Empyrean: Ghost

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History[edit]

She was born Annamaria Belle Leighstone, but that was a different life.

She lived on a small island a short distance from Dory, only child to two loving parents of modest means. It was a simple, quiet lifestyle.

Until that day the raiders came.

The took the children and handed them over to the College. The children were swiftly split into two groups. Each group received the best education the College could afford for them. One group, however, were subject to the College’s experiments with bio-alchemy. The two groups rarely mixed; the others were clearly being raised as the next generation of alchemists. The girl’s group were the test subjects – best not to get too attached to each other, seemed to be the idea.

Whatever the aims of the College, the girl did not exhibit any of the signs they looked for after several ‘treatments’. Discouraged, the College staff sold her on to a passing travelling circus.

The ringmaster looked at the strangely pale girl with dark hair and quickly cast her as ‘the living ghost’ in a sideshow attraction: she would be encouraged to sneak around a room full of furniture to scare the paying customers.

It quickly emerged that the ghost girl had a knack for contortionism. And acrobatics. And gymnastics. And highwire work, though there was less opportunity for that. So she was trained, and trained, and learnt all the harlequin’s dances and clowns missteps. When the circus took on more theatrical stylings she was always a villain – few would accept her as hero or love interest while she still looked barely alive.

The ship’s bursar, paymaster and provisioner took an unusual shining to the girl, especially given most others instinctively withdrew from her presence before long; People find her unblinking eyes, infrequent breaths and incredibly stillness disquieting on a severe, subconscious level. He taught her the finer points of trade and barter, and how to make and maintain contacts. As the girl entered her later teenage years she served increasingly as her patron’s replacement as his health failed.

By this time she had realised that whatever the College did to her had had more of an effect than anyone realised at the time. Always pale, she found she could go longer without food or water; that she needed less air, and that people very often only noticed her when she wanted them to. Also, she was dangerously allergic to the alcohols her parents safely gave her as a child.

By the age of twenty years she had left the circus, though she remained fond of jester-like garments and stylings, often tying her hair into large bunches to resemble a jester’s hood or harlequin’s crown. Perhaps unrelated, the circus went out of business soon after.

Feeling little connection to her childhood she adopted ‘Ghost’ as her moniker of choice. Using the knowledge she accumulated at the circus she spread her network of trade connections, quickly establishing surprisingly effective connections and channels through which almost everything became available for the right price and – more importantly – who was willing to pay those prices.

For a while she wandered the skies using her connections to leverage passage around the Churn and nearby regions. Feeling perhaps too disconnected from others Ghost began to look for a new ship to base herself out of. Then she met Captain Oda and the crew of Maria.


Character Sheet[edit]

Refresh: 3


Aspects:[edit]

High Concept: The One and Only Living Ghost Girl

Trouble: Unnaturally Unnerving

Aspect 3: Left the circus, kept the style

Aspect 4: Illicit bio-alchemical enhancements

Aspect 5: If you need it, I know who...


Approaches:[edit]

Good (+3) Quick

Fair (+2) Careful, Clever

Average (+1) Flashy, Sneaky

Mediocre (+0) Forceful


Stress:[edit]

1: [ ]

2: [ ]

3: [ ]


Consequences:[edit]

Mild: _________________________

Moderate: _____________________

Severe: _______________________


Stunts:[edit]

Hide in Plain Sight - Because I can hide in plain sight, I can Create Advantage related to hiding and being hidden even when I am out in the open and wouldn't normally be able to justify it.

Subtle Menace - Because I am subtly menacing I gain +2 to Forcefully Create Advantage relating to inducing fear, even against someone in a superior position.

Trade Network -


Equipment:[edit]

Knives. Lots of knives.


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