Talk:Elizabeth Allegheny

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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.

Cover Story

Japan

Liz is an exchange student funded by The Artaria Foundation.

Canada

Liz's is away at a remedial school for delinquents.

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?

Japan

Iron Oni

Cybernetic demons in service to Lord Mikhaboshi.
  • Status: Banished to the Wicked City
  • Threat Level: C

Kitsune

Foxes.
  • Status: In full retreat after their king and leader was crushed by Liz's Perfect Palm technique.
  • Threat Level: Collapsed.

Tanuki

Nothing but trouble.
  • Status: Trouble.
  • Threat Level: Troubling.

Yuki-Onna

Ice Assassins as broken as the spell.
  • Status: Banished to Kikuri.
  • Threat Level: B?

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.

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.

  • Countermagic
Universal
This card displays a wizard, palm out in the 'halt' gesture. with it, Elizabeth can stop and undo the works of others.
  • Garden of Eden
Prime 3
This card displays the wonders of the primordial garden of creation. It was used to channel quint into the barren chantry realm.
  • 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.
  • Living Legend
  • Spirit 3
This card displays a beast formed of words, emerging from a page. With it, Elizabeth can awaken the personal story of an object.
  • Ofuda
  • Spirit 3
  • Prime 2
This card displays the markings of an ofuda. It can paralyse and suppress demons.
  • Psychic Investigator
  • Spirit 1
This card displays an image of a noir detective with squiggly lines emerging from his fedora. With it, Elizabeth can call upon his power to discern esoteric influences.
  • 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.
  • 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.

  • Cherry Blossom Blessing
  • Kitsune
  • 5d healing
This card restores health to the wounded.

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 figment out of pure quintessence. Further spheres such as Mind may be needed to give it intellect.

Good Idea

  • Entropy 2 (affect fate & fortune)
  • Spirit 2 (call spirit)
This rote calls a figment helpful in the Mage's current predicament.

Brainstorming

  • Learning kung-fu from the dragon would be cool, but pretty tangential to your skillset. What else can you learn? Ancient lore? Philosophy? Umbratips?
  • 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?
  • 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.