Talk:Elizabeth Allegheny
Groups:
- Euthanatos: Alarming.
- Marauders: Crazy.
- Hermetics: 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 lady. Wrong a lot. Has some issues, I'll just assume that place was crazy and not think about it too much.
- Kana: Mahjong rival, cool orphan senpai.
- Mari: Stuck up brat. Is she really 17? I bet she's lying.
- Proteus: That Other Mage. Unlike the others, does overtly magical things like teleport. Also goes catatonic. Is something wrong with him?
- Westin: Scary killing machine who pours water over his head, also cool action hero and looks after his teammates.
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 (quintessence) 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.