Character Sheet
Name: Miriam Green
Shadow Name: Morata
Age: Sixteen.
Gender: Female

Path: Mastigos.
Gnosis: 3
Mana: 4/12
Wisdom: 7

Arcana: Mind 3, Space 2, Fate 1, (In Progress) Spirit 1

Aspirations: Unlock the Secrets of the Fire.

Obsessions:

Virtue: Faith
Vice: Curiosity

Health: 8/8
Willpower: 7/7
Defense: 2
Destiny (Merit): 4/4

XP: 0
Arcane XP: 1

Attributes:

Strength 3, Dexterity 2*, Stamina 3
Presence 2*, Manipulation 2*, Composure 3*
Intelligence 4, Wits 3, Resolve 4

Aspects:

Promising High School Student (4): She's smart and well liked around school. In fact, she has a pretty good grasp of not merely the basics of high-school learning, but even the things that are up to the senior year. Beyond what a person might learn in a she's a little lost, and so there are limits as to the kinds of things she'd know about, but if it can be found in a textbook she might have read, she's probably read it. As well, she knows how to plan her time, to get along with other people at school and not get into fights, and otherwise do well in this respect. She's best at history.

Preacher's Daughter (3): Growing up with a father who tells the gospel word, you learn how to mimic the way he gives sermons, quote the bible chapter and verse, and know more than a little about how to interact with people and their religions, faiths, and how churches function. Whether it is mingling after church, being a sounding board for her father's sermons, or playing games that involve reciting long passages of the bible from memory, she is good at it.

*A Bit of a Tomboy (2): She's really at the age where you're supposed to outgrow this sort of thing, really. But she still likes climbing things, she still likes running around the school, she still knows a little about getting into a scrap, even if she hasn't actually gotten into a fight since...well, a few years. She's keen, athletic, and very, very interested in baseball (boo, Kansas City Monarchs, boo!) which she read about, not having a radio, and that being fledgling besides. In any wise, it certainly isn't fading with time, and it's given her a set of interests and hobbies that meshes quite interestingly with her obvious piety and (reasonably, mostly) obedient nature.

Breaker of Chains (2): Abraham Lincoln was a swell guy, in her opinion. Her own father's involvement in the NAACP and her engagement in High School history has made it so that she's actually surprisingly knowledgeable on race issues, and quite talkative about them in the right circumstances. She knows how to keep her mouth shut, of course, around older white men or the like, but she has her opinions and she wears them on her sleeve, and that includes knowing a lot of things most girls her age wouldn't know about, academically and otherwise.

A Practicing Mage (2): While Morata has a lot to learn, and has only been practicing magic for a short time, she is now fully settling into magical society. She knows the Orders, and more than that she is starting to understand both the personalities and how magic truly works. It is a long journey, but she has taken another step forward.

Can We Keep Him? (1): She has had dogs and cats before, and currently has one of each, which she of course does all of the work taking care of, because her mom said that if she had to deal with that, she'd throw them out. She has a bit of a way with animals, and after the third or fourth stray, also with people and convincing them to go along with her quite innocent and well-meaning requests.

Problem Solver (1): Kids in her neighborhood and at school tend to trust and like her, or at least she's tried to be liked, and even go to her for help sometimes, whether of an academic nature or just to see what she has to say. She's not exactly a local guru or anything, but she's clever and tends to be able to help people with minor problems, or dispense advice, even if that advice is often enough 'Really, you should tell your parents, they're gonna find out, you know, and if they find out and you didn't tell them, they'll cane your hide raw.'

Sneaking The Cookie Jar (1): She's not a dishonest person, but being someone with a lot of friends means that you sometimes know how to lie for them, and more than that, that you know a little about sneaking an extra quarter here and there. Whenever caught she's full of contrition, and more than that she's not a fundamentally dishonest person, but...well, she knows plenty of people who deserve an extra cookie every now and then.

Mother's Teachings (1): Her mother has tried to at least teach her the basics of cooking, cleaning, and keeping house. The logic that she'll probably need it if she goes to college has been pretty persuasive, and while there are gaps, she's quite self-sufficient when it comes to balancing a budget or all of the other things a modern woman is expected to do, as far as it goes. She's best at cooking meat, and her recipes are all pretty simple, but it's food that'll fill a belly, and that's the most important thing.

To Dream A Dream (1): Morata has become a truly expert in the magic of dreams, and indeed has begun to truly explore what Demons and other denizens of the Astral can and will do. This is merely an extrapolation of what she can already do, hence the discount. Special: Can use Arcane XP for this.

Powers--

Mage Sight (Peripheral, Active, and Focused): She seems to be able to see something that others cannot. Magic itself, and her eyes seem especially attuned to distances and the spaces between things, as well as the minds of other people.

Mage Armor: Mind, Space

Mind 3, Space 2, Fate 2 (In Progress up from 1)

Spirit 1 (Will complete in two weeks)

Rotes--

Dividing the Mind (Mind 1): A rote to divide the mind in two, this means that it has extra reach to add to duration and so on, and that there is a two-dice Yantra that can be done to add to the power of the spell. Involves imagining the split in her mind to enact it.

Scholar's Little Helper (Mind 1): Scholarship is hard work, and it's often difficult to sift through a five-hundred page book on Astral adventures for the single passage on a threatening Goetic demon that's currently ripping the rest of the Cabal apart. Plus, cross-referencing other works can be difficult. Through this tiny little rote, the caster can input a word, phrase, or topic, mentally, and essentially search the book just by holding it up to the light, copying knowledge of what was said in those passages and the passage surround it into their brain without having to search. It does not grant perfect understanding, and sometimes the section requires context to make any sense, but it can save weeks on a big scholarship project. (Rote Mudra, Promising Student, +4) Reach: With each additional Reach, you can search an additional book in the same spell; You can absorb the entirety of the contents of the book, if not always parse its meaning, as if you read the entire book in the instants it took to cast the spell, cover to cover. It may take some hours of thinking and consideration to fully parse the contents, and of course at times understanding and applying it can be more difficult: but an entire book read in less than a second is still something.

Strengthen Mind (Mind 3): It does not, obviously, only effect the intellect, but any aspect of one's mind can be made sharper, as can one's social abilities. The key to doing this, or rather the Mystagogue form of it, involves closing one's eyes and pressing one's fingers against your forehead, as if trying to stimulate thought by motion. When you open your eyes, the spell should be cast. You cannot improve your mind or social abilities to superhuman levels (Rote Mudra: Promising Student, +4), Reach: You may divide the 'Potency' of the spell, eg: Potency 4, enhance Intelligence by 1, Wits by 2, and Resolve by 1; spend a point of Mana: temporarily, for as long as the spell lasts, Attributes can reach supernatural levels.

Scholar's Protection (Mind 3): Adapted from a famous Silver Ladder rote, this grants protection ot the humble scholar. They make a sign with their hands as if their hands are books, their palms pages, and then so long as they neither attack or order an attack, others struggle to gather up the will to attack them. If they do order an attack, or attack themselves, the spell automatically fails… but only for the target, and not any others. Automatons, or beings without thought are immune, but this potent spell makes it so that anyone with a Resolve less than their Mind +1 cannot bring themselves to attack. Those that can still feel hesitation, and it is as if the Mage has two points of Armor. Supernatural beings have an advantage: if they have a supernatural trait, they get +1 to the comparison of Resolve versus Mind, if it is equal to the Mage's, they get +2, and if it is greater, they get +3… even then, a weak-willed but powerful supernatural being might find themselves frozen in fear and doubt. (Rote Mudra: Promising Student, +4) Reach: Spend 1 Mana, the spell may now last for an entire day; You may spend Reach to increase the difficulty of overcoming the Protection, once; Attackers lose 10-again on rolls to attack someone, if that person has willpowered through the magic.

The Dedicated Will of the Just (Mind 3): A spell taught to her by her Uncle, it is in some ways an extension of previous spells. By touching the forehead and spreading one's fingers across it, yours or others, when someone grits their teeth and uses their will, they find it stretching out, like hitting a high note and holding it for longer than a single action, based on the power of the spell. (Rote Mudra, Preacher's Daughter +3) Reach: Willpower when spent can add +2 to all resistance traits; Willpower spent both increases one's ability to endure, and one's ability to 'act'; By spending a Mana, the caster can imagine the benediction and thus enact it in a single breath on themselves or any target, as fast as the speed of thought.

Determined Will (Mind 2): The Mystagogue must go through many hardships for knowledge. Whatever a materialist thinks, anyone experienced in Mind magic knows that willpower exists, and so by a series of invisible taps against either their own or--imagined--someone else's skull. By doing so the Mage can make sure that when they, or others, gather their will for a great task, as long as it isn't magic they will get a bonus to the will-enhanced roll (9-again.) (Rote Mudra: Preacher's Daughter, +3: Inspire others and inspire yourself), Reach: The bonus can be increased; the bonus might be able to be used even to enhance magic, strengthening the will that brings itself to bear in casting a spell.



The Bonds of Fate (Fate 1): It is one thing to look at someone and see them, it is another to be able to look at them and see the destinities, the curses, the broken oaths and more that mark their soul and their persons. Mystagogues imagine a cobweb of connections and strands of fate itself, and carefully reach out a finger to tap at the edges of the cobweb without breaking it, to see what creeps up. (Mudra: Can We Keep Him? (+1), the spider spins its web.) Reach: The Mage can know when someone is possessed, mind controlled, or otherwise has their destiny majorly influenced; the Mage can tell someone's Destiny and Doom, can know when the curse they're affected by will be lifted, or so on.

The Unusual Path (Fate 1) : Fate itself can sometimes intervene in small ways. Through this spell, a Mystagogue can state a goal and then receive omens, sometimes faint and contradictory, on how to begin working towards it… and can even allow them to match strength with strength: subtly twisting fate so that their talents are just the right ones needed to advance upon the goal. Miriam uses it to occasionally leverage her way through a tricky social situation. The Mudra involves tugging on strands and pulling them in with a flip of a hand, as if examining something. (Rote Mudra: Problem Solver, +1) Reach: Can substitute any skill needed while under the spell for another within the same category, e.g. the character's religious passion turns out to be just what it might take to convince the homeless person to tell you where the body is hid, instead of a skill involving the streets or crime; Can, if taken further, substitute any skill for any other skill: your athletic prowess intimidates the homeless man, your knowledge of petty trivia charms the high society lady you need to steal from.



] No Shackles For The Scholar (Space 2): A Mystagogue cannot be stopped merely by a locked door, or being chained up above a pit of sharks while a villain monologues about how the Secret of the Amazon will die with them. So by imagining their own escape, and circling around that thought a few times as fast as possible, they can affect it. Any one barrier: locked door, handcuffs, barred window, or so on is fine… though it cannot get one through a bouncer or through fire. It can also be cast on an object, such as if you want to push a macguffin through a locked door and then face the enemy yourself. (Rote Mudra: Breaker of Chains, +2), Reach: Can pass through even shackles or objects they could not move through, such as being chained up, or trapped in a coffin, or anything else; subject can squeeze through narrow gaps that they should not physically be able to make it through: you can in fact drive a car through an open front door half its width if you cast this spell on it.
Merits--

(**) 'Profession'--Student
1--Gain 9-again on any roll that can be justified as having to do with one's profession.
2--Gain two dots of Contacts related to one's 'profession.'
3--+1 to rolls against any mental, physical or social stress that might get in the way of performing one's profession.[1] This cannot create a positive bonus.

4--8-again on rolls.
5--One special bonus based on the nature of the 'profession.

[1] Okay, in this case, imagine the college student who is good enough at class that he can show up hungover and still get something out of class, or the athlete who can go out not feeling 100% and still actually manage not to fuck everything up forever, even if he's not putting in his best performance.

(***) Parents: It may seem absurd to say it, but having parents in the picture who can help solve moderate problems is a boon. Obviously the drawback is that if they get involved and it's over her head, it could end badly, and that more than that, they obviously are sure they know best, but asking Mom or Dad is totally an option available to her, and one that can enlist their aid and ask their advice.

(***) Contacts:

She has contacts with both People She Knows At Church, a broad group but in some ways self-selecting, and among those kids she knows around the neighborhood, as well as People At School. People are willing to talk to her, ask her advice, and that goes both ways, doesn't it? If she wants to ask around, she could certainly do worse than asking when she's at church, with someone inclined to see her well already.

Egregore--Mysteriorum Arche (•): In a teamwork spellcasting roll in which the character is participating, she does not suffer the –3 penalty to contribute without the necessary Arcanum rating, and adds an automatic success if a full participant. All members of the ritual team must possess this Merit.

(*)Language: Latin

She knows Latin, read and spoken.

(*) Order Status (Mysterium)

She has been initiated in the first mystery of the Mystagogues.

(*) High Speech

She can use High Speech as a Yantra in spellcasting, and knows enough to be (roughly) conversational outside of the very formal language of Spellcasting.

(*) Egregore

1) In a teamwork spell in which she participates, she doesn't take -3 to the roll if she couldn't cast the spell on her own, and if she can she adds an automatic success to her dice roll for the purpose of granting the ritual leader the bonus dice. However, everyone involved in the ritual must have this level of Egregore. This represents her connection to magic, and through it, others of the Order.

(*) Resources:

She has a little bit of spending money saved up. Not much at all, but it's something. And it's more than a lot of people have, and so she knows to be grateful for it.

(****) Destiny

Effect: Miriam does not yet know the specifics, but she is destined for greatness and yet also doomed in some way.

Currently at 4/4.

(***) Astral Adept: Can enter the Astral far easier, by paying just a WP and meditating.

(***) True Friend (Virginia)

Effect: Miriam has a true friend. True Friend represents a trusting relationship that cannot be easily breached. Unless Miriam really does something to deserve it (really, really) Virginia will not betray her, and I, the QM, has to go easy on her in terms of throwing her into danger. Slightly kid gloves with her, as part of an implicit contract, though that does not mean that Miriam's mistakes or actions might not involve her in deeper problems than she should be facing. And any roll, natural or supernatural, that has the purpose of influencing Virginia against Miriam takes a 5-dice penalty. Additionally, once per...let's say week, Miriam can regain a point of Willpower by having a meaningful/heartfelt/important interaction with Virginia.

Consilium Status (*): Consilium--Increasingly she is a known entity, someone whose existence is no secret at all and whose fame is even harder to deny.

Contacts: Vampires (1)--Her work with vampires means she has a greater awareness of where she can go to talk to them, especially once she thinks through what she saw.

Allies (1): Guardians of the Veil--In the aftermath of yet another Interview with a Vampire, she has been contacted by the Guardians of the Veil, who are curious and who are willing to trade curiosity for curiosity.

Trained Memory (1): She has trained her mind to be something like a steel trap, though perhaps rather more effective than that, all things considered: steel traps can rust, because outside of stressful moments she never needs to roll to remember anything… she just remembers, and without Magic at all.

Minor Elements:

--Having studied a Spirit Bestiary, Miriam is now more able to tell some common spirits apart, even without using magic, and can call up basic facts about said common spirits.
--Has the Memories of a vampire in her head, which can be examined/considered later.
 
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Hmm, does this work?

[X] Get the grate off and drop a piece of clothing down below to lure the dog into the gutter, then drop the grate back on if it falls for the bait. That would trap the dog and give you room to study it.
-[X] Emotional Urging to get the dog to go down there. Mind Reading to evade it's attention better.
 
Hmm, does this work?

[X] Get the grate off and drop a piece of clothing down below to lure the dog into the gutter, then drop the grate back on if it falls for the bait. That would trap the dog and give you room to study it.
-[X] Emotional Urging to get the dog to go down there. Mind Reading to evade it's attention better.

Well, you could certainly try that.
 
[X] [Faith] Try to get the grate off to go down there and pray for him. Even if he's just a memory or a metaphor. Who knows what it might do?
-[X] Know Nature and Emotional Urging
 
[X] [Faith] Try to get the grate off to go down there and pray for him. Even if he's just a memory or a metaphor. Who knows what it might do?
-[X] Know Nature and Emotional Urging
 
[X] Get the grate off and drop a piece of clothing down below to lure the dog into the gutter, then drop the grate back on if it falls for the bait. That would trap the dog and give you room to study it.
-[X] Emotional Urging to get the dog to go down there. Mind Reading to evade it's attention better.
 
[X] [Faith] Try to get the grate off to go down there and pray for him. Even if he's just a memory or a metaphor. Who knows what it might do?
-[X] Know Nature and Emotional Urging
 
[X] Get the grate off and drop a piece of clothing down below to lure the dog into the gutter, then drop the grate back on if it falls for the bait. That would trap the dog and give you room to study it.
-[X] Emotional Urging to get the dog to go down there. Mind Reading to evade it's attention better.
 
[X] Get the grate off and drop a piece of clothing down below to lure the dog into the gutter, then drop the grate back on if it falls for the bait. That would trap the dog and give you room to study it.
-[X] Emotional Urging to get the dog to go down there. Mind Reading to evade it's attention better.
 
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Dang, got here too late to vote. My best guess is that this guy is involved in a dog-fighting ring, probably providing food. If he used to like dogs, this would be particularly traumatic, and if there was an accident and somebody he knew got chewed up recently I think it would explain a lot. Drinking to cope, feeling like he's in too deep, feeling too guilty to tell anyone, feeling partially responsible probably.
 
You can also, as always, vote or anti-vote for any XP stuff.

*******

First time Omphalos and Trial: 1/5th Arcane XP
First time Spire: 1/5th Arcane.
First time Anima: 1/5th Arcane.
The Ordeal to the Wastes: 1/5th XP
Visiting the Wastes: 1/5th Arcane.
Visiting the 5 palaces: 1/5th Arcane.
There and Back Again: 1/5th XP

Note, for all of this, you'll never get XP just for showing up for any of these examples again. So enjoy the bounty. Feel free to ask what is and isn't unlocked.



Walk to the Beach, Miriam: 4 dice=1 sux-1 armor=1 Bashing
Walk to #1: 1
Walk to #2: 1
Walk to #3: 0
Walk to #4: 2
Walk to #5: 2 sux

Thinking: 4+1+3 (WP)= 6 sux
Talking: 3=3 sux
Think: 4+1=5=0 sux

WP: 2/6


A/N: And thus we end the Astral Journey.

Very quick search says this is the last time we got one of those XP spoiler boxes, but if anyone could double check the posts after this one?
 
Page 55: The Art of Mental Wellness, Part 5
Page 55: The Art of Mental Wellness, Part 5

God didn't ask you to do only what was convenient, when it suited your tastes. God was not a part-time father, who showed up to approve of your actions, and then step away. God was not a joke, and Miriam knew of no more horrible feeling than the knowledge that she had let down her faith, that she had failed what she saw as her duty to God and man.

Whoever was down there was a man, in some sense. At least as real as Littleboy, and yelling for the help of God.

God was here, as He was everywhere, and so was Miriam. "No, I can't," she said, in a low, almost trembling voice. This was folly, in a sense, and certainly it was pointless, or could be. But she had to trust the feeling that pumped from her heart and filled her head. The feeling that this was something she should do. That this is what God would want. That this was just, and more than just, it was the right move.

There were acts of justice that hurt the doer, and this could be one of them as she knelt down. "Please give me tools if you have any, or get out of the way."

She began to tug at the grate. It couldn't be that easy, but it did seem as if it were weaker than expected, especially when her hands, soking into the blood and muck around the grate, found a part of it that hadn't been screwed in.

The smell of blood was horrible up close, and she tried to ignore it, tugging at it. It was very, very heavy. The weight made her arms strain a little, but she grit her teeth and tried to force it. Inch by inch, it began to lift up,a nd more blood dripped down from the corners and the edges.

The iron was hard and a little sharp, and she felt as if she could cut her hands at any second, but she wasn't going to stop.

"Keep watch," Miriam said, loudly. She hoped she was speaking with authority as she did it. "If anyone comes, though, run."

"Why?"

"We're out here, doing something against the rules," Miriam pointed out, though the truth was because she didn't want to 'hear' someone die. She didn't want to be here at all, in a way, separated from Wayword and stressed and tired and sure that her duty required her to go down and see what was there.

"Oh, right."

She tugged again, and then once more, aware that this was only slowly giving way. But up and up she pulled, her muscles straining, her arms aching. She was strong for a girl, but even a strong man might have struggled at this.

It wasn't exactly easy. But she kept it up, until at last it began to really pull up, though only on one end. She was handed a screwdriver, and she began to work on another of the screws, pulling that open. It was easy once half of it was disassmbled, but she was also messy and annoyed and scared.

She wasn't the kind of person who dealt with mechanical subjects all that much. She didn't know her way around tools, though in this case it was easy. Just turn a screw, and pull it out. Maybe it should have been bolted to the ground, actually.

Once she was finally done, she looked down at the ground. It was a blood gutter, and so, unless it was even deeper than it looked, she'd be jumping down into knee-deep blood.

Oh well.

In the distance, there was the rich, deep sound of yet another dog barking. Harsh, and capable of making the skin crawl, but no more than that. Yet. But a sign that it was getting closer.

She dropped down, stumbling as she did, almost tripping and faceplanting. Her knees were hurting now as she looked up to see… a man and a dog.

The man was thin and naked. White, for that matter. She averted her eyes from anywhere but his face, which was shaggy with unshaven beard. He had brown hair, and brown eyes, his features dull and almost putty-like. Indistinct, in other words.

And he was holding a dog on a long, rope leash. It was big and brown, with dark red eyes and a mouth full of froth. It was the kind of dog you put down for fear of what it'd do, and it tried to leap at her, only to be held back by the chain.

Just looking at the dog filled her with an odd sort of fear. Or rather, the ghost of it. The memory of the fear. It had to be some kind of magical effect, whether caused by a Mage or some other being, because it was too sudden and too total as she tried to focus, pulling out a pen and pointing at him. She thought about him, tried to understand him and then the dog, two separate spells right on top of each other.

Except… she felt both of them at the same time. This was a monster; this was a man. This was both at the same time, and yet the monster was stronger than the man, who was weak, who was the exception and not the rule. It was not a social creature, but it was not particularly dim, though also not particularly brilliant. A normal person, but one without more than a slight hint of sharpness.

She couldn't get a good, close view of him, or perhaps it. Yet if one asked for God's mercy, him was the word. She kept the pencil steady, and tried to feel his emotions, shifting them a little more towards the positive. Or rather, to soften the anger she felt coming off almost visibly from the dog and the man. "It's okay," she whispered, as she felt the magic take, all silently. She was stretching herself pretty far, she knew, doing the kind of magic that she rarely did, and doing it in rapid succession as she pulled out a mirror, using it to deflect some light onto him from above, so she could more fully see his face as the dog strained and barked, trying to get off its leash and kill her.

But the dog and the man were one in the same. It felt like a metaphor, and yet this was a place in which metaphors could be remarkably literal.

The magic was at once hard and easy. It felt natural as breathing, but it was complex, watching him and trying to picture in her head what she wanted to do. She was a friend, and he needed to know that, as she crafted the spell in the span of a few breaths. She waded forward, symbols forming in her mind as she gestured with the mirror. "It's okay, God sees you. God forgives you, if you repent."

"Repent?!" the man asked, sounding confused and furious, but he subsided slightly as she reached, from what she could tell, just out of reach of the dog as long as he held the leash. If he let go, then it'd maul her. She knew this, but though her heart was racing, she didn't allow it to influence her.

"All men sin. All men fail. All women, too. God knows this, and yet He forgives this and far worse. I do not know what happened here, but my father is a preacher. I know that God forgives even the worst sinners, if they repent."

"If they confess?" he asked.

"Perhaps that too," Miriam said, neutrally. She wasn't a Catholic, and so confession wasn't necessary. God could hear it anywhere.

There was a growl up above, and Littleboy yelled, "I'm outta here!"

She had to assume that this was the monster. The leashed dog kept on barking as she held up her hands.

"You should pray, and see what prayer tells you. Because I'm trying to help you, and more than that, help this. Help everything and everyone." She gestured around, referring to the mind, even if he didn't know it.

"I… I don't know what I am. I just am."

"What is the dog?"

"I let go of it," he said. "And someone dies. I must hold onto it. I must hold onto it, because it's in me. It is me. I am it. I am… I don't know. I said this. I remember saying this, and then I didn't say this. What are you? Where am I?"

"That's a long question," Miriam said, sure that he was a being of dreams and memories. Which means he'd said all of this to Larry, once. Said all of that and then done something terrifying.

"You hurt someone, but people do hurt others, but they can repent. Understand? I forgive you. I just want to understand."

"Understand?"

"Yes," Miriam said, kneeling down in the blood. "Please kneel with me. Do you know Matthew chapter 8, verse 2? Lord, if You are willing, You can make me clean."

"Who said it?" he asked, but he knelt, slowly, halfway collapsing into the blood and muck.

"A leper. The body might betray you, but the soul belongs to God, in the end, no matter what anyone may say or do to it." She closed her eyes. She was not afraid. God was here, and she breathed in and out.

"I am a beast, a monster."

"You are a man, where it counts. You can act as a man, you can talk, you possess a soul," Miriam said. "A soul that calls out for sustenance as a dying man calls for water. He leadeth you besides still waters. Let Him in. Close your eyes," she said, not knowing if he had or not. "And pray. Look into your heart."

There was scratching up above, as the wolf=-monster tried to break in. But she ignored it, and the scent of blood and gore and, after a moment for her nose to get used to it, feces as well. This was a prison, a prison that held a man and a monster, and the two were one in the same, or so the man thought.

So it was.

"Can I be saved?"

"Who cannot be saved? Faith can move anything. God is great."

"...thank us for this food," he muttered, and she opened her eyes briefly. He'd retreated to the wall, trying to hold the dog back. It was right in her face, almost, just a foot away, and it started barking loudly.

"The dog is not real."

"I… I do not, I can't, I--"

"The dog is not real. Show me. Show me," she said, reaching a hand out.

Man became dog, and dog became man, and then standing there before her was the chained monster she'd seen up above. A little different in details, smaller and more pathetic, with fur that seemed patchy in places. But fundamentally the same. Fundamentally the monster, surging forward on the leash.

There was a roar from up above, and then a voice called, "Ruth!" It was Wayword.

Miriam glanced over at the monster, which slowly subsided, then stared at her balefully. "God will forgive you."

Her body was soaked with blood, her joints aching. "You… you didn't ask to be made this way."

"I… remember," the monster rumbled, then trailed off, and she knew what this meant.

Larry had seen too little. The memory was not the thing. This was merely what he had seen of the person, and then why--

Why indeed?

Disbelief.

A man who turned into a monster had become a man with a rabid dog, ready to attack anyone and everyone. It was clear, and yet not so clear.

The hatch pried open, and there was Wayword, holding out a hand. "Grab on! We need to get you out of there."

She turned, glancing at the monster one last time as it became a man again. "I forgive you too…"

For murder.

Suddenly it felt as if she knew exactly what was going on. If only that helped her understand why it was happening, and how.

She turned, and tried to leap, and somehow Wayword's hand grasped hers, and she was pulled up. Wayword was panting by the time she flopped, now soaked head to toe in blood, up above.

The monster was gone, and so was Littleboy.

"I… Disbelief. He saw magic, Mage magic of some kind. But it wasn't just that. It felt different." Miriam was talking before she'd even caught her breath.

"Please, relax. I've driven it off," Wayword said, looking concerned. "What's down there?"

"He saw a man turn into a monster. Can Life magic do that?"

"Traditionally, one becomes an animal, but you can gain claws, and hide, and all sorts of things like that with Life magic. It's just that Sleepers will notice it and start unraveling it with their disbelief. It's not a good idea, in other words. But… that monster could have been made from a man using magic."

"Larry saw that, and then rationalized it, but a part of him knew it anyways."

"That shouldn't be possible. It'd almost be convenient if it was, because then something more could be done with helping people remember, or work around the impossibility of what happened. Instead, they forget entirely."

Miriam had no answer to that, really. If Wayword said it was impossible, it was impossible. And yet it was. She frowned, "There's also the fear I felt. It was… it felt like it was targeted, almost. Like an animal before a snake."

"Perhaps. There is magic that can do that, and there are ghosts and spirits as well. All sorts of beings that can cause fear as a specific act, rather than a reaction. Though I've seen the monster, and are you sure it was not just the terror of the thing tainting his mind?"

"That could be it, but it doesn't feel that way," Miriam admitted. She didn't have evidence, but as she tried to relax and think, it made sense.

"So, I have a few things to tell you. Littleboy isn't dead, or at least, we didn't think he was. A month and a half ago he left to go back down south."

"Are you sure it was him?" Miriam asked.

"We can't know," Wayword admitted, his face drawing. "Darn. If it was a dummy, then… or what if it wasn't, and the death was instead some sort of metaphysical mauling? We can't know. But… this is still your test."

"My test?" Miriam asked, confused. She had thought she was just going along with Wayword in order to see what it was like, helping people, and that her making the decisions was a courtesy to her, an attempt to see what she said.

A test made it sound far more formal.

"I should not have told you, but… just act as if it were nothing. Tell me, what do you advise we do about him, and about what happened. This is clearly spiraling out of control, but I want to see what you have to say."

On Larry (Choose 1)

[] He needs to forget this. Forget the attack, and forget the dogs. Only then can he work through his problems on his own. They're clearly the catalyst.
[] He remembers this, and can be helped to remember more, since it could help find out what is happening. Plus, perhaps he needs to learn to cope with the scars he has, rather than healing them outright.
[] Even without the dogs, and the bad memories, by now he has been drinking for months. There are still underlying issues, and even if they're being masked by the supernatural one, they're the most important issues to deal with.

On the Wolves

[] Search the factory. Focus on the location and dig up any possible clues.
[] Look for Littleboy. He might provide answers, or at least good questions.
[] This was done by, or in relation to, Mages. Try to follow that line of thinking. Surely someone's guilty, or some trace can be found of who would be responsible for such… evil.
[] Write-in.

*********

1/5th XP: Talking with friend
1/5th XP: Finding out answers
1/5th Arcane XP: More on magical mind mojo stuff.

Current total.

2 4/5ths XP

2 1/5th Arcane XP

Grating on me: 3 (Strength)+1 AND 4 (Int)+ (Sux for first one)=4 and 6 dice=2 sux and 4 sux

Forcing it: 3 sux

Know Nature: 2 (Mind)+1 (Gnosis)=2 sux

1 Reach spent on distance, 1 Reach spent on time.

Two free Reach (Mind 1) so, no over-reach.

Virtue: Animalistic
Vice: Human

Social Dice: 4
Mental Dice: 7

Emotional Urging: 2 (Mind)+1 (Gnosis)+1 (Yantra: Pencil)-1 (Potency to overcome Withstand)=2 sux

2 Reach for distance and size, 1 for Duration.

2 Over-reach.

Paradox: 2 dice=0 sux, good.

First Impressions: 2 (Mind)+1 (Gnosis)+1 (Yantra: Mirror)+ 1 (Yantra: Pen)-2 (Raising potency)=1 sux, First Impression goes from Average (would be Hostile without Urging) to Excellent.

Paradox #3: 2 dice+1 (Second roll in the scene)= 0 sux, good.

Talking: 2 (Presence)+3 (Daughter of a Preacher)=3 sux

"Average" impression raised to Good, Impression for the first door opening raised to Perfect.

Total Number of Doors: 4=1 (Base Composure)+1 (Virtue goes against it)+1 (Aspiration goes against it)+1 (Inhuman)

4-1 (Urging)=3

Talking Down: 5+3=3 sux

Willpower at 0.

2 doors left, impression reduced back down to good.

Vice Temptation: sux

Prayer: 2+4=6=1 sux

1 Door left

Timing: 7, pretty alright

Prayer: 2 sux…

"Truth?"

Int+Wits=2 sux

A/N: Alright, and so there we go. You got some pretty good rolls, honestly.
 
[X] He remembers this, and can be helped to remember more, since it could help find out what is happening. Plus, perhaps he needs to learn to cope with the scars he has, rather than healing them outright.
[X] Search the factory. Focus on the location and dig up any possible clues.


If its Lunacy no human witness is reliable. But Mages have options. Particularly the Spirit angle
 
[X] He remembers this, and can be helped to remember more, since it could help find out what is happening. Plus, perhaps he needs to learn to cope with the scars he has, rather than healing them outright.

[X] Look for Littleboy. He might provide answers, or at least good questions.
 
[x] Even without the dogs, and the bad memories, by now he has been drinking for months. There are still underlying issues, and even if they're being masked by the supernatural one, they're the most important issues to deal with.
[x] Search the factory. Focus on the location and dig up any possible clues.
 
[X] He remembers this, and can be helped to remember more, since it could help find out what is happening. Plus, perhaps he needs to learn to cope with the scars he has, rather than healing them outright.
[X] Search the factory. Focus on the location and dig up any possible clues.


I really did like this chapter, it made me glad that we picked a religious character.
 
I really did like this chapter, it made me glad that we picked a religious character.
I have to concur with this. That was a great chapter, everything from Miriam's display of faith, to the description of the environment, to the nature of the man himself and the interactions between them. This mystery honestly seems to tie in wonderfully with the Druid we said we'd help, given he likewise possesses both spirit and life magic (and what appears to be at high level) and while he may not know specifically about what this is, his expertise or teachings could be invaluable.

[X] He remembers this, and can be helped to remember more, since it could help find out what is happening. Plus, perhaps he needs to learn to cope with the scars he has, rather than healing them outright.
[X] Search the factory. Focus on the location and dig up any possible clues.

If we weren't undated with so many social successes, I may be tempted to not take the remember option, but as it with with that great deal of luck combined with needing to know more about what's happening I prefer this option. As mentioned within the chapter, it can also tie into a slightly broader discussion of normal humans, sleepers and mages.

For the second selection, I'll just start with the factory due to it being the most convenient because it's right there, and because of the prominence it displayed within the various memories. Little Boy should still be followed up upon for thoroughness, but given he's been gone for 6 weeks I don't really see an immediate need and others would have better skills for tracking him down.
 
[X] He remembers this, and can be helped to remember more, since it could help find out what is happening. Plus, perhaps he needs to learn to cope with the scars he has, rather than healing them outright.
[X] Look for Littleboy. He might provide answers, or at least good questions.

This still smells like Werewolves to me, only the Mage community doesn't know about them.
Of course, Mages and related phenomena are possible.
 
[X] He remembers this, and can be helped to remember more, since it could help find out what is happening. Plus, perhaps he needs to learn to cope with the scars he has, rather than healing them outright.
[X] Look for Littleboy. He might provide answers, or at least good questions.

The bit on Disbelief & Life magic seems like a red herring - either this man is a Sleeper, in which case he'd forget anything Supernal he saw, or he's a Sleepwalker, in which case he'd remember it clearly.

No, there's only two possibilities I can see now. The first is that we're dealing with "Fallen" magic, supernatural powers that can nonetheless be seen & remembered by Sleepers without invoking Paradox. Most likely it's something to with spirits like I theorized about previously.

The second is that it might be a Proximus, someone who holds a shard of Supernal truth and power while not being Awakened. Their power is very much like that of a Mage in nature, but it comes at some sort of cost, a compulsion or curse of some kind.

This is pure conjecture, but it might be that Proximi are sufficiently "Fallen" that even the Supernal powers they invoke are warped - enough that Sleeper witnesses can still remember something of what they saw - and a Proximus breed that have powers themed around turning into a superhuman monster in exchange for being driven to hunt/kill/terrorize others periodically would make sense.

If Proximi do still invoke Paradox and Disbelief normally, then we can discount them, but given @The Laurent's affection for them it might make sense.

However, this still relies on the idea that the man-and-dog are representative of someone this man saw, and not personifications of his own internal struggle - in which case he knows the "monster" well enough to see them as a person who is traumatized by what their inhuman nature is making them do. One option could be that the man-and-dog is Littleboy; they knew each other for some time, and him leaving to go back down South might have been motivated by wanting to keep his friend from getting hurt as a result of staying involved with him.

Hence my vote to look for him - working out whether this man witnessed a monster or is a monster is important to reaching the bottom of this.
 
[X] He remembers this, and can be helped to remember more, since it could help find out what is happening. Plus, perhaps he needs to learn to cope with the scars he has, rather than healing them outright.
[X] Look for Littleboy. He might provide answers, or at least good questions.
 
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