The Power of Trickery

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CNEPHA

Baroness of Trickery

Ancient Trickster

How Cnepha would appear would highly depend upon who she was appearing to. As a master shape shifter she usually takes a form suitable for the occasion. She can be anything from the exquisitely beautiful to the horribly ugly, either living or non-living things. She usually tries to lure people into a sense of security using her appearance; she tries not to stand out and prefers the forms of creatures lesser-then those she is dealing with, to gain the upper hand. Most can't tell her in a bovine form from any other cow in the field. Her favorite form is that of an orange and white housecat.


Attributes[edit]

Aspect 4[edit]

Celestial

5/5 Aspect Miracle Points

Cnepha's mind and body are heightened to extremes never dreamed of by humans. She can out-calculate super computers, run faster then most people can follow, and with effort there is very little she cannot do. As an older Power, her nature has settled into her divinity and has replaced all of her form with astral energy. She is no longer flesh or bone; neither would respond as quickly or as efficiently as her Celestial body.

I have 4 Aspect. That means I perform Level 4 and under Miracles for 0 MP. I perform Level 5 Miracles for 1 MP, I perform Level 6 Miracles for 2 MP, I perform level 7 or 8 Miracles for 4 Miracle Points, and I can perform level 9 Miracles as a Word of Command which costs 8 MP.

2 Deadly, 3 Serious, 3 Surface Wound Levels

Domain 1[edit]

Baronet

5/5 Domain Miracle Points

As a Baroness, Cnepha is entitled to wear the six-pearled coranet. In Noble circles she would be described as having a Weak Domain, but who would want power over Trickery when one could be the greatest trickster in all of Creation? Nevertheless, she has some control over her Estate, and it is only a Normal Miracle for her to understand any trick to it's fullest. Trickery has several Correspondences, including Lies, Cunning, Tricksters and Humility.

I have 1 Domain. That means I perform Level 1 and under Miracles for 0 MP. I perform Level 2 Miracles for 1 MP, I perform Level 3 Miracles for 2 MP, I perform level 4 or 5 Miracles for 4 Miracle Points and I can perform level 6 through Level 9 Miracles as a Word of Command which costs 8 MP.

Realm 0[edit]

Citizen

5/5 Realm Miracle Points

Cnepha was never one to hang around the Chancel. Why limit herself to tricking only the people in that small sub-world when she could travel the whole Ash and trick everyone there?

I have 0 Realm. That means I perform Level 0 Miracles for 0 MP. I perform Level 1 Miracles for 1 MP, I perform Level 2 Miracles for 2 MP, I perform level 3 or 4 Miracles for 4 Miracle Points and I can perform level 5 through Level 9 Miracles as a Word of Command which costs 8 MP.

Spirit 1[edit]

Hearthfire

5/5 Spirit Miracle Points

A Hearthfire is a Noble whose Spirit is not so strong to encroach upon others and not to weak to invite encroachment. As such, most feel comfortable with Cnepha's level of spiritual strength. Of course, this leads them into a sense of security they will regret.

I have 1 Spirit. That means I can have 2 anchors. My Auctoritas raises the level of all Miracles cast against me by 1 Miracle Level. I only have to perform the Rite of Holy Fire ever two weeks. With the Rite of the Last Trump I can convert 4 MP of any type into 1 MP of any other.

Gifts[edit]

Shapeshifting[edit]

Comprehensive shapeshifting, Cnepha can become any form she can imagine, regardless of size or shape. This costs her no Miracle Points.

Unblemished Guise[edit]

Cnepha's divine spark is masked by a veil of trickery. Unless someone puts 2 Penetration into a Miracle of The Sight, or she steps into the Auctoritas of a Spirit 2 or higher being, she appears to be a completely non-miraculous specimen of ... whatever she currently is.

Eternal[edit]

Cnepha's body will last until the stars burn out. Hunger, thirst, weariness and strain are optional to her, as are most other requirements for life. This Gift includes Immutability.

Handicaps/Limits[edit]

Summonable[edit]

Using an ancient ritual, Trickery can be summoned by anybody. She is not compelled to do anything for the person, but a shrewd negotiator may easily convince her to play a trick in exchange for something; the summoner should be warned though. She is as likely to trick them as anyone else.

Distrusted[edit]

Other Nobles who have heard of Cnepha often speak of her in hushed and whispered tones. None wishes to draw the ire of the Baron of Trickery, for no-one is more fiendishly capable of making one's life miserable. With such a reputation, Cnepha is often treated unfairly by Noble society and finds it hard to make allies. When this reputation precedes her and makes her life difficult she regains 1 MP.

Enemies[edit]

More than just her reputation, Cnepha has a large list of people she has angered and who seek revenge. Most just amuse her. The game of cat and mouse with beings of equal power make her life more interesting. Sometimes it makes it more dangerous, but that's part of the fun. When an old enemy of power or influence enacts revenge in some way that harms Cnepha in some way, she regains a MP. "Of course you realize, this means war"

Affiliation[edit]

Code of the Wild 1. Freedom is the highest principle 2. Sanity and mundanity are prisons 3. Give in kind with a gift received

What other Code would the patron of Trickery follow? Her freedom to play tricks on anyone is the thing she holds highest.

Virtue: Focused[edit]

Cnepha is a driven individual. When she chooses her target, not Hell or Heaven itself could stop her from finishing her mischief through. Once she has chosen a course of action nothing can make her stray from her task, she always knows the right thing to do in each situation to complete her chosen interest, she can easily make everyone aware of her Focused nature for only 1 SMP, and whenever her extremely driven and focused nature limits her or hinders her, she regains 1 MP.

Bonds[edit]

  • Laughter (1 point)
  • Her own cunning (3 points)
  • Tricksters (3 points)
  • House cats (2 points)
  • Code of the Wild (3 points)
  • Imperator (3 points)
  • Her tricks (5 points)

Anchors[edit]

Cnepha had Anchors, but over the last 100 years while dealing with Mosquitos they've died without her help. She needs new ones.

History[edit]

Ageless, Celestial and Eternal, the Power of Trickery is a cat that goes by the name Cnepha. Her origin is shrouded in mystery and rumor; some say she was a cat born in Egypt during the time of the Pharoahs, some say she is much older. Others whisper there has been more then one Power of Trickery through the millenia, or that Cnepha has nine lives and has been different cats for each of them. They all could be tricks, or the truth, for every moment of Cnepha's timeless existence is dedicated to tricking other creatures. She loves fooling insects into their doom by shapeshifting into bright hot lights. She is personally responsible for the creation of several modern religions (in one way or another). Many of the Nobilis get a chuckle from the Bermuda Triangle which she takes credit for.

Perhaps the greatest trick ever played by Cnepha was what occupied her for the last 100 years. Summoned by the Power of Vampires to play a prank on the Power of Mosquitos, The Power of Trickery bargained a favor-for-a-favor deal with the King of the Vampires and agreed. What Varnae the First Vampire thought would be a simple trick became a century-long transformation of the entire mosquito race. Once they were majestic, magical creatures of beauty and healing. Now they had been bred into a billion tiny annoying blood-suckers. It took a long time to finish, and Varnae is dreading the time Cnepha calls in her favor. For the last memories of the mosquito left in Prosaic Reality are the myths of the unicorn.

Cnepha isn't particularly well liked among the Nobilis. She has dropped out of society during the last one hundred years due to her prank on Mosquitos but she was never well-loved to begin with. Most gods, Nobles, and even Imperators have been effected by a trick of hers or suffered the brunt of a full on prank. Few would wish a repeat performance, even the very powerful. Most just try to avoid ever crossing paths with the Tricksters' Sovereign; though her games often bring wisdom to the victim, they are rarely enjoyable at the time.

Personality[edit]

  • FOCUSED
  • Playful
  • Mischievous
  • Fickle
  • Mellow

Goals and Motivation[edit]

  • Cash in Power of Vampires' debt

Design[edit]

Describe your design, including the flower of your Estate, your personal flower, and the background, probably influenced by your Code as described in the GWB.