https://wiki.rpg.net/api.php?action=feedcontributions&user=Dakkareth&feedformat=atomRPGnet - User contributions [en]2024-03-29T07:33:53ZUser contributionsMediaWiki 1.31.7https://wiki.rpg.net/index.php?title=Character:Isis&diff=246415Character:Isis2013-07-23T22:00:44Z<p>Dakkareth: </p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 4/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 3/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 185 (50 +10 for starting with Wisdom 5; Sessions: 31x3+1x6+7x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 31/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=246414All Roads2013-07-23T21:59:55Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
*[[All_Roads/Session_37|Session 37]] (14.05.2013)<br />
*[[All_Roads/Session_38|Session 38]] (21.05.2013)<br />
*[[All_Roads/Session_39|Session 39]] (05.06.2013)<br />
*[[All_Roads/Session_40|Session 40]] (18.06.2013)<br />
*[[All_Roads/Session_41|Session 41]] (09.07.2013)<br />
*[[All_Roads/Session_42|Session 42]] (16.07.2013)<br />
*[[All_Roads/Session_43|Session 43]] (23.07.2013)<br />
<br />
=Miscellaneous=<br />
==Timeline==<br />
<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
*Session 37: 1 XP, 2 Arcane<br />
*Session 38: 3 XP, ?? Arcane<br />
*Session 39: 3 XP<br />
*Session 40: 3 XP<br />
*Session 41: 2 XP<br />
*Session 42: 3 XP<br />
*Session 43: 2 XP, ?? Arcane XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=246411Character:Isis2013-07-23T20:42:42Z<p>Dakkareth: /* Magic */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 4/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 3/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 183 (50 +10 for starting with Wisdom 5; Sessions: 31x3+1x6+6x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 29/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=246410Character:Isis2013-07-23T19:08:43Z<p>Dakkareth: </p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 4/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 4/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 183 (50 +10 for starting with Wisdom 5; Sessions: 31x3+1x6+6x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 29/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=246193All Roads2013-07-16T22:14:10Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
*[[All_Roads/Session_37|Session 37]] (14.05.2013)<br />
*[[All_Roads/Session_38|Session 38]] (21.05.2013)<br />
*[[All_Roads/Session_39|Session 39]] (05.06.2013)<br />
*[[All_Roads/Session_40|Session 40]] (18.06.2013)<br />
*[[All_Roads/Session_41|Session 41]] (09.07.2013)<br />
*[[All_Roads/Session_42|Session 42]] (16.07.2013)<br />
<br />
=Miscellaneous=<br />
==Timeline==<br />
<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
*Session 37: 1 XP, 2 Arcane<br />
*Session 38: 3 XP, ?? Arcane<br />
*Session 39: 3 XP<br />
*Session 40: 3 XP<br />
*Session 41: 2 XP<br />
*Session 42: 3 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=246192Character:Isis2013-07-16T22:13:21Z<p>Dakkareth: </p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 5/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 6/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 183 (50 +10 for starting with Wisdom 5; Sessions: 31x3+1x6+6x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 29/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=246172Character:Isis2013-07-16T20:38:40Z<p>Dakkareth: </p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 5/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 7/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
*3x Soul Jar (4 targets, Potency 2, 1 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 178 (50 +10 for starting with Wisdom 5; Sessions: 30x3+1x6+5x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 24/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=245898All Roads2013-07-10T15:38:09Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
*[[All_Roads/Session_37|Session 37]] (14.05.2013)<br />
*[[All_Roads/Session_38|Session 38]] (21.05.2013)<br />
*[[All_Roads/Session_39|Session 39]] (05.06.2013)<br />
*[[All_Roads/Session_40|Session 40]] (18.06.2013)<br />
*[[All_Roads/Session_41|Session 41]] (09.07.2013)<br />
<br />
=Miscellaneous=<br />
==Timeline==<br />
<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
*Session 37: 1 XP, 2 Arcane<br />
*Session 38: 3 XP, ?? Arcane<br />
*Session 39: 3 XP<br />
*Session 40: 3 XP<br />
*Session 41: ??<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=241760Character:Isis2013-06-18T22:06:34Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 5/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 10/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
*Warp Edge (Potency 3, 1 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 178 (50 +10 for starting with Wisdom 5; Sessions: 30x3+1x6+5x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 24/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=241758All Roads2013-06-18T22:03:27Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
*[[All_Roads/Session_37|Session 37]] (14.05.2013)<br />
*[[All_Roads/Session_38|Session 38]] (21.05.2013)<br />
*[[All_Roads/Session_39|Session 39]] (05.06.2013)<br />
*[[All_Roads/Session_40|Session 40]] (18.06.2013)<br />
<br />
=Miscellaneous=<br />
==Timeline==<br />
<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
*Session 37: 1 XP, 2 Arcane<br />
*Session 38: 3 XP, ?? Arcane<br />
*Session 39: 3 XP<br />
*Session 40: 3 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=239538All Roads2013-06-05T21:58:12Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
*[[All_Roads/Session_37|Session 37]] (14.05.2013)<br />
*[[All_Roads/Session_38|Session 38]] (21.05.2013)<br />
*[[All_Roads/Session_39|Session 39]] (05.06.2013)<br />
<br />
=Miscellaneous=<br />
==Timeline==<br />
<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
*Session 37: 1 XP, 2 Arcane<br />
*Session 38: 3 XP, ?? Arcane<br />
*Session 39: 3 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=238313All Roads2013-05-21T22:15:09Z<p>Dakkareth: /* Miscellaneous */</p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
*[[All_Roads/Session_37|Session 37]] (14.05.2013)<br />
*[[All_Roads/Session_38|Session 38]] (21.05.2013)<br />
<br />
=Miscellaneous=<br />
==Timeline==<br />
<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
*Session 37: 1 XP, 2 Arcane<br />
*Session 38: 3 XP, ?? Arcane<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=238312Character:Isis2013-05-21T22:14:28Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
*Warp Edge (Potency 3, 1 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 175 (50 +10 for starting with Wisdom 5; Sessions: 29x3+1x6+5x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 21/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=238311All Roads2013-05-21T22:13:56Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
*[[All_Roads/Session_37|Session 37]] (14.05.2013)<br />
*[[All_Roads/Session_38|Session 38]] (21.05.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
*Session 37: 1 XP, 2 Arcane<br />
*Session 38: 3 XP, ?? Arcane<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=238308Character:Isis2013-05-21T21:49:55Z<p>Dakkareth: /* Magic */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
*Warp Edge (Potency 3, 1 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 172 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+5x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 18/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=238304Character:Isis2013-05-21T21:16:54Z<p>Dakkareth: /* Magic */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 13/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
*Warp Edge (Potency 3, 1 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 172 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+5x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 18/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=238293Character:Isis2013-05-21T18:50:45Z<p>Dakkareth: /* Magic */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 13/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 3/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 172 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+5x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 18/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=238292Character:Isis2013-05-21T18:46:59Z<p>Dakkareth: /* Magic */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 13/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 4/3 Spell Capacity, penalty -1):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 10, 1 Month duration)<br />
*Mind Shield & Misperception (Potency 5, 1 Month duration)<br />
<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 172 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+5x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 18/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=237488Character:Isis2013-05-14T22:09:01Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 4/3 Spell Capacity, penalty -1):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 1, 24 hour duration)<br />
*Veil of Disregard (Potency 3, 1 hour)<br />
*Combined Prime Sight and 360° Vision (Potency 7, 1 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 172 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+5x2+3x1+1x9)<br><br />
Arcane XP gained: 10<br><br />
Spent: 154/8<br><br />
Unspent: 18/2<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=237487All Roads2013-05-14T22:08:31Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
*[[All_Roads/Session_37|Session 37]] (14.05.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
*Session 37: 1 XP, 2 Arcane<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=237463Character:Isis2013-05-14T18:28:05Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 4/3 Spell Capacity, penalty -1):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 1, 24 hour duration)<br />
*Veil of Disregard (Potency 3, 1 hour)<br />
*Combined Prime Sight and 360° Vision (Potency 7, 1 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 171 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+5x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 17/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=237462All Roads2013-05-14T18:27:40Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: 2 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=236008All Roads2013-05-01T10:41:42Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
===Solar Divine===<br />
* Arctos, Sole Survivor of the Converging Path Cabal<br />
* Tiamat<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
*Hesketh-Wynn, Expedition Co-Leader. Research Lead. Funder. Prime Adept, Eyes of Ain Soph Legacy. Scholar and Old Money. Originally of Edinburgh.<br />
*Doctor Richard Kether - Research Fellow. Quartermaster for the expedition. Matter Adept Mastigos<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
*[[All_Roads/Session_35|Session 35]] (24.04.2013)<br />
*[[All_Roads/Session_36|Session 36]] (30.04.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
*Session 35: 2 XP<br />
*Session 36: ? XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=235924Character:Isis2013-04-30T19:47:23Z<p>Dakkareth: /* Magic */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 4/3 Spell Capacity, penalty -1):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 1, 24 hour duration)<br />
*Veil of Disregard (Potency 3, 1 hour)<br />
*Combined Prime Sight and 360° Vision (Potency 7, 1 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 169 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+4x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 15/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=235269Character:Isis2013-04-24T22:11:18Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 3/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 1, 24 hour duration)<br />
*Veil of Disregard (Potency 3, 1 hour)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 169 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+4x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 15/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=235266Character:Isis2013-04-24T21:22:55Z<p>Dakkareth: /* Magic */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (4/7 Active Spells, 3/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 1, 24 hour duration)<br />
*Veil of Disregard (Potency 3, 1 hour)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 167 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+3x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 13/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=235264Character:Isis2013-04-24T20:15:27Z<p>Dakkareth: /* Magic */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 167 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+3x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 13/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=235262Character:Isis2013-04-24T20:09:14Z<p>Dakkareth: </p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 12/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 167 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+3x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 13/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=234469Character:Isis2013-04-16T22:20:33Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 167 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+3x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 13/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=234468All Roads2013-04-16T22:19:31Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==Character Creation House Rules==<br />
*Fifty experience<br />
*One Additional Point of Gnosis<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
** [[All Roads/Tea_With_Voltaire| One Week Later...]]<br />
*[[All_Roads/Session_34|Session 34]] (17.04.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
*Session 34: 2 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=233509Character:Isis2013-04-09T22:57:29Z<p>Dakkareth: </p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**<S>Can Kenan postcognate back to the thing's creation?</S><br />
***Find the ritual implements used to create it<br />
***Find other creators, (mis-)created beings or hunters to talk to and/or dissect<br />
<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 165 (50 +10 for starting with Wisdom 5; Sessions: 28x3+1x6+2x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 11/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=233506All Roads2013-04-09T22:27:12Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
*[[All_Roads/Session_33|Session 33]] (10.04.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
*Session 33: 3 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=232503Character:Isis2013-04-03T21:53:42Z<p>Dakkareth: </p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 162 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+2x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 8/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=232502All Roads2013-04-03T21:52:57Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (26.03.2013)<br />
*[[All_Roads/Session_32|Session 32]] (03.04.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
*Session 32: 2 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=232480Character:Isis2013-04-03T18:15:25Z<p>Dakkareth: </p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology), Crafts 1<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 160 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+1x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 154/8<br><br />
Unspent: 6/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP), Crafts 1 (3 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads/Session_31&diff=232479All Roads/Session 312013-04-03T18:01:47Z<p>Dakkareth: Created page with "ST: We rejoin the cabal just a month after the most recent events. Things have been fairly quiet - uneventful in the wake of the recent upheaval. Which is surely a good thing. ..."</p>
<hr />
<div>ST: We rejoin the cabal just a month after the most recent events.<br />
<br />
Things have been fairly quiet - uneventful in the wake of the recent upheaval. Which is surely a good thing.<br />
<br />
What makes today of note is two-fold.<br />
<br />
In the week preceeding you have recieved notice that a Library academic wishes to visit and withdraw an item from your reliquary.<br />
<br />
Secondly, and perhaps of more immediate concern, today is the day Syntagma is leaving you.<br />
<br />
ST: With the changing atmosphere in the city and his growing status in the sentinels he's made the difficult decision to switch to a martial cabal of peers.<br />
<br />
It's early on a Saturday. Will everyone be present in the sanctum when we begin/<br />
<br />
Nebuchadnezzar: Neb is drinking coffee in the kitchen. A paper in hand, as he often is in the mornings. The red round his eyes is showing, he has obviously been up for longer than normal<br />
<br />
Kenan: Kenan is still dozing off happily after a hard day's 2 hours of work on Friday afternoon in Dr Applebys Shoppe of Antiquities and Curiosities<br />
<br />
Isis: Isis is at the sanctum, currently up in her room turning another wall into something that looks like a conspiracy theorist's paranoid life work.<br />
<br />
Lately, on Diana's suggestion she has been trying to 'do more normal things'. But today is a day for formality and magical duty. Certainly she wouldn't forget to properly say farewell.<br />
<br />
ST: Syntagma's room is all but empty, and the last few remaining pieces of luggage sit by the front door. He emerges, box tucked under one arm, into the kitchen. "This is the last of it."<br />
<br />
"Don't suppose you'd give me a hand putting these in the car, Neb?"<br />
<br />
Kenan: An alarm rings in Kenan's room. After brief moment, he comes downstairs to say farewell to Syntagma<br />
<br />
Nebuchadnezzar: Neb nods. "Sure Syn."<br />
<br />
The relationship between the two has been strained since Syn announced his plans to move.<br />
<br />
ST: He almost bumps into Kenan as he turns to head out. "Morning, sleeping beauty. Thought you weren't going to say goodbye." He grins as he slips past. "Grab a box, would you?"<br />
<br />
Isis: Hearing commotion on the stairs Isis pins one last newspaper article in its place and lets the trance-like state drift away.<br />
<br />
Kenan: "Uh, sure. It's a real shame you decided to leave us, but I understand why you decided to do it. Anyway, you'll always be welcome here; drop by whenever you feel like it" - Kenan grabs a box and puts it in the car<br />
<br />
Isis: "I can help, too," she offers brightly as she comes down the stairs.<br />
<br />
She looks for one that doesn't look too heavy.<br />
<br />
Nebuchadnezzar: Neb moves the box to the car.<br />
<br />
ST: "I know. Thanks. Same to you all. If there's anything you ever need..." He waits until everyone's loaded their respective items before closing the boot and turning to face you proper. His smile is warm, even if his stance a bit awkward. It's not an easy goodbye, not under the circumstances.<br />
<br />
"I'll miss you guys. Really."<br />
<br />
Nebuchadnezzar: "It is sad to see you go. But we've had that argument already." Neb says shrugging. "Safe travels Syn."<br />
<br />
Kenan: "Good luck!"<br />
<br />
Isis: Isis raises one hand in a formal gesture. "Farewell, Syntagma. May your roads be safe and silver linings to every cloud."<br />
<br />
ST: He bows his head, somewhat tongue in cheek, then winks before stepping around to the driver's door. "Same to you all."<br />
<br />
With that he slips into the car, gets the engine running, and sets off for good.<br />
<br />
Isis: nods seriously and watches the Syn depart.<br />
<br />
Nebuchadnezzar: Neb turns not watching him leave, quietly wandering back into the house.<br />
<br />
Kenan: Kenan's shoulders slump a little as he goes back to the sanctum to make himself some coffee.<br />
<br />
Marcus: A short while later, there is a knock at the door.<br />
<br />
Isis: Closing the door behind her Isis performs the daily check of the sactum wards before joining Kenan in the kitchen.<br />
<br />
Tea and breakfast, now is a good a time as any.<br />
<br />
Nebuchadnezzar: Neb has wandered down to the Aethenuem, so one of you are going to need to get the door<br />
<br />
Kenan: "Not like Syntagma to forget something" Kenan mutters, half to Isis, half to himself as he goes to open the door<br />
<br />
He opens the door, and seeing an unfamiliar figure outside greets it with 'hello? how may I help you?"<br />
<br />
Marcus: At the door is a young man, maybe mid-twenties, quite formally dressed in a crisp, light grey suit, white shirt and dark tie. His dark auburn hair is tied into a small ponytail. His voice betrays an unusual accent, "good morning, I am looking for one Nebuchadnezzar."<br />
<br />
In his left hand he carries a briefcase, it is handcuffed to his wrist.<br />
<br />
Kenan: "well, it's your lucky day, we do happen to have one of them. Please excuse me while I fetch him, won't be a moment" - Kenan does not invite the stranger in, instead he closes the door and goes down the Athenaeum to inform Neb of the newly arrived. "Neb, there's some guy with a briefcase to see you upstairs, I left him waiting outside just in case"<br />
<br />
Isis: "Who is it?" Isis pokes her head around the corner.<br />
<br />
Kenan: "I don't know him, looks about 25, odd accent, smartly dressed"<br />
<br />
Nebuchadnezzar: "He's one of us Kenan. Come to visit this." He points at the machine and the library making a small hand gesture for the Mysterium when saying us.<br />
<br />
Isis: "Order business, I wonder, or something else?" Isis muses to herself, lingering in the corridor with a cup of tea in her hands.<br />
<br />
Nebuchadnezzar: Neb heads back up the stairs to the front door, to find it closed. Sighing, with a look back towards Kenan he opens the door.<br />
<br />
"Good Morning, do come in" He gestures to the door to the kitchen.<br />
<br />
Marcus: The man is outside, as before, waiting patiently, "ahh... am I speaking with Nebuchadnezzar?"<br />
<br />
Nebuchadnezzar: "Indeed you are speaking to Nebuchadnezzar. And you are?"<br />
<br />
Marcus: The man studies Neb's face as Neb speaks, then responds, "My name is Curator Marcus, Aldwych Library, Special Collections. I believe you've been told you expect me regarding the study of a particular item?"<br />
<br />
Kenan: Kenan waves from further down the corridor "Apologies for making you wait outside, one can never be too careful. My name's Kenan." Kenan looks down "I guess I should put trousers on if we're being formal" - with that Kenan withdraws back to his room, and returns shortly afterwards<br />
<br />
Nebuchadnezzar: "I have. May I ask you which item it was you are here to view?" Nebuchadnezzar subtly adds some hand gestures known only to Curators, ones he has only recently been taught himself.<br />
<br />
Isis: Isis takes a sip of tea, her watchful eyes not leaving the man at the door.<br />
<br />
Marcus: Marcus responds with the appropriate gesture, "I understand it is catalogue number, X 17 89 10."<br />
<br />
Nebuchadnezzar: "Then please do come in out of the cold." He steps out of the doorway and gestures towards the kitchen.<br />
<br />
Marcus: "Thank you." Marcus steps inside.<br />
<br />
"It's a very strange artifact, in fact. My research has led me to believe in has a connection to something I've been seeking."<br />
<br />
"It's all Mysterium here, I take it?"<br />
<br />
Isis: Since Nebuchadnezzar has accepted sign and countersign Isis takes that as sufficient proof of identify. "Good morning, Curator Marcus. I am called Isis," she introduces herself as the man comes into polite range. "Of the City and the Tower as well."<br />
<br />
Nebuchadnezzar: "Yes." Neb says without missing a beat. "This way please."<br />
<br />
Isis: She gives the signs appropriate to her rank in the Mysterium.<br />
<br />
Marcus: "Good morning, Ms. Isis. A pleasure" He says as he follows Neb.<br />
<br />
Nebuchadnezzar: They approach the kitchen, "Would you care for tea before we head down to the Aethenaem?"<br />
<br />
Marcus: "Have you had this item in your collection long?"<br />
<br />
"Oh, certainly. That would be lovely, thank you."<br />
<br />
Nebuchadnezzar: "Since we took over the Sanctum, it has been sitting there for decades." Neb says moving over to the tea pot, his hands moving without direction, pulling out two bags of breakfast tea and two mugs as he sets the kettle on to boil.<br />
<br />
Marcus: "And it was a few mere miles away from me all this time, my luck, eay?" He sighs, "still, it's been theorised to connect with my target in the underworld and that's no assurance there is anything there that truly connects it to my goal."<br />
<br />
"I'm guessing that you, too, are a Moros?"<br />
<br />
The main continues to study Neb.<br />
<br />
Nebuchadnezzar: Neb finishes the tea. "What makes you say that."<br />
<br />
His left hand is twitching, his thumb pushing his wedding ring round his finger.<br />
<br />
Marcus: Marcus smiles, "I was selected for my role as curator for special collections due to an ability to see the way things are touched by entropy and decay. I see death in your companions, but not as much as in you. It feels as if you at least have some great affinity with death and, normally, that means Moros."<br />
<br />
Nebuchadnezzar: Neb shrugs, "Fair enough." He hands Marcus a mug. "Shall we proceed down to the Aethanaem?"<br />
<br />
He gestures to the sturdy door at one end of the kitchen.<br />
<br />
Marcus: Marcus takes the mug, "thank you, let's.<br />
<br />
Kenan: Kenan finished dressing - he emerges from his room, and grabbing a mug of coffee from the kitchen follows Neb and Marcus downstairs<br />
<br />
Marcus: He sips, "have you ever gone there? The underworld, I mean."<br />
<br />
Isis: "If you don't mind I will join you." Isis sets her empty cup down and follows.<br />
<br />
Nebuchadnezzar: "No." There is a lot left unsaid there, as he waves consent to Isis<br />
<br />
"And my apologies about Kenan." He says thankful the Arcanthus has trousers on again.<br />
<br />
Marcus: "Hmmm... I've been searching it for years. Sometimes it feels as if I've spent more time there than here. I guess, in some ways, I feel more comfortable there."<br />
<br />
"What? Oh, that's no problem at all."<br />
<br />
Kenan: Kenan grunts with slight irritation hearing Neb's apology, but it's muffled by the mug of coffee from which he's currently drinking<br />
<br />
Nebuchadnezzar: "It is a broken place, as I understand it, a river without a sea." He says striding down the darkened stairwell and part seveal of the small landings.<br />
<br />
Marcus: "In some ways, in others, it appears less so. The things our world discards, it holds tightly to."<br />
<br />
Isis: "How /do/ you get there?" Isis interjects curiously.<br />
<br />
Marcus: "You create a portal, but you need the right sort of place for one... There are maintained portals though, for those who cannot."<br />
<br />
Isis: "How far along would I have to be in the Death Arcanum?"<br />
<br />
Nebuchadnezzar: "So does a swamp." Neb observes as they come down into the Athenaeum proper. The great machine that runs through the various stacks and catalogues visible quite clearly as they step onto the upper walkway in the Bunker that forms it.<br />
<br />
The fine instrumentation of the machine lines the walls and the centre of the room. Undisturbed. The crystal apparatus lies silent at present.<br />
<br />
Marcus: "A fair degree of mastery, but in the right place, not as much as some might think." He tone throughout is quite sombre despite his willingness to talk, "a swamp can be easily drained, the underworld, reclaiming what have lost is..." he pauses, "harder. Still, if my sources are correct, the way to the tower of bone will not elude me much longer."<br />
<br />
Nebuchadnezzar: "Tower of Bone?" Neb sounds interested in this conversation for the first time.<br />
<br />
Marcus: "Yes. Have you heard of it?"<br />
<br />
Nebuchadnezzar: "No, not at all." Neb says shaking his head. "Would you care to enlighten me?"<br />
<br />
He moves further into the Athenaeum looking for the relevant box containing the amulet.<br />
<br />
Marcus: "It's a tower in the underworld. It was being constructed in the city of Iseum, the city disappeared afterwards, though no law of the local lord, the Triptych, forbade it."<br />
<br />
Isis: "But you think the tower can still be found? Or the city could be found again?"<br />
<br />
Nebuchadnezzar: "Do you know why the tower was being constructed?"<br />
<br />
Marcus: "I believe the city can be, yes and what's left of the tower too."<br />
<br />
"Well, there are theories why, nothing conclusive though."<br />
<br />
Kenan: Kenan walks up to the "spider" in the glass sphere and stares at the thing intently<br />
<br />
ST: It's not a spider any more, just a benign knot of knobbly wood.<br />
<br />
Nebuchadnezzar: "And what are the main theories then." Neb says with interest. "And why are you seeking it? If you do not mind so bold a question."<br />
<br />
Marcus: "The Kerberoi normally allow complete freedom as long as their laws are followed by their subjects. Why this place disappeared remains the subject of much debate. Two weeks ago to this day, in fact, I was involved in such a debate at Aldwych."<br />
<br />
"Well, there are standard theories, it was an act of religious worship. It was a monument, is another theory, to what remains controversial."<br />
<br />
"The laws of the Triptych forbade the dead entering the city to leave, I argue that it was an attempt to some subvert his laws."<br />
<br />
Marcus: "The Kerberoi are a very alien group, it is hard to understand them, if at all possible."</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=231845Character:Isis2013-03-28T13:41:45Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology)<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 160 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+1x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 151/8<br><br />
Unspent: 9/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP)<br />
<br />
Plans: Craft 1 (3 XP), Academics 2 (6 XP), Mind 5, Space 4, Death 3<br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=231712All Roads2013-03-27T08:23:02Z<p>Dakkareth: /* The City and the Tower */</p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (27.03.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=231675All Roads2013-03-26T23:06:47Z<p>Dakkareth: /* XP Awarded */</p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
*Syntagma, Apostate Acanthus Sentinel<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (27.03.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=231674Character:Isis2013-03-26T23:06:11Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology)<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 160 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+1x2+2x1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 151/8<br><br />
Unspent: 9/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3, Mentor 3 <br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=231673All Roads2013-03-26T23:05:22Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*[[Character:Marcus|Marcus]], Moros Wraith of Epochs<br />
*Syntagma, Apostate Acanthus Sentinel<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
*[[All_Roads/Session_31|Session 31]] (27.03.2013)<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
*Session 31: 1 XP?<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=231661Character:Isis2013-03-26T19:36:01Z<p>Dakkareth: /* History */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology)<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, the intervention of an Ochema, the erasure of its timeline, or ... who knows?''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 159 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+1x2+1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 151/8<br><br />
Unspent: 8/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3, Mentor 3 <br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=231660Character:Isis2013-03-26T19:34:24Z<p>Dakkareth: /* History */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology)<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, the collapse of the containing Chantry, or even an Ochema intervening. Who knows ...''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 159 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+1x2+1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 151/8<br><br />
Unspent: 8/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3, Mentor 3 <br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=231655Character:Isis2013-03-26T19:01:40Z<p>Dakkareth: /* Goals and Plans */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology)<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, or even an Ochema intervening. But of course, Isis' memories may not necessarily be true ...''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
*Who was Jean's inside contact in setting up the Brewer's Hall incident?<br />
**Who is the mysterious 'Operator'?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 159 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+1x2+1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 151/8<br><br />
Unspent: 8/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3, Mentor 3 <br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=231649Character:Isis2013-03-26T18:54:02Z<p>Dakkareth: /* Goals and Plans */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology)<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, or even an Ochema intervening. But of course, Isis' memories may not necessarily be true ...''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair,</S> identify his partner/accomplice<br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail?<br />
<br />
*<S>Build a first draft of the Thought Bottle</S><br />
**Find someone to help or learn enough Prime to create the bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 159 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+1x2+1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 151/8<br><br />
Unspent: 8/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3, Mentor 3 <br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=231647All Roads2013-03-26T18:49:32Z<p>Dakkareth: /* Logs */</p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*Syntagma, Apostate Acanthus Sentinel<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]]<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012)<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads/Session_27&diff=231646All Roads/Session 272013-03-26T18:49:18Z<p>Dakkareth: </p>
<hr />
<div>ST: Neb returns home to the sanctum first to find the place empty, as they had left it when the cabal had set out earlier in the morning.<br />
<br />
Nebuchadnezzar: He checks the wards and verifies the place is empty, gathering a few things before heading out again.<br />
<br />
ST: Evidentially the others were held for more intensive questioning.<br />
<br />
Nebuchadnezzar: He scribbles a note and once he is sure no one is about heads back out again flagging down a taxi<br />
<br />
Nebuchadnezzar: is only gone about an hour when he returns to the Sanctum, deep in thought.<br />
<br />
quickly peers around and finding no one about, goes downstairs to further study the golem.<br />
<br />
<br />
<br />
Meanwhile at the sentinels' interrogation place:<br />
<br />
ST: Isis is led into the waiting room upstairs by Gemini, the woman who she left with in the first place. Kenan is already sitting there as they move to pass through, towards the kitchen.<br />
<br />
Kenan: "hi, how are you feeling?" Kenan asks as he sees Isis and Gemini approaching<br />
<br />
Isis: "Annoyed, uncomfortable, and a little tired," Isis says lightly. "These people claimed you had betrayed my confidence. I called them liars, of course."<br />
<br />
Kenan: "they may have been partially right, I'm afraid. Since it already came to this, I did not deem it" Kenan hesitates "prudent to withhold information. Not when our efforts were to undergo a careful scrutiny anyway"<br />
<br />
ST: Gemini has pause din place. The look on her face makes it evident she's debating allowing the two of you to talk.<br />
<br />
debating the wisdom of allowing the two of you to talk.**<br />
<br />
Isis: "... oh." The look of shock on Isis face somewhat disrupts Isis' dignified poise. She pauses for a long minute, just looking at Kenan. "We can talk about that later," she finally manages. "For now, please don't do that again?"<br />
<br />
Kenan: "of course. I am sorry if I caused you grief" Kenan turns to Gemini "can Isis now return with me home?"<br />
<br />
ST: The woman shakes her head. "Sorry. Isis needs to stay until we can examine her properly. Should just be an hour or two."<br />
<br />
Isis: "I said they could take a look at my soul, so long as they kept to an appropriate imago," Isis nods. "I thought, if it makes them happier ..."<br />
<br />
Kenan: "it won't hurt, I guess. Would you like me to wait for you here?"<br />
<br />
Isis: "If it does they would certainly not be using the right imago," Isis agrees. "I don't know where 'here' is, but it probably would make Neb happier. Thought I don't really understand why."<br />
<br />
Kenan: "All right. I'll wait until you're ready to go"<br />
<br />
ST: "Do you want anything to drink?" Gemini asks Kenan, almost as an afterthought as she had made to move towards the kitchen.<br />
<br />
Kenan: "I'm good, thank you"<br />
<br />
ST: Gesturing to Isis she heads off.<br />
<br />
ST: It is a while later when Rictus comes up, nods to Kenan, then moves to speak to the other two. "We're ready for you."<br />
<br />
Isis: just nods, still playing with the small, twisted arrangement of metal<br />
<br />
ST: "Isis, come with me."<br />
<br />
<br />
With Isis:<br />
<br />
Pete: Rictus leads you away to what appears to be some kind of medical treatment room. Though it doesn't look any more sterile than the rest of the place it smells of antiseptic, and mundane medical equipment is scattered about. Ritualistic preparations seem to have been made, and Olemba (the man who Neb was led off by) seems busy with an arcane mantra. "Sit here, on the bed please."<br />
<br />
Dakkareth: Isis looks over the ritual preparation curiously before following the instruction. With her mage sight still active she will follow the construction of the ritual closely, to make sure they don't do anything but what was agreed on. And of course because it's interesting.<br />
<br />
Pete: Every mage practices in their own way, and the differences are more starkly pronounced between orders. Olemba is a Free Council member and though the ritual is recognisible as the spell you consented to it is being constructed in an alternate way to your own practices.<br />
<br />
It is another thirty minutes or so when the imago is finally released and you can feel the man's eyes staring into your soul quite literally.<br />
<br />
He mutters to himself, though seems lost in the examination.<br />
<br />
Dakkareth: For a bit Isis is almost happy watching the magic coalesce. If only the situation hadn't come up in such an unhappy way.<br />
<br />
Her mind shielded and hidden, her psyche sealed off against intrusion Isis submits to the evaluation readily.<br />
<br />
Pete: It takes some time and the scrutiny is intense. The snaking bloodvessels in the man's eyes seem grotesquely pronounced as he looks. Perhaps an effect of the spell.<br />
<br />
Finally he blinks and looks away.<br />
<br />
Dakkareth: (how powerful an imago does he construct? ie, potency?)<br />
<br />
Pete: (Moderately. More than an instant cast, but a lot less than a ritual taken to it's full potential.)<br />
<br />
"Nothing." He shakes his head a little, and Rictus (who had been reading a book until now) chews on the inside of his cheek then nods a bit.<br />
<br />
Dakkareth: Halting her unceasingly switching of the puzzle from one configuration to the next Isis stands. "I did say 'eradicated entirely'," she points out. "I was quite thorough."<br />
<br />
Pete: "We can't force you, but would you stay for more tests?" Rictus asks, a question perhaps more optimistic than he realised. "So we can be sure."<br />
<br />
Dakkareth: "What tests are you thinking about?" Isis inquires curiously, though she is clearly not inclined to agree.<br />
<br />
Pete: "Resonance, aura. Some mental tests, if you would allow them. To check if your memories haven't been altered."<br />
<br />
Dakkareth: Isis considers this for a moment, then shakes her head. "No, thank you," she says pleasantly. "I can and regularly do evaluate the integrity and completeness of my memory, and the other tests were not helpful in detecting the poison in the first place."<br />
<br />
"If you want I could show you what it would look like under Soul Marks, though. So you can check any others who might have been attacked or affected at Brewer's Hall."<br />
<br />
Pete: "That would be appreciated." He concedes, his dissatisfaction tempered somewhat by the offer.<br />
<br />
Dakkareth: "To whom may I give the memory?"<br />
<br />
Pete: "I'll recieve it."<br />
<br />
Dakkareth: Isis takes her time constructing the imago, giving the others opportunity to confirm that it is indeed nothing but a telepathic transfer of information, then sends her impression of the influence affecting a living soul.<br />
<br />
Pete: He takes it gratefully, evaluating the memory in silence before nodding.<br />
<br />
"Thank you. You are free to go, if you wish. We will be in contact shortly."<br />
<br />
Dakkareth: "I would have showed that to you before, but that might have biased the evaluation," she says seriously.<br />
<br />
"Alright, I will be going then."</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads/Isis%27_Interview&diff=231645All Roads/Isis' Interview2013-03-26T18:48:08Z<p>Dakkareth: </p>
<hr />
<div>Isis' interview with Gemini<br />
<br />
ST: Gemini looks like she could be a bright, vibrant woman if her expression were not so strait for the moment. She wears a knitted jumper over her blouse, and skirt is a nice floral pattern. She seems a little hippy-ish, if you were to be shallow about it.<br />
<br />
ST: She leads you into a fairly large room and sits you at a desk on one end of it. Pulling up a chair she sits beside you.<br />
<br />
ST: "Your name is Isis, isn't it?"<br />
<br />
Dakkareth: Isis sits down, draping her winter jacket over the back of the chair, unconcerned by the situation.<br />
<br />
Dakkareth: Underneath she is wearing a checkered shirt that seems a little too large for her size. "I am called Isis," she confirms.<br />
<br />
ST: "My name's Gemini. I'm just going to ask a couple of questions, okay?" Her tone is a little condescending, but she seems to mean well.<br />
<br />
Dakkareth: "Hello Gemini. It's nice to meet you," Isis smiles. "You may ask."<br />
<br />
ST: "Okay, but you just let me know if you want to stop sweetie. We don't have to do this all at once." She smiles in return, though it struggles to reach her eyes. "Now, how did you and your friends know the man you went after?"<br />
<br />
Dakkareth: Isis thinks for a moment. "We were at Brewer's Hall when the manifestation occurred," she then says carefully. "I was among the people he attacked directly."<br />
<br />
Dakkareth: "We all knew how he looked, of course. There were pictures after all, and the postcognition ritual."<br />
<br />
ST: She nods. "I heard about that. I can't imagine how awful that must have been." Giving a sympathetic look she continues. "Why did you go looking for the scelestus after that?"<br />
<br />
Dakkareth: "I wouldn't wish something on my worst enemy," Isis nods seriously. "Not that I have enemies. That I'm aware of at least?"<br />
<br />
Dakkareth: She looks thoughtful for a moment before continuing. "Of course, his acts of terror were bad enough to make us want to do something. But with that attack it became quite personal, too."<br />
<br />
<br />
Continued the following session:<br />
<br />
Dakkareth: Having answered Gemini's question Isis studies the sentinel in silence, unconcerned with any impression her frank and curious regard may give.<br />
<br />
Dakkareth: She has been questioned before, back when she first found herself in London.<br />
<br />
Dakkareth: There are all kinds of people and attitudes to the situation. Polite, patronizing, coldly professional, gruff, outright unpleasant ... from suspicious and afraid all the way to concerned and protective.<br />
<br />
Dakkareth: It's always interesting to see where a new person falls in those spectra.<br />
<br />
Pete: Gemini is quiet for a moment, as if considering what you have said. "How did you find him? I mean, how did you get the connections you needed to be able to affect him with your spells?" She then continues.<br />
<br />
Dakkareth: "Oh, that." Isis nods. "We found someone who had seen him before and knew his name. Mostly by happy chance, of course," she explains brightly.<br />
<br />
"Well, she had forgotten that she knew it, but I managed to help her remember."<br />
<br />
"It wasn't easy, but I think she felt much better then." She pauses a moment looking into the distance. "She has passed on now." Her happy expression might seem a little bit at odds with the words.<br />
<br />
Pete: Her brow furrows a little, "I don't understand, sweetie. Who was she, and where did you meet this person?"<br />
<br />
Dakkareth: "Her name was Isabelle," Isis explains. "She was in twilight of course, in a place that doesn't exist anymore, but she manifested when she saw us looking for him."<br />
<br />
"We talked and she was quite pleasant, though sad."<br />
<br />
Pete: "Do you mean a ghost?"<br />
<br />
Dakkareth: Isis looks Gemini strangely, before realizing. "Oh, I didn't say that, did I? Yes, she had died some time ago." She looks a little sad remembering Isabelle's story.<br />
<br />
"Once I found the name in her memories a Scrying became possible, of course," she continues after a moment.<br />
<br />
Pete: She nods, though looks no more illuminated on the subject than before. "Oh, I'm sorry to hear that honey. Where in twilight did you meet her?"<br />
<br />
Dakkareth: She looks at Gemini frankly. "I wonder, was there really not a single Master of Space in all of London who could have done the same even without the name?"<br />
<br />
"I mean, since there were very clear pictures and impressions of him, it would have been very difficult but possible, wouldn't it?"<br />
<br />
Pete: The woman looks slightly taken aback by the suggestion, uncomfortable perhaps. "Well, we certainly tried. He was well protected."<br />
<br />
Dakkareth: (I'd like to roll Wits+Empathy to possibly learn more about why she might be uncomfortable?)<br />
<br />
Dakkareth: (2 sux)<br />
<br />
Pete: (It's difficult to tell. She seems uncomfortable at the implication that the sentinels were unable to do what you achieved relatively easily.)<br />
<br />
"Our spells were, hm, misdirected." She hesitates on the word, as if selecting one you might understand better.<br />
<br />
"We couldn't affect him somehow."<br />
<br />
Dakkareth: Isis tilts her head. "That's very curious. It didn't seem like ... but then when we met him we didn't target him directly, only his clothes and his spells, so we might not have noticed."<br />
<br />
She frowns, torn between the desire to know more and her revulsion against all things touched by the Abyss. "We may never know now." <br />
<br />
Pete: "You didn't answer my question, sweetie. Where did you meet your friend Isabella?"<br />
<br />
Dakkareth: Isis looks uncomfortable. "Is that important? I would really rather not talk about it."<br />
<br />
Pete: "It's very important that you tell me." Gemini nods emphatically, "Don't worry, you're safe here with us, and we'll keep everything you say secret. I promise."<br />
<br />
Dakkareth: Isis tilts her head. "Why? He is dead, he can't do anything bad anymore. Isabella has passed on and the place doesn't exist anymore."<br />
<br />
Pete: "He might have been working with friends, and we need to know everything we can to be sure we're safe."<br />
<br />
Dakkareth: Isis closes her eyes for a few seconds, her expression thoughtful. "I don't want to talk about it," she then says quietly. "Parts of it are private."<br />
<br />
"And I am quite sure that not knowing will not impede that investigation."<br />
<br />
Pete: She doesn't say anything for a while, her expression somewhere between uncertain and saddened.<br />
<br />
"Okay." She finally continues. "Let's talk about something else."<br />
<br />
From there she asks you for a detailed account, or at least what you'll reveal, about the events during your confrontation with Jean.<br />
<br />
(Gloss over if you want, but let me know what you include or withhold)<br />
<br />
Dakkareth: Isis' account is quite detailed, except for the conversation with Jean (which she summarizes as the cabal trying to get him to surrender peacefully and him ranting before pretending to agree).<br />
<br />
She also does not mention her diving into the Sleepwalker' memories or her directed damaging of the same.<br />
<br />
At no point does she speak falsely, though.<br />
<br />
Pete: Towards the end of your recounting there is a knock on the door. A man you recognise as Rictus, who Kenan walked away with earlier, pokes his head in.<br />
<br />
"Gem, could I speak to you a moment?"<br />
<br />
She turns and nods, then looks back to you. "I'll be right back, honey." With that she stands and steps out.<br />
<br />
Dakkareth: Isis nods serenely.<br />
<br />
Dakkareth: (can you do sympathetic spells if origin and target are both within the same ward?)<br />
<br />
Pete: It is a short while later when the door opens again. Gemini re-enters, this time with Rictus in tow. She retakes her seat while he leans against the desk you're sitting by. Her expression is a mask of concern.<br />
<br />
"Honey, your friend Kenan just told us something important and I need you to be very honest about this." She begins, "He told us that on the night you were attacked at Brewer's hall, you were possessed by something from the abyss. Is this true?"<br />
<br />
Dakkareth: (wits+empathy, just trying to exclude some sort of bluff and seeing how much they think they do know, 2 sux)<br />
<br />
Pete: (You can't tell if they're lying. The concern in her voice is exaggerated slightly, but now has more of a note of seriousness about it.)<br />
<br />
Dakkareth: Isis' face shows clearly her surprise and dismay, anger at the betrayal of a shameful secret and mortification at it's revelation. "Did he now?"<br />
<br />
Pete: "He was concerned for you, he thought we could help you."<br />
<br />
Dakkareth: She remains sitting where she is, both Gemini and Rictus in her field of vision. She keeps playing with the blacksmith puzzle in her right hand, flipping it through various configurations.<br />
<br />
Pete: "We just want to make sure it's gone." Rictus adds.<br />
<br />
Dakkareth: Isis tilts her head. "Interesting. Now I know you're lying," she says. "And you seem to be quite good at it, too. I didn't realize at all."<br />
<br />
Pete: "We're not lying, honey." Gemini glances up at her partner then back to you. "This is really, really important. For your safety and everyone around you."<br />
<br />
Dakkareth: (rolling to notice them noticing her reaction)<br />
<br />
Pete: (Roll again with their composure as a static penalty. -4 for Rictus, -3 for Gemini.)<br />
<br />
Dakkareth: (good point! actually that turned out better, 2 and 1 sux)<br />
<br />
Pete: (Yes, you notice that both realise.)<br />
<br />
Dakkareth: "Repetition doesn't make a thing true," Isis chides. "But lying or not, you do have come across a little piece of truth." She meets both the sentinels eyes in turn, her posture quite composed and dignified. "Still, you are nonetheless misinformed."<br />
<br />
"A small amount of lingering poison remained with me following that incident, likely due to my desperate attack on the rampaging manifestation." Her tone is detached, clinical, refusing emotional engagement with the memory.<br />
<br />
Pete: Gemini doesn't say anything, seeming somewhat surprised by your tone. "We need to examine you, to make sure you arn't still infected." Rictus speaks plainly.<br />
<br />
Dakkareth: "It was swiftly detected, identified and every trace of it decidedly eradicated in its entirety. Nothing remains of that unfortunate injury save my determination to never be insufficiently protected again."<br />
<br />
Isis makes a small dignified gesture. "You may invoke Soul Marks. It is the one imago that we have found capable of detection, if cast with sufficient focus."<br />
<br />
Pete: He nods. "We'll prepare a ritual in the examination room. Gem, will you take Isis up to the kitchen and get her a drink while we do that?"<br />
<br />
Gemini just nods a little dumbly; still obviously taken aback to hear a young girl speak so maturely.<br />
<br />
Dakkareth: Isis stands. "You will treat this information with the necessary sensitivity, won't you?" Her tone is neither pleading nor threatening.<br />
<br />
Pete: "No-one will know but us." He nods just before heading out the door. Gemini stands and gestures.<br />
<br />
"Come on, we'll get you something to drink."<br />
<br />
Dakkareth: (gauging honesty, 1 and 2 successes. And trying to see if there's anything underhanded about the offer of something to drink)<br />
<br />
Pete: Seems honest.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=Character:Isis&diff=231644Character:Isis2013-03-26T18:30:14Z<p>Dakkareth: /* XP */</p>
<hr />
<div>[[All_Roads| All Roads]]<br />
[[Image:Luna_small.jpg|360x409px|thumb|<div style="text-align: center;"> Isis </div>]]<br />
{{nMageCharacter<br />
|name=Isis<br />
|image=<br />
|birthplace=Unknown<br />
|birth=Between 1996 and 1998<br />
|death=<br />
|motivation=<br />
|intimacies=<br />
|occupation=student<br />
|real_name=Unknown<br />
|gender=female<br />
|hair=light blonde<br />
|eyes=blue<br />
|height=5'<br />
|build=<br />
|panoply=<br />
|type=Mage<br />
|path=Mastigos<br />
|order=Mysterium<br />
|legacy=Sphinx<br />
|aspect=<br />
|nimbus=<br />
|affiliation=The City and the Tower<br />
|}}<br />
<br />
'''Isis'''<br><br />
Real name: <font color="white">Lillian Theodora Byrne</font><br />
<br />
''A girl of perhaps fourteen years with strangely ageless blue eyes that make her seem much older than her apparent age at times, long blond hair, and a light but healthy complexion. Her clothes are usually second-hand and often seem mismatched in styles and colours, though that appears to be a conscious if strange aesthetic choice most of the time. Faded jeans, socks of different colours, a too-large shirt with obscure designs or abstract patterns and an old cardigan for colder weather are a familiar sight on her. Isis is well-spoken with only the slightest hint of a Romanic accent to her English, but her demeanour sometimes seems quite foreign. She is never seen without her athame, an old damascus steel dagger she treasures over all other material possessions as a reminder of her mentor-guardian.''<br />
<br />
''Isis' Nimbus when unveiled makes her seem dreamlike, appearing in slightly blurry soft-focus, trailing streaks of color behind her as she moves, and at the same time more real and vivid than normal. An unearthly wind can be seen whipping her hair and clothes, but those around her are untouched though they feel its power. At its height cruel whispers can be heard among the winds' howl, carrying an impression of Pandemonium.''<br />
=Traits=<br />
Path: Mastigos<br><br />
Order: Mysterium<br><br />
Legacy: Sphinx<br><br />
Virtue: Charity<br><br />
Vice: Wrath<br />
==Attributes==<br />
MENTAL: Intelligence 2, Wits 4, Resolve 3<br />
<br />
PHYSICAL: Strength 1, Dexterity 3, Stamina 3<br />
<br />
SOCIAL: Presence 1, Manipulation 1, Composure 4<br />
<br />
==Skills==<br />
MENTAL: Academics 1 (Philosophy), Investigation 4, Medicine 1, Occult 5 (Soriology)<br />
<br />
PHYSICAL: Athletics 2, Larceny 2, Stealth 3, Survival 1, Weaponry 2 (Knives)<br />
<br />
SOCIAL: Empathy 3, Expression 1<br />
<br />
==Advantages==<br />
Willpower: 7/7<br><br />
Wisdom: 5<br />
<br />
Initiative: 8<br><br />
Defense: 3<br><br />
Speed: 9<br><br />
Health: 8/8<br />
<br />
==Merits==<br />
*High Speech<br />
*Whispers<br />
*Dream 3<br />
*Quick Draw (Weaponry)<br />
*Fighting Finesse (Knives)<br />
*Language: English (native is Latin)<br />
*Hallow 1<br />
*Sanctum 1<br />
*Order Status: Mysterium 1<br />
*Mentor 3: Diana (real name: Andrea ???)<br />
<br />
==Magic==<br />
Gnosis: 4<br><br />
Mana: 11/13, max 4/turn<br />
<br />
Active Spells (3/7 Active Spells, 2/3 Spell Capacity, penalty -0):<br><br />
*Sanctum Tripwired Wards (Space 2, Mind 3, Potency '''20''', indefinite duration) <br />
*Mindscape Maze & Oneiric Seal (Potency 8, 1 Months duration)<br />
*Mind Shield & Misperception (Potency 6, 24 hour duration)<br />
<br />
===Arcana=== <br />
'''Mind 4, Space 3, Fate 2, Death 2, Prime 1'''<br />
<br />
===Rotes===<br />
Mysterium Rote Specialties: Investigation, Occult, Survival<br><br />
*''Hero's Narrative'' -> Exceptional Luck (Fate 2, Manipulation+Occult+Fate, 9 dice - ''1 Mana'')<br />
*''Reordering the Threads'' -> Shifting the Odds (Fate 2, Wits+Occult+Fate, 12 dice - ''1 Mana'')<br />
*''Whispers of the Beyond'' -> Speak with the Dead (Death 1, Mind 1, Wits+Occult+Death, 12 dice)<br />
*''Scales of Ma'at'' -> Soul Marks (Death 1, Wits+Medicine+Death, 7 dice)<br />
*''Eyes of the Magus'' -> Supernal Vision (Prime 1, Int+Occult+Prime, 9 dice)<br />
*''Unweaving'' -> Dispel Magic (Prime 1, Wits+Occult+Prime, 11 dice)<br />
<br />
===Legacy: Sphinx===<br />
Primary Arcanum: Fate<br />
<br />
Attainments:<br><br />
*Hidden Meaning: Study anything with a pattern for a few seconds to gain information contained, similar to ''Interconnections'' with 5 automatic successes; gain a +3 modifier to all Mental rolls involving puzzles, riddles, mazes, etc; hide meaning in seemingly random patterns, impenetrable to sleepers, readable by Sphinxes or through extended Fate castings.<br />
*Hidden Meaning (optional: Mind 2): By studying a persons movement, the subtle patterns of their expressions, etc gain ''First Impressions'' effect: +Mind dice to first social roll<br />
<br />
==Notable Equipment==<br />
Path tool: An old damascus steel athame<br><br />
Arcana tools: A small bone flute (Death), an old silver coin (Fate), an iron blacksmith puzzle (Mind), a miniature compass (Space), a glass ring (Prime)<br />
<br />
*A black silk scarf<br />
*Candles and chalk of various colours<br />
*A small mirror, a vial of water, pieces of string, foreign coins, and other odds and ends <br />
*Thick cloth jacket (Armor Rating 1/0)<br />
*Damascus steel athame (Dmg 2L, Size 1/J, Dur 5, Str 1)<br />
<br />
==History==<br />
*Isis does not remember her parents. They died when she was only a few months old, leaving her without a family or anyone else to take care of her - luckily the Societas Aeternitatis took her in and raised her as one of their own. Most likely they were Proximi like she was before her Awakening, but the Societas has told her little and Isis has had no reason to doubt them.<br />
*A Sleepwalker from an extremely early age Isis grew up within the hidden domain of the Societas, a place of wonders and terrors alike, alive with magic and supernal meaning. Mages lived openly there, with no Sleepers to interfere with their works, constantly improving on the small settlement they and their Sleepwalker servants had built in the concealed valley. Together with several other children Isis was raised to take part in their grand dream. Ghost and Spirits and stranger beings numbered among her tutors, chief among them the one she calls her mentor-guardian, who has taken the place of a parent in her heart.<br />
*Despite the grandiose plans and magical conveniences Utopia wasn't without its darker sides, though. The teaching methods applied were harsh, the expectations high. Relentless pressure to internalize theories of magic and supernatural phenomena were supposed to pave the ground for dangerous dream quests, confrontations with demons internal or external, and drug-induced trips, at the end of which the full Awakening of a Sleepwalker might be accomplished. Not all of Isis' age group survived unscathed or even at all. <br />
*Nor was the enchanted valley without its own dangers and enemies. Creatures and forces from the strange to the utterly alien, from the playfully fickle to the darkly malicious populated the woods beyond the city and had to be dealt with in various ways to keep a precarious balance. And the maintenance of the incomprehensible artefacts at the heart of the city, something Isis with her intuitive aptitude for puzzles excelled at, had consumed more than one Sleepwalker or even Mage body or soul.<br />
*For all that Isis was one of the successful, one of the lucky ones, and seemed destined to one day join the adult members of the Societas. So when her dreams began to show her premonitions of doom the magi listened, at first. But when they could find no corroboration in their castings of Time and Fate they began to wave her voice aside and Isis was admonished not to let her fears taint her oneiric talent. That's when the dreams became waking visions, stronger and mind-searingly certain with every day. Until finally one clear winter morning Isis could feel the doom's imminence in her bones so strongly that, despite being assigned to the Tiled Pillar for that day, she begged her mentor-guardian to leave the city with her. But whether it was his doubts in her or his bindings that would not allow him to come, in the end Isis fled alone.<br />
*Isis did not look back. Beyond the city, beyond the woods, beyond the valley, and through the mountains she fled. Sharp stones cut the shoes from her feet and turned her footsteps red, but she did not stop. The path climbed wasted slope after wasted slope until her thirst became torture and her muscles living fire, but she did not stop. Through screaming winds that whipped her, with words that bruised and cut and festered, she ascended higher and higher until the path turned to nothing at the very peak, but she did not stop. Into the empty sky she walked until at last she stood alone above all. Silence reigned there that would see her self disperse like smoke, but she defiantly opened a vein with her athame, cast her blood across the emptiness in a blazing symbol and cried: "I am!" And the void trembled at her words.<br />
*She was found straying through the streets of London, confused by the alien surroundings of the city, by a Mysterium Mage in the February of 2010. How she had come to be there, or how much time had passed since she had left her home she could not say. Recognized as a mage Isis was invited in and a higher-ranking mage quickly called in when none knew what to make of her - a mage seemingly barely out of childhood, speaking only in fluent Latin, claiming to have Awakened only 'a few days' earlier yet possessing uncanny knowledge of occult matters and Awakened society. Theories of deception, paradox and possession were brought up and discarded again, and the stories of her home greeted with equal measures of disbelief and horrified acceptance. In the end it was agreed to keep the matter quiet, debrief Isis (who refused to give any other name) thoroughly and then help her adjust to her new life.<br />
**'''''Sidebar for the ST:''' The above represents Isis' recollections. Her Mysterium debriefing would have suggested a secret society of apostates from the Diamond Orders, likely originally hailing from the 18th century, engaged in an attempt to build a new Atlantis despite the universal and absolute proscription against any such experiments. They made extensive use of Demesnes as well as ill-understood artifacts like the Tiled Pillar, and may have located their city in a natural focus of supernal or otherwise supernatural forces. Cynical minds might conjecture that Isis may have been stolen from her Proximus parents, whose death may have been no accident either (if in fact they are dead and not still alive somewhere in the world, missing their daughter - plot hook, ahoy, either way!), but they'll not have mentioned the idea to her. The doom that came to the Societas - if Isis' dreams are to be believed - could be the weight of paradox accumulated but deferred over the decades, an Abyssal incursion of other sort, or even an Ochema intervening. But of course, Isis' memories may not necessarily be true ...''<br><br />
*Since then Isis has learned much - about everything, including many things taken for granted by those growing up under more normal circumstances - and has, for the most part, settled into this new existence. She has, after mere 15 Months, already moved beyond the tutoring and supervision of the apprenticeship phase, and even taking into account her education prior to the Awakening her advancement in the Arts has been extraordinary. A prodigy watched with both pride and some concern by her teachers from both Orders Isis wavered between the Mysterium and the Adamantine Arrow for quite some time before finally choosing the path of the mysteries. In the end, though she sympathizes with the Arrow's cause and Adept Diana of the Arrow was her favourite and closest teacher, the appeal of Knowing was greater than that of Protecting. <br />
*Having been initiated into the Atlantean Mysteries Isis has become a full member of the Mysterium, walking the path of her personal Sophiad. Nonetheless she remains on friendly terms with her Arrow acquaintances, foremost among them Diana who has continued as her teacher if in a different way than before - despite some manoeuvring from the Pathfinders among the the Mysterium Isis has chosen Diana as her master in the Sphinx Legacy. Due to the way potential students have always been expected to identify without help and actively seek out their prospective teachers in the Legacy there can be no open complaints, but there certainly has been some grumbling behind the scenes.<br />
<br />
==Goals and Plans==<br />
*Harden the Sanctum wards and include a Ban against uninvited minds<br />
<br />
*Research Abyssal entities and their vector of attack / modes of infection as well as how to protect against them.<br />
<br />
*Investigate the vision imposed by the Abyssal shard<br />
**<S>Scry and locate the place of the Scelestus' Awakening</S><br />
**<S>Go there and use postcognition to investigate the event in question - is it true? intentions?</S><br />
**<S>identify the Scelestus - 'Jean' plus records of rent/ownership of the apartment at the time should give his true name if postcognition can't reveal it</S><br />
**<S>Test the name of 'Jean Garrinier'</S><br />
**<S>Seek more information on Alastair, identify his partner/accomplice</S><br />
**<S>put an end to the Scelestus' terror,</S> reveal Alastair's involvement or use it for blackmail<br />
<br />
*Build a first draft of the Thought Bottle<br />
<br />
*Investigate the mysterious spider golem (?) in the cabal Athenaeum<br />
**<S>Experiment more with telepathic control</S><br />
**What is the 'primal energy pulse', where did it come from, and what caused it?<br />
***Prime+Time -> Triangulation?<br />
**Can Kenan postcognate back to the thing's creation?<br />
<br />
*Who is the weaver and what is his design?<br />
**Connection to Alastair's Guardian backer?<br />
<br />
==Ties to NPCs==<br />
*Diana, Mastigos of the Adamantine Arrow, Isis' master in the Sphinx Legacy and friend<br />
*Tiferet of the Four Winds Cabal<br />
*Sleeper/Sleepwalker/other friends at school??<br />
*Her mentor-guardian, likely a ghost mage of some sort, lost along with the enchanted valley but perhaps not forever. <br />
<br />
==XP==<br />
XP gained: 159 (50 +10 for starting with Wisdom 5; Sessions: 27x3+1x6+1x2+1+1x9)<br><br />
Arcane XP gained: 8<br><br />
Spent: 151/8<br><br />
Unspent: 8/0<br><br />
Expenditures: Survival 1 (3 XP), 7 dots of Merits (14 XP), Space 2 (12 XP), Mind 4 (24 XP), Death 1 (7 XP); Athletics 1 (3 XP), Mentor 2 (6 XP), Space 3 (18 XP), Death 2 (14 XP), Medicine 1 (3 XP), Athletics 2 (6 XP), Gnosis 4 (24+8XP), Prime 1 (7 XP), 2 dots of rotes (4 XP), Mentor 2->3 (6 XP)<br />
<br />
Plans: Academics 2 (6 XP), Mind 5, Space 4, Death 3, Mentor 3 <br><br />
Earmarked Merits: Occultation, Meditative Mind, Lucid Dreaming?, Enhanced Item 2 (+1, Durability +2)?<br />
<br />
==NPCs==<br />
*'''Diana:''' A lean, wiry woman in her early thirties wearing understated, practical clothes. Outgoing, straightforward, and quick to laugh and joke it's easy to forget that she is also a ranking Thunderbolt Guardian in the Adamantine Arrow. Nor will she make much of formalities, preferring a simple, informal cordiality. As a teacher she is equally demanding and encouraging, as a friend supportive and kind, as an enemy relentless and unhesitating - but never cruel. Although secondary to her prodigious skills in intelligence and tactical support as a Sphinx and an Adept of Mind and Space, Diana has over the years honed her firearms skills to a remarkable degree as well. She is without a doubt a very dangerous woman, but also a good mentor and friend to have.<br />
*'''Tiferet''' (Obrimos, Mysterium), '''Nacht''' (Moros, Mysterium) and '''Mojo''' (Thyrsus, Free Council) form the ''Four Winds Cabal'' together with '''Diana'''. <br />
**Tiferet is a thoughtful man in his fifties, slightly overweight but in good health, who speaks slowly and chooses his words very carefully no matter the situation. An artist, kabbalistic scholar, and a respected member of the Mysterium. He was the one to find Isis lost in the London streets after her Awakening and along with the other members of his Cabale one of her teachers.<br />
**Nacht, a tall, gaunt woman somewhere between twenty-five and sixty, has little time or appreciation for humor. Favoring black clothes and the Arcanum of Death (but also Life) she lives up to the stereotype of the Necromancer in some ways, few getting to know her well enough to see beyond appearances. <br />
**Mojo, the youngest of the Four Winds at twenty-four, likes his food and it shows. In his oversized Hawaii shirts, long hair unruly, and an almost constantly amused expression he is far from the dignity of his cabal mates - but then the Primal Wild does not care about that.</div>Dakkarethhttps://wiki.rpg.net/index.php?title=All_Roads&diff=231643All Roads2013-03-26T18:28:18Z<p>Dakkareth: </p>
<hr />
<div>[[Category:All_Roads]]<br />
A Mage: The Awakening game set in London.<br />
<br />
The official wiki for the game: http://allroads.wikidot.com/<br />
=Setting=<br />
<br />
[[All_Roads/London|All Roads' London]]<br />
<br />
[[All_Roads/Politics|The political situation]]<br />
<br />
==The Sanctum: Victoria House==<br />
*Sanctum Rating: 6 (4 size/2 security)<br />
*Hallow Rating: 4<br />
*Athenaeum: 2 (Library 2, Laboratory 1)<br />
<br />
=House Rules=<br />
=The City and the Tower=<br />
*[http://allroads.wikidot.com/kenan Kenan], Acanthus, People of the Hour<br />
*[[Character:Isis|Isis]], Mastigos Sphinx<br />
*[[Character:Nebuchadnezzar|Nebuchadnezzar]], Moros Uncrowned King<br />
*Syntagma, Apostate Acanthus Sentinel<br />
<br />
=NPCs and Allies=<br />
==Important Members of the Orders and the Concillium==<br />
*Jean-Louise, The Heirophant of the Mysterium, Councillor?, Former Heirarch<br />
*Latimer, Adamantine Arrow Heirarch<br />
*Albedo, Provost of the Adamantine Arrow, Uncrowned King<br />
*Dispater, Moros, Second to the Heirophant.<br />
*Wickerman, Provost of the Guardians of the Veil<br />
<br />
==Heralds==<br />
*Solaris, Mystagogue Herald<br />
*Eidolon, Guardian Herald<br />
==Sentinels==<br />
*Arclight, Free Council Sentinel<br />
*Olemba, Free Council Sentinel<br />
*Serabande, Mysterium Sentinel<br />
*Gemini, Adamantine Arrow Sentinel<br />
*Rictus, Mysterium Sentinel<br />
<br />
==Other Cabals==<br />
===The Four Winds cabal===<br />
**Diana, Mastigos, Thunderbolt Guardian of the Adamantine Arrow, Isis' mentor and teacher in the Sphinx Legacy<br />
**Tiferet, Obrimos of the Mysterium, kabbalistic scholar<br />
**Mojo, Thyrsus of the Free Council<br />
**Nacht, Moros of the Mysterium<br />
<br />
===The Forgotten City===<br />
* Artisan, Matter focused Moros, Mysterium<br />
<br />
==Others==<br />
*Alastair, Powerful Guardian of the Veil. Frequent accomplice of Wickerman.<br />
*Ledger, Young Thyrsus Arrow, (Life 3)<br />
<br />
=Logs=<br />
*[[All_Roads/Session_1|Session 1]]<br />
*[[All_Roads/Session_2|Session 2]]<br />
*[[All_Roads/Session_3|Session 3]]<br />
*[[All_Roads/Session_4|Session 4]]<br />
*[[All_Roads/Session_5|Session 5]]<br />
*[[All_Roads/Session_6|Session 6]]<br />
*[[All_Roads/Session_7|Session 7]]<br />
*[[All_Roads/Session_8|Session 8]]<br />
*[[All_Roads/Session_9|Session 9]]<br />
*[[All_Roads/Session_10|Session 10]]<br />
*[[All_Roads/Session_11|Session 11]]<br />
*[[All_Roads/Session_12|Session 12]]<br />
*[[All_Roads/Session_13|Session 13]]<br />
*[[All_Roads/Session_14|Session 14]]<br />
*[[All_Roads/Session_15|Session 15]]<br />
*[[All_Roads/Session_16|Session 16]]<br />
*[[All_Roads/Session_17|Session 17]]<br />
*[[All_Roads/Session_18|Session 18]]<br />
*[[All_Roads/Session_19|Session 19]]<br />
*[[All_Roads/Session_20|Session 20]]<br />
*[[All_Roads/Session_20|Session 21]]<br />
*[[All_Roads/Session_20|Session 22]]<br />
*[[All_Roads/Session_20|Session 23]]<br />
*[[All_Roads/Session_20|Session 24]]<br />
*[[All_Roads/Session_20|Session 25]]<br />
*[[All_Roads/Session_26|Session 26]] (02.05.2012)<br />
** [[All_Roads/Nebuchadnezzar's Interrogation|Nebuchadnezzar and Olemba Interrogation]]<br />
** [[All_Roads/Isis' Interview|Isis' interview with Gemini]] - log incomplete!<br />
*[[All_Roads/Session_27|Session 27]] (08.05.2012) - log incomplete!<br />
** [[All_Roads/Ghost_Hunting| Ghost Hunting]]<br />
*[[All_Roads/Session_28|Session 28]] (15.05.2012)<br />
*[[All_Roads/Session_29|Session 29]] (06.06.2012)<br />
** [[All_Roads/Confessions| Confessions]]<br />
*[[All_Roads/Session_30|Session 30]] (14.08.2012)<br />
**[[All_Roads/MeaningofLondon| The meaning of London]]<br />
<br />
=Miscellaneous=<br />
==XP Awarded==<br />
*Session 1: 3 XP<br />
*Session 2: 3 XP<br />
*Session 3: 3 XP<br />
*Session 4: 3 XP<br />
*Session 5: 3 XP, 1 Arcane XP<br />
*Session 6: 3 XP<br />
*Session 7: 3 XP<br />
*Session 8: 3 XP<br />
*Session 9: 3 XP<br />
*Session 10: 3 XP<br />
*Session 11: 3 XP<br />
*Session 12: 3 XP<br />
*Session 13: 3 XP<br />
*Session 14: 6 XP, 3 Arcane XP, +1 XP for Nebuchadnezzar (flaw)<br />
*Session 15: 3 XP<br />
*Session 16: 3XP, 1 Arcane XP, +1 XP for Isis (helpful logs)<br />
*Session 17: 2 XP<br />
*Session 18: 3 XP<br />
*Session 19: 3 XP, 1 Arcane XP<br />
*Session 20: 3 XP<br />
*Session 21: 3 XP<br />
*Session 22: 3 XP<br />
*Session 23: 3 XP<br />
*Session 24: 3 XP<br />
*Session 25: 3 XP<br />
*Session 26: 3 XP, 1 Arcane<br />
*Session 27: 3 XP<br />
*Session 28: 3 XP<br />
*Session 29: 3+6 XP<br />
*Session 30: 3 XP?<br />
<br />
*Unknown: +1 XP for Nebuchadnezzar (flaw)</div>Dakkareth