Alice Beauchamp: Difference between revisions
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* Martian Psionics (Ascendent): 4 | * Martian Psionics (Ascendent): 4 | ||
* Dark Lady (Exceptional): 1 | * Dark Lady (Exceptional): 1 | ||
* Skillfull | * Skillfull 3x: 3 | ||
* Base Refresh: 6 | * Base Refresh: 6 | ||
* Experience: | * Experience: 4 | ||
* Power Tiers: -5 | * Power Tiers: -5 | ||
* Gifts: - | * Gifts: -3 | ||
Adjusted Refresh: | Adjusted Refresh: 2 | ||
==Stress== | ==Stress== |
Revision as of 14:12, 13 March 2012
(AKA "Alec Campion")
Player: Joshua Kronengold
Physical Description
Black hair (of course) Eyes: Hazel
Aspects
- Archetype(Alien): Reincarnated Martian
- Social Class(Upper): Poor Heiress
- Conviction: One Must Preserve Appearances
- Major Complication: Inconvenient Truths
- Free: "I can see the future"
- Major Conviction: Truth is found in the shadows
- Major Conviction: "I'm Invincible"
- Free: Curious about Curiousities
Skills
- Great(+4): Alertness, Dark Lady(Ex)
- Good(+3): Contacting, Martian Psionics(A)
- Fair(+2): Presence, Art
- Average(+1): Horsemanship, Empathy
Total: 20 skill points
Tier Benefits
- Move(Martian Psionics): Can fly up to 3 zones each round as a free action
- Physical Force (Martian Psionics): +3 weapon damage to psionic damage
- Hide (Dark Lady): Can move one zone per round while remaining hidden.
- Languages (Dark Lady): Knows 5 additional languages (total: 8, given a skill rank of 3)
Power Tiers/Gifts
- Free Gift: Skillfull
- Martian Psionics (Ascendent): 4
- Dark Lady (Exceptional): 1
- Skillfull 3x: 3
- Base Refresh: 6
- Experience: 4
- Power Tiers: -5
- Gifts: -3
Adjusted Refresh: 2
Stress
* Health (3, no armor): | [ ] [ ] [ ] |
* Composure (3, no armor): | [ ] [ ] [ ] |
* Reputation (4, no armor): | [ ] [ ] [ ] [ ] |
Consequences
Trifling (-2 Stress)
Midling (-4 Stress)
Grievous (-6 Stress)
Languages
English, German, Latin
Unique and Strange Skills
- Martian Psionics: (21)
- [Uncontrollable Claryvoyance] Information (Psychic, Unusual: Knows facts she has no way of knowing) (1+2=3),
- [Telekensis] Physical Force (Psychic, Ranged)(1+2=3),
- [Flight] Move (Psychic, Unusual: Flight) (3+2=5),
- [Force Field] Parry (Psychic, Spray, Unusual: can block any physical attack, not just melee) (3+3=6),
- [Telekinetic Strike] Strike (Psychic) (5+1=6),
- Willpower (Psychic) (1+1=2)
- -2 Major Complication (-2): Inconvenient Truths,
- -2 Major Conviction (-2): “I'm invincible”
- = Total: 21
- (Things I'd like to have [that fit]: Stress Capacity (Composure): 4 points, +1 for psychic, Languages, and maybe Initiative: Mental (2+1) or Environment (1+1), or extending Claryvoyance with Examine (2+2—psychic, range, maybe more range) )
- Dark Lady: (5)
- Hide: 1
- Information: 0
- Languages: 1
- Guile: 1
- Research: 2
- Disguise: 2
- -2 Major Conviction (-2): Truth is found in the shadows
total: 26 skill points
Skill Points
- Campaign Default: +30
- Experience: +11
- Skillfull * 2: +10
- Spent on Ranks: -20
- Spent on Unique and Strange Skills: -26
- Points left: 5
Experience
Chapter
9 Chapter Endings Skill Points: 9
Story
- 3 Story Endings
- Skill Points: 5
- Refresh: 4
- Tier Upgrade: Dark Lady Mundane -> Extraordinary
- Saved Story Ending reward (intend to use for a tier upgrade, but could use for a skill point or whatnot)
The Five Questions
Humble Beginnings
Alice was born the oldest daughter to the Marquess and Marquesses Beauchamp. Unfortunately for her, when she was only 8, her parents were taken away by the pox. After that, she spent a lot of time retreating into her fantasy life – as she would often walk and play with playments of her own imagining. Her descriptions of them changed over time – from “friends” to “clown friends”, to, eventually, “martians”. She had friends of her own set as well, of course—but never outgrew her strange friends.
Follies of Youth
Alice began to delve into occultism at 11 or 12—it was a not uncommon pastime of young ladies at the time, and she saw in it an answer to her own strangeness. Her first teacher was a fraud—and vanished after convincing various of his clients put jewlery into his keeping that he then absconded with (and hearts, likewise,but from that exploration, Alice developed a reputation for oddly accurate premonition—became convinced that she had been a martian priestess in a past life, and, in secret, realized she had the ability to move small objects with her mind.
Meanwhile, her cousin, Lord Winston Beuchamp, who was appointed executor of her parents' estate, has held strictly to their will that she be granted only a small allowance until her marriage (in which case her estate will pass onto her husband). What he has done with the family fortune...is an interesting question.
First Awakenings
Alice was fascinated by the invention of Sophronia when her creator introduced her as his ticket into Society, and spent many hours with her and her father, Merrill Wilkanson. Alice, in her odd way of knowing, always thought there was something missing about the tiny creature, however, calling her a wingless faerie – and eventually, Merril came to believe the same thing about his tiny creation. His belief became an obsession, and to Alice's horror, he finally turned to creatures she had previously not seen evidence--the fey for his answer, giving up his very self in order to give his daughter the magical power of flight.
Mysterious Origins
Alice's martian "friends" counseled her to hide her abilities, and certainly, they would have been far too outre for polite society, so she hid them (beyond her habit of "guessing" details about people she meets; not all of which make sense and which tend to get taken as an eccintricity, or stunning perspicacity which is being used to pretend to be psychic). However, the Kerberian inventor, Merrill, having produced what he believed was a psychic detector, decided to test it on believed fraud "psychic heiress" -- and to his surprise, detected significant amounts of psychic activity. Alice, caught out, allowed the curious scientist to see a small portion of her telekinetic abilities.
Delighted and appalled, the Kerberian cultivated the heiress, and arranged for her to be tested for the Club -- a test which Alice, who has never shown anyone the true extent of her abilities (she's not even truly sure herself) easily passed.
Great Failing
Alice's great failing is that, as powerful as she is, she had disassociated from the world around her since her parents' death. She is not socially unskilled, and a life in Society has forced her develop some basic skills for guarding her reputation and ferreting out secrets (not to mention, as an ignored and often overlooked orphan, some skills in subterfuge, remaining unnoticed, and, given her tutors and plenty of time on her hands, reading and spoken knowledge of French, German, and Latin).
However, despite all this, she is struck with an idea that the world itself is not real, and sometimes has problems taking it all seriously, moreover, she wonders if she herself is not real, and sometimes has trouble caring.
On a personal level, despite the great need to rescue her family fortune from her uncle Albert, she has completely failed to even make the attempt, avoiding that unpleasantness in her studies and spending time with the Kerberians.
More, despite the obviously great need for her to find a Husband (easily the simplest measure of rescuing the family fortune, should the man be suitable), she has made no attempts whatsoever to do so -- and has embarrassed several suitors. Admittedly, she has also not made the Mistake of attempting dallance (she is well chaperoned in the Club, and has made no attempt to avoid her keepers outside it), but quite a number of family (and friends of the family) matrons have become Concerned.