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[[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 PeelMaid version, see [[Shannon_Travers_(Prototype)]].''


[[File:CatShannon.jpg|200px|thumb|right|The Umbra is ''weird''.]]
=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.]]


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.
== Appearance ==


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.
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".


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.
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.


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.
== 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 ==


= Vital Statistics =
= 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=t3Q1x-wqMMw Yonderboi - Fairy of the Lake]
:'''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==
== Things to Track ==
'''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//''' 4/4<br>
:'''Willpower//''' 5
'''Paradox//''' 0<br>
:'''Temporary Willpower//''' 5
:'''Health Levels//''' -0 x 1, -1 x 2, -2 x 2, -5 x 1, Incapacitated
::Current Damage// 0
:'''Arete//''' 3
:'''Quintessence//''' 5/5
:'''Paradox//''' 0


=Attributes=
=Attributes=
:'''Strength//''' 2
:'''Strength 2//'''
:'''Dexterity//''' 2
:'''Dexterity 2//'''
:'''Stamina//''' 2
:'''Stamina 2//'''


:'''Perception//''' 3
:'''Perception 2//'''  
:'''Intelligence//''' 3
:'''Intelligence 4//''' Erudite
:'''Wits//''' 2
:'''Wits 2//'''


:'''Charisma''' 4 (Enthralling)
:'''Charisma 4//''' Friendly
:'''Manipulation''' 2
:'''Manipulation 2//'''
:'''Appearance''' 4 (Radiant)
:'''Appearance 4//''' Dazzling


=Abilities=
=Abilities=


'''SKILLS/ 13 +1'''
'''TALENTS/'''
:'''Craft//''' 4 (Spirit Housings)
:'''Alertness 3//'''
:'''Drive//''' 3
:'''Awareness 3//'''
:'''Etiquette//''' 2
:'''Expression 3//'''
:'''Performance (Singing)//''' 2
:'''Technology//''' 3


'''TALENTS/ 9'''
'''SKILLS/'''
:'''Alertness//''' 1
:'''Craft 3//'''
:'''Awareness//''' 3
:'''Drive 3//'''
:'''Expression//''' 2
:'''Etiquette 3//'''
:'''Intuition//''' 3
:'''Meditation 1//'''
:'''Technology 3//'''


'''KNOWLEDGES/ 5'''
'''KNOWLEDGES/'''
:'''Computer//''' 1
:'''Cosmology 2//'''
:'''Cosmology//''' 2
:'''Linguistics 1//''' ''English'', French
:'''Occult//''' 3
:'''Occult 3//'''


= Paradigm =
= 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.


Shannon's paradigm is as herself- a foot in two worlds. She looks to the past as a classical Dreamspeaker who desires to restore a certain balance to the world, but she realizes that the modern world cannot be unmade and does not oppose it. Like many modern technoshamans, she studies the new spirits of machines, concrete structures and mass production goods that the Technocracy has made so common in the world. Magick is a jazz- there is no one right way of doing any single thing, but sense that things work best if the willworker works with, rather than against the rhythm of the moment.
Chanting is placation, offerings are placation, ablution is placation, maintaining religious grounds is placation.


Despite using many common Dreamspeaker foci like sacred bodypaints, oils and engraved baubles, Shannon is a thorough dabbler. Modern spirits have largely vindicated her beliefs by being responsive to her overtures anyway, so she has no reason to settle too strongly into a single style of shamanry. The soul of a car can be placated directly by giving it a fresh coat of paint and natural oil rather than using those same materials in a protracted one-day ritual (although that works too). She enjoys cross-applying competencies as well, negotiating with a car to get it to work or stepping into the Umbra to fix (or build) metaphysical machinery and improve living conditions for spirits. Sometimes she even sings, figuring there isn't an older language that is genuinely universal (since you don't see New Yorkers speaking in Enochian, Lemurian or Hyborean) and capable of touching the soul the same.
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 trusts in the power of spirits and does her best to parlay well with them. Sometimes you don't need words of power to do something, just good care in your daily life and the help of your friends on the other side.
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 ==
== Foci and Spheres ==
*'''All of the Above and Bellow//''' ''Spirit 4'' - Paint/engraving, tools, singing, .
:'''Matter 3//''' Tools and maintenance, painting and engraving, custom parts (especially for technology).
*'''The Spirit of Each Thing//''' Matter 3 - Paint/engraving, tools, custom parts.
:'''''Spirit 3//''''' Painting and engraving, decorative trinkets (as offerings), singing.
*'''The Great Spirits//''' Prime 2 - Paint/engraving, tools, singing, custom parts.


== Rotes ==
== Rotes ==


:'''See the Unseen//''' Spirit 1, Matter 1
= Backgrounds =
:As much as she's content to make people think they do nothing, Shannon's goggles serve a purpose in allowing her to simultaneously gaze through the material and Umbral realms, allowing to look through walls, gauge discrepancies between reality and the other side and detect possessions. The goggles have numerous slides that have had their rims engraved in patterns that resonate sympathetically with a certain kind of spirit to help her scry, allowing her to shut off different kinds of sight or see different things through either eye.
:'''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. 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 =
[[file:Catmobile.png|thumb|300px|Home, seen at its very cleanest and most bereft of cats.]]
 
== Outfits ==


:'''Spirit Tracks//''' Spirit 3
== Transport ==
:The bread-and-butter of any technoshaman, this is an extended ritual that involves coaxing the spirit of an inanimate thing to full awakening. Because most modern items are too bland and mundane to awaken, Shannon's rituals are often labors of customization (with new parts, custom housings, paint, carved sigils) and extensive usage to build up the requisite history so that it can form an identity for itself.


:'''Phantasmal Panoply//''' Spirit 3, Matter 2 or Prime 2
== Weapons ==
:This rote depends on the way the Umbra naturally reveals certain truths that are concealed within the base matter of reality. In effect, it turns any well-made effigy of an item into a real masterwork once it is brought into the Umbra. It serves no purpose other than making valuables to give to the locals, although it could theoretically be used to make weapons and armor for travel there.


:'''Bottled Guardian//'''  Matter 3, Spirit 2, Prime 2
== Misc ==
:An incredibly vulgar rote that involves creating a miniature shrine inside of a can of spraypaint can to house a spirit, usually a guard dog of some sort that has the proper instincts and can be educated to protect her. When sprayed on a hard, paintable surface a simulacra of the spirit's actual shape emerges from the substance, armored up and prepared for combat.


:'''Teflon Screws//''' Matter 3
= Merits and Flaws =
:The name of this rote is something of a misnomer, as it rarely makes use of teflon or screws, but instead depends on cajoling a certain surface into becoming impossibly smooth so much so that the possibility of friction acting upon it is nil. Having spent plenty of time in the Canadian countryside, Shannon regularly invokes it by noticing a given ice patch with her goggles, although she regularly installs oil slicks on her cars to get the same effect in the seasons where there is no ice.


:'''Nails and Grit//''' Matter 3
== Merits ==
:The reverse of Teflon Screws is often Shannon's most useful magical effect against Technocrats and certain kinds of undead, an effect which involves acquiring the services of a decay spirit from a graveyard and placing it into a container similar to that created with Bottled Guardian, and then filling it with a rusting agent in aerosol (saltwater is preferred over the various acids of the fluorine group). When weapons are pointed at her or she needs to stealthily sabotage a piece of technology, she sprays them down and allows the spirit to rust their guns shut and cyberlimbs into painful immobility (hence the name). A meaner version of this involves using aerosol paints or cleaners that tend to harm clothing or brick structures.
:'''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.


=Backgrounds=
== Flaws ==
:'''Avatar 4''' - ''The Alleycat is not all that it seems to be.''
:'''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.
:'''Contacts 1''' - ''Father is an energy company exec, mother is a university professor.''
:'''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.
:'''Resources 3''' - ''Works as a mechanic and metalworking artist, gets a nice stipend from both her parents.''
:'''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.


=Merits and Flaws=
= FP =
:'''MERITS/'''
Freebie Total/Flaws/Original (22/7/15)
:Crack Driver (1) - ''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 (-2)
:Mechanical Aptitude (1) -'' Being able to communicate with even dormant spirits of technology has certain benefits. -2 Dif on all rolls relating to technology.''
* Echoes (-2)
:Spirit Magnet (7) - ''Shannon seems to draw a lot of attention from helpful spirits, notably on the very occasion when the City Spirit of Montreal rescued her and she awakened.''
* 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)


:'''FLAWS/'''
= XP =
:Echoes - Catus Carnival (2) - ''Shannon tends to cause some weird happenings by being in a certain place. Cats often crowd her and tend to be affectionate while dogs exhibit stranger interests (as dogs tend to vis a vis cats). She is also bothered by water if put into it against her will, taking a -1 penalty to all actions if doused by surprise.''
:Phobia - Drowning (3) - ''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.''
:Primal Marks - The Alleycat (2) - ''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.''
:Spirit-Trained -  Concordia Salus (1) - ''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 (0/0/0)


==Freebie Points ==
== Experience Spending ==
Freebie Points 22/22
Experience Total/Spent/Unspent (0/0/0)
:Primal Marks (-2)
:Phobia: (-2)
:Echoes (-2)
:Spirit-Trained (-1)
:Willpower (2)
:Prime 2 (10)
:Mechanical Aptitude (1)
:Crack Driver (1)
:Spirit Magnet (7)
:Craft 4 (2)
:Avatar 4 (1)


==XP==
== Free Stuff ==
:Session 1 (6): ''Grave goods let you fill equipment gaps in the Umbra.''
:Session 2 (6): ''My player should remember to set his alarm.''
:Session 3 (12): ''Spirits are not better than humans. Only different, and sometimes in horrifying ways.''
::Spirit 4 (-24: 0)
:Session 4 (8): ''The seemingly dangerous and unstable members of the chantry are the most reliable to date.''


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

Revision as of 09:41, 28 May 2014

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

Overview

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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

Vital Statistics

Name// Shannon Travers
Concept// Urban Shaman Questing for a Soulful Modernity
Image Song// Yonderboi - Fairy of the Lake
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// 3
Quintessence// 5/5
Paradox// 0

Attributes

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

Abilities

TALENTS/

Alertness 3//
Awareness 3//
Expression 3//

SKILLS/

Craft 3//
Drive 3//
Etiquette 3//
Meditation 1//
Technology 3//

KNOWLEDGES/

Cosmology 2//
Linguistics 1// English, French
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// Tools and maintenance, painting and engraving, custom parts (especially for technology).
Spirit 3// Painting and engraving, decorative trinkets (as offerings), singing.

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. 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

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Home, seen at its very cleanest and most bereft of cats.

Outfits

Transport

Weapons

Misc

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 (0/0/0)

Experience Spending

Experience Total/Spent/Unspent (0/0/0)

Free Stuff