New York Mortals

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Kelly Tucker

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Kelly went to school with Ryan and the rest of the students from the Vernal Sanctuary. Originally a very rebellious adolescent, she has turned into a vivacious young woman. She has always had an interest in witchcraft, an interest which continues into these days. She is currently enrolled in college, with major in Business.

Though she and Ryan dated for a while, they ended up being just friends for a while, a time in which she was sure that she simply couldn't compete with the Two Loves of Ryan's life. Reencountering Barbie seems to have done something in him, and he proposed to her during the Epulae Viscus.

She is now excitedly preparing for a Beltane wedding, scheduled for 2007.

  • Virtue: Faith; Vice: Envy; Concept: Co-Ed Witch
  • Attributes
    • Mental: Intelligence 2, Wits 3, Resolve 2
    • Physical: Strength 2, Dexterity 2, Stamina 2
    • Social: Presence 3, Manipulation 3, Composure 2
  • Abilities
    • Mental: Academics 2, Computer 2, Crafts 2, Occult 3 (Witchcraft), Politics 1, Science 1
    • Physical: Athletics 2, Drive 2 (Motorcycle)
    • Social: Animal Ken 1, Empathy 2, Expression 3, Persuasion 3, Streetwise 1, Subterfuge 2 (Getting Out of Trouble)
  • Merits
    • Mental: Magical Tradition (Witchcraft), Meditative Mind (•), Sleepwalker (••••)
    • Physical: None
    • Social: Contacts (University), Resources (••), Striking Looks (••);
  • Health 7, Willpower 4, Morality 7
  • Size 5, Speed 9, Defense 2, Initiative 4

Liz Edwards

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Justin's sister is rambunctious and head-strong, but she is also a sweet girl. She is somewhat terrified of the turn that Justin's life has taken, but is also very, very fascinated. Her life has been fast, dangerous and exciting since she moved to New York City, and while she's grown to love it, there is lots of pain here, too. Corbin's death was particularly hard on her, paired as it was with the fact that he was turned into a creature that tried to kill her. She's become more reclusive since accepting Valdus' offer of work.

  • Virtue: Justice; Vice: Sloth; Concept: Small-Town Girl in the Big City
  • Attributes
    • Mental: Intelligence 3, Wits 2, Resolve 3
    • Physical: Strength 2, Dexterity 3, Stamina 2
    • Social: Presence 2, Manipulation 2, Composure 2
  • Abilities
    • Mental: Academics 3, Computer 2, Crafts 3 (Household), Medicine 1 (Long Term Wound Care), Occult 1, Science 3
    • Physical: Athletics 1, Brawl 1, Drive 2 (Motorcycle), Survival 1, Weaponry 1
    • Social: Empathy 3, Intimidation 2 (Loud Volumes), Socialize 1, Streetwise 2
  • Merits
    • Mental: Sleepwalker (••••)
    • Physical: Fighting Finesse, Fighting Style: Boxing (•)
    • Social: Resources (••)
  • Health 7, Willpower 5, Morality 7
  • Size 5, Speed 10, Defense 2, Initiative 5

Danielle Grant

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Recently divorced from a suffocating marriage to a high society Boston businessman, Danielle is finally free. She has her teenaged daughter living with her, and she finally has her dream-home: a flat in Manhattan, where she can pursue a career in art that she's always wanted. In her eyes, she has gone through a starving artist phase, as so many have – though where other artists are starved for money, she was starved for expression.

Following the events of the Epulae Viscus, however, she has retreated from Manhattan to Fire Island, and maintains a small house by the water there, where she has set up her studio and now paints.

  • Virtue: Fortitude; Vice: Pride; Concept: The Would-Be Artist
  • Attributes
    • Mental: Intelligence 2, Wits 3, Resolve 2
    • Physical: Strength 1, Dexterity 3, Stamina 2
    • Social: Presence 3, Manipulation 3, Composure 2
  • Abilities
    • Mental: Academics 3, Computer 1, Investigation 1, Politics 3
    • Physical: Athletics 1, Drive 3
    • Social: Animal Ken X, Empathy X, Expression 1 (Painting), Intimidation 2 (Icy Glare), Persuasion 3, Socialize 4 (Ruling the Roost), Subterfuge 2
  • Merits
    • Mental: None
    • Physical: None
    • Social: Allies [High Society] (•••), Contacts (Financial World, New York Art Scene), Resources (••••)
  • Health 7, Willpower 4, Morality 6
  • Size 5, Speed 9, Defense 3, Initiative 5
  • Flaws: Addiction (Prescription Tranquilizers), Nightmares

Ms. Edith

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Quote: I am not inclined to take that kind of language from you, young man. Being Awakened doesn't somehow immediately negate the needs for discipline and manners. If anything, the need increases.

Background: Miss Edith Montgomery was born into a lower-class London family in 1956, and never had much. Her father was a factor worker who worked too many hours for his own good, but he wanted a proper, traditional family, so her mother never worked. In turn, her mother was intent that – despite the trappings and luxuries of "good families" – her family would never lack in manners or education. Miss Edith was raised to be a proper lady and an avid student, so that her time in university was funded entirely by scholarships.

She met Richard Montgomery in university, and his upper-class bearing attracted her immediately, for she judged most men by her mother's standards, and refused to have anything to do with those who weren't gentlemen. And Richard was that, and a scholar and historian besides. However, he also had a fascinating interest in the occult, which she simply assumed was a young, intellectual man's fancy. After a proper engagement period, they were married in a fine Anglican wedding.

She was there when he Awakened, and apparently played a prominent role in his Mystery Play at the base of the Obrimos Watchtower. At first, she was hard-pressed to believe the kinds of things she saw, but eventually, she came to understand that the world was a more frightening and grand thing than she'd ever understood. His calling in the Silver Ladder took him to Hong Kong, where they settled down to have a family.

Their children were raised in Hong Kong, and they were happy. That all changed with the turning over of the island of Hong Kong to the Chinese in the 90s. Several cabals of native mages decided that this was an auspicious time for Caucasian cabals to leave the island, though the local Consilium refused, of course. On the night of the hand-over, there was mage-war. Richard died, and in the attack on his sanctum, so did their oldest son. Members of Richard's cabal evacuated Richard, Jr. Edith and their other two children, but not before they saw magical violence around them.

In the time since, Edith has been somewhat lost. Her other two children have turned their backs on the Awakened world entirely, and she doesn't have any real involvement in it other than through the friends she made as Richard's wife. She doesn't truly know how to fit into the rest of the world anymore, and doubts she could go back to pretending to be just a Sleeper again. So, when Sunya – a friend of Richard's – approached her about acting as governess to a generation of young mages, she immediately accepted.

Description: Miss Edith is a tall and stately British woman on the verge of turning 50, with a head of short white hair that is impeccable. She dresses in somber, dark clothing, preferring pant suits; the only exception to this are her Chinese outfits, which are made of rich silk in gorgeous jewel-like colors. Her bearing is utterly regal, especially when she is working through her tai chi forms.

Storytelling Hints: You are quite severe in your discipline, because you know the threats that young mages will face better than most. You are willing to put up with quite a lot from those with a bad upbringing, but you also believe that those who come from the poorest of backgrounds are the ones who should rise above their origins, rather than allow them to keep them mired in ignorance and vulgarity.

  • Virtue: Prudence; Vice: Pride; Concept: The Governess
  • Attributes
    • Mental: Intelligence 3, Wits 3, Resolve 4
    • Physical: Strength 2, Dexterity 3, Stamina 2
    • Social: Presence 3, Manipulation 3, Composure 4
  • Abilities
    • Mental: Academics 3, Computer 1, Medicine 2 (First Aid), Occult 4 (Taoism), Politics 4
    • Physical: Athletics 4 (Tai Chi), Brawl 3 (Tai Chi), Drive 2, Weaponry 2 (Tai Chi)
    • Social: Empathy 2, Expression 4 (Correspondence), Intimidation 3 (Sternly Proper), Persuasion 2, Socialize 3, Subterfuge 2
  • Merits
    • Mental: Interdisciplinary Specialty (Athletics, Brawl, Weaponry),Language (Cantonese, Mandarin), Meditative Mind (•), Sleepwalker (••••)
    • Physical: Brawling Dodge, Fighting Finesse, Fighting Style: Tai Chi (•••••)
    • Social: Allies [Oxford Consilium] (•••), Contacts (British Upper Class, Hong Kong British Society), Resources (•••)
    • Awakened: Enhanced Item (••••, Tai Chi Sword)
  • Health 7, Willpower 8, Morality 8
  • Size 5, Speed 10, Defense 3, Initiative 7
  • Weapons: Enhanced Tai Chi Sword (+6L, Sz 2, Dur 5)

Jacob Taylor

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  • Virtue: Charity Faith Fortitude Hope Justice Prudence Temperance; Vice: Envy Gluttony Greed Lust Pride Sloth Wrath; Concept: X
  • Attributes
    • Mental: Intelligence X, Wits X, Resolve X
    • Physical: Strength X, Dexterity X, Stamina X
    • Social: Presence X, Manipulation X, Composure X
  • Abilities
    • Mental: Academics X, Computer X, Crafts X, Investigation X, Medicine X, Occult X, Politics X, Science X
    • Physical: Athletics X, Brawl X, Drive X, Firearms X, Larceny X, Stealth X, Survival X, Weaponry X
    • Social: Animal Ken X, Empathy X, Expression X, Intimidation X, Persuasion X, Socialize X, Streetwise X, Subterfuge X
  • Merits
    • Mental: Common Sense (••••), Danger Sense (••), Eidetic Memory (••), Encyclopedic Knowledge (••••), Holistic Awareness (•••), Language (•), Meditative Mind (•), Unseen Sense (•••)
      • Mage: the Awakening: Proximus (•), Sleepwalker (••••)
      • WoD: Armory: EOD (••••), Technophile (• — ••)
      • WoD: Second Sight: Anti-Psi (•••••), Doubting Thomas (•), Lucid Dreamer (•), Psychic Resistance (• — •••)
      • Blood of the Wolf: Territorial Familiarity (• — •••), Wolf-Blooded (•• — •••••), Lunatic Glare (••)
      • Tome of the Watchtowers: Higher Calling (••), Feral Mien (•••), Friend of Beasts (• or ••)
      • Guardians of the Veil: Trained Memory (•)
      • Magical Traditions: Magical Tradition (••), Lu (• — •••••), Astral Adept (•••), Seventh Son of a Seventh Son (••••), Entheogen Synesthesia (•), Trip Sitter (•••)
      • Sanctum and Sigil: Geomancer (•)
      • Free Council: Area of Expertise (••), Crafter's Sense (••), Informative (•• or ••••), Interdisciplinary Specialty (•), Make Do (• — •••), Rational Explanation (••••), Scientist's Sense (•••), Vision (• — •••••)
    • Physical: Ambidextrous (••••), Brawling Dodge (•), Direction Sense (•), Disarm (••), Fast Reflexes (• — ••), Fighting Finesse (••), Fighting Style: Boxing (• — •••••), Fighting Style: Kung-Fu (• — •••••), Fighting Style: Two Weapons (• — ••••), Fleet of Foot (• — •••), Fresh Start (•), Giant (••••), Gunslinger (•••), Iron Stamina (• — •••), Iron Stomach (••), Natural Immunity (•), Quick Draw (•), Quick Healer (••••), Strong Back (•), Strong Lungs (•••), Stunt Driver (•••), Toxin Resistance (••), Weaponry Dodge (•)
      • WoD: Armory: Fighting Style: Archery (• — ••••), Fighting Style: Chain Weapons (• — ••••), Fighting Style: Combat Marksmanship (• — •••••), Fighting Style: Fencing (• — •••••), Fighting Style: Filipino Martial Arts (• — •••••), Fighting Style: Sniping (• — •••••), Fighting Style: Spetsnaz Knife Fighting (• — ••••), Fighting Style: Staff Fighting (• — •••)
      • WoD: 13th Precinct: Fighting Style: Police Tactics (• — •••)
      • Blood of the Wolf: Demolisher (• — ••)
      • Strange Alchemies: Fighting Style: Brute Force (• — ••••), Parkour (• — •••••)
      • OakthorneWiki Merits: Fighting Style: Tai Chi (• to •••••), Fighting Style: Celestial Fencing (• to •••••)
    • Social: Allies [Area] (• — •••••), Barfly (•), Contacts [Areas] (• — •••••), Fame (• — •••), Inspiring (••••), Mentor (• — •••••), Resources (• — •••••), Retainer (• — •••••), Status [Area] (• — •••••), Striking Looks (•• or ••••);
      • WoD: 13th Precinct: Sworn Officer (• — ••••)
      • WoD: Skinchangers: Animal Affinity (• — •••), Predator's Bearing (••), Socially Small (••), Den/Hideout (•••)
      • WoD: Second Sight: Believers (• — •••••), Ghost Ally (••• — •••••), Hypnotic Voice (••••)
      • Blood of the Wolf: Anonymity (•• — ••••), Fetish (• — •••), Watched (• — •••••)
  • Health [Size + Stamina], Willpower [Resolve + Composure], Morality X ([Derangements])
  • Size [5], Speed [Strength + Dexterity + 5], Defense [Lowest of Dexterity and Wits], Initiative [Dexterity + Composure]
  • Weapons: Weapon (Stats)
  • Armor: X (equipment/source)
  • Flaws: X