Elizabeth Emington

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Name: Elizabeth Emmington
Player: Norseman
Nature: Caregiver (Kindness / Lack of Confidence)
Essence: Primordeal
Demeanour: Visionary (Imagination / Pride)
Tradition: Dreamspeaker
Mentor: Kuranes

Arete: 3
Willpower: 5 (4)
Quintessence: 5 (5)
Paradox: 3
Experience: 8 XP left (26XP total)
Health

[ ]: Bruised, -0
[ ]: Hurt, -1
[ ]: Injured, -1
[ ]: Wounded, -2
[ ]: Maimed, -2
[ ]: Crippled, -5
[ ]: Incapacitated

Spells Running
Prime 2 - Aggravated damage to spirits - 4 sux (covers whole team)

Attributes

Physical (3rd)
Strength: 2
Dexterity: 3
Stamina: 2
Mental (2nd)
Perception: 3
Intelligence: 3
Wits: 3
Social (1st)
Charisma: 4 (Artistic)
Manipulation: 3
Appearance: 4 (Innocent)

Abilities

Academics (Cosmology): 5 (Dreamlands)
Alertness: 1
Awareness: 3
Dodge: 1
Enigmas: 3
Etiquette: 3
Expression: 4 (Writer)
Firearms: 2
Intuition: 3
Linguistics: 3 (English; French, German, Latin, Greek)
Lore (Faerie) : 3
Lore (Umbrood) : 3
Meditation: 3
Occult: 3
Stealth: 1
Subterfuge: 3

Spheres

Life: 0
Correspondence: 0
Forces: 0
Entropy: 0
Spirit: 3
Matter: 0
Mind: 0
Time: 0
Prime: 3

Background, Merits and Flaws

Backgrounds
Avatar: 5
Dream: 5
Merits
Spirit Magnet (7)
Faerie Affinity (2)
Expression Aptitude
Sanctum (1)
Flaws
Addiction (Victorian Narcotics)(2)
Anachronism (Behind the Times)(1)
Echoes (Victorian Fantasy)(3)

Foci

Dreaming & Day-Dreaming
Drugs to induce dreams and hallucinations

Lessons Learned

  • Even in the darkest moments you should still have compassion for others.
  • The past is not dead yet, parts of it still lingers.
  • There is always something in the spirit of a place that you can work with

Equipment

Magical

Physical Description

Elizabeth has long blonde hair, very slightly curled, that either hangs loose or is kept in elaborate braids, often kept in place by large hairpins. Though very beautiful by any standards she might be considered a little too pale today, with a slightly frail and ethereal look as if she stepped from the cover of a fantasy novel. This is accentuated by her tendency to wear full length dresses in white or bright colours, with fantastic patterns and decorations.

Sanctum

Currently Elizabeth's sanctum is her sleeping area beneath the Boa Club. A place where dreams and reality twist together to become nigh indistinguishable.

Allies

Familiar

History

Why Elizabeth Emmington, a woman from a good family, fell into decadent artistic circles is hardly difficult to determine: Overindulgent parents, an inheritance from a doting grandmother, and bad influences from the horrid French novels she kept reading. At any rate she loved the decadents and had a fascination with mystical paintings and strange rites practised by them.

Now the question better asked would be why she became a Dreamspeaker. In part this was due to the influence of certain Hindu mystics who were frequenting London in the late Victorian age. That and Saint-Yves stories of Agartha, combined with the mediumistic powers shown across Europe, turned her towards the powers of the mind. The idea that everything was the dream of Brahman, and that the world itself was a dream.

Her formal tutor was a gentleman who called himself Kuranes and taught a doctrine that all things only existed in as much as they were given form by a mind. Time and distance were illusions and objects only existed in as much as you either imagined they did, or they had a mind of their own. In order to transcend time and distance he used copious amounts of drugs and oriental meditation techniques.

For the Traditions the death of the Dark Queen Victoria and the defection of the Technocrats in 1904 were a period of great joy. However this propelled a period of great Technocratic oppression; the 1905-1906 Russian uprisings, the 1905 law on separation of Church and state, and the anti-mediumistic persecutions treating mediums as charlatans.

IT was in this period in early 1914 that a small commune in the woods near London was raided by the police. Or ostensibly the police. In reality it was technocrat stormtroopers seeking to hunt down traditions mages. Fortunately Elizabeth had prepared a small hiding room in the basement for just this occasion. Lying down on a wooden boat floating on a small lake she drank a magical potion and lay down to wait for rescue...

And she dreamt...

XP

Session 1: 8 XP
Session 2 (Lost Mansion): 4 XP
Session 3 (Royal Pool): 2 XP
Session 4 (Wild Hunt): 5 XP
Session 5 (Finding the Archives): 5 XP (+2 XP notes)

XP Expenditure

Expression Aptitude: 3XP
Sanctum 1: 3XP
Expression 4: 9XP
Anachronism -1: 3XP

Character Generation

Physical Attributes (4XP remaining)
Strength: ** 4 XP
Dexterity: *** 12 XP
Stamina: ** 4XP
Mental Attributes (+4 BP XP)
Perception: *** 12 XP
Intelligence: *** 12XP
Wits: *** 12XP
Social Attributes (+4 BP XP)
Charisma: **** 24 XP
Manipulation: *** 12XP
Appearance: **** 24 XP
Skills (+37 BP XP)
Academics (Cosmology): ***** 12XP
Alertness: * 3XP
Awareness: *** 9XP
Dodge: * 3XP
Enigmas: *** 9XP
Etiquette: *** 9XP
Expression: *** 9XP
Firearms: ** 5XP
Intuition: *** 9XP
Linguistics: *** 9XP
Lore (Umbrood): *** 5XP
Lore (Faerie): *** 5XP
Meditation: *** 9XP
Occult: *** 9XP
Stealth: * 3XP
Subterfuge: *** 9XP
Spheres (0 XP remaining)
Spirit: *** 31 XP
Prime: *** 34 XP
Backgrounds (+9 BP XP)
Avatar: ***** 15 XP
Dream: ***** 15 XP
Merits (+27 BP XP)
Spirit Magnet: 21 XP
Faerie Affinity: 6 XP
Flaws (-21 XP)
Addiction: -6XP
Anachronism: -6XP
Echoes: -9 XP