Millie Walker

From OakthorneWiki
Jump to navigationJump to search
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: Investigation, Stealth, Subterfuge

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.
The Rest
Those who divide the world into "the West; and the Rest" inevitably look poorly on your skin color. There is a sort of casual racism inherent in the character of the time, one which everyone takes for granted (though this doesn't negate the damage it does to marginalized peoples). In addition to folk simply making life difficult for no good reason, take a -2 penalty to Social rolls against those with forthright racist worldviews.

Note that not all Victorian characters of color are required to take this Condition; this should only be taken by those who wish to engage with that style of play. Otherwise, while such opinions are assumed to go on in the background, they simply don't come up "on screen".
Possible Sources: Being non-white in Victorian England
Resolution: Living in lands uninfluenced by Europeans (best of luck)
Beats: Every time someone makes things difficult for you because of your skin tone, including failing a roll which includes the penalty above, take a Beat.
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: The Magic Circle
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.
Glowing Health
Your recovery has left you not only healthy, but hale and renewed. You may upgrade the results of any single Physical test from a failure to a success, or a success to an exceptional success. Doing so resolves the Condition.
Possible Sources: Exceptional Success on Medicine or healing roll.
Resolution: Utilize the stated upgrade.
Beats: n/a

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

  • Become a high ranking member in the Guardians of the Veil
  • Become part of a Cabal
  • Become a Crime Lord/Master of Secrets in the criminal underworld of SE London
  • Spent time with Iblis/Get to know him

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

  • Irisa Garda: Right-Hand Snake Lady
  • 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