Name: Eliana WilliamsPlayer: Stimtheone
Nature: ConformistDemeanor: Vigilante
Essence: DynamicConcept: Wise Healer
Affiliation: TraditionsSect: Verbena

Attributes

PhysicalSocialMental
Strength3Charisma2Perception4
Dexterity4Manipulation2Intelligence3
Stamina4Appearance2Wits3

Specialties:
Dexterity: Nimble
Stamina: Energizer Bunny
Perception: Hawkeye


Abilities

TalentsSkillsKnowledges
Alertness2Crafts1Academics1
Art0Drive1Computer1
Athletics2Etiquette0Cosmology1
Awareness1Firearms2Enigmas2(3)
Brawl0Martial Arts4Esoterica1
Empathy1Meditation0Investigation2
Expression0Melee2Law0
Intimidation0Performance1Medicine2
Leadership0Stealth1Occult2
Streetwise0Survival1Research1
Subterfuge0Technology0Science0
Other TalentsOther SkillsOther Knowledges
Cooking2Larceny1Lore: Awakened1
  Archery2Lore: Reborn1
    Lore: Spirits2

Specialties:
Crafts: Woodworking
Performance: Singing
Martial Arts: Taekwondo (all kicks and punches)
----

Advantages

Spheres
Correspondence (Natural)3
Entropy0
Forces2
Life (Affinity, Mastered)4
Matter (Inept)1
Mind0
Prime2
Spirit (Mastered)3
Time0
Backgrounds
Avatar2
Certification1
Contact1
Mentor2
Node2
Resources2
Sanctum1
Chantry3
Totem1
Misc
Arete4
Willpower8
Quintessence2
Paradox0
Merits
Sphere Natural: Correspondence6
Language: Ancient Egyptian1
Enchanting Feature: Voice2
Ambidextrous1
Flaws
Sphere Inept (Matter)6
Echoes (smell of grass and flowers)1
Permanent paradox flaw: Pink hair3

Health Levels
Bruised-0 
Hurt-1 
Injured-1 
Wounded-2 
Mauled-2 
Crippled-5 
Incapacitated- 

Focus

Paradigm: Might is Right
Practice:
Primary - Witchcraft
Secondary - Shamanism, Psionics
Instruments:
1: Brews, Potions, Powders, and Other Concoctions
2: Weapons
3: Blessings and curses
4: Wands and staves
5: Writing and inscriptions
6: Fashion
7: Dances, Gestures, Postures, and Other Movement Practices
8: Food and Drink
9: Voice and Vocalizations


Personalized Tool (Life): Self-made Potions


DESCRIPTION


NOTES

Avatar - The Beloved - A young woman, looking in her twenties, almost like a twin of Eliana. It pushes her to show the superiority of her power and fully go forward, and to her she is the feeling of the sibling she knows is out there and she has never met. This is, of course, an idealized image of Madeline, who is her actual sister. Neither know.
Resources - Registered nurse. Hours are weird, long and exhausting, but pay well
Mentor - Alexander Ranberg, a man in his fifties who has a deal of attention for the girl, as well as several others
Certification - Several permits for hunting, concealed carry, and generally most of her work in witchcraft
Contacts - One of her cousins still keeps in contact and is more informed than others
Node - Her home was chosen for the very reason that its basement contained a small node, enough to give her a steady supply and grow some plants
Sanctum - Her basement was set up as such, streamlined to work with the node and also hide it
Sphere Natural - Correspondence - Eliana has an eye for the big connections, ley lines, or just full on spacial manipulation, knowing the power of connection
Sphere Inept - Matter - But she does not see the little connections... especially in dead things. Matter is often too inert for her to see it as it is, and mastering it is difficult
Echoes - When the witch walks in a room, one can smell cut grass and flowers, but never the same flower.
Totem - Storm Crow (as per Raven. Changed ban - Never force it to slumber), whom Eliana offered refuge during the umbra storm, now comes to her in dreams and occasionally in the umbra
Permanent Paradox Flaw - Hair is light pink, if paradox is still gained, duration is extended, otherwise expires in a week

Martial Arts Styles: Taekwondo, Tegumi, Hapkido (Associated weapon - Sword), HEMA (Associated weapon - Greatsword)


Equipment\Instruments:
A basic Sedan
A Jeep Renegade
Smartphone
A Willow Wand
Canvas Messenger bag
At least twelve potions at any time
Engraving and writing instruments
Powders of several types, including cooking ingredients
A reasonable amount of stakes


Weapons\Armor:

Dagger (Diff 4, S+1 L)
Demise Blade (Diff 4, S+1 A)
Sword (Awakened for -1 Diff, likes to be called Durandal) (Diff 5, S+3 L)
Silver Sword (Diff 6, S+3 L)
Baseball Bat (Diff 5, S+2 B)
Greatsword (Diff 5, S+6 L)
Silver Greatsword (Diff 5, S+6 L) x 2

Light pistol (Diff 6, 4 L)
Heavy Pistol (Trinket) (Diff 6, 6 A)
SMG (Diff 6, 6 L, Full Auto, 3-round burst and Strafing capable)
Shotgun (Diff 6, 8 L)
Assault Rifle (Diff 6, 7 L, Full Auto, 3-round burst and Strafing capable)

Long Bow (Diff 6, 5 L)

Feather Plate (+5 armor, -1 dex for one turn after hit)


Wonders:

Merch yr Haul (Daughter of the Sun) - Artifact, Arete 3:
This ebony staff is carved with runes telling the story of the first sunrise, and bears a clear crystal embedded in one end of the staff
Major Abilities:
Sun Bolt (Forces 3, Prime 2) - Fires a projectile made of pure light that burns like fire towards a target. Aiming is done with Dex+Melee and damage is Arete*2
Flashbang (Forces 2, Prime 2) - The crystal emits a bright flash of light that can either be targeted at an individual or to affect all non-allies within 10 meters. Arete is rolled, resisted by Dexterity, those who are affected take the number of successes rolled as an increased difficulty to dexterity or perception rolls. If targeted on one individual, it lasts 2 rounds, or one round on multiple targets
Minor Abilities:
Light (Forces 2, Prime 2) - The staff can shed constant light similar to a lightbulb from its crystal Luminous writing (Forces 3, Prime 2) - By using the other end of the staff, the user can trace out writing that either hangs in the air or on any surface they use it on. It persists for 5 minutes, and can be dismissed by the wielder

Runestone of Wind - Periapt, capacity 5:
A 5 inch thick piece of stone with 5 runes on it, each coloring as it is charged, starting from one side. Flourishing resonance.

Stabilized Health Potion - Charm, Arete 4:
A small vial with a slightly foul-tasting liquid, contact on a person even through clothes or anything but the thickest armor can immediately repair any damage to them, up to their maximum. If the damage is aggravated or obviously lethal, the wound stings painfully while healing, giving a +1 difficulty on the next roll
System:
Arete 4, Life 3, Prime 2 Charm
Roll Arete, healing as many wound levels as per successes rolled. Botches deal aggravated damage
Quantity left: 8

Potion of Flight - Charm, Arete 4:
These potions have a friendly label with a pair of wings and the brown liquid inside tastes almost like an energy drink. On drinking, the user will painlessly grow a pair of wings which can be used without fear of them falling off, though with fear of the veil.
System:
Arete 4, rating 3, Life 3, Forces 2
The user grows black, feathered wings out of their back as well as gets lightened enough to be able to use them. Bulky clothing might conceal them, but while in use they would be rather obvious. Flight maneuvers are done either with Dexterity + flight, Diff 6 or Dexterity + Athletics, diff 7. The effect lasts for a scene
Flaw: -1 dexterity per the duration as they unbalance the user
Quantity left: 8

Potion of Swiftness - Arete 4
A cheetah marks the label of this small bottle, and the liquid inside is blood-red with a tangy taste that might imply blood to be an ingredient. Upon drinking it, one can find themselves far more precise, yet at the same time restless from its energy infusion.
System:
For one scene gain +2 dexterity, as per the Enhancements background at 2 dots and the genetic flaw: Restless motion, which causes one to pace when standing still unless a willpower roll diff 8 is passed
Quantity left: 7

Translator Joint - Charm, Arete 3:
These well-rolled and mixed joints offer one a heightened state of mind in which they momentarily surpass the language barrier, understanding and speaking any sentient language. For one scene one can communicate with almost everyone
System:
Arete 3, rating 3, Mind 3
The user must physically smoke the joints to trigger the effect, which takes a few minutes after which they can understand any sentient language and communicate with it
Quantity left: 5

True Dreamcatcher - Talisman:
In order to store a memory/a thought/an idea/a dream, you place it against your forehead for 1 turn (or ten minutes) while repeating your dream in your head or out loud (Int + expression standard diff / Int + Lore (whichever is appicable), 1s needed) and spend 1 Quint or 1 Faith. The dreamcatcher converts the dream into Spiritual essence and weaves it into its net. Place it over your heart and spend one Quint/Faith to instantly relieve/remember it. It only responds to the person whose Quint or Faith was used to store it.
The dreamcatcher can only contain one dream/thought/memory at a time, so storing a new one will erase the previous one.

Electrostatic gloves - Artifact:
Requires an arete roll, diff 6 to activate, attacks with them deal lethal damage and +2 damage dice for as many hits as the arete roll

Penelope's Grimoire - Grimoire, Paradigm: Tech Holds All the Answers, Arete 3, Mind 3, Dimensional Science (Spirit) 3
Tome - Time 3, Mind 2 (copied from Elyes)
Tome - Life 4 (Bought from Chantry)
Tome - Correspondence 3, Life 3 (obtained from Dante)
Tome - Correspondence 3, Matter 3, Life 3 (obtained from joy)

Tome/Grimoire Combined levels: Correspondence 3, Entropy 0, Forces 0, Life 3, Matter 3, Mind 2, Prime 0, Spirit 3, Time 3

Trinket - Desert Eagle (Heavy Pistol) that deals aggravated damage
Trinket - Ghost-Hunting Earring. Item which vibrates when near powerful enough spirits, such as wraiths or other ghosts of sufficient influence
Trinket - Featherweight Plate. Full plate with no dex penalty. Penalty becomes -1 for one turn when struck
Trinket - Demise Blade. Dagger that deals agg damage
Enchanted item - Hooded Long coat that gives Arcane 2 when in crowd and hood is up. Must be re-enchanted every month by Altair


HISTORY

Eliana was adopted into her current family when she was little, her original family dead and her new one accepting of certain pagan practices in which she was educated. While the others were nothing more than sleepers with a weird hobby and the occasional numinist, constant exposure to this life had made her see the world as it was, open to their suggestions, and listening to her every whims even if not cooperative. When she awakened to her greater ability she was taken in by her circle, who were still part of her family but far removed. There she learned the methods by which they work... respect nature, the old ways and tradition... but she believed that nature was not what they thought. For her, nature was brutal, unforgiving, and what you make of it. And her new abilities were just part of nature, and she was determined to use it to show who is at the top of the food chain, but also show that the best way to work... is together.
"The sunlight of spring, the dancing of flowers. Fragrant winds of May brush against your cheeks, blessings ring from beyond the stars! Open, the promise of lost victory! Sing, Durandal!"