Difference between revisions of "Millie Walker"

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Revision as of 00:17, 21 March 2018

Lagnaippe
Millie-walker.jpg
Virtue: Responsible • Vice: Hustler • Aspirations: Acquire paddle boat business •
Path: ObrimosOrder: Guardians of the VeilLegacy: None • Cabal: None • Obsessions: x
Attributes
Intelligence 2, Wits 3, Resolve 3
Strength 2, Dexterity 2, Stamina 2
Presence 2, Manipulation 4, Composure 3
Skills
Mental: Investigation 3 (Forensic Accounting), Occult 2, Politics 1
Physical: Larceny 3, Stealth 1
Social: Empathy 3 (Motives), Persuasion 2, Socialize 2, Streetwise 3, Subterfuge 3
Merits
Mental: None
Physical: None
Social: Safe Space 1
Combat: {{{CombatMerits}}}
Awakened: Guardians of the Veil Status 1, High Speech 1, Masque 5 (Jade Seeker), Masque 2 (Crown of Eyes), Masque 2 (Bright Mantle)
Advantages
Health: 7, Willpower: 5, Wisdom: 7, Size: 5, Speed: 9, Defense: 2 (Armor: 0), Initiative: 5
Gnosis
Mana: 10/1 • Yantras: 2 • Ritual Interval: 3 hours • Arcana Limits: 3/2 • Paradox: 1 • Combined Spells: 1
Obsessions: 1
Magic
Arcana: Prime 3, Fate 2, Forces 1
Rotes:
Sleight of Fate (Exceptional Luck, Fate ••; Subterfuge)
Bravado (Fools Rush In, Fate ••; Streetwise)
• Theft of Heaven (As Above, So Below, Prime ••; Larceny)
Praxes: Lucky Number (Fate ••)
Magical Tools: x
Attainments
{{{Attainments}}}
Nimbus
{{{NimbusTilt}}}• Spend 1 Mana to activate Immediate Nimbus (roll Gnosis for Strength)
• Spend 1 Mana to deliberately place Signature Nimbus on person, place, or object.
Mage Sight
{{{MageSight}}}
Peripheral: Always Active. Automatic sensory awareness of supernatural phenomena.
Active: Reflexive Action. Perceive Ruling Arcana phenomena for [Gnosis] minutes or one scene (1 Willpower); -2 to non-magic rolls while active. Instant Action. Spend 1 Mana/Arcanum to add a Common or Inferior Arcanum.
Focused: Used to engage in Scrutiny and Revelation of Mysteries.
Legacy
None
Ruling Arcanum: None
Attainments: None
Yantras: None
Oblations: None
Other Abilities
Pattern Restoration: 3 Mana to heal 1B or 1L or 1 Mental Condition or 1 Physical Tilt
Pattern Scouring: Physical Attribute -1 or 1 resistant Lethal to gain 3 Mana
Current Conditions
The Fairer Sex
Despite being ruled by a Queen, Victorian England was a difficult place to be a woman, betimes. Victorian attitudes toward the capabilities of women often drove interactions between the genders, and it didn't help that women's garments frequently seemed to conspire to support those attitudes! As a woman, take a -2 penalty to Social checks when engaging outside of "a woman's world." Likewise, take a -1 penalty to Physical checks that might in any way be limited or burdened by the sorts of garments women were expected to wear. A woman who chooses to forego such garments instead gains a -2 penalty to all Social checks, as Victorian society, top to bottom, conspires to put her back in "her place."

Note that not all women characters in a Victorian chronicle are required to take this Condition; it is for those who wish to engage with the era's misogyny on-screen. Female characters without it are assumed to deal with these situations behind the scenes, but it need never come up during actual play.
Possible Sources: Being a woman in Victorian England.
Resolution: Successfully living as a man, or moving some place that does not weigh women down with Victorian assumptions (such as many frontier areas)
Beats: Gain a beat anytime someone makes life difficult for you because you are a woman, or anytime you fail a roll that receives one of the penalties above.
Template:Condition-TheRest
Fugue (Persistent)
Prone to blackouts/lost time, resisted with Resolve + Composure in stressful situations.
Possible Sources: Psychological trauma, encountering a breaking point.
Resolution: Regain or lose a dot of Integrity, or achieve an exceptional success on a breaking point.
Beat: You enter a fugue state.
Connected (Persistent)
You have an in with a certain group. +2 to pertinent rolls, or discard condition for exceptional success
Possible Sources: Exceptional Success: Politics, Socialize (only requires 3 successes with Allies or Contacts).
Resolution: The character loses her membership or otherwise loses her standing with the group.
Beat: The character is asked to perform a favor for the group that inconveniences her.

The Magic Circle
Template:Condition-GlowingHealth

Background

Born: xxx

xx

Rumors

xx

Personality

  • Virtue: Responsible: Regain Willpower when you uphold your promises to others at potential cost to yourself.
  • Vice: Hustler: Regain Willpower when you swindle someone out of their money.

Aspirations

  • x

Obsessions

  • The Sword of St. George

Equipment

  • Possessions: x
  • Weapons:
    • x

Merit Details

x

Masque: Jade Seeker

Millie Walker, the queen of gamblers.

  • Identity (•): Fortitude/Gluttony
  • Competency (••): Larceny (Sleight of Hand), Empathy (Detecting Lies), Streetwise (Gangs), Streetwise (Rumors), Subterfuge (Long Cons)
  • Diffusion (•••): Glittery surfaces, the smell of bourbon and lavender cigarettes
  • The Code (••••): Theft; letting a Sleeper witness obvious magic
  • Immersion (•••••): Professional Training 5 (Criminal: Larceny, Streetwise)

Professional Training •••••

Asset Skills: Larceny, Streetwise; Subterfuge

  • Networking (•): Contacts (Gangs, Brothels)
  • Continuing Education (••): 9-Agains on Larceny, Streetwise; Subterfuge
  • Breadth of Knowledge (•••): Subterfuge; Larceny (Lockpicking), Subterfuge (Misdirection)
  • On the Job Training (••••): +1 Larceny
  • The Routine (•••••): Spend 1 Willpower to get rote action on Larceny, Streetwise, Subterfuge test

Masque: Crown of Eyes

June Beattie, the sleuth

  • Identity (•): Temperance/Wrath
  • Competency (••): Investigation (Crime Scenes), Investigation (Cryptography), Investigation (Forensic Accounting), Empathy (Motives), Empathy (Buried Feelings)
  • Diffusion (•••): Fingerprints; ladies' shoeprints that walk on their own
  • The Code (••••): Violence leading to lasting injury; forcing people to act against their own self interest
  • Immersion (•••••): Takes One To Know One 1, Trained Observer 1, Investigative Aid 1, Investigative Prodigy 1, Professional Training 1 (Detective: Empathy/Investigation)

Professional Training •

Asset Skills: Empathy, Investigation

  • Networking (•): Contacts (Police, Academics)

Masque: Bright Mantle

Victoria Summersmith, the socialite

  • Identity (•): Hope/Pride
  • Competency (••): Politics (Scandals), Politics (Local Politics), Persuasion (Seduction), Socialize (Formal Affairs), Socialize (Private Clubs)
  • Diffusion (•••): Sounds of carousing; Lipstick
  • The Code (••••): Forcing a sapient being to act counter to its interests, altering a sapient being in the long term
  • Immersion (•••••): Pusher 1, Spin Doctor 1, Table Turner 1, Untouchable 1, Professional Training 1 (Socialite: Politics/Socialize)

Professional Training •

Asset Skills: Politics, Socialize

  • Networking (•): Contacts (High Society, Private Clubs)

Friends and Family

  • Reggie: Bouncer. A big bloke with a rough background as both thug and sailor.
  • Manda: Maid. A local girl who comes in to clean up and keep things tidy.

Lifestyle

  • Money: x
  • Clothing & Jewelry: x
  • Food: x
  • Hobbies & Distractions: x
  • Housing: The Low Tide gambling parlour
  • Days: x
  • Evenings: x

Experience

Character Experiences
Current Beats: 3
Unspent Experiences: 0
Spent Experiences: 25
Experiences Earned
x
Purchases
x
Arcane Experiences
• Current Arcane Beats: x
• Unspent Arcane Experiences: 0
• Spent: 4