Talk:Elizabeth Allegheny: Difference between revisions
Line 174: | Line 174: | ||
: '''Immune to Delirium''' [25] | : '''Immune to Delirium''' [25] | ||
: '''Intuition''' [15] | : '''Intuition''' [15] | ||
: '''Jumper (Tunnel +20%, Limited Jump -10%, Fixed Location -10%, Cannot Escort -10%, Cannot Follow -20%, While Sleeping Only -20%) [50] | |||
: '''Patron (Demesne)''' [10] | |||
: '''Precognition''' [25] | : '''Precognition''' [25] | ||
: '''Spirit Empathy''' [10] | : '''Spirit Empathy''' [10] | ||
Subtotal: | Subtotal: 242 pts | ||
==Magery== | ==Magery== |
Revision as of 02:28, 1 January 2012
"We thank you, shaper, but this diversion, although pleasant, is not true. Things never happened thus."
"Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot."
The Plot
Big Ideas
- Liz wants to encourage belief in narrative causality.
- Heroism is rewarded.
- The good guys win in the end.
- Heart and flamboyant tactical innovation are important elements of games of chance and skill.
- Liz is a sponsor of Plan Super Robot.
- Liz will use dreams to reach the sleepers and mentor promising ones. That way she can reach people anywhere and avoid technocratic detection (to an extent).
Allegheny Rescue Plan
- Get the family into a safe haven in the cockroach apartments.
- The family will be told that the family has gained the enmity of a powerful organised crime group. The chantrymembers are affiliated with the government. Liz was actually under witness protection, not in a remedial school.
Cover Story
Canada
Liz is under a witness protection program and helping the secret service.
The Liz Guide to Figments
Figments, also known as spirits, are beings of the 'Umbra' or 'Shadow World' of fiction between mundane worlds.
Figmapedia
Skeina, Author of the Tale
- Jerkface destiny figment that possessed Liz via her Demesne. Under its influence Liz (transformed into a masked villain) took over the Edgewater Casino until exorcised by Cathy. Cathy (angry mode) then bound it and turned its power against the Technocracy response team until the heroes escaped into the Umbra.
- Status: Presumed At Large
- Threat Level: A?
That One Vulture
- Guardian of Horizon's Gate of Life. Wants the words, or failing that a tasty meal of you.
- Status: Told what's what.
- Threat Level: A?
Trysobite
- Conniving spirits that sneak in through any gap they can find and spread lies.
- Status: Really real!
- Threat Level: Not very dangerous, just a nuisance really, nothing to get worked up about.
Each Uisge
- Malevolent horse furries made of water. Pretend to be cute boys with seaweed in their hair, don't be fooled.
- Status: Explosive
- Threat Level: C
Sprite
- Tiny nearsighted fairies. Turn you to ice! Stupid stupid stupid.
- Status: Apologetic
- Threat Level: D
Urban Myths
Cockroaches
- The walkers in our forgotten paths and the finders of our lost things.
- Status: Protecting the innocent
- Threat Level: E
- Cockroach 54,122,321, aka Eggscuttledumpsterfindcantnukmehahahah protects the Alleghenny family's information in Vancouver.
Glass Walkers
- Spiders that drink evil and eat other stories. Empowered by the presence of Mari for some mysterious reason.
- Status: Banished into the darkness.
- Threat Level: D?
- NB: Yes, I know this is wrong. Liz doesn't!
Japan
Lord Enma-O
- Secret Boss of Japan. Ice demon sealed away in Kikuri, rival of Mikhaboshi.
- Status: Sealed. Known gate in Hokkaido.
- Threat Level: S
Iron Oni
- Cybernetic demons in service to Lord Mikhaboshi.
- Status: Banished to the Wicked City
- Threat Level: C
Kitsune
- Tricky foxpeople that play and cheat at Hanafuda.
- Status: In full retreat after their king and leader was crushed by Liz's Perfect Palm technique.
- Threat Level: Collapsed.
Lord Mihkaboshi
- Big Bad of Japan. Technodemon and ruler of the Wicked City, wannabe ruler of Tokyo and rival of Enma-O.
- Status: Foiled but back next episode.
- Threat Level: S
Tanuki
- Nothing but trouble.
- Status: Trouble.
- Threat Level: Troubling.
- Monta is Catherine West's familiar and a real pain.
- Miyu is Monta's wife and a pestering annoyance. However, she is also a useful weapon against Monta.
Yuki-Onna
- Ice Assassins as broken as the spell.
- Status: Banished to Kikuri.
- Threat Level: B?
- Tsurara was sent to kill Mikhaboshi's minions in Gyokuei, and nearly succeeded with Kana's help.
Inhabitants of CROSSDOWN
Numion
- Tall scrawny future-aliens. Never observed to take independent or hostile action, have presumably evolved past such barbarian concerns.
- Status: Present in force on CROSSDOWN.
- Threat Level: E
Zol
- Human-scale combat robots. Have both ranged and melee capabilities. Matched up poorly against (named) Akashic consors.
- Status: Present in force on CROSSDOWN.
- Threat Level: D
Mega-Zol
- Gundam-scale Zols. Matched up poorly against Technocratic space fighters.
- Status: Present in force on CROSSDOWN.
- Threat Level: C?
Bargaining Tips
- Spirits like quintessence.
- Different spirits demand different approaches. Some you can defeat in a game, others will require bargaining or beating into submission, or other approaches.
- Be very wary of offering to perform a service.
- Mistreated spirits will spread the word and make you notorious.
- You can gain spirit power from unlikely sources, like spirit-weapon blasts or destroyed spirit-robots.
- Remember your obligations or people will whine so much.
- Sieze the moment if you have them over a barrel.
Mage: The Ascension
M:tA Second Edition
Brainstorming
- Propaganda is a Knowledge so pretty cheap, and relevant to changing the world. But it's very specific and possibly redundant.
- Prime 4 is 24 xp and not directly relevant to Liz's schtick, but it's needed to write Grimoires. Is it worth it? Are Grimoires worth it? You're not in a tradition so it'll be tricky even to sell it. However, sale to Dreamspeakers or even Hermetics may be possible by proper use of mythic archetypes.
- If you get Dodge 3 before reading the tome you can pick up Dodge 4 for 3 xp. But that's a lot of xp spent on Dodge.
- Is it possible to raise dream? Potential methods: Expanding umbral authority, a blessing from a spirit, consuming an energy field larger than your head. Probably a good idea to get Mind first.
Attributes of the Trickster
- Fundamentally ambiguous and anomalous: Liz as a Mage can defy the rules of static reality, and furthermore as an Orphan defies the classifications of her supernatural society. Avoid integration into the mainstream.
- Deciever and trick-player: Liz is a gambler and liar. Develop these abilities.
- Shape-shifter: Liz should cultivate the Life sphere, and learn how to protect her electronic identity as well.
- Situation-inverter: One masterful bluff or good call can invert a sticky situation. But has Liz managed to do that yet?
- Messenger and imitator of the gods: Liz is a shrine maiden and may yet become involved in native american religion. She should go around collecting various forms of religious training.
Making Things
- Making a CCG requires Gambling & Enigmas for mechanics and Expression for making a compelling world.
- Writing stories requires Expression, and ancillary abilities relevant to the story: Occult for modern fantasy, Science for hard SF, Enigmas for mysteries and so on.
- Building a paradigm requires Arete and Spheres, and abilities like Academics (philosophy), Enigmas and Intuition. It also demands paradigm-relevant abilities like Artistic Expression, Expression and Academics (fine art).
NaNoWriMo Progress
- Plot: An ordinary schoolgirl falls into a world of rote-learned magitech wonder and must quest to save it using the creative old ways the technicians forgot.
Week 1:
- Day 1: 1k (1k total)
- Day 2: 0k (1k total)
- Day 3: 3k (4k total)
- Day 4: 0k (4k total)
- Day 5: 2k (6k total)
- Day 6: 2k (8k total)
- Day 7: 2k (10k total)
Week 2:
- Day 1: 0k (10k total)
- Day 2: 0k (10k total)
- Day 3: 0k (10k total)
GURPS Hilarity
Base: ST 8 [-20] DX 16 [120] IQ 11 [20] HT 10 [0]
- Perception + 3 [15]
- Will +2 [10]
- Appearance (Attractive) [4]
Base Subtotal: 149 pts
Advantages
- Animal Empathy [5]
- Avatar 3 [45]
- Awareness [35]
- Charisma + 2 [10]
- Common Sense (seriously? How the hell?) [10]
- Dream 4 [12]
- Immune to Delirium [25]
- Intuition [15]
- Jumper (Tunnel +20%, Limited Jump -10%, Fixed Location -10%, Cannot Escort -10%, Cannot Follow -20%, While Sleeping Only -20%) [50]
- Patron (Demesne) [10]
- Precognition [25]
- Spirit Empathy [10]
Subtotal: 242 pts
Magery
Arete 4 [65]
- Entropy 2 [30]
- Mind 1 [20]
- Prime 3 [50]
- Spirit 3 [50]
Subtotal: 215 + 32 = 247 pts
Magick Skills
- Entropy 11 [8]
- Mind 11 [8]
- Prime 11 [8]
- Spirit 11 [8]
Languages
- English: Native [0]
- Japanese: Accented [4]
Subtotal: 4 pts
Skills
- Acrobatics 14 [1]
- Acting 16 [20]
- Area Knowledge: Umbra 12 [2]
- Climbing 15 [1]
- Driving: Car/TL8 15 [1]
- Detect Lies 11 [4]
- Diplomacy 16 [24]
- Enigmas 12 [12]
- Fast-Talk 16 [20]
- Firearms (Pistol) 15 [1]
- Gambling 14 [8]
- Hidden Lore: Bygones 10 [1]
- Hidden Lore: Demons 10 [1]
- Hidden Lore: Umbrood 10 [1]
- Jumping 15 [1]
- Makeup/TL8 11 [1]
- Occultism 10 [1]
- Poetry 12 [4]
- Psychology 16 [24]
- Savoir-Faire 12 [2]
- Sex Appeal 10 [2]
- Sleight of Hand 14 [1]
- Stealth 15 [1]
- Survival: Umbra 12 [4]
- Writing 12 [4]
Subtotal: 142 pts
Disadvantages
- Dependents, Incompetent (less than 25% pt total), Loved One (x2), Family [-40]
- Secret: Non-Technocracy Mage [-30]
- Social Stigma: Dirty Orphan [-5]
Subtotal: -75 pts
Total
659 pts