Elizabeth Allegheny: Difference between revisions
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*Ceasefire and the Spark of War: +5 (7) | *Ceasefire and the Spark of War: +5 (7) | ||
*To Each Uisge His Own: +4 (11) | *To Each Uisge His Own: +4 (11) | ||
*Learn Awareness 3: -4 (7) | |||
====Lessons Learned==== | ====Lessons Learned==== | ||
*Introduction: Liz learned that her dreams and fantasies are real. That the boring old mundane world is much more terrifying - and amazing - than she ever imagined. She has a lot of exploring to do. | *Introduction: Liz learned that her dreams and fantasies are real. That the boring old mundane world is much more terrifying - and amazing - than she ever imagined. She has a lot of exploring to do. |
Revision as of 00:00, 6 February 2011
"Writers are liars, my dear. Surely you have realised that by now?"
Mage: The Ascension
Elizabeth Allegheny is a tallish Canadian teen with blue eyes and lots of dark brown hair. When the Queen of Games, her hair is in two bulky ponytails tipped with giant bells.
Tradition: Orphan
Essence: Questing
Nature: Dreamer
- You are an artist and creator, who finds the world unsatisfying and makes others to compensate. Whether you keep it in your own head or try to bring others along for the ride, you aren’t satisfied unless part of you is elsewhere.
- Your strength is imagination. You spurn the limitations of the box and constantly try to think outside of it.
- This gives you your weakness of distraction. Sometimes, the box is all there is, and you need to deal with it.
- Regain willpower when you have a significant new idea.
Demeanour: Bon Vivant (Joie de vivre, Hedonism)
Age: 17 (Born 1st April 1992)
XP: 81
XP Used: 74
Magic
Paradigm
Stories are valid truths, not mere dreams, and images are a gate through which they can enter our corner of the world.
- Quintessence is creativity, the energy of imagination that characters and stories are made from.
- The Umbra, also known as the Shadow World and the Second World is the world of dreams and stories. It is just as real as our world (which is itself a story), and will take you anywhere if you only know the path.
- Spirits are figments of the imagination that live in the Umbra.
- The Traditions are using the alternative rules of the world that are as valid as 'science'. Some of them have made a once imaginary rule immanent by their effort.
Foci
Cards with pictures made with the Magic Set Editor and stolen art. She'll make her own eventually. Deck status presently nebulous.
- Correspondence: green border
- Entropy: black border
- Forces: yellow border
- Life: red border
- Matter: grey border
- Mind: pink border
- Prime: white border
- Spirit: purple border
- Time: blue border
Attributes
Physical
- Str: 1
- Dex: 4 (sleight of hand)
- Sta: 2
Social
- Cha: 3
- Man: 4 (bald-faced lies)
- App: 3
Mental
- Per: 3
- Int: 2
- Wit: 3
Abilities
Talents
- Alertness 3
- Athletics 1
- Awareness 2
- Expression 1
- Intuition 5 (strategies from nowhere)
- Style 1
- Subterfuge 4 (acting)
Skills
- Drive 1
- Etiquette 2
- Fast-Draw 1
- Firearms 1
- Gambling 3
- Stealth 3
Knowledges
- Cosmology 2
- Enigmas 1
- Linguistics 1 (English, Japanese)
- Lore (Bygones) 1
- Lore (Demons) 1
- Lore (Umbrood) 1
- Occult 1
Magic
- Arete 4
- Entropy 2
- Prime 3
- Spirit 3
Misc
- Init 7
- Speed 32
- Willpower 3 (7)
- Quintessence 2/3
- Paradox 4
- Health Levels:
- Bruised (-0) [ ]
- Hurt (-1) [ ]
- Injured (-1) [ ]
- Wounded (-2) [ ]
- Mauled (-2) [ ]
- Crippled (-5) [ ]
- Incapacitated [ ]
Backgrounds
- Avatar 3 (Featherhead)
- Demesne 5
- The Palace of Hopes is a grand castle, casino and gaming parlour. Inhabitants and guests are pitted against each other in games of luck, skill, imagination or anything inbetween, for wagers of all kinds and sizes. Their trials and tribulations, alternately entering the depths of despair and heights of success, produce grand stories and entertainment for spectators - but spectators should beware that they are not trapped or tricked into a game themselves.
- In this realm Elizabeth is the Queen of Games, a harlequin in black and blue with a crown for a jester's hat (or vice-versa). With a sweep of her fingers, she can create new games, define their rules, reward heroic victors and punish debtors and cheats.
- Dependents -3
- Elizabeth is not estranged from her family, even though her cubicle-managing father George, schoolteaching mother Elaine and baseball-aspirant younger brother Gordon are as whitebread and mundane as can be.
- Dream 3
- If Elizabeth loses herself in a book or film or TV show, she sometimes comes back to reality with insights on related topics.
- Resources 3 (compromised)
CRUSH ALL OPPOSITIONwhoops
Stuff
- Fireball card (talen) carrying 4d of zol static
- Hanafuda card carrying 1 mundane reroll
- 4 dream tass
Cascade 23
- Technocratic laser pistol
- Forces 3, Arete 5 beam
- 5/20 quint battery (1 per shot)
- Holographic green laser sight (obvious, somewhat vulgar) adds 1d when firing, 3d when aimed, in which case it also functions as low-light vision.
- Very compact, collapses to small brick mistakable for flashlight.
XP
- Introduction: +6 (6)
- The Return of Von Flammenburg: +5 (11)
- Learn Entropy 1: -10 (1)
- Meet The Parents: +4 (5)
- Marauder Dreams: +4 (9)
- Learn Subterfuge 4: -6 (3)
- Marauder Dreams II: +6 (9)
- Train Stamina 2: -4 (5)
- Toko's Revenge: +6 (11)
- Shiragon-Sama: +3 (14)
- Learn Lore (Umbrood) 1: -3 (11)
- Gyokuei Qualifiers: +5 (16)
- Murder! In Hokkaido: +6 (22)
- Learn Awareness 2: -2 (20)
- Learn Ettiqette 1: -3 (17)
- The Tea Lady: +6 (23)
- Learn Ettiqette 2: -2 (21)
- Tsurara: +6 (27)
- All The Marbles: +5 (32)
- Learn Demon Lore 1: -3 (29)
- Gain Willpower 7: -6 (23)
- Tokyo Tower: +9 (32)
- Arete 4 (setaside): -24 (8)
- Learn Entropy 2: -8 (0)
- Arete 4 (gained): -0 (0)
- The Empire Strikes Back: +5 (5)
- Learn Lore (Bygones) 1: -3 (2)
- Ceasefire and the Spark of War: +5 (7)
- To Each Uisge His Own: +4 (11)
- Learn Awareness 3: -4 (7)
Lessons Learned
- Introduction: Liz learned that her dreams and fantasies are real. That the boring old mundane world is much more terrifying - and amazing - than she ever imagined. She has a lot of exploring to do.
- The Return of Von Flammenburg: Liz learned that she can't make anything happen just by wanting it to. Outside of the Palace she has to do draw out the thing she wants from some source (and the inside still follows its own internal rules).
- Meet The Parents: Liz learned the basic structure of the hidden world, both how she interprets it with her magic, and how the broader group of 'awakened' do with the traditions and their war with the technocracy. A world of danger and mystery indeed, but are her teachers trustworthy?
- Marauder Dreams: Liz learned not to be so trusting just because something looks good to her powers. Sure Mr. Seigen is a cool dude but he could easily have been a villain.
- Marauder Dreams II: Liz learned that the Ascension War includes a lot of very dangerous situations at short notice, but if she keeps her wits about her and doesn't freak out she can pull through.
- Tokomandilin's Revenge: Liz learned that you need to keep in mind what the people around you think, or things might blow up in your face. Literally.
- Shiragon-Sama: Liz learned to keep your obligations in mind or people will be totally unreasonable about them at really annoying times.
- Gyokuei Qualifiers: Liz learned that Westin piles burdens on himself and that's why he's such a stiff, but he can be reached with traditional Miko tools (like alcohol).
- Murder! In Hokkaido: Liz learned that some things you stare at will stare back. Not everything is a passive target.
- The Tea Lady: Liz learned that fixing your laser pistol and throwing magic around isn't of paramount importance. You can achieve a lot just by asking nicely and picking flowers.
- Tsurara: Liz learned that dreaming has consequences. At first glance, bad ones. But the demon saved her life, and is saving the day.
- All The Marbles: Liz learned that she can get inside other people's heads, even if they're trying to get inside yours. And if all else fails, cry and beg for your life.
- Tokyo Tower: This isn't a censored kids' story, it's a horrible complex story for grown-ups. Liz killed someone today. She'll probably have to do it again. She needs to learn to be okay with that.
- Mage: The Ascension Halloween Special - Dragon of the Desert of Despair: Dragons are awesome!
- The Empire Strikes Back: Liz learned that choosing to be a hero means she is opposed by villains, necessarily more powerful than she is. They will connive and cheat and play dirty to get at her, and she's going to have to learn to do the same right back.
- Ceasefire and the Spark of War: Liz was faced with a situation she needed to resolve, and she couldn't. She needed the senior mages to back her up all the way. She needs to get more powerful sooner rather than later.
Wishlist
- Expression 5 (storytelling) (2 + 4 + 6 + 8 XP)
- Subterfuge 5 (8 XP)
- Gambling 5 (card games) (6 + 8 XP)
- Artistic Expression 2 (3 + 2 XP)
- Enigmas 4 (game theory) (1 + 2 + 3 XP)
- Lore (bygones) 2 (1 XP)
- Lore (demons) 2 (1 XP)
- Lore (umbrood) 2 (1 XP)
- Lore (wraiths) 1 (3 XP)
- Lore (wuffs) 1 (3 XP)
- Linguistics 4 (translation) (1 + 2 + 3 XP) [English, Japanese, Chinese, Spanish, Hindustani, Arabic, Bengali, Portuguese, Russian]
- Awareness 3 (4 XP)
- Perception 4 (12 XP)
- Charisma 4 (innocent) (12 XP)
- Appearance 4 (6 XP magical)
- Arete 5 (32 XP)
Spheres
- Mind 3 (10 + 8 + 16 XP)
- Spirit 4 (24 XP)
- Life 3 (10 + 8 + 16 XP)
Combat Training
- [Possible Int 3 (8 XP) to lower Westin's Instruction difficulty]
- Strength 2 (4 XP)
- Athletics 3 (2 + 4 XP)
- Brawl 1 (3 XP)
- Dodge 3 (3 + 2 + 4 XP)
- Firearms 2 (2 XP)
Speculative
- Entropy 4 (16 + 24 XP)
- Mind 4 (24 XP)
- Prime 4 (24 XP)
- Time 2 (18 XP)
- Correspondence 2 (18 XP)
- Propaganda 4 (3 + 1 + 2 + 3 XP)
- Finance 1 (3 XP)
To Do
Cheat!Bind a spirit to protect the family- Awaken the spirit of her ancient pack of cards
- Perform a Dreamquest (44/86 xp; Arete 4, Spirit 4, Entropy 2, Mind 2, Prime 2)
- Write a book
- Ride the dragon
- Found a Craft
- Fuck over the Syndicate at least once
- Expand her umbral authority