Cara Stang: Difference between revisions
Andronicus (talk | contribs) mNo edit summary |
mNo edit summary |
||
Line 9: | Line 9: | ||
Aptitudes: Making Pancakes <br> | Aptitudes: Making Pancakes <br> | ||
Yet another picture: http://danbooru.donmai.us/ | Yet another picture: [http://danbooru.donmai.us/post/show/883488/absurdres-belt-blonde_hair-blue_eyes-breasts-bulle] | ||
==Vital Statistics== | ==Vital Statistics== |
Revision as of 00:20, 14 April 2011
The Wizard Inquisitor
As of Jan 21st 2011.
Aptitudes: Making Pancakes
Yet another picture: [1]
Vital Statistics
Seest thou a man that is diligent in his work? Before kings may he place himself; let him not place himself before obscure men.
--- King Solomon the Wise, Proverbs 22:29.
Craft Name: Cara Sévérine Stang bani Quaesitor
Shadow Name:Cara Jehanne Hardenberg Sévérine Stang bani Quaesitor; Praetor of Silence, Knight-Errant of Aletheia, the Sword of Determination, Liberati of the House Revenant, Intercessor of the Wrathful Fate, and the Second Soul of the Fallen Keymaster.
Personas: Camille Vasselin.
Player: Rex290/Andronicus
Affiliation: Council Mage (Order of Hermes)
Hermetic House: House Quaesitor (Guernicus)
Avatar: Pattern; the Castellum
Demeanor: Fanatic (Dedication; Stubbornness)
Nature: Survivor (Perseverance; Lack of Trust)
Arete: 5
Willpower: 1/5
Quint: 2/4+0 (Overcharge) + 12 Dream Tass + 10 Shrooms (pending refinement) +9 Shrooms
Initiative: 7
Paradox: 4
- Permanent Paradox Flaw: Escaflowne black owl feather moulting.
Chantry:
- Vancouver (Building)
- Dolmen of Silence (Home) * This is most likely where Cara is normally based out of, as a Praetor.
- Hermetic Chantry of Azkazia in the Sea of Storms (Guest)
Health:
- Bruised (-0) [ X ]
- Hurt (-1) [ ]
- Injured (-1) [ ]
- Wounded (-2) [ ]
- Mauled (-2) [ ]
- Crippled (-5) [ ]
- Incapacitated [ ]
Movement:
- Regular Speed: 16 yards
- Running Speed: 32 yards
Standing Spells
Better Body: 4 pts bone plate, 1 pt APP [not active]
Attributes
- Physical
- Strength: 2
- Dexterity: 4 (Smooth)
- Stamina: 4 (Tenacity)
- Social
- Charisma: 2
- Manipulation: 2
- Appearance: 4 (Eerie) (Slightly longer cainines, paler, and doesn't tan)
- Mental
- Perception: 4 (Hunter)
- Intelligence: 3
- Wits: 3
Abilities
- Talents (Base 13)
- Alertness: 2
- Athletics: 1 (In the bedroom)
- Awareness: 3
- Brawl: 2
- Dodge: 3
- Intimidation: 4 (Voice of Cold Contempt)
- Subterfuge: 2
- Skills (Base 9)
- Crafts: 0
- Disguise: 2
- Firearms: 3
- Meditation: 0
- Melee: 3
- Stealth: 2
- Performing: 2
- Knowledges (5)
- Occult: 2
- Enochian: 4 (Words of Power )
- Linguistics: 2 (Chinese, Russian)
- Investigation: 4 (Collecting the facts)
- Lore: 2 (Vampire)
Backgrounds
Avatar: 4
Influence: 3
Legend: 2 (Lasombra? Hellsing? Godform of Dracula? Its a vampire!)
Node: 4
Mentor: 3
Resources: 1 (Inheritance trust)
Resources: 4 (shared)
Ars Hermetici
Use your mind to its full extent and rise from the Earth to Heaven, and then again descend to Earth and combine the powers of what is above and what is below. Thus you will win glory in the whole world, and obscurity will leave you at once.
--- Eighth Precept of Hermes Tresmegitus
Everything has a True Name. By commanding the True Name one has Power. Words, especially the magickal language Enochian, Forms, and Gestures have three-fold significance which can be manipulated through Reason. These all exist in order to manipulate/command the Great Forces of the universe and form the basis of Hermetic Thaumaturgy. And beyond this is the knowledge that the Magus IS Magick, that the Wonders worked by the Mage come from within.
Ars Animae (The Refining Fire): 4 (Magick Specialty: Wounding)
Ars Conjunctionis (Similitude): 0
Ars Essentiae (The Gateway): 2
Ars Fati (Venom): 0
Ars Manium (The Pharaoh's Army): 1
Ars Materiae (Clay): 0
Ars Mentis (The Watcher): 4 (Specialty Sphere) (Magick Specialty: Mind Control)
Ars Temporia (All Men Know): 0
Ars Vis (the South): 2
Foci
Ars Animae: Drawn pentagram, or words of power.
Ars Essentiae: The Iron Key of the Elements.
Ars Mentis : Nothung, Enochian runed sword. Unique for Ars Mentis via Sword Forms. The key element is truth and the cutting towards it.
Magickal and Mundane Equipment
- Noethung (Sword of Mars)(Foci for Ars Mentis) Dam: Str[2]+3 (Arete 2; 10/10 Quintessence)
- Noethung is a powerful rune sword inscribed with enochian runes inlaid with silver along its blade with Cara's true name inscribed within, in a manner befitting such a relic.
- Attack, Parry, Damage @ Difficulty 3.
- Sword Arete 2, @ Difficulty 5, to add Forces damage (Arete+1x2) to a attack. Pool of 10.
- As with all Swords of Mars, Noethung carries a geas. If the following rules (in order of priority) are not followed, the sword loses all its magickal powers and will botch on any failed attack roll:
- Obey all orders from the Justicars of House Quaesitor as if their will were your own;
- Do not act against the Traditions, or by failing to act allow others to do so;
- Let your eyes weep tears of justice - wherever they fall let them wash away the darkness and expose those who would destroy the Traditions from within to the light;
- Act always in a manner that brings credit to the Houses of Hermes.
- Ryomou's Eyepatch (Arete 3; 13+2/15 Quintessence)
- [Defence]When activating the eyepatch, which does not require lifting it, and spending 1 quint, and it reduces the damage of the next incoming attack. When on and active in defense mode the patch glows with a arcane eye with a Pentagram of Hermes within. Functions as an interrupt; as long as Cara can see the attack she can activate the Eyepatch. [Up to 6 HP of damage soak]
- [Attack]When in attack mode the pentagram turns in revolutions until the lines of the pentagram are a spinning pit of darkness. The attack does half the damage of a normal Ars Essentiae attack (which is: Arete+1x2) but extended (per turn).
- Time Charm/Mordant's Advice
- one reroll on a failed stealth or subterfuge roll, and one on the first party casualty - either wounded or killed
- Glock-17 (Hit Difficulty: 7, Dmg: 4, Range:20, Rate:4, Clip:17+1)
- Officer Chucks Service pistol (Hit Difficulty: 7, Dmg: 4, Range:20, Rate:4, Clip:17+1)
- Borrowed Sisters Shotgun (Hit Difficulty: 7, Dmge: 8, Range 20, Rate 3, 8+1Clip)
- X-5 Pistol. 11 Rounds in the clip. 6L damage, rate ?, range 40.
- Primium Claw. Str+1
- Poison coated suicide dagger
Persona
Astral/Psychic Forms
(Default) Blob of evil.
Shapeshift Forms
Very large constrictor. Str 4, Dex 3, Stam 4, 10 HLs, 1 point of armour (from Bygone Bestiary)
Panther
Vampire Dire Owl
Disguises
Assassin/Hitman (vaugely based off of Westin's archtype of such)
Camille Vasselin
Cara Marvel. Cara in a Dark Mary Marvel outfit.
Character
Its Judgment Day. Our Shelter Horizon, the World beyond the clouds. Our final stand, The Council of the Nine Mystic Traditions.
Merits and Flaws
Iron Will (-3)+3 dice against mind control powers, or spend 1 WP to automatically defeam mind control effects
Insensible to Pain (-5)
(Echos) No Reflection/Vampire Mythos (+4)
Biography
"There are the monsters we are, and the monsters we *become*. Child, you will find that what nature makes, in all its forms and failings, cannot match the horrors we can forge with our own higher reason."--- Josephine Mordant
Born in Canada. After the untimely death of her parents and close family in a "freak gasline" explosion she was brought into the Order of Hermes, where some surviving relatives abode. From a young age Cara was under the tutelage of Josephine Mordant in her Chantry, which was characterized by somewhat harsh days due to the other children. . . of no fault of Cara's own. Currently Cara is a Praetor of House Quaesitor having been sworn in by the Magistrati of Jove. For a number of years Cara acted directly under Mordant as one of her assistants in the Magistrates tireless work to ensure the survival of the Order, and the Traditions, through law and justice. This all changed when one day the Doleman of Silence received a request for a Quaesitor . . . . As a Mage Cara has proved herself as one possessing considerable talent having climbed from a relatively average Adept to the Seventh Degree in less then a year. Cara appears to be either 19 or 20. She's a sandy blond by birth, and sports pale green eyes.
Camille Vasselin, of no relation to Praetor Stang, is a young raven-haired woman whose features suggest a Mediterranean origin, whose enrolled in a Albertan college. Recently she's taken a trip to Cuba.
Related NPC's
- Josephine Mordant
- Lussentelay (dead)
- Red May. Calling Cara a bitch isn't conductive for your health.
Steve Fong. Met at a casino bar. Hooked up. Possibly working for the Technocracy.
The Mark of Cara
Vulk Dragovic
Radiamos
Experience
- Cladwell Estates 7 XP
- Hobocide 4 XP
- Fireball on Fire 5
- Return of Cara 5 XP
- Casino Reynolds 6 XP
- Pedo House (Or How Found My Stalker Girl) 5 XP
- Red May 3 XP
- Haunted House 9 XP
- Team Strange 3 XP
- Vampire Catchers 5 XP
- Rescuing the Judo Queen (1base+1lesson+1danger+1consistency+1wisdom) 5XP
- Chateau of Evil 4(base)+1(lesson)+1(rp)+1(consistency)+1(danger)+2(idea) = 7XP
- Chateau of Evil 5(base)+1(wisdom)+1(danger)+1(last) +1(ass kicking) = 5XP
- Taming the Dog RP, Lesson, five base = 7
- Dojo on Fire (Oh, Ozu-sama!)= 9 XP, +1 influence
- Winnipeg 2.5 (15 Jan 2010) 1+(base)+1(Lesson)+1(Consistency)+1(RP)=4XP
- Fillbert's Right. (7 Feb 2010) = 4XP
- Exploding the Posse's Hideout (7 Feb 2010) = 4XP
- Goddamn Werewolves (12 Feb 2010) = 6XP
- 20 XP for Mentis 4, 7XP for Spirit 1. New Knowledge 3XP (Chinese) Save 1XP from Instruction, 2 XP spent. 33XP remain.
- The Dolmen of Silence (Off to Chicago) (21st Feb) = 4XP
- Investigation 2 to 3 (2XP), Investigation 3 to 4 (3XP).
- Cara, in the Bedroom, with a Sword. (5XP)
- Tran, in the Lab, with the Bugs. (7XP)
- Arete 5 (-32XP)
- Into the Construct (9XP)
- Dex to 4, Stamina to 4 (-12XP)
- Cara the Maid (4XP)
- Twenty-Five Minutes at the Front Door (Alt: Paging John Kerrin (guest starring the Nephandi)) (3XP)
- Cara in the Crew Cabin, with Two Russians. (4XP)
- Athletics 1 (3XP)
- Linguistics 2 (1XP)
- Man Proposes Dice-god Disposes (4XP)
- The Origin of Captain Cavitation! (Escape from Cuba) (6XP)
- Cara's Faith in the Council +1 (3XP)
- Lore (Vampire) 1 (3XP) (1XP saved) (2XP)
- Ars Vis 1 (10XP) (1XP saved) (9XP)
- Cara's Undeath (4XP)
- Vampire Lore to 2 (1XP)
- Captain Cavitation... IN LOVE! (4XP)
- The Changeling Children Quandary (6XP)
- Legend of the Roach Mage (5XP)
- 31XP Open
- The Legend of the Chinese Hulk. (6XP)
- 37XP Open
- Session the Sleeping, and Boatacide (Blowing up Castar's Boat) (10XP)
- 47XP Open
- New Orleans Noir - Men and Dogs (6XP)
- 53XP Open
- The Tragedy of Starborn (6XP)
- 59XP Open
- Dory of Tommorrow September 18th 2010 (3XP)
- 62XP Open
- Swamp, Sex, and the Swamp Boat November 9th 2010 (4XP)
- MY airship! 14th November (8XP)
- "....can't trust those goddamn nazi Void Engineers." November 23rd (6XP)
- Tree of Life, Tree of Death. November 27th (3XP)
- 83XP Open
- Chantry Builders December 4th (CHANTRY)
- Ars Vis 2 (8XP) - 2 saved
- Ars Animae 4 (21XP) -2 saved
- Enochian 2 to 3 (2XP) -0
- Enochian 3 to 4 (3XP) -2 saved
- Intimidation 3 to 4 (6XP)
- Peforming 1 (3XP)
- Appearance to 4 (6SP)
- 40XP Open
- Dancing with War Criminals December 29th 2010 (3XP)
- Performance 1 to 2 (2XP)
- 1 XP open (40 XP For Arete)
- Jane Anger January 21th 2011 (+6XP)
- Manipulation to 2 (4XP)
- 3 XP open (40 XP For Arete)
- Roadtrip Chicago: Paranoia April 5th 2011 (+4XP)
- Countless Links up with the Mandarin April 5th 2011 (+3XP)
- 10 XP open (40 XP For Arete)
Life Lessons
- Its harder to fit into sleeper society being a chantry brat. I mean its not like she's had to kinda make up a story/use the cover story with sleepers before like she had to do with Steve.
- Beware Wilders. They might possess respectable power.
- Somethingsomething
- "Supernaturals" or other magickal folk, even if allied, are liable to abandon a little girl in the woods asleep.
- It is possible to use the misguided and wrong superstitions and beliefs of demons, such as the KJ, and their followers to work magick without the bothersome interference of a Paradox. Tolerate their paradigm and way of thinking in accordance to ones need.
- Magikal artifacts can be quite dangerous for the unready. Tom completely changed in a such short time, but he's a dreamspeaker without discipline.
- Cara learned of the... More, of the places beneath the earth and the heavens. She's had a vision of the darkness she's imagined or read obscure bits of from the eyes of something that had seen it directly. She learned of something called 'the Wyrm', which apparently Garou serve, or fallen Garou serve, whichever. Which might be the reason why they all seem to embody the oh so 'noble' virtues of stupid aggression, treachery, and base savagery. Most importantly she learned that she might have something to worry about, considering what Mari told her about what happened as Luss was killed.
- Cara learned that she seriously underestimated how mentally feeble and corrupt the Dreamspeakers are to endorse Tom's insane Plan. On the flip side if they're being manipulated that's even worst. Also, Cara learned, on a personal note, that she should be MORE decisive. She came to Winnipeg to seize the crown. Instead of giving Tom the handshake of death when they were face to face and completely her mission he waffled. These so called "ancient and powerful" Dream Speakers and Verbana know exactly what's going on. And that's unforgivable since what Tom's doing does not HELP the Traditions. And they've made it personal by attacking HER.
- Chantry's need to be strictly organized with clear lines of command and responsibility. The loss of the Chantry Master should not be the excuse for a chantry to splinter like Chicago's did. Somebody needs to whip them back into shape. . .
- Cara's first time possessing somebody utterly felt good. It also highlighted that its stupid to stand around gloating when you know a mind mage is on opposing you. Don't wallow in hubris, win THEN gloat and torment your opponent.
- Just because you have Arete 5/Ars Mentis 4 doesn't mean you should feel obligated to use it at maximum when hitting some drunk Russians in the back of the head would work just as good.
- Vampires have their own version of dirty Orphans. It feels pretty terrible to be one, is that what Mage Orphans feel when confronted by the Traditions? Prince Lodin and co also have no idea of what they're facing in Chicago aganist the Technocracy.
- Even the poster-boys of the ENEMY are human and have human weaknesses. It makes them vulnerable.
- Cara learned that the more "performing" arts have some serious validity as a line of personal development, offering valid and fruitful additions to her Hermeticism, despite what Mordant implied!
- Sleepers (like a ex-croat) can be very useful in fighting the Ascension War. Perhaps some (SOME) are worthy enough for her to respect.