Arcana (Aberrant)

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Arcana
Concept: Fortune teller, statistician, senior croupier at the Blackburn
Nature: Visionary
Archetype: Portent
Allegiance: Teragen
Original name: Unknown
Age: Unknown

Arcana is the overseer of all officially sanctioned gambling performed at the Blackburn Hotel and the dealer in person for important games. Her statistical genius and keen (though not superhuman) eye have isolated and ejected many cheats and maintained a good revenue stream for the institution over the years. However her powers extend beyond this 'day job'. Among the Teragen her precognitive abilities are second only to the Mathematician, and she has the additional ability to manipulate probabilities and systematic chaos on both small and large scales, which she often called upon to use in aid of the Terats' cause. These latter powers are rumoured to have disturbed Santiago, which would explain his close interest in Arcana’s fortunes, although many other theories about their relationship exist.

Arcana is a woman of indeterminate but early age, with short white hair and yellow eyes. She is unfailingly smiling and polite, even when insulting someone. Despite her association with the Teragen movement, those who break through the shell will find her primary drive is her obsession with finding ever more powerful and encompassing laws to describe the way systems form, interact, and disintegrate. Mal and Santiago’s occasional requests that she use her more potent powers to alter the course of events are beginning to interfere with her research and even though she remains loyal to them this is being gradually strained.

Arcana occasionally consents to play games against people invited to the Wednesday night events. She has amassed a small personal fortune from these challenges and uses it to fund her own investigations and interests. Her current hobby is constructing "a game more suited to the One Race than baseline hand-me-downs and their crude adaptions." The result is likely to be impossible to play effectively without superhuman intellectual powers, or at the very least compensating abilities such as clairvoyance, telepathy or precognition.

Attributes:
Physical:
• Strength 2
• Dexterity 5 (precise) + M1 (fast tasks)
• Stamina 2
Mental:
• Perception 5 (observant)
• Intelligence 5 (pattern recognition) + M4 (mathematical savant)
• Wits 5 (insightful) + M5 (multitasking)
Social:
• Appearance 3
• Manipulation 5 (unreadable) + M2 (trickster)
• Charisma 4 (pleasant) + M1 (soothe)

Abilities:
Physical:
• Athletics 1 (6+[1])
• Legerdemain 5 (10+[1], cards)
• Martial Arts 1 (6+[1])
• Stealth 2 (7+[1])
• Resistance 3 (5)
• Endurance 3 (5)
Mental:
• Awareness 5 (10, pattern recognition)
• Investigation 1 (6)
• Academics 4 (9+[4], history) • Bureaucracy 3 (8+[4], gambling law)
• Linguistics 5 [Arabic, Chinese, English, French, Japanese, Spanish] (10+[4])
• Science 5 (10+[4], statistics)
• Biz 3 (8+[5], hotel)
• Rapport 5 (10+[5], tells)
Social:
• Style 5 (8, art deco)
• Streetwise 2 (7+[2])
• Subterfuge 5 (10+[2], bluffs)
• Ettiquette 5 (9+[1], casino)

Backgrounds:
• Attunement 2
• Backing 4
• Cipher 3
• Influence 1
• Mentor 4
• Node 10
• Resources 4

Etc:
• Willpower: 7
• Initiative: 16 (+5 at 1q cost)
• Speed: walk 7m, run 18m, sprint 38m
• Soak: 2B, 1L

Quantum:
• Quantum: 5
• Quantum pool: 30 (30)
• Powers:
o Entropy Control 5 (breakdown, entropic shield, probability corruption, quantum poltergeist, serial order)
o Luck 5
o Premonition 5
o Pretercognition 3
o Psychic Shield 1
• Taint: 7 (albinism (yellow eyed), eufiber rejection, OCD (keeping detailed records), dumbo syndrome (tarot cards))
• Chrysalis: 3

Power details:
• Breakdown (3q): roll d10+[4] vs. stamina, range 100
• Entropic Shield (3q): +3 difficulty
• Probability Corruption (3q): -3 dice, range 50m
• Quantum Poltergeist (3q): 9 sux, radius 50m
• Serial Order (3q): 1024 events, range 100m

Health levels:
• [ ] Bruised: -0
• [ ] Hurt: -1
• [ ] Injured: -1
• [ ] Wounded: -2
• [ ] Maimed: -3
• [ ][ ] Crippled: -4
• [ ][ ] Incapacitated
• [ ] Dead