks.
  • Provides decent stock of materials, coincidental -1 casting dif, 2 points of Arcane.
  • The worktable is inhabited by a semi-sapient spirit of knowledge. It is possibly to learn the history of any object examined on it as a Time 2 postcognition effect, by rolling Intelligence + the relevant ability (Craft or Technology for most items).
Totem 4// Queen Molly (Willpower 7, Gnosis 9, Rage 6; Power 20/20)
Queen Molly is a powerful vagrant totem spirit that embodies the concept of the cat as a dweller of cities and neighbor (but not necessarily companion) of humans. In ages past she was a powerful being that protected humans from disease and parasites and gave them good fortune in exchange for being fed. Pogroms in the Dark Ages against cats led first to the outbreak of the Black Death due to the weakening of her purviews. With the creation of FIV (blame could easily be laid on the Technocracy, Nephandi or perhaps the Wyrm) and vast programs to 'curb' the cat population by sterilization and euthnasia, her power has waned substantially. Molly most recently had a place of power on the island of Tashirojima, although she is currently homeless.
  • Charms/ Airt Sense, Materialize, Healing, Reform
  • Innate Abilities/ Always knows how to find Shannon, respected by other Umbrood.
  • Ban/ Must set out food in places where stray cats live.

Equipment

Error creating thumbnail: File missing
Home, seen at its very cleanest and most bereft of cats.

Outfits

Street Clothes//
Thrifty and fashionable but not very protective.
Boilersuit// Soak: 1 (2 vs Fire), Penalty: -0
Flame retardant and reinforced with protective padding but not very fashionable (unless making a particular statement about hard work or preparedness).

Transport

Shannon's Cutaway RV// -2 dif to Drive actions
A medium-sized cutaway recreational vehicle, lovingly restored and refurbished over the course of around six years on the road. Its spirit was roused from dormancy by Shannon and assists her as it can.
Dirtbike//
An older (circa 1990's) model of off-road motorcycle that has been repaired, usually kept stowed on the roof of the RV under a canopy.
Vintage Bicycle//
A bike old enough to have those obnoxious curled handlebars and a leather seat, designed mostly for street use. Has a small woven basket at the front, and a rack for strapping in other luggage.

Weapons

Pipe Wrench// Strength +2B, Conceal: J
A heavy pipe wrench that probably isn't meant to be used as a weapon and probably won't be.

Misc

Antique Tools// -2 dif to Technology, Craft rolls
A set of old tools collected by Shannon from flea markets and auctions over the years, some of them ornate and well-worn pieces dating as far back as the 1800's. The core of the set are set of tools that belonged to her great-uncle, who used to co-own her grandfather's garage. The oldest and most-used tools have been awakened and provide the wealth of their accumulated history, empowering Shannon's craftsmanship.

Merits and Flaws

Merits

Lucky// Even before her awakening, Shannon led a charmed and interesting life. With the added influence of her spirit mentor, she seemingly lives with nine lives- constantly pulling near-misses and snatching narrow victories from the jaws of defeat. Gives 3 rerolls on failed dice per story.
Medium// Shannon inherited the ability to perceive spirits that runs through much of the native side of her family tree, although her perception is less visual than it is aural and olfactory. Particular spirits have their own smells, among them her mentor- to whom Shannon was drawn by a particularly sweet and pleasant scent.

Flaws

Echoes 2// Prone to being affectionately swarmed by cats of all kinds, but especially feral and stray cats. Other animals seem to view her as a very large cat rather than a person, and react appropriately.
Primal Marks// Has a number of cat-like mannerisms like brushing her face with the back of her hand and ironically saying "mew". At times her clothes and hair will often superficially resemble cat features, with belts draping and swishing like tails and hair standing up to resemble ears.
Spirit Trained 1// Being trained by a pattern spirit has given Shannon a slightly distorted sense of her own magic and an unorthodox approach to animist willworking.
Spiritual Duty 1// Queen Molly occasionally sends her out on (relatively safe) fetch quests.
The Bard's Tongue// The influence of a famously glib and chatty mentor spirit has given Shannon oracular potential and a serial inability to filter these insights out of her regular conversations.

FP

Freebie Total/Flaws/Original (22/7/15)

  • Primal Marks (-2)
  • Echoes (-2)
  • Spirit Trained (-1)
  • Spiritual Duty(-1)
  • The Bard's Tongue (-1)
  • Arete 3 (8)
  • Totem 4 (5)
  • Avatar 5 (2)
  • Sanctum 2 (2)
  • Lucky (3)
  • Medium (2)

XP

Experience Gains

Experience Total/Spent/Unspent (44/42/2)

  • Session 1: Meeting the Caldwells (20)
  • Session 2: Bitch Took my Skull (24)

Experience Spending

Experience Total/Spent/Unspent (44/42/2)

  • Prime 2 (18)
  • Arete 4 (24)

Free Stuff