Difference between revisions of "The Green-Eyed Witch"
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{{ContactInfobox| | {{ContactInfobox| | ||
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|Gender= ??? | |Gender= ??? | ||
|PreferredPayment= Karma, Favors, Secrets | |PreferredPayment= Karma, Favors, Secrets | ||
|HobbiesOrVice= Revenge, The Finer Things in Life, Sketching Faces she has found in dreams | |HobbiesOrVice= Revenge, The Finer Things in Life, Sketching Faces she has found in dreams, Poetry | ||
|PersonalLife= Unknown | |PersonalLife= Unknown | ||
|Faction= Independent | |Faction= Independent | ||
<!-- Use of the age template is optional. It can be replaced with vague terms such as "middle aged" if you prefer. Or you may enter a number for the month, day, and year and the wiki will calculate and update their age automatically as time passes. --> | <!-- Use of the age template is optional. It can be replaced with vague terms such as "middle aged" if you prefer. Or you may enter a number for the month, day, and year and the wiki will calculate and update their age automatically as time passes. --> | ||
|Age= | |Age= Ageless | ||
|Month= | |Month= | ||
|Day= | |Day= | ||
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|}} | |}} | ||
==Overview== | |||
Once an Elvar Noble with grand ambitions, The Green-Eyed Witch was exiled to the metaplane of dreams when she was caught delving too deeply into the plots of their fellow nobles. She attempted to rise through the courts on the back of various artistic machinations that were crafted based upon these secrets but her plotting was revealed to them by the Croki, Velsaie Clarion. For her meddling, they were banished to the metaplane of dream. A fitting punishment for one who delves too deeply into minds where they are not wanted; imprisonment within minds that did not want them. A lesser being would have been shattered, rent asunder by depersonalization, becoming merely a fixture in the backdrop of that dreaming world. The Green-Eyed Witch was changed forever, forgetting even her own name, but she did not break. | |||
After several years adrift, The Green-Eyed Witch has mostly reconstituted herself and returned to the Seattle Metroplex. Now with some power over that dreaming place, however faint and slim it may be, her web of nocturnal influence has already reached deep into the minds of countless people, the image of a perfect muse placed there during her dreamwalking. She makes a move in realspace, gathering allies, karma and force in a bid for revenge. The courts tossed them out. She will build her empire of her own. | |||
==GM Notes== | |||
-The Green-Eyed Witch is captivated by the exceptional and the interesting. This results in her being rather courteous to the average runner, as most of them lead rather interesting lives. This will not stop them from weaving in backhanded compliments or veiled, biting remarks, they were a fae after all. To them, interesting people are like pieces of art all on their own, to be studied and appreciated on their own terms. She will, however, attempt to guide them in the most interesting direction. | |||
-When speaking to runners, especially in person, the Green-Eyed Witch almost always uses at least one or more layers of obfuscation. This may take the form of a trid phantasm, a subordinate disguised as them, an astral projection, or other means of getting a little tricksy with it. He enjoys making things more complicated for no other reason than the ensuing confusion. | |||
-They like to cycle through a number of disguises and faces, rarely appearing to the same runner with the same appearance twice. The commonality between all images of them will be their striking green eyes. | |||
-While at first courteous, The Green-Eyed Witch does tolerate disrespect towards her and has a mean, petty streak. If a runner burns edge on a run opposed to them, the insomnia quality is a natural consequence. She walks through the dreaming and there is no respite from her gaze. | |||
-The Green-Eyed Witch has very small power over dreams. She can't hurt people with it or use it to acquire any tangible information beyond circumstantial psychoanalysis but she can meet people in dreams and disperse cryptic messages and imagery. These are often remembered hazily and rarely contain anything too helpful. If someone takes steps to ward off metaplanar influence with wards or to rid themselves of dreams entirely through substances, they will be powerless there. They are not omniscient, merely a skilled traveler of the Dream Paths. | |||
==Aspects Description== | ==Aspects Description== | ||
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{{NegativeAspect| | {{NegativeAspect| | ||
|Aspect= Immortal Self Interest | |Aspect= Immortal Self Interest | ||
|Description= | |Description= Fundamentally, The Green-Eyed Witch is in the game for their own interests, not to stick out her neck too far for some fragile mortal runners. As such, she will not perform game actions at significant risk to herself or her standing for any runners with fewer than 5 loyalty. Additionally, she will always ask for karma, favors or tangibly useable information and is not above talking runners into spirit pacts to cement those things. | ||
|HasThematicsApproval= | |HasThematicsApproval=Yes | ||
|}} | |}} | ||
{{NegativeAspect| | {{NegativeAspect| | ||
|Aspect= Curious Clairvoyant | |Aspect= Curious Clairvoyant | ||
|Description= | |Description= As a muse in demand, much of the average troubles of a runner are uninteresting to The Green-Eyed Witch. As such, she doesn't pay much attention to them, taking a flat -3 to all dicerolls. If one wishes to capture her full attention and negate this penalty, they must begin an interaction with her by sharing a secret. This secret can be detailed or abstract, large or small, but it must be interesting. This secret will never count as payment for their services, merely an interesting tidbit. A conversation starter. | ||
|HasThematicsApproval= | |HasThematicsApproval=Yes | ||
|}} | |}} | ||
{{NegativeAspect| | {{NegativeAspect| | ||
|Aspect= Circumspect Sorcerer | |Aspect= Circumspect Sorcerer | ||
|Description= | |Description= The world is filled to the brim with powerful factions. A number of them are worrying enough to make the emerald sorcerer wary of runners that work with them on the regular. As a result, runners with ten more positive reputation with those factions, or who know two or more affiliated contacts, pay twice the CDP cost for loyalty and spend 2 chips instead of 1 for any favor. These factions are as follows: The Black Lodge, The Vermillion Auction, The Draco Foundation, Ordo Maximus, and The Seelie (And Unseelie) Court. | ||
|HasThematicsApproval= | |HasThematicsApproval=Yes | ||
|}} | |}} | ||
<!-- Above is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --> | <!-- Above is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --> | ||
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<!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You're allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--> | <!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You're allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--> | ||
{{PositiveAspect| | {{PositiveAspect| | ||
|Aspect= | |Aspect= Emerald Mage | ||
|Description= | |Description= As a witch themselves, The Green-Eyed Witch is a full mage with extensive magical knowledge. She gains +2 to all rolls involving magical knowledge or magical active rolls. | ||
|}} | |}} | ||
<!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --> | <!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --> | ||
{{PositiveAspect| | |||
|Aspect= Forgotten Poet | |||
|Description= Something of a wordsmith, they were well known in the courts when they remembered their name. Now, they still write verse from time to time and their grasp of language knows no bounds. She gains a +2 for any literature or poetry related rolls (writing, deciphering, identifying) and can speak and read all languages. | |||
|}} | |||
{{PositiveAspect| | |||
|Aspect= Dreamwalker | |||
|Description= A capable walker of the Dream Paths, The Green-Eyed Witch is capable of leaving messages in dreams. For a runner with 3 or more loyalty, she can be called upon to perform this service on a target of their choice for a chip. They must give him the full name of the target as well as their face for such a task to be possible. See 'Circumspect Sorcerer' for additional caveats regarding chips. They can only leave messages and have no power over how the target will respond to the message. Roll their active pool vs the targets logic and willpower, with all applicable modifiers. One net hit will allow leaving a message. | |||
|}} | |||
{{PositiveAspect| | |||
|Aspect= Meddler | |||
|Description= The Green-Eyed Witch is a socialite, even disgraced. In some ways, they are more in tune with emotions and wants since her banishment than before. +2 on all social rolls. | |||
|}} | |||
{{PositiveAspect| | |||
|Aspect= The Eternal Muse | |||
|Description= After years adrift, the image of this green-eyed specter has been planted inside the mind of countless people. Specific politicians, detectives and artists throw themselves at her feet upon encountering their subconscious ideal made real. As such, The Green-Eyed Witch has a large network of benefactors that fund their enterprises. It's likely that she can find you such an afflicted individual, though she will only make known the smallest and most disposable ones for a runners use. | |||
|}} | |||
{{PositiveAspect| | |||
|Aspect= Former Fae | |||
|Description= Once a noble of the Seelie Court, they still know a great deal about the dealings of those tricksome fae . +2 on any knowledge rolls related to fae or elven dealings. | |||
|}} | |||
{{PositiveAspect| | |||
|Aspect=Art Nerd | |||
|Description= The personification of all that is interesting in the mortal world, The Green-Eyed Witch adores art, all art. Sculpture, painting, performance, literature, poetry, you name it. Art history is one of her personal hobbies, always curious into the artists behind the works and the current atmosphere of awakened art is especially fascinating to them. +2 on all art-related knowledge or active rolls. | |||
|}} | |||
{{PositiveAspect| | |||
|Aspect= Metaplanar Relieve | |||
|Description= They've spent years in the metaplanes as a drifting, half-fractured idea. Now, they are just another tool for her to use. +2 dice on all rolls related to the metaplanes and the astral world. | |||
|}} | |||
{{PositiveAspect| | |||
|Aspect= Chain Breaker | |||
|Description= A Spirit herself, The Green-Eyed witch detests those that would bind other sentient beings to their will. They can suppress their opinion on this matter during polite conversation but she has been able to network amongst like-minded individuals. +2 on any rolls regarding networking with, dispensing knowledge of or talking to spirits or other chain breakers. | |||
|}} | |||
{{PositiveAspect| | |||
|Aspect=Ritualist | |||
|Description= What mage doesn't pick favorites when it comes to magic? To them, rituals are the ultimate extension of magical artistry and the true separation between meaningless spellslinging and true magic. +2 to all rolls regarding creating, identifying or dispelling rituals. | |||
|}} | |||
<!-- Do not remove the below text. It's super important for the Aspect table. All aspects should be listed above this line. --> | <!-- Do not remove the below text. It's super important for the Aspect table. All aspects should be listed above this line. --> | ||
}} | }} |
Latest revision as of 10:10, 17 January 2024
Art Re-appropriator | |
---|---|
Disgraced Fae | |
Professional Eldritch Meddler | |
Contact Owner | Iamwalrustastic |
Owner's Discord Name | Sleevey |
Connection | 6 |
Public Contact? | Yes |
Archetype | Legwork |
Location | The Seattle Metroplex and Elsewhere |
Metatype | Elvar |
Gender | ??? |
Awakened/Emerged | Free Spirit |
Age | Ageless |
Preferred Payment Method | Karma, Favors, Secrets |
Hobbies/Vice | Revenge, The Finer Things in Life, Sketching Faces she has found in dreams, Poetry |
Personal Life | Unknown |
Faction | Independent |
Aspects | Immortal Self Interest Curious Clairvoyant Circumspect Sorcerer Emerald Mage Forgotten Poet Dreamwalker Meddler The Eternal Muse Former Fae Art Nerd Metaplanar Relieve Chain Breaker Ritualist |
Overview
Once an Elvar Noble with grand ambitions, The Green-Eyed Witch was exiled to the metaplane of dreams when she was caught delving too deeply into the plots of their fellow nobles. She attempted to rise through the courts on the back of various artistic machinations that were crafted based upon these secrets but her plotting was revealed to them by the Croki, Velsaie Clarion. For her meddling, they were banished to the metaplane of dream. A fitting punishment for one who delves too deeply into minds where they are not wanted; imprisonment within minds that did not want them. A lesser being would have been shattered, rent asunder by depersonalization, becoming merely a fixture in the backdrop of that dreaming world. The Green-Eyed Witch was changed forever, forgetting even her own name, but she did not break.
After several years adrift, The Green-Eyed Witch has mostly reconstituted herself and returned to the Seattle Metroplex. Now with some power over that dreaming place, however faint and slim it may be, her web of nocturnal influence has already reached deep into the minds of countless people, the image of a perfect muse placed there during her dreamwalking. She makes a move in realspace, gathering allies, karma and force in a bid for revenge. The courts tossed them out. She will build her empire of her own.
GM Notes
-The Green-Eyed Witch is captivated by the exceptional and the interesting. This results in her being rather courteous to the average runner, as most of them lead rather interesting lives. This will not stop them from weaving in backhanded compliments or veiled, biting remarks, they were a fae after all. To them, interesting people are like pieces of art all on their own, to be studied and appreciated on their own terms. She will, however, attempt to guide them in the most interesting direction.
-When speaking to runners, especially in person, the Green-Eyed Witch almost always uses at least one or more layers of obfuscation. This may take the form of a trid phantasm, a subordinate disguised as them, an astral projection, or other means of getting a little tricksy with it. He enjoys making things more complicated for no other reason than the ensuing confusion.
-They like to cycle through a number of disguises and faces, rarely appearing to the same runner with the same appearance twice. The commonality between all images of them will be their striking green eyes.
-While at first courteous, The Green-Eyed Witch does tolerate disrespect towards her and has a mean, petty streak. If a runner burns edge on a run opposed to them, the insomnia quality is a natural consequence. She walks through the dreaming and there is no respite from her gaze.
-The Green-Eyed Witch has very small power over dreams. She can't hurt people with it or use it to acquire any tangible information beyond circumstantial psychoanalysis but she can meet people in dreams and disperse cryptic messages and imagery. These are often remembered hazily and rarely contain anything too helpful. If someone takes steps to ward off metaplanar influence with wards or to rid themselves of dreams entirely through substances, they will be powerless there. They are not omniscient, merely a skilled traveler of the Dream Paths.
Aspects Description
Aspect | Description |
---|---|
Immortal Self Interest | Fundamentally, The Green-Eyed Witch is in the game for their own interests, not to stick out her neck too far for some fragile mortal runners. As such, she will not perform game actions at significant risk to herself or her standing for any runners with fewer than 5 loyalty. Additionally, she will always ask for karma, favors or tangibly useable information and is not above talking runners into spirit pacts to cement those things. |
Curious Clairvoyant | As a muse in demand, much of the average troubles of a runner are uninteresting to The Green-Eyed Witch. As such, she doesn't pay much attention to them, taking a flat -3 to all dicerolls. If one wishes to capture her full attention and negate this penalty, they must begin an interaction with her by sharing a secret. This secret can be detailed or abstract, large or small, but it must be interesting. This secret will never count as payment for their services, merely an interesting tidbit. A conversation starter. |
Circumspect Sorcerer | The world is filled to the brim with powerful factions. A number of them are worrying enough to make the emerald sorcerer wary of runners that work with them on the regular. As a result, runners with ten more positive reputation with those factions, or who know two or more affiliated contacts, pay twice the CDP cost for loyalty and spend 2 chips instead of 1 for any favor. These factions are as follows: The Black Lodge, The Vermillion Auction, The Draco Foundation, Ordo Maximus, and The Seelie (And Unseelie) Court. |
Emerald Mage | As a witch themselves, The Green-Eyed Witch is a full mage with extensive magical knowledge. She gains +2 to all rolls involving magical knowledge or magical active rolls. |
Forgotten Poet | Something of a wordsmith, they were well known in the courts when they remembered their name. Now, they still write verse from time to time and their grasp of language knows no bounds. She gains a +2 for any literature or poetry related rolls (writing, deciphering, identifying) and can speak and read all languages. |
Dreamwalker | A capable walker of the Dream Paths, The Green-Eyed Witch is capable of leaving messages in dreams. For a runner with 3 or more loyalty, she can be called upon to perform this service on a target of their choice for a chip. They must give him the full name of the target as well as their face for such a task to be possible. See 'Circumspect Sorcerer' for additional caveats regarding chips. They can only leave messages and have no power over how the target will respond to the message. Roll their active pool vs the targets logic and willpower, with all applicable modifiers. One net hit will allow leaving a message. |
Meddler | The Green-Eyed Witch is a socialite, even disgraced. In some ways, they are more in tune with emotions and wants since her banishment than before. +2 on all social rolls. |
The Eternal Muse | After years adrift, the image of this green-eyed specter has been planted inside the mind of countless people. Specific politicians, detectives and artists throw themselves at her feet upon encountering their subconscious ideal made real. As such, The Green-Eyed Witch has a large network of benefactors that fund their enterprises. It's likely that she can find you such an afflicted individual, though she will only make known the smallest and most disposable ones for a runners use. |
Former Fae | Once a noble of the Seelie Court, they still know a great deal about the dealings of those tricksome fae . +2 on any knowledge rolls related to fae or elven dealings. |
Art Nerd | The personification of all that is interesting in the mortal world, The Green-Eyed Witch adores art, all art. Sculpture, painting, performance, literature, poetry, you name it. Art history is one of her personal hobbies, always curious into the artists behind the works and the current atmosphere of awakened art is especially fascinating to them. +2 on all art-related knowledge or active rolls. |
Metaplanar Relieve | They've spent years in the metaplanes as a drifting, half-fractured idea. Now, they are just another tool for her to use. +2 dice on all rolls related to the metaplanes and the astral world. |
Chain Breaker | A Spirit herself, The Green-Eyed witch detests those that would bind other sentient beings to their will. They can suppress their opinion on this matter during polite conversation but she has been able to network amongst like-minded individuals. +2 on any rolls regarding networking with, dispensing knowledge of or talking to spirits or other chain breakers. |
Ritualist | What mage doesn't pick favorites when it comes to magic? To them, rituals are the ultimate extension of magical artistry and the true separation between meaningless spellslinging and true magic. +2 to all rolls regarding creating, identifying or dispelling rituals. |
Dicepools
Dicepools | |
---|---|
Knowledge Checks | 14 + Loyalty + Aspects - Notoriety |
Active Checks | 10 + Loyalty + Aspects - Notoriety |
Gear Acquisition Checks | 4 + Loyalty + Aspects - Notoriety |
Networking Checks | 6 + Loyalty + Aspects - Notoriety |
Network
Player Characters with this Contact
Name | Loyalty | Chips |
---|---|---|
Docteur Vega | 1 | Even |
Gremlin | 1 | Even |
Knack | 1 | Even |
Oberon | 3 | Even |
NPC who know this contact
Narrative Significant Runs
Name | GM | Metaplot | Date of Run |
---|---|---|---|
Chain Mail | Sleevey | La Famille Du Peintre | 10 February 2085 |
Ash Replevin | Sleevey | La Famille Du Peintre | 27 December 2084 |