Talk:Elizabeth Allegheny

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The Traditions:

  • The Order of Hermes: Talk a lot about all the stuff they know, which is frequently wrong.

People:

  • Beta: Watch out, she's sneaky and spies on people.
  • Cathy: Nice woman. Wrong a lot. Has some issues, I'll just assume that place was crazy and not think about it too much.
  • Kana: Good at mahjong & bento & not being a jerk. Potentially high protagonist index, be wary.
  • Mari: Stuck up brat. Is she really 17? I bet she's lying.

The Liz Guide to Figments

Figments, also known as spirits, are beings of the 'Umbra' of fiction between mundane worlds.

Spiritopedia

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

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.

Mage: The Ascension

Canon Cards

Spell Cards

Spell cards produce a standard, reproducible effect by drawing out the power behind the image printed on them.

  • Second Sight
  • Spirit 1
  • Prime 1
This card displays an image of the cosmic eye, that sees all. With it, Elizabeth can see the portion of the Umbra that is closest, and the threads of creativity that sustain it.
  • Glimpse of Spoilers
  • Entropy 1
This card displays a page of text, seen at an oblique angle that renders it unreadable. With it, Elizabeth can see the threads of plot that run through the world, and their intersection with things and people.
  • Wellspring
  • Prime 3
This card displays the ideas bursting from the head of an artist. With it, Elizabeth can release and move the creativity stored in objects, locations and people.

Summon Cards

Summon cards have a figment - a spirit of the imaginary - bound to their image, to provide power. However, once they are used the figment escapes.

Spirit Cards

Spirit cards are like Summon cards, but have a figment permanently woven into their image, which can be called upon repeatedly.

Proposed Mechanics

Create Spirit

  • Prime 2 (fuel pattern)
  • Spirit 5 (forge ephemera)
This rote weaves an entirely new spirit out of pure quintessence. Further spheres such as Mind may be needed to give it intellect.

Second Sight

  • Prime 1
  • Spirit 1
This rote grants perception of the 'unphysical' universe, revealing the local spirit world and its flows of quintessence.