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"Be alert and of sober mind. Your enemy the devil prowls around like a roaring lion looking for someone to devour."

The story of Miriam Green, a deeply religious Mage in 1920s Chicago.
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OP: The Roaring Age
Pronouns
They/Them
The Roaring Age

"Be alert and of sober mind. Your enemy the devil prowls around like a roaring lion looking for someone to devour."

War ends, but the scars remain on the world. In a world of darkness, old wounds linger and are joined by new ones, but in the United States, glamour and glitz hide growing corruption and increasing problems. As farmers starve and lose more and more, as the conditions were set in poverty and problems for the Dust Bowls of the 1930s, the country marched onward towards an uncertain future.

Women have gained the right to vote, but where to go from there? And what of the vast inequalities that exist between black and white, between rich and poor, between the flappers and the poor scullery maids, between the 'New Women' the rising middle class that consumed and worked and attempted to live a life at once decadent and free.

Activists struggled and the world shifted beneath everyone's feet. Prohibition and gangsters, travelling circuses and freak shows, it is a world that is at once like our own, less than a century old, and yet so unlike that of our own.

It is, in other words, the perfect time period to set a period version of the World of Darkness in, with enough that is strange and bizarre and horrible and even sublime to fill anyone's quota.

So, the idea behind this (besides that I'm not starting it quite yet) is that rather than have a long and involved character creation, I'll give archetypes and then there will be a little bit of definition gained via the Prologue.

Also, I'm still not decided what sort of Quest it will be. Thus, after each option I'll state which of the three (Mage, Vampire, Hunter) seem to fit with the general story being told. I might also have sections where I tell two different hooks for how the Prologue begins. Notably, whatever this is, it isn't a world where all three exist.

A world of vampires is not a world of Mages, and if Hunters go after dangerous Witches, they don't need to worry about the Obrimos.

So, since this is just for fun and I'm not going to actually start a Quest, at least not for a long while...here we go!

[] The Flapper: She is a new woman, a liberated young girl who doesn't want to live the sort of life her mother did. She's independent in the city, or at least as independent as she can get, and has her own job and her own ambitions. She's more political than some flappers, even if she wasn't around and important in gaining Women's Suffrage, and her keen intelligence and social grace has gotten her through life so far unscathed, but in the dark alleys and speakeasies, there are secrets and there are lies, and there are the men who tell them. It's the big city, honey. Settings: Vampire, Mage.

[] The Farmhand: He's the young man constantly on the edge of one doom or another. He helps out where he can at one farm and another, but all of them are doing poorly, and more than that, there have been a pattern of deaths, lifestock torn to pieces or disappeared, crops trampled down, that some have spoken of as being part of some large prank. Others, though, have told darker stories, but surely that is all those are: stories. He is a bull of a man, strong and quick of wits, even if he is hardly well educated, and he is a man who knows how to work with his hands and stick to his virtues. Setting: Hunter, Vampire.

[] The Preacher's Daughter: Her father is an important man, a preacher with ties to the NAACP, and a leading figure in a community that needs all of the help and encouragement it can get to deal with its poverty and problems. And she has been raised as well as can be, a little bit of a tomboy, a little bit of a lady intellectual, pious and curious, with loving parents. But recently, something has changed. Her father is having meetings with strange people at midnight, and is sneaking out of the house. What is he doing? That curiosity digs and digs at her, until one evening she wants to find out. Settings: Hunter, Mage, Vampire.

[] The Jazz Player: He's a hard drinking, hard playing trumpeter, a man of fashion, taste, and verve. A man with no roots, who lives a life without connection and contact, in a country that is hostile to his very skin. But recently strange things have happened. He has seen things that cannot be explained except perhaps by alcohol. But even without the alcohol, something is going wrong, something dangerous and unexpected. Settings: Mage, Hunter.

[] The Veteran: They say that by 1945, he'll actually get some money for what he did for the fucking country. Where does that leave him in the meantime? With a useless 'bonus check' and a game leg and far too much alcohol and far too many bitter regrets. He wasn't in the war as long as some of the British bastards he'd seen, torn to bits, tattered little shreds of men. He isn't that bad, not yet. He isn't, and he's never going to be. But he's seen things. He's seen things in the dead of night stalking from trench to trench with hungry eyes, he's seen a woman made of light walk out and pick up a dying man, he's seen far too much and he's far too young to be going mad...and yet, here he is, rioting and raving in a shitty bar about his circumstances. Setting: Hunter, Mage.

[] The Banker's Wife: Her husband was a very important man, a man who was intelligent, and even kind to her, even despite her legacy as something of a firebrand when she was younger. She is past all of that nonsense, now, and even has children, and yet she does sometimes wonder how she might have lived her life differently. Yet, ultimately, she is happy. Or at least she is content? Isn't she? Then, the bank fails, then her husband falls apart. Then she loses everything as she has to hold a crumbling, dying family together with all of her might, no matter what the cost. Settings: Vampire, Mage.

*****
A/N: So here are the options for that potential Quest. So, I'm finally doing this Quest.

...let's hope this isn't a disaster.
 
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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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Character Sheet+Character Creation Part 2
Name: Miriam Green
Age: Fifteen
Gender: Female

Virtue: Piety
Vice: Curiosity

Health: 8/8
Willpower: 5/5
Defense: 2
Etc

Attributes:

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

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.

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.

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.

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.

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.

(*) 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.

???: ???

???. Mystery Merit!

*****

Choose one additional advantage/thing she gets

[] Charity Is a Virtue: The church that her father runs does a lot of help and handout to the less fortunate...such as many of the immigrants that come up from the South. She's been involved in such charity work, talking to people, getting to know them, and trying to be sympathetic even if the way she was raised was a little different from the way they were raised. So she tries her hardest, and it has paid off to some extent.
[] Put Up Your Dukes: She's not a fan of boxing, or at least she knows it's crude to be like that, but her Uncle, Jack, a bit of a na'er do well, once showed her a few things here and there about how to put her knuckles up. "If some guy attempts to be rude to you." She knows a little bit, in other words, but it's more than most people know, and combined with a bit of scrapping here and there...it's more than any girl her age should know, and it also means that she follows the sport...sort of.
[] Articulate And Bright And Keen: A lot of the teachers, and a lot of the people she runs into sometime, are white. Maybe it should be capitalized, but then, do they always... She's learned how to smile and polish herself up and by the conscientious preacher's daughter who doesn't thrill to watch baseball games and yell when the umpire is being an idiot. She's good at pretending, she's good at putting a smile on her face, and nodding and ducking her head demurely. In other words, she knows how to lie, even when it hurts.
[] True Savings: She's managed to save up a little from kids giving her things as thanks for helping them out with homework or glaring at some bully or the like. Not much, but she has Resources 1 three times over. Not Resources 2, note, but Resources 1 that can be 'used up' and still have a 'charge' or two of money stashed away for later. Eventually it'll run out, but...it's more than most fifteen year olds without a job have.
[] A Steel Trap: She's smart. Sometimes it's hard to tell quite how smart she is, because she knows how to keep it in check, and she's sometimes not as challenged as she should be. But she's way up there, and perhaps she sometimes knows it, though she also knows that pride goes before the fall. Intelligence raised to 4.
[] Radio-ology: She's something of a radio geek. At least, she owns a set and she plays around on it. Sometimes there's music, though all in all, radio is just getting started. Radio Baseball hasn't really started being a major thing (though it's started for the World Series) and the later dominance of music on the radio is not yet established...but she could be on the floor while a new technology develops. And radios are cool.

Pick a universe

[] Mage
[] Hunter.
[] Vampire.

*****

A/N: Alright, and so it begins. Feel free to ask questions! I have answers. Lots of answers in some cases, like how I read an entire book on Negro League baseball and another on the history of radio, and plenty of another about the church outreach to new immigrants to Chicago. And so on. And also feel free to ask about mechanics! I didn't want to make a big post explaining it!

Because, well, you'll see.
 
OOC: Terms and Conditions
OOC: Terms and Conditions

So, I'm going to discuss some heavy things, but I'll try to be polite about it. This was something I thought about months ago and came to a conclusion. There is a line that one needs to understand, between verisimilitude and the possibility of causing undue offense, sometimes for the sake of shocking someone. Thus, let me first say: I will not be censoring, so far as it becomes relevent, the general racial, sexual, and other views of the 1920s. They're pretty bad, at least in the mainstream. That I won't compromise on, or if I do, it's at the subconscious level where I just shy from writing certain things. That can certainly happen.

So first, let us begin. Negro is the main phrase you're going to hear thrown around. In our time it's regarded as slightly offensive (like clearly on a lower level than other words, but patronizingly old fashioned) but at the time, it was actually viewed as the most respectful and mainstream way to refer to these things. Negro League baseball, etc, etc. So, that's going to be the most common and main term used.

Next...negro. This is referring, in this case, to people who spell negro with two g's. It's an offensive term, but one that some people can and do say without getting called out for it. But at the same time, the n-word is something I don't want to throw around just because I feel edgy. Thus, this compromise. Negro is just the regular (or at least not particularly bad) term, but when someone says negro, italicized, what they're saying is a vile and hurtful word.

Then comes colored. As the NAACP attests, this was actually the most common 'alternate' to negro, but one regarded with slightly less favor than Negro. Perhaps because of the feeling that it lumped certain groups together, or perhaps for its use on, say, signs. "No coloreds" or the like. But it's still a term that's going to come up.

After that, black. This is regarded as offensive, though obviously not as much as negro. Reclaiming the word won't come until the 1960s. It will still get thrown around some by people, of course.

African-American. Not even really a thing at this point. Nobody will use it. Yes, historically someone used it all the way back in the 18th century, but it was just *not* in discussion and so it has no place here. It only really becomes popular in the 1980s/90s/etc.

Okay, so, there's one more phrase, and this one is going to be a bit surprising. "The Race." As in, "Race Records" which is the phrase used for what we'd call black music of the 1920s-30s-etc (it becomes the R&B charts, instead of Race Charts, for instance). And yet, oddly, it was not necessarily used as an insulting or diminutive term among the community. Writers in the defender wrote of, "Advancing the concerns of the Race" or about "Pride in the businesses of the Race" or so on and so forth. Always capitalized, and usually used less in random conversation, "I'm a member of the Race" and more in writing and discussion of racial issues and uplift. So it'll get thrown around a little in terms of things that are read.

Now, what about other groups or so on? If a Mexican-American shows up for some reason, how will that work? What I'll do is simple. I'll look up the most common respectful term from that time and use that as the main base, and an italicized version of it as a slang/shorthand for any nasty slurs involving identity that exist.

So I hope this has all been reasonable, informative, and non-offensive. I'm willing to take comments in this regard, as long as they are constructive/thoughtful.

*****
A/N: And so here's the short racial write-up. Also, feel free to ask general questions about the time period or the main character or etc.

Also, it's called Terms and Conditions because it's about the terms used for...oh yeah, explaining the joke.
 
OOC: About The Options
So, I can't really tell you that much about the setting setting. For obvious reasons. But let me give the overview in general, still?

Mage: The Awakening

What if I told you everything you knew was a lie?

In fact, a Lie.

This world is a fallen world, one that once held greatness and a vast truth so large that a man might spend his entire life looking for a single fragment of this vast Truth, this forgotten or never-been world, and miss it entirely.

The world sleeps, it slumbers and lives and dies, and it is a vast dream, of sorts. Real enough, in a way, for is it not true that dreams have weight and heft, but not as true as the reality.

Behind the abyss, which infests our fallen world, rests the Supernal. The land of forms and ideals, the land of power and knowledge and Wisdom.

The very rules of 'reality' are not rules at all.

What if I told you that you could awaken to the truth? But you had to choose. You had to, ahem, sign your name on the Watchtower.

For to become a Mage, to Awaken to the dark and dangerous Truth, you must go beyond the world.

There are five Supernal realms, as such things are measured, and path (Thyrsus, Moros, Obrimos, Mastigos, and Acanthus) corresponds to two ruling Arcana, and one weak arcana.

Put simply, the Paths are what you specialize in, what you are innately best at, and what you are--without a good deal of work--worst at. Life and Spirit, Death and Matter, Prime (the very magic of magic itself) and Forces, Mind and Space, Fate and Time. The very forces of the universe, held out in the hands of a man or woman who knows, now, how to grasp them. How to control them.

Power. Unlimited power...at least in theory. But the road is tricky, and hubris can destroy a man, Paradox which hides magic from the eyes of the "Sleepers" can make his worst nightmares come true. And when one stares into the Abyss, or when one searches for Atlantis, as some call a world said to have once existed where Mages ruled together and created a utopia...things stare back.

And what greater enemy is there than other people as well? It is not a safe occupation, being a Mage, not in any way.

But now that you know the Truth, can you really ever be satisfied with the Lie?

Hunter: The Vigil

How does the Hunter become the Hunted? Civilization has existed before humans wrote down the first word, and always there have been stories. Of monsters and other strange beings, of nightmares that steal souls and daydreams that drive one mad.

Mere, petty superstitions? Once, perhaps, a Hunter could believe that. But now they know the truth. Things go bump in the night, things go bump in the daylight. Everywhere, right beneath our noses, modern society, the modern world, is a hunting ground.

Monsters that hurt others, monsters that must be stopped. In sixteen years, Hemmingway will say that "The world is a fine place and worth fighting for" and by definition they agree with the latter.

For whom does the bell toll? When mankind is hurt by strange beings beyond the understanding of human understanding, everyone.

Some hunts begin their Vigil out of spite, or to save a loved one, others after a single vast discovery, and still others by accident stumble upon it, like a boy turning up a rock and then gasping at what lurks beneath it.

Working together, working apart. Working against each other and working with each other, they attempt to fight back the darkness.

They are only 'mere' mortals, but humans have bite, and humans have fight. Humanity, that has rested on this earth for a vast quantity of time, by their own standards if nothing else, is not something to be given up on. Ever. No matter the costs.

And so, the Hunt begins. Are you ready?


Vampire: The Requiem

What would you do to survive? Life, it's a sort of habit, isn't it? And unlife is the same way. The clans, the five 'types' of vampires that exist in the present day, all claim different origins, and certainly for all that they share with each other, they're also markedly different.

But all are dead. All were embraced by a vampire, drained and then filled with the blood of a vampire. And living is a habit, and to continue it, they who the sun scorns and fire hurts, who have inside them a Beast that sometimes whispers, sometimes challenges, sometimes rages, must take in life. And what is more 'alive' than blood? The blood is the life, and the lifeblood of others is what the cost of survival is.

All things try to survive, all things try to endure. Darwin knew it, but so does everyone. Life is a habit, and a very strong one at that.

But the life that a vampire lives is a half-life. In the darkness and the dank corners of a world that has held them, these parasites, for thousands of years, they try to live.

They create organizations to band together, to find prey and friends and power.

For vampires are surely better than the 'kine', are they not? They are faster, stronger, scarier, more attractive, they can use the sorcery of blood itself to cast strange spells that mortals can only, slack-jawed, try to imitate.

They are the dark masters of the world, and they are the dark slaves that rest in the shadows.

Each day they have nightmares, and each night they are a nightmare itself.

Many did not choose to be what they are, but even if it hurts people, even if it's wrong, it is hard, enslaved by one's Sire, fearful for one's existence--for even if one is no longer human, one has human emotions, human feelings, human reason...at least for now--they cling to it.

They cling, and most die younger than they would have as a mortal. It is a vast Ponzi scheme, and yet one plays along with the game. One tries to rise, one tries to grab powers.

It is like the gangs of this upstart "Al Capone" no? It's a lifestyle of death, and yet...there's always the hope of clawing your way to the top.

Or perhaps you are searching for something more. Knowledge of the secrets of the blood, freedom from the chains of conventional morality, or perhaps...a religion and a fellowship of a sort.

Either way, welcome to your Requiem.

The only true rule is survival at every cost.
 
Themes in a Roaring Age
Themes In a Roaring Age

Belief: Here is a centerpiece. People have beliefs. They fight and die for them. They live for them as well. Everyone believes things. You don't become a Mage, or you don't rise, by viewing magic merely as a bunch of numbers that you raise. The character does not live as the player might in this world of darkness. So, Miriam has beliefs, and all of the characters do, and if you do not know this, if you do not understand this, they will not make sense. Belief has power, it has heft, and it's going to be something challenged and built, questioned and undone. Not all Mages are anything like philosophers or deep fanatics, but all Mages participate and believe in something far greater than what they experienced before. And she'll be part of it.

Upheaval and Change: Chicago is a city in the midst of a great deal of change. Thousands stream in every week, the population growing faster than could be imagined, and with it, change comes. The 'Old Settler' mentality is dying, and the new ways and norms of these Southern immigrants threaten to overturn the way things worked before. As an Old Settler of a sort, but one young enough to change, Miriam is between two worlds.

The Nature of Power and Weakness: One can hold great authority and yet seem weak. One can seem to be the top of the world and be, beneath it all, a phony and a sham. Power, in a world of Mages, is stranger than it might seem, and does not always correspond to power in the ways it might in the 'normal' world. So how to navigate this is important, which leads to another theme. It ties as well into the nature of racism, sexism, and magic. The way that magic doesn't discriminate, and yet people do, the way that power can rest in the hands of the most frail to rewrite the very world.

Duality: Between one thing and the next. One face for one, and one face for another. People will be double-faced, they will lie, and more than that, they will change their presentation depending on who is in front of them. And this is natural. And this is necessary.

The Age That Roars Like A Lion: It is flashy, it is bold, it is strange. Sometimes, it is even diabolic. People play and romp and drink and smoke (reach for a smoke and not a candy), they engage in mysticism and confusion, they discuss the works of Freud and then go to a black-and-tan cabaret to hear some Jazz. This is a loud age, an age where all seems possible, even in the seediest places, even when all else seems bleak. Sometimes this hides the darkness, and sometimes it merely highlights it.

There might be other themes, but I'm holding some out/not explaining them because it depends on how this Quest goes. So I just tried to get some words and then explain why they're 'themes.'
 
OOC: On the Path of Mages
Paths

I cannot say that this (the next choice that will be made, the update will come, don't worry!) is the most important choice that you'll ever make, because honestly choosing the setting, character, and just that it was Mage in general were all huge events, but this is important, and I know there are people here who don't know much about Mage. So, I'm going to go through a few things, at least about these particular choices.

There are five Paths, and it is honestly rather obvious which is which, and which one you choose, besides the story elements baked into the Awakening, also effects what you can do. For Mages can learn any Arcana, but only their two Ruling Arcana can be used without Mana cost for a lot of their lower effects. @davebrokeshaw actually noted this and its importance in one of his actual-plays, because it means that Mages are constantly doing low-level magic. Spells aren't something that you do once every full moon. But primarily one's two ruling Arcana, because all others cost a Mana to use, or more, and Mana takes time and effort to gain, and to maintain the sources of it. This is in fact a source of conflict, so…

The more powerful stuff takes Mana anyways, but the fact still is that the best person at Prime, all other things being equal, is an Obrimos.

So, the order is completely random, but let's start with…

Obrimos: They know Prime and Forces. So, what are they?

Prime is the magic of magic. It is the connective tissue of magic, and can do some of the following things. With it, one can dispel magic, pierce illusions, create grimoires and magical items, use geomancy or rouse or take power from a Hallow (where Mana is gathered for the taking), and more. It is an impressive magic indeed, and one that many learn, even those who are not Obrimos.

Forces is the 'gross' of the two (each is paired into subtle and gross). With it one can call lightning from the heavens, listen to the radio as you dancing down the streets, create storms, move heat around, change the way lights work...etc, etc. Anything that is 'a force' can be affected, eventually, at some level of this. The clumsy use this for mere fireballs. The clever realize that there are many uses to controlling heat and light and fire and weather and sound itself and the radio waves in the air.

Summoning will take some explanation, but each Path may do Supernal Summoning, in which they call on beings from the Supernal Realm they got power from. A Mastigos can no more summon a being of the Aether than an Obrimos can summon one of Pandemonium. And so, Obrimos can summon angels, whether to ask for their aid, or to ask them questions. These are not your grandfather's angels...or perhaps they might be. They are moral, yes, but also unknowable and often unsubtle and powerful. Yet they're also cool as heck. Just, let me clarify here, all of the options are really fucking cool because that's Mage. Even when I'm not 100% sold on it, it's cool.

Obrimos are bad at Death. The realm of the Aether does not know Death, and so too do Obrimos struggle with this

Thyrsus:



Life and Spirit are their domain. With Life they can enhance their body or weaken that of others, they can control animals, shapeshift, create impossible monsters (but watch out for Paradox), heal people, sicken people, possibly live forever, slow their own heartbeat, did I mention shapeshifting and how that includes changing to look like a different form of person?, create life (combined with Mind, you can create little servant beings and the like!), diseases, and even control people at the highest levels.

Spirit...whoo boy. I could be glib and say it's the ability to summon and control Pokemon and set them to murder your enemies. I wouldn't even be lying. Spirits are beings that live in what's called the 'Shadow.' They feed on essence, and are the reflection of the world. That means, for instance, that hate might have a spirit, and so might fire. And a fire spirit wants nothing more than to burn things, just as a hate spirit might want to hate things, or a dog spirit that has gotten infested with 'Murder essence' might become some ravening, horrible wolf out of a story. How one generates essence changes the spirit itself. And the whole of Spirit is learning to see, fight, manipulate, control, command and even imprison (sometimes even within items to act as tools) these beings. Want an enemy on fire and don't know enough Forces? Why not have a Spirit do it for you? It's not that easy, in fact it's very tricky, but it's also cool.

The Primal Wild holds two types of beings. First, Atavisms, which are throwbacks and strange beings of life never conceived. A unicorn, a plant monster, a giant dragon made of spines...it's pretty wide the sort of stuff there is. And then there are Totems. If you treat them as a normal spirit, then prepare to face the consequences, because in the Supernal, they are *more* than that.

But guess what, Dualism is real and true. Being so good at Life and Spirit, they are usually bad at Mind.

Mastigos:

Mind and Space. They sound so harmless, don't they?

Ha.

With Mind, one can control others, enhance one's mind or weaken another's, summon their own inner demons to fight or be used in their service, they can read minds or multi-task with ease, they can hide themselves from other minds (don't notice me, etc, etc), assault other minds, visit other minds, visit their own, pretend to be someone else, possess people and, at the highest level, one can even *create* a new mind. Take that, turing! It does have some notable limits, and a lot of what I'm listing takes time to get to, with all of them.

Space, though, what does that do? Well, first, you need Space to help cast spells at a distance. Without it, you're limited in how much you can do, but with it, you can do tons of sympathetic magic stuff. They can also travel distance and get through barriers, and...well, you can imagine how useful Space could be if you're trying to shoot someone. Pocket dimensions, barriers so that other people can't teleport up into your house and stab you...it does quite a bit, though it is something of a 'helper' one. Like, you use space to help you do other, super-amazing, things.

A Mastigos can summon demons of his own mind and dreams. Beings of humanity's mind, even. Imps that have power over Space, and Wraiths that have power over Mind. They test their summoners, for that is what Pandemonium is. It is a hell that is designed to test you, in a way.

But theirs is a world of non-stuff. Thoughts and distance. So they struggle to learn the secrets of Matter.

Acanthus:

They are the holy fools, the masters of Fate and Time. Having visited a very different sort of Arcadia, whose 'fae' residents they can summon--powerful, but not the True Fae, quite, don't ask questions, please, Changelings don't exist, I'm sorry to say--and whose very nature is one where time and words have power.

For Fate is the magic of luck, yes, but also deals. A skilled user of Fate can bind someone to their promises in a Gaes, they can make the entire world align to their whims, so that they win the lottery ticket or meet the right person, they can hex others or given them boons, and see the pull of destiny itself. At higher levels they can create truly great or horrible luck, or even GIVE a person a capital D destiny.

Time, on the other hand, doesn't do much...it just lets you use temporal sympathy on enemies and friends, allows you to see into the future and the past, change the timing of events (never hit a red light again), accelerate or slow time, age things or preserve them, see the future so well that everyone else in a combat round has to declare their actions *first* and then they can choose where in the line they want to act for best effect...after everyone's already decided, it's pretty impressive, really.

Being so subtle, though perhaps or perhaps not quick to anger, Mastigos have trouble with Force.

Moros

Death and Matter. Necromancers and Alchemists.

Ghosts exist. Death can allow you to tell how people died (ending every murder mystery that doesn't involve magic) it can allow you to see, talk to, and even control and bind ghosts. Yep, another version of Pokemon, and this one dealing with the souls of the damned. Fun! They can sever souls, perform exorcisms, can create a gate to the Underworld (seriously), make ghosts, bring the withered close to life (a sort of reverse death), and yes, all sorts of creepy shit with zombies and soul jars…

Matter, what about that? They can know everything about an object at a glance, they can turn water into wine or sharpen a blade tenfold with a wave of their hand, they can make stronger armor or hide objects from magical detection, they can Macguyver the shit out of stuff. Huh, didn't know that. Finally, one may destroy or create matter (screw the laws, or shall I say, Lies, of reality that say otherwise!) and even make mindless golems or machines that can fix themselves.

Moros can summon Stygian beings, Specters of death in a general sense (such as a lost and forgotten death), or beings that represent a kind of death, or a kind of matter of which all dead things are made. It's honestly pretty trippy, which is how I'm struggling to describe it.

But Death and Spirit does not get along well, and having known the world of the dead, a higher, symbolic world of this sort...there's a certain disconnected.

******

A/N: So, uh, I didn't tell you about Paradox or...lots of things, and some of the fun is learning yourself, but this is to help familiarize you in preparation for the update tomorrow night or the morning after.
 
Enough? (Character Creation 3/3)
Enough? (Character Creation 3/3)

Spring, 1924.
The Black Belt, Chicago


The world was hung between the divine and the normal, it sometimes seemed. Between moments where she wondered just where the world was, and moments where she wondered just where heaven could possibly be. She had a good life, and she understood that, all things considered, she should be content. And in many ways she was.

She saw what anger could do to a person, wrap them so far up into themselves that they could not see the writing on the wall, and if she had not seen it end bloodily, that was because she was fifteen and most of the people she saw were far too ordinary and far too young for that, neonates in the art of folly.

And so too was she, because she lived in a nice house and when she went to school, surrounded by 'new settlers' whose very way of talking made her have to pause and think through each sentence, though she didn't want to say that to ma or pop, and teachers who could have been worse but might have been better...she did well. She managed to get through, and get good grades, and her parents tolerated what couldn't be changed and changed what couldn't be tolerated, and she lived and was glad of it.

So she told herself, and say a thing enough and it sounds like truth in anyone's mind. It's how minds worked, sometimes.

After all, things could be worse, and had been worse, though she heard the talk about how things had been better during the war, when all the jobs had flowed in, when the white men had all gone overseas for a war that had ended all war, but what she remembered was her skinny little ten year old self huddled in her bed upstairs, glancing over at baseball gloves and toy whistles and other little trinkets and wondering whether she'd have to gather them all up, as Moses and the Slaves must have done, to get out of there. Because that's what the whites had wanted.

They'd wanted negroes gone, and they'd not been picky about how they'd tried to achieve it. And there was certainly a part of her that smiled when she saw even the storefront churches, saw the way the tide had swamped the entire neighborhood, even if it made her feel as if the world was shifting beneath her feet. Some friends moved, farther south to be away from the less settled settlers.

Thirty eight dead. Thirty eight dead, and now there are thousands and thousands more, and that was something, wasn't it? And if some of them jazzed it up or played the numbers game, that happened, didn't it? History was full of people who were less than perfect doing things that were greater than enough. Though that thought could get tricky if extrapolated too much, because if good could come from evil (or at least from selfish intentions, the way tons did) then what did that mean about now? How did you tell what was good and what was bad in the long run?

So she took her faith and made that the foundation of it. Her father's church, Holy Trinity Baptist, had been doing very well since he'd learned to bend. It was not the largest baptist church in Chicago, but ever since he'd started to allow a little shouting[1] and started to loosen up his style to start out with plenty of careful references--she knew far more about Greek and Hebrew than she should as a girl who did not, in fact, know either language, just from listening to what her father said about what he'd learned--and ending in fury and emotion, in power that burst forth, sometimes in a way that made it clear to her, if perhaps not the audience, had been planned well in advance.

But often enough, it was as if God had seized him, or at least a sort of fervor and passion that he didn't always have. Because Douglas was a man who always seemed to have his cool, even when he was upbraiding Uncle Jack. He moved in a straight line, and if he nodded his head and knew how to respect his betters, or those who thought they were, he was a leader in the community, a man who had gone to schools and learned plenty, who had graduated Seminary and who had a mind that seemed at times to her to be impossible.

He had the bible memorized, it seemed like, even the parts that nobody ever read, the ones about begating or the parts that only the Catholics cared about. She'd learned plenty at his side, but she'd also known that there were barriers. Sometimes it seemed as if what she knew about him were guesses, and perhaps Uncle Jack helped that.

Short, playful Uncle Jack, with a grin on his face and sometimes a flask on his hip, though rarely enough because he was not a fool in raising father's ire. Her father, like her and all good thinking people, supported prohibition, but that was in some ways a lonely stand. After all, there was an actual Stand[2] full of liquor and other vices.

But Uncle Jack? He liked bearding the lion, and sometimes it seemed that the only things they could agree on, and then only briefly, were politics. Jack sometimes talked about how, as if it worked to throw back the bible in her father's face, "your brothers throughout the world are undergoing the same kinds of suffering" but then it'd always wind up getting into a feud, because Uncle Jack was probably a little bit red? One of those communists? Or perhaps not.

Of all of the things she'd learned of him, and he was a topic of her thoughts on occasion, for he was so different than her, the one thing she was sure of is that he enjoyed bearding the lion in his own den. So she watched and she learned, and she noted that despite all of this, he still visited.

Douglas had a soft spot for his younger brother, as he did for all those who were suffering and wayward, and this soft spot was something she cherished seeing, because her father wouldn't be her father without it, and it reminded her how blessed she was to have it. Like when she wanted to go see an alley ball game when she should be working on her bible readings, he'd given way. And when she'd brought in a sick, half-crippled dog, he'd allowed it to stay for what time it had left, the poor thing.

He'd allowed a lot, within the confines. He did not want a girl who grew up ramrod straight, who came out of one of those factory molds they had, but someone who was straight because she stood upright, morally and spiritually and mentally. She'd grown up on the bible and Just So Stories and Treasure Island, and later on all sorts of other books, devoured perhaps a little too fast, and stories of the civil war and civil rights, and then Frederick Douglass and Dubois and Washington, and she was perhaps sometimes too proud of herself, and she knew it a flaw. She was smart, but that was not everything, in fact.

But she paid attention, and that was something.

Her mother was in some ways a mirror of her father. She seemed kind and soft on the outside, and she was a good person, but she had been raised with class and raised well, from a higher station than her father. Eliza Doolittle, she'd been, and her father had been big--as such things were measured--in the black community of the 1900s. She was light skinned, lighter than Miriam or her father, her hair often held up in a bun. Her body was soft, but her wits were all the sharper for it, and she always knew what Miriam was up to. And she put her foot down just as her father did, but when she did, it was unexpected.

When she did, it was for a good reason, and she knew it. It was hard to see sometimes. "Mom, why're you--" she'd asked and whined when she was younger, before she realized that answers were not coming and didn't need to come. She'd learned at last to nod at it, and watch and wait and take in the world, like a student copiously writing down notes for some future test.

So the world drifted on in her fifteenth year. She went to school and watched baseball and sometimes played it, though plenty wouldn't play with her, and she had her animals at times and her books at others. She had her own room, and sometimes there she felt closer to…

But then wasn't that the thing? The world between two things was an illusion, a lie.

Yet sometimes it was hard to notice that. There was a veil of tears, after all, she thought to herself.

Sometimes she'd stare up at the inky blackness in her room, and on it she would picture the faces of people she knew at first. Isaac at school, a fiery, angry boy who spoke faster than anyone she knew when he got his dander up, and Mrs. Wright, who despite being a white woman--and her experience of white women teachers is that they could be hit or miss, as polite as one wanted to be about the fact--was genuinely nice to her. And she thought about people she liked and people she disliked, about what Uncle Jack was doing at the moment and what he wasn't doing.

She thought and thought until the thoughts seemed more solid than the world. And then she pictured the future, stretching out before her. Most women didn't go to college, let alone black women, but she'd heard about it happening, she knew it did. Maybe there was no way up from there to here, but she liked learning, and even if she never set foot in any sorta institution, she wasn't going to stop when she left high school.

Plenty of the people she knew in the Black Belt, as some people called it even then, gave up way before that. After all, they'd ask "what jobs can it get me?" A high school graduate polished boots like any other negro, often enough. It galled but then maybe it was true. At the very least, she'd only sometimes been able to convince them to get back to school.

So, she pictured the future, but it always came around to the past. Of course it did. That's the way the world worked, one long unbroken string from start to end. And her, right in the middle. Waiting. She often thought about it, though she knew she was no philosopher, just a fifteen year old girl.

The world existed, and God existed, and Jesus Christ had died for the world, but then what did that say about the world?

Her uncle had given her works of philosophy before, some of them serious and some of them inane. He'd encouraged her--and father hadn't disagreed--to read Plato and Socrates, though Jack said "They're the same guy, more or less" and dad had frowned and disagreed. And then later he'd given her poems and other things, including ones by Catholics, "Surely their poetry isn't a sin."

She'd read it all, frowning thoughtfully. She knew that Plato was the foundation of a lot of Christian Philosophy, she'd read it in a book somewhere, and so she sought out more, and then Jack handed her Aristotle and others, or switched it up and gave a book that seemed to have nothing to do with anything. Once he learned that she had the desire, the drive to learn--even if she wasn't sure what she was going to do with it, even if she sometimes felt like she was waiting for something--he'd have a book for her to read, a new one, every time they met.

Her uncle was a strange man. Generous and yet sometimes cold. And sometimes that's where her thoughts ended. The city was large, and she joined the sleeping millions.

But sometimes she kept on thinking, and she thought about the line "in this world and not of it" and yet, had not God made it? Made it for better and worse, even if one lived and existed for the world hereafter, one did so here.

Human and divine seemed, in those night moments, where sleep should have claimed her but it had not, not quite, closer than that. After all, wasn't that how history was? You didn't know when you were stepping to the edge of great change, you didn't know when you rode past the man who would kill a King, or when you were crucified next to the son of God, and for an act of kindness and truth, were saved hereafter. "And we indeed are suffering justly, for we are receiving what we deserve for our deeds; but this man has done nothing wrong," he had said, and in that moment a thief had seen through the world, like a crack in a wall that you put your eye at to see the room beyond.

It was sudden, it was inexplicable, it was grace as the foundation. Saved by works? No, but by grace that was always, always met with works.

But it was also explicable, wasn't it? The thief was who he was, and Jesus knew what he was doing, and his will though free had been predicted, and…

And there it broke down into a jumble of thoughts, but also the realization that it went both ways. That which was expected didn't happen, and the unexpected happened. People after the fact saw the causes of the earthquake, but didn't seem to ask why they didn't know them before.

They looked and saw and the world stretched out before them, and yet there were moments when it all shifted.

So, in this world but not of it? But God had made it.

Yet, a poem came to her, or a piece of one. "The world is charged with the Grandeur of God/ It will flame out like shining from sook foil/It gathers to a greatness like ooze of oil…"

The world he'd viewed was one where generations had 'trod had trod had trod' over the world. He'd loved nature as a sign of God. And yet he'd also seen the world as something corrupted, and it seemed like the two things needed to balance.

Like algebra equations.

And so in the world one lived, and in the world one existed, and in the world sometimes there was a moment of grace, a miracle, whether of physics or emotion. You felt, she thought, had to feel transported sometimes, transported above. Platonic ideals seemed to her a little silly, but perhaps they weren't. She was fifteen, and that meant she had a lot more to learn about the world before she knew better than adults about some of these things.

Yet she wanted to know more, and so she thought about it. If in every moment rested the possibility of grace, like a chicken in an egg, like Augustine's view of nature unfolding that she'd read about, all of it right there and yet never seen.

It was a heady thought, but it was one that brought her back from highs to the moment, and from a moment to a high point that didn't actually happen. Had she ever felt the grace of God? In church, of course, but where else? She had to consider herself if she was to understand herself, and like a lamp in a room, where she was placed changed what she illuminated.

And so in the darkness, she closed her eyes and all but dragged herself to sleep, her thoughts twirling and whirling, sometimes in this way, and sometimes in other directions, about history or life, about what her Mom wanted, or what she wanted.

But it all came back to perspective.

*****

See her then, leaning against the wall of the place that had been her home for five years, ever since they'd moved in reaction to the migration and crowding, and also against the devastation that had rained down in the riots of '19. She's tall for her age, see it in how she stands, straight, with a very good posture. 5'6, just about, and perhaps she'll gain another inch somewhere in there, it might be said. She was certainly impressive in her way. Her hands were not smooth, but her skin was well enough, a rich brown that was lighter than her father's, but was not the tawny-brown lightness of her mother. She had a snub nose, and thin, hard lips, but teeth that made up for it when she smiled, and dark eyes. Her hair was simple often held in a bun or other contrivance. Unlike some girls her age, she didn't straighten her hair, and so she let it act as it may, as long as it obeyed her.

She'd be dressed in a skirt that would let her move, and stockings that were not, in fact, flesh toned. The shoes, there would be a compromise that she'd win, and the blouse would be, say, a green or a blue, usually something darker.

She used neither makeup nor jewelry, and so she'd lean up against the wall and look over at her mom, dressed in an apron, who had a pencil held in her hands like a conductor's baton, ready to measure her growth.

It was a habit from the old house, as she'd watch herself spring up taller than her mother, though not yet up on her father's own gangly grace.

"Hold still, stop squirming Miriam. I know you're bored, but--"

Bored wasn't even the word for it. But Miriam nodded and tried to stand even straighter than she was, making sure not to stand on her toes or anything. She wanted to know how tall she was, not how tall she might be, but it was a nice spring day, and she could have been running around or doing...something. Anything. And yet, she smiled as her Mom said, "And then maybe you could help me with the cooking. It's a fine day, there'll be later."

There was a moment where she wanted to just say no. But then she allows herself to think about it, rather than reacting. Waits for her mind and heart to catch up to her nerves…

And she accepts this, because time with her mom has value as well, and it wasn't as if another spring day would not come.

See her as she sits in school. Her handwriting is very nice and neat, except for a tendency to scribble when she gets really fast. Wendell Phillips[3] has classes for those who are behind, for those who are immigrants or need help with that, but she's not in any of those. Now, lean down, over the desk, look at the paper, filling with formulas, and the determined look on her face. Math was one subject that she sometimes finds boring, but that merely meant that she tried to tackle it head on, moving as fast as she could.

A running start, that truly paid off, because she was done with the work before the others, and when called up by the stern, balding man, his skin as pasty as if he were made of dough, she always gets the right answers. Almost always, at least.

Others ask for her help, and sometimes she does it a little too much. Call it politeness, or perhaps call it being too kind, but while she never just gives the answers, sometimes she helps too much.

She always looks at the other boys and girls in school and wonders what their dreams are, what they are going to try to achieve, because she knows that everyone has a story. The two thiefs might have died and never been heard, except for meeting Jesus, and all throughout history chance had thrust people into the forefront, which made her wonder then whether it was merely chance, and whether these men were really as amazing as told.

Of course, she was also the person who always gave a report on Lincoln and the Civil War when it came up, even as the books were...okay. They were just okay, and it made her wonder, the way it elided around the subject, the way it danced like one of the young men and women who went to those dancing places to drink and enjoy themselves, or those ballrooms the white folks had, no alcohol (as far as she knew) but plenty of dancing and entertainment.

Slavery caused the war. It seemed so simple to say.

But she knew it wasn't, not always.

But when she walked through the halls of the school, looking at the faces--mostly negro, but some white--she wondered why it couldn't be. Why it couldn't be simple?

And she'd open her mouth, and look around, and not know what she was going to say. Because there had to be something she could say, something she could do. But even she knew, even then she knew.

It wasn't that simple. Simple as that.

See her sitting in a pew, listening intently. This, this comes easy. This was complicated, and yet ultimately simple. Her father was a good preacher, a father to his congregation, and so she does not let her attention stray. Sometimes there are even moments where she felt something, a sort of thrill, a sort of intense emotion that felt like it was overwhelming and amazing. And then she'd smile and if you caught her at that right moment, her face would take on new life. Thin lips would seem decisive, almost, dark eyes would overflow, snub nose would seem to recede, and her face would be filled with a sort of light.

Moments pass, but the faith that causes them does not, never passes. At least, not in her experience. Certain things do not pass away so easily, and the face she has at those moments knows it.

She's dressed up, in a nice long skirt and a nicer blouse, and she even had a purse. But she wasn't as dressed up as some who went to church in hats that could be medieval battlements, and she wasn't doing the same thing as some of them, who started dancing when they felt that the Lord was calling them to dance.

She didn't quite...agree with it. But she understood it. She understood that the Holy Spirit existed, and that she of all people shouldn't cling to more intellectual traditions, but it was difficult, sometimes. But she watched and thought and felt, and the more strongly she felt, the more she knew that this was what she wanted to do.

That, now that wasn't a thought she could have in the dark. The dark was for the mind, for illuminating it as one might a candle service, bringing light into the darkness. But in the light of the church, which streamed through the windows, the church that might need to be moved if it kept on expanding, but was in good condition…

That made her feel the call of God. She could be a preacher if she wanted. It wasn't...common. But it had happened before, when women felt the call. Or at least, she could be her own...baptists weren't as rigid as some churches, and even if they were.

Even if they weren't, maybe it was too much to think of. But she thought of it as she prayed, and she shooed it away because she had to focus. And so she did. She focused and grew, and she felt alive then.

See her one last time, sitting in the stands, also feeling alive. She was dressed as simply as she can get away with, and wishes it were simpler, but there were limits. She wasn't the only girl there, and she cheered as loud as she could for the Chicago American Giants, or for any team that was from there. They were a great ball-team, and even if there were more arguments and the umpires were somewhat biased, she liked it more than white baseball. It was just something about it, and she knew this was bias and she didn't care. Every play, every run, every stolen base, she watched and watched.

She'd played when she was younger, and she was still a decent person for slugging balls, and she could run faster than one might expect, but there was only so much a girl could do, and she felt it sometimes.

It was this single moment of darkness in the light of the games, the opposite of the transcendent feelings at church. That this wouldn't go anywhere.

And then she'd tell herself, and then she'd mean (for a time) that she didn't care, that it was just good watching these athletes strut their stuff. Watching them run the bases and steal them as well, the only form of stealing she'd ever love, she thought to herself.

Different visions of the same girl. Different elements of the same mosaic.

And then the picture changed, just a little bit.

*****

Her father paced the hallways all that month. He couldn't sleep, and she understood that. There were too many things to think about, and so she allowed it. But then sometimes he'd go out, and then come back, and when Uncle Jack came around, he was cautious, unwilling to debate him.

Something was wrong.

There were girls who would have not done as she did, there were girls who would not listen in the room. But she was awake because she was a girl who sometimes stared into the darkness and tried to make sense of it. And because she was the smart girl who dedicated herself to patterns and taught herself as much as she could, she noted the pattern. Every Saturday night, for an entire month, he went out.

He returned shaken.

And because she was the girl that knew that there was no sin in stealing a base, she followed him.

And because she was religious, because she believed, and perhaps because she was lucky, she knew where he would walk, and she watched him the whole way as he walked into the church, dark now, the kind of darkness that for a moment made her think that the this wasn't in the city, that this wasn't Chicago at all.

And in she went. And her world changed.

What happened?

[] Obrimos: "What has he taught her? What has he taught you?" They ask it, again and again. She watches, coldly at first, thinking herself hidden, but then she steps out when her father backs up.

"Don't touch him!"

They turn to look at her, white, well-dressed, looking at her. "He's my father, anything...anything you try to do, I'll be there to--"

She amused them, she'll know that later. Of course she did. "What did he teach you?"

As if she should know who he is, or what they were referring to. "Nothing," she said, a child's reflexive desire.

She is questioned for a long time, and yet they seem to say nothing and she says nothing in return. There is a warning, nothing more, and then she returns home to think:

What DID 'he' teach me? What did I learn that was so dangerous. What did I know that was so important?

That night, staring into the darkness as she had before, though it was nearing dawn, trying to put the world together in her head, she hears a voice. 'It has a beginning but no end, and each moment is…'

Is what?

She remembered what she'd been told. This world was not Heaven, and yet it was made by God. The books she'd read, the thoughts she'd had. 'Have Trod have trod have trod' she remembers the poem going, moments of grace and miracle in the world, or perhaps they were just the ones we saw.

A voice spoke to her, every night for six nights, and on the seventh day, a Sunday, she walked along the storefront churches. The voice had said...nonsense. Madness.

Perhaps even blasphemy, but its voice was like the ringing of bells. So she goes to the storefront churches, and she listens to pastors preach to a dozen people, many of them badly. Badly but full of passion, full of emotion. Some of it is heresy, some of it makes sense, she doesn't know, but keeps on going...and at the end of the street, instead of ending, it goes on and on. And she follows it, follows it until it leads to a church like none she's ever seen.

It is like a piece of gothic architecture, and at the top of the church is a bell...and that bell is a familiar voice. She goes in to worship, feeling as if she's...as if this is the sermon she's been waiting for her whole life.

The Holy Spirit takes her, halfway through, and she begins Shouting...

[] Thyrsus: She hears but little of what she might later learn would matter. Instead, what first tipped her off, what first made her think, was something a little more obvious. Before she'd done more than just see them, standing in the nave, a cat that she knew hung around here, one she'd helped before, told her to "run."

A cat. Had spoken.

Strangely, she had listened.

She had turned and ran, and when she got home, perhaps her father wasn't willing to call her on it. She was restless in school now, and every so often she'd hear voices, or suddenly feel as if animals were staring at her. She'd go and play baseball, with herself if nobody else would, antsy and confused.

She begins to explore a little. Just a little, down narrow streets, until at last a winding street, almost a month and a half into her explorations, takes her to a crumbling city filled with animals, ones that speak to her. Ones that fight and die and live, the same as people do. Ones that feel as if they are something more, because she sees other things, passing through. Bones and cinders, gears and...forms of things.

Representations, perhaps?

She can't live here for long, because when she gets back, she's been missing for only one day, and yet she meets someone, and she fights someone, and she almost dies and certainly lives, and when she reaches the edge of the city, there rests a single animal. She has a baseball bat, somehow, and there is blood on it, somehow. it is not hers. She has never, has never, should never, and yet...and yet.

The animal has a glove, and asks for her autograph, and when she searches for something to write with, it gestures to her bat.

She writes in blood.

[] Mastigos: In the church, they stood. Facing her father. They threaten him, they break him with words. She hears it, and hears her name. And understand that they see her. That they know she's there, and yet they're pretending. Always pretending. And then, when they leave, her father is there. Eyes hard. They don't speak of it, not yet. But she heard it, heard her father back down. Her father, of all people, and not out of kindness, but fear. But why should she care? She beats herself up over it. It's a little fury, and she is used to it, but now it seems to hold her. It's because she has always known it. She knows how to give way, and she knows how to stretch out her mind, and she runs over it, again and again. What happened, the words. How to deal with it. She has nightmares. She knows who is involved in it, she knows that...that there's something she doesn't know. Perhaps it is the height of arrogance, that leads her to think through it again and again. Now her nights staring into the darkness fall into dreams. She wants to do something. Her father forbids her from doing anything.

She spends later out for a time, goes to more baseball games. Throws herself into a dozen things and then wonders which is real. At church, she even grew bored for long enough to shock her, because...her father. What was he involved in, why should she…

Her mind does not seem to be working right. That's the thing. She shouldn't obsess. She'd thought that she had a sufficient life, and yet now she keeps on having doubts about who exactly she was. Who her father was.

Who her Uncle was.

Who they were?

And then one night she has a dream. They're playing baseball in the churches and selling slaves in the classrooms. They're praying in the dugouts and rioting in the streets. It's the city itself, and it's her, or perhaps what she thinks is her. They throw the ball to her and jeer for her to join in. They auction her off, counting her grades as worth a few dollars, her interest in baseball being 'useful trivia' worth a dollar, her skin as being too dark to truly be intelligent. They rip her to shreds and count each shred, and she gets angrier and angrier. They proscribe Kashmir and a whip, they--for the men who had torn her father down and turned him into a whipped dog had been white, well dressed, men--sneered at her. And was she supposed to turn the other cheek?

In her hands was a baseball. In her soul was the fact that even though they were across the room, that the distance between the ball in them was in fact an illusion, a lie. That this was her mind, she suddenly realized, and that that meant that…

Turn the other cheek.

Her mind railed, rebelled. She read philosophy, she ran in the streets. She learned and worked and struggled and yet now, here, the distance was gone. She was next to the rest of them, another negro, to them. She hated these men, and she shouldn't because that was not...that wasn't.

There was only one necessary act. She was mad, mad in every sense. Lincoln flashed through her brain, and the American Giants and Illinois and her Uncle and the fact that this was all her. She was all her.

The chains...they were not real.

The ball, though. It was the most real thing she'd ever felt.

She threw the ball. As hard as she could…

The world shattered.

[] Acanthus: In she went, and they saw her..or perhaps they always saw her, and merely chose sometimes not to act. They'd approached her, and she'd seen it, the world spooling. They'd done something, something bad. Or maybe they hadn't. She'd wound up home, terrified, and for a moment it was as if she'd seen something. She'd seen that she might have died, that her father might have as well. Two thieves on crosses, one lived a life eternal hereafter, one suffered, and based on a single moment. History had seemed to spool out, and that was a thought that didn't make sense. But it was as if the world suddenly didn't make sense.

As if she was starting to see the effect before the cause, as if suddenly she'd know what people weren't going to say and why they weren't. History was one of her best subjects, and yet she felt unmoored, and uncertain why.

As if she were dancing, as if she were shouting, as it was called, in the aisles. Something wrong, something strange, something different than the future she'd imagined and dreamed of and considered before. And yet if she knew what it was, it wouldn't have felt as it did. One night, two weeks later, she woke up and stumbled out into the night, because there was somewhere she had to be. There was something she had to write. Nobody knew where their place in history was, did they? They didn't write themselves into the story, and yet her hand itched as she journeyed forth, aimless and aware of how insane it was, what she was doing. What she was feeling. She was fifteen, and yet her path took her to a factory. Before the war ended, she remembered, people had said…

In there, in there was a book. A history book, and yet also a book of stories and songs, and yet also a book of lies. And promises. What ifs and just so stories. And so she began to read...

[] Moros: In she had gone, and she had been seen. And after that day, Uncle Jack was no longer allowed in the house. For two weeks, she watched her father get more haggard and tired, more exhausted. And yet, it wasn't him, it wasn't…

She. Mother.

It was sudden, it was...she couldn't have known. She couldn't have known. It is swift, a Spring funeral, a spring loss, and with it she loses something she didn't understand. Surely she...had to have known that people could die. It was insane. The night after the funeral, she goes into the kitchen. Utensils are there. Flour. Sugar. Objects. That's what's left of mother. Objects.

She did not write any great memoirs. She just traced the line of her height as it had shot up, as she had grown older. She had just been there, soft and yet firm, to keep things in order. What were they going to eat now?

Miriam would have to feed them. Have to...take care around the house. She was the...woman of the house, or something like it. She picked up the utensils, feeling almost profane to do so, as if they should be buried with her mother, as if she were some viking. And she began to cook, and prepare a meal. And the more she worked, the more she felt as if the world was falling away, and the more she felt as if there was a hand guiding her. A hand holding hers, and some time later she looks up, and something has been made.

But...it isn't food. She isn't sure what it is. And there is someone standing in front of her. Mother.

Or...not her. But it seems like her. And isn't that close enough? She's gone, so surely, surely…

Suddenly, somehow, she knows what she has made. Knows exactly what she has made.

And knows she could make it again.

******

[1] This involves dancing, actually, primarily. Look of Shouting, it's actually pretty important.
[2] The Stand was what the main area was called, and it did include 'legitimate' businesses, like theatres and the like, but it also included Black-and-tan Cabarets and policy game dens, and so on and so forth.
[3] I really did try to choose something less cliched than the most well known high school that catered primarily to African-Americans in Chicago in this era, but it's legitimately the only school that makes sense based on her location, class, and other features.

*****
A/N: Alright, so here we go. I hope that the described scenarios (which will be expanded after they are voted on) all sound alright and to the specifications of Mage. Also, this post itself is vital. If i lose you here, showing off Miriam, I lose you forever. So I hope this all made sense, hung together, and had its own voice.

I'm... really very nervous about all of this.

Okay, as far as the votes go, you can use the first two sentences of each vote as your vote, or you can vote for the Path that it most obviously is. Just...whatever works? Note, I will be writing out the Awakening, these are just 'short' versions of it. Relatively speaking, obviously.
 
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OOC: Earthscorpion Explains Spirits Secondhand, So I Don't Have To
As far as Spirits go, they're really cool...but hard to describe? They are their own whole giant system of beings and ecology. Like, there are entire sets of books about Spirits and nothing else.

I'm being serious. There are like 2-3 all about them, and most of the Werewolf stuff has a ton too, because Werewolves interact with spirits as basically all of their magic.

@EarthScorpion has a lovely post that explains Spirits pretty well:

Basically, things in the world make essence flavoured by what they are. Trees make tree essence, cars make car essence, petrol stations make petrol station essence. Spirits then form from that essence when it pools, and want to gather more of it.

That means that tree spirits attack other tree spirits in the area so they become more than the spirit of a single oak tree, and become a spirit of Oak Trees, say, or feed off all the trees in the area to become a spirit of the forest. And car spirits roam the streets in packs, preying on other cars and attacking petrol stations which themselves are eating money spirits. But maybe the petrol station spirit views itself as controlling the cars, so maybe it enslaves the cars with fuel pump chains, and they attack anyone who comes into its territory like chained dogs.

And then things get even more complicated when humans get involved, because humans don't have single spirits themselves, but produce vast amounts of different kinds of essence. So there are emotional spirits, which each feed off (and so want to encourage) different emotions, things produced by human activity, etc. Unlike the oWoD, the forest spirit fighting against the housing development isn't a good and pure force of nature standing against human encroachment. It just doesn't want to lose its supply of food, and it's entirely willing to possess people to use them as pawns to sabotage the development

Spirits want more of the things which produce them essence to exist. So they try to interfere in the world. A tree spirit wants more trees. A road spirit wants roads everywhere. Car spirits want more cars. Anger spirits want more anger. Love spirits want more love. Etc, etc. And all spirits are insane from a human PoV and have no moderation, so love spirits will try to possess people and make everyone in an area feel love, not caring about emotional balance or whatever.

Spirits can only feed off essence of their own kind, or of things which are conceptually linked to their thing as something they might "prey" off. If a spirit feeds off a certain kind of essence for a long time, it'll twist it. So, for example, a tree spirit might be able to feed off a ruined building's essence, but it'll become a spirit of overgrown buildings and ruin and nature reclaiming human works. That's a valid transformation. But when a spirit feeds off incompatible essence, it becomes something known as a magath, which is just insane even by spirit standards because it doesn't have a strong thematic link. One example one is a car spirit which fed off the pain of accidents, and became a spirit obsessed with cars and inflicting pain and deliberately sabotages its own cars, hurting itself, so the cars will hurt people.
 
OOC: Rough XP thing
Unrelated attempt to try to figure out XP in this Quest.

Attributes: 5 XP per dot, must have done something with or involving the Attribute that justifies raising it. (Attributes like this will have an asterick next to them in the character sheet, and it'll be presented as an option.)
Aspects: 1 XP per dots up to 2, 2 XP for all beyond that up to the limit (5). So minor aspects are easy to get, relatively. Though there will be limits on the maximum number of aspects before you have to start combining them. Requires story or character justification (thus I'd be giving you options.)
Merit: 1 per dot. Usually also requires story justification.
Arcana: 4 XP per dot. Requires teaching, etc.
Arcana (above limit/max): 6 XP per dot.
Gnosis: 5 XP per dot. Unlocks over time/experience, can be partially bought with Arcane Experience.
Rote: 1 XP. Easy. Simple.
Praxis: 1 XP, done only through Arcane Experience.
Willpower: 2 per dot.
Legacy (Tutored): 1 XP, either regular or Arcane Experience.
Legacy (Untutored): 1 XP, Arcane only

Arcane XP is worked towards by trying to understand magic, exploring the magical world or learning new things, discovering important things, and sometimes being tutored in magic for an extended time.

This is provisional. There's still time to work this out.
 
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