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Character Description: A slight young woman made of starlight. She favors wearing clothes that don't make much sense given current seasons, fashion tastes, and regard for matching color schemes. She also likes funny hats.

⚠ <pre>NAME CONCEPT Alsephina Lune Happy-go-lucky pathfinder NEEDLE THREAD Dynamo Joy SEEMING/KITH COURT Elemental/Helldiver Pathway REGALIA TOUCHSTONE Sword/Jewels Vervain Rusika

MENTAL PHYSICAL SOCIAL Intelligence 2 Strength 3 Presence 2 Wits 3 Dexterity 3 Manipulation 1 Resolve 3 Stamina 2 Composure 3

MENTAL (-3) PHYSICAL (-1) SOCIAL (-1) Academics 2 Athletics 3 Animal Ken 1 Computer Brawl 4 Empathy Crafts 2 Drive Expression 2 Investigation 2 Firearms Intimidation Medicine Larceny 1 Persuasion Occult 1 Stealth 3 Socialize Politics Survival 2 Streetwise Science 1 Weaponry Subterfuge 1

	--------------------	SPECIALTIES	--------------------

Subterfuge (Not showing emotion/body language) Academics (Astronomy) Athletics (Trapeze), Crafts (clothing), Crafts (cooking)

	--------------------	STATS	--------------------

Health 7 Willpower 5 Speed 10 Defense 6 Armor 0 Initiative +6 ⚠ </pre>

Aspirations

Do something nice for Vervain
Find something good for the Carnival
Work out with a trod caretaking cycle with Breakback Mike

Merits & Flaws

Mantle (Pathways) 4: Alsephina is a good scout but mostly keeps her head down and doesn’t engage in court politics
+Mantle dots to find and gather resources, sense pathways and things on it
Regain WP when you find your way around an obstacle in your path
Spend WP 1/story, gain Mantle dots in Trod while in the hedge
Acute Senses 1: +Wyrd to perception rolls
Elemental Warrior (style) 5:
Wind Cuts to the Bone (•): The changeling achieves exceptional success on any roll to deal purely elemental damage with three successes instead of five, except when Hedgespinning or dreamweaving. If a weapon is made from only the chosen element, such as a wooden club, it counts.
Defensive Flurry (••): The character adds half his Wyrd (rounded down) in dice to his Dodge pool after doubling his Defense. This swirling elemental shield allows the character to Dodge Firearms attacks as well, but not apply Defense against them.
Hungry Leaping Flames (•••): By spending a Glamour, the changeling may make melee attacks from 10 yards/meters away from his target and add 10 yards/meters to the short/medium/long ranges of a ranged attack for the scene. In addition, the appropriate elemental effects may disturb the scenery: Flammable objects can ignite, cutting winds might knock over unsecured objects, and so forth.
Antaean Endurance (••••): While the character remains in significant contact with the chosen element (standing on bare earth, knee deep in water, facing powerful wind gusts, etc.), he gains extra Health boxes equal to half his Wyrd, rounded down. Add the same as bonus dice to all rolls to resist fatigue or toxins, or to stay conscious.
Wrath of Titans (•••••): The changeling can spend a Glamour to make his successful attacks cause one of the following Tilts for the scene, chosen when activated: Blinded (one eye, or two with multiple attacks on the same target), Deafened (one ear, or two with multiple attacks on the same target), or Knocked Down.
Encyclopedic Knowledge (Science) 2:
Resources 1 (Motley)1:
Library 1 (Motley) :
Hollow 2 (Motley)
Trained Observer 1: 9-again to perception

Touchstones

Vervain Rusika: A fey-touched woman who works as a fundraiser for a non-profit for missing children (something she gravitated towards when Alsephina disappeared). She isn't really sure how to relate to her friend now, but is determined to figure it out.

Changeling Stuff

Blessing:

If you're touching or surrounded by your element, you may take actions up to 3 yards away. Costs 1g per action if you have less than half your total WP

Curse:

Risk Clarity with half Wyrd when someone browbeats, coerces, or forces you to act against your will

Kith Blessing:

Using larceny in the hedge, exceptional on 3

Dive: 1g and roll Dex+occult. On a success you fade incorporeal (takes 10-Clarity rounds). If you find pathways to another realm, spend 1g to go through a door. Must spend 1g and succeed at Dex+Occult to rematerialize

Wyrd 2
Clarity 7

Contracts

Bounty by the Wayside (Pathways, Common) (Instant, N/A, 1 Glamour)

(or wash your eyes) and 1 item type per mantle dot shimmers (item finder)

Primal Glory (Sword, Common (Instant, N/A, 2 Glamour)

(or consume element), become immune to that element and halve supernatural sources of it, 1/1 armor. If it’s your affinity element, it bounces and hurts everyone Wyrd m away instead.

Oathbreaker’s Punishment (Sword, Royal)

notice broken oaths

Changing Fortune (Jewels, Common) (Instant, N/A, 1 Glamour)

mess with dice

Light-Shy (Jewels, Common): (Instant, N/A, 1 Glamour)
 Invisible
Hidden Reality (Jewel, Royal): (Instant, N/A, 1 Glamour)
 Change surroundings when no one is looking 
Guiding the Hidden Path (Pathways, Royal): (Instant, N/A, 1 Glamour+1g per person, max mantle)

Can bring others along with you during Dives Loophole: bind everyone together with a red ribbon

Oaths