Born on a potent confluence of ley lines during the eve of the New Moon, Madame Esmerelda's claim to power was never in question. Her meddling grandfather made sure of that. Esme's grandad was a middling Necromancer who never achieved the heights of the Tower of Bones he always dreamed of. Scoffed at by the local Concilium, he vowed to make his line one feared and respected! Near the end of his natural life, he "arranged" for his son to meet a beautiful and talented psychic (Jane's Aunt). On the night of her birth, grandad "arranged" to be driving them to the hospital. Grandad made sure that the stars were Right when he pulled over, delivered the baby, and sacrificed himself and his lifeblood.
Since then, he waited and watched, until one day Esmerelda took the steps onto her Path. Moros. Just as he intended. And when she returned, he was there to groom her. Esme proved a more than capable apprentice, her every success another mark against his old rivals. The fools!!! His blood would rise to become one of the Greatest Necromancers in the WORLD! But Esme just wanted to help people.
Esme used her talents - which rapidly outgrew her tutor's - to become a medium to ghosts and the departed. Motivated to rid herself of her grandfather, Esme found new ways to make him feel that his "purpose" had been fulfilled, to no avail. In the end, she became the strongest public-facing necromancer in the region. She charges reasonable rates to assist families in contacting the dead, but they don't always like what they hear. She tries to help other ghosts pass on, or make the most of their "second chance," but sometimes things get out of hand. Business hasn't been great, and Esme works hard to keep her business open. Rather, she keeps being "bequeathed an inheritance" from her grandfather in the form of perfectly identical diamonds, which she sells with the help of one of her friends in the Black Sheep Cabal.
Well-meaning and too-helpful, Esme is always looking to give people a second chance. Sometimes these people have died and returned. After all, if Death isn't final, then coming back should be about righting wrongs and fixing mistakes! Esme did her best to rid herself of grandad with no luck, so that must mean she needs to keep working at it. He's still helpful for advice and a few tricks, so it's not the end of the world But it really gets in the way of her dating life. Esme wants to help others and is too proud (in large part thanks to a lifetime of listening to her grandfather) to think her methods cause more harm than good.
Attributes | Mental | Physical | Social | Other Traits | ||
---|---|---|---|---|---|---|
Power | ●●○○○ | ●○○○○ | ●●●○○ | Health | ●●●●●●●●○○ | |
Finesse | ●●●○○ | ●●○○○ | ●●●●○ | Willpower | ●●●●○○○○○○ | |
Resistance | ●●○○○ | ●●●○○ | ●●○○○ | Gnosis | ●●●●○○○○○○ | |
Wisdom | ●●●●●○○○○○ | |||||
Mana | 13 Max; 4/R |
Mental Skills | Physical Skills | Social Skills | ||||||
---|---|---|---|---|---|---|---|---|
Academics | ○○○○○ | Athletics | ○○○○○ | Animal Ken | ○○○○○ | |||
Computer | ○○○○○ | Brawl | ○○○○○ | Empathy | ●●●○○ | |||
Crafts | ●●○○○ | Drive | ○○○○○ | Expression | ○○○○○ | |||
Investigation | ○○○○○ | Firearms | ○○○○○ | Intimidation | ●●●○○ | |||
Medicine | ○○○○○ | Larceny | ○○○○○ | Persuasion | Bartering | ●●●●○ | ||
Occult | Ghosts | ●●●●○ | Stealth | Darkness | ●●●●○ | Socialize | ●○○○○ | |
Politics | ○○○○○ | Survival | ○○○○○ | Streetwise | ○○○○○ | |||
Science | ●○○○○ | Weaponry | ○○○○○ | Subterfuge | ○○○○○ |
Arcana | |
---|---|
Death | ●●●●● |
Fate | ○○○○○ |
Forces | ●○○○○ |
Life | ○○○○○ |
Matter | ●●●●● |
Mind | ○○○○○ |
Prime | ○○○○○ |
Spirit | ○○○○○ |
Space | ○○○○○ |
Time | ○○○○○ |
6 dots of rotes; Mysterium Rote Specialties: Investigation, Occult, Survival (+1)
http://wodcodex.com/wiki/Spells,_Death_(1st_Edition)
http://wodcodex.com/wiki/Spells,_Matter_(1st_Edition)
Arcana | Lvl | Name | Pool | Ref |
---|---|---|---|---|
Death | 1 | Shadow Sculpting | 13 | MtA 163 |
Death | 5 | Quicken Ghost | 14 | MtA 148 |
NAME | PAGE | SOURCE | DESCRIPTION | ROTE POOL | ASPECT |
---|---|---|---|---|---|
Forces 1, Initiate | |||||
Counterspell | 123 | M:tA | counter Forces spells | Composure + Occult + Forces | Covert |
Influence Heat | 162 | M:tA | redirect heat | Intelligence + Occult or Science + Forces | Covert |
Influence Light | 163 | M:tA | redirect light | Intelligence + Occult or Science + Forces | Covert |
Influence Sound | 163 | M:tA | redirect sound | Intelligence + Occult or Science + Forces | Covert |
Nightsight | 163 | M:tA | see in darkness or low light | Wits + Composure + Forces | Covert |
Outer Music | 56 | Ban | listen to the noise of outer space | Wits + Science + Forces | Covert |
Read Matrices | 163 | M:tA | Mage Sight | Wits + Occult or Science + Forces | Covert |
Receiver | 164 | M:tA | hear sub/supersonic frequencies | Wits + Occult + Forces | Covert |
Tune In | 164 | M:tA | listen to radio frequencies | Intelligence + Science + Forces | Covert |
Quicken Ghost | 146 | (x) | M:tA | increase a ghost's traits | Manipulation or Resolve + Occult + Death | Vulgar |
Shadow Sculpting | 135 | M:tA | deepen existing shadows | Wits + Occult + Death | Covert |
Quicken Ghost: The mage quickens a ghost, restoring mindless shades to a semblance of the personality they had in life, and turning ancient ghosts into more potent specters.
Each success raises one of a ghost’s three Attributes by one or provides it with one Essence (this bonus cannot cause a ghost to possess more Essence than it can normally hold).
Mysterium Rote: Remembrance of the Flesh
Ghosts make powerful allies. Supplemented by this rote, they can accomplish feats far beyond their already impressive capabilities. Mysterium mages sometimes bribe the dead by means of this rote.
Use High Speech
Contacts provide Mdm. Esme information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which she has a web of connections and from which she may draw information. She knows the ghosts who might be willing to offer up information or owe her a favor.
Contacts can include individuals whom you or the Storyteller defines, but more likely they comprise an array of people from whom your character can draw information with a phone call, email or face-to-face query. Contacts is strictly information-gathering. Contacts do not come perform services for your character or rush to his aid. Those actions are the purview of other Merits such as Allies and Retainer.
Gaining information from contacts requires a successful Manipulation + (Persuasion or Socialize roll) + Contacts, depending on the relationship between Solomon and the people in question. Penalties might apply if the information sought is little known (-1 to -3), confidential (-3), or if sharing it could get people in trouble or harmed (-3 to -5). Success doesn’t guarantee exactly the information for which Solomon is looking for. Contacts aren’t all-knowing, and the Storyteller is perfectly justified in saying that a particular contact simply doesn’t know something.
Grandad taught me everything he knew about magic, just to spite the Concilium. He just happened to do it after he died and now he is my permanent advisor. Whether I like it or not.
Attribute | Numina | Clairvoyance, Telekinesis | |
Power | High | Corpus Health | 10 |
Finesse | Low | Willpower (Pow+Resist) | ??? |
Resistance | Average | Essence "Glamour" | 10 (Regain 1/day or when I honor him) |
Skills | Occult, Subterfuge, A couple others | ||
Size | 5 | ||
Defense | Average-ish | Telekinesis = Power+Finesse | |
Speed | |||
Initiative |