Name:Alex "Span" Henry Concept:Artifact Thief Path:Mastigo
Age:24 Virtue:Fortitude Order:Mysterium
Player:XianTheCoder Vice:Greed Cabal:

Attributes
Power Intelligence Strength Presence
Finesse Wits Dexterity Manipulation
Resistance Resolve Stamina Composure

Skills Other Traits
Mental
(-3 unskilled)
Academics
Computer
Crafts
Investigation
Medicine
Occult
Politics
Science

Physical
(-1 unskilled)
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry

Social
(-1 unskilled)
AnimalKen
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Merits
High Speech
Allies (City Hall)
Status (Mysterium)
Status (Consilium)
Mystery Initiate
Shared

Flaws


Size:5
Speed:8
InitiativeMod:5
Defense:1+4=5
Experience:12/76
Health
Willpower
Mana
Gnosis
Wisdom
10
9
8
7
6
5
4
3
2
1
Arcana
Death
Fate
Forces
Life
Matter
Mind
Prime
Space
Spirit
Time
Armor
Type Points
Protective Spells
Name Points
Untouchable 4
Mental Shield 2
Additional Information
==================== GAME MECHANICS ===================
SUCCESS: 8-10
-Roll Again: 10
SPEND WILLPOWER: +3 Dice to Pool
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HEALING TIMES:
-Bashing: 15 Minutes
-Lethal: 2 Days
-Aggravated: 1 Week
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COMBAT:
-Melee (Unarmed): Str + Brawl + Mods = 1 (Chance)
-Melee (Armed): Str + Weaponry + Mods = 1 (Chance)
-Ranged (Thrown): Dex + Athletics + Mods = 1
-Ranged (Weapon): Dex + Firearms + Mods = 1
SKILLS:
-Research: Int + Aca + Mod = 7
-Investigate a scene: Wit + Inv + Mod = 5
-Bypass Security: Int + Lar + Mod = 3
-Hide/Move Silently/Tail: Dex + Ste + Mod = 7
-Read Emotions: Pre + Emp + Mod = 1 (Chance)
-Manipulate People: Man + Per + Mod = 7
-Lie: Man + Sub + Mod = 6
OTHER:
-Meditation: Wit + Comp = 4

==================== MAGE MECHANICS ===================
SKILL SPECIALTIES: +1 Dice to Skill Rolls
-Investigate (Artifacts)
-Academics (Research)
-Persuasion (Fast-Talk)
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ROTE SPECIALTIES: +1 Dice to Rote Rolls
-Investigate
-Occult
-Survival
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GLOBAL SPELLS:
-Unveiling Resonance: Int + Occ = 8; Extended Action; Core pg 277
--Object
---Identify (Success 1): Recognize a previously encountered resonance.
---Identify (Success 5): Recognize a Shapeshifter in any form.
---Nature (Success 1): Know Something isn't what it appears.
---Nature (Success 5): Know the True Nature of something.
--Spells
---Composition (Success 1 per Arcana used): Determine what Arcana was used
---Potency (Success 1 per Potency):
---Targets (Success 1 per Target):
---Duration (Success 1 per Duration Factor):
---Identification (Success 1 Improvised/5 Rote)
---Power (Success 1 per Gnosis)
---Mastery (Success 1 Improvised/5 Rote)
--Quality (Success 5 per Aspect)
-Sense Scrutiny: Wit + Com = 4: Sense someone reading resonance
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SYMPATHETIC PENALTIES:
-(0)Sensory: You can see/hear/or otherwise sense
-(-2)Intimate: Very close friend or have a physical piece of the target
-(-4)Known: Average friend to common acquaintance or you have a picture/representation
-(-6)Acquainted: Have met but don't know well or an item used once
-(-8)Encountered: Someone passed on street or an item touched once
-(-10)Described: Know a name/description but never encountered
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RESTORING MANA:
-Scour Pattern: -1 Physical Attribute Dot = 3 Mana, 1/day, 24 Hour Stat Recovery
-Scour Health: 1 Resistant Lethal Dmg = 3 mana, Unlimited Use, only Heals Naturally
-Oblation: Gno + Comp = 5; +1 Mana/Success at Hallow
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HIGH SPEECH: +2 Next Casting Roll, Lose Dex from Defense; Instant Action
-------------------------------------------------------
EFFECTS OF GNOSIS:
Gnosis: 3
-Attribute/Skill/Arcan Max: 5
-Max Mana: 12
-Mana per turn: 3
-Aura: N/A
-Base Paradox Dice Pool: 2
-Time per Roll: 1 Hour

Arcane Mastery Limits:
-1: 5
-2: 4
-3: 4
-4: 3
-5: 3
-6: 3
-7: 2
-8: 2
-9: 2
-10:1
-------------------------------------------------------
MAGICAL TOOLS: Reduce 1 Die from Paradox Rolls
-Path: Iron Coin
-Order: NA
-Arcana:
--Fate: Iron Coin
--Mind: Small Keychain Rubiks Cube
--Space: Small Keychain Rubiks Cube
-----------------------------------------------------
ARCANUM:
-Ruling: 6 x New Level
--Mind[2]: Gno + Mind = 5
--Space[4]: Gno + Space = 7
-Common: 7 x New Level
--Fate[1]: Gno + Time = 4; 1 Mana
-Inferior: 8 x New Level
--Matter[0]: Gno + Matter = N/A; 1 Mana

RANKS:
-Pentacle: Initiate/Apprentice/Disciple/Adept/Master
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ASTRAL PLANE:
-Enter (Near a level 5 Hallow/Demesne): Meditation Roll; 1 Mana
-Exit: Res + Com = 7
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SPELL CASTING:

GRIMOIRES:
-None

ROTES, KNOWN:
-Scrying (Space 2,C,0M,I,T): Core235; Int+Inv+Space+RS = 13
-Teleportation (Space 4,V,1M,I,L): Core241; Int+Occ+Space+RS = 13

ROTES, CAST AS CREATIVE THAUMATURGY:
-Mage Sight:
--Third Eye (Mind 1,C,0M,I,P): Core206; Gno+Mind=5; Mage Sight
--Spacial Awareness (Space 1,C,0M,I,P): Core233; Gno+Space=7; Mage Sight
--The Sybil's Sight (Fate 1,C,0M,I,P): Core 149; Gno+Fate=4; Mage Sight
-Counterspell: Gno+Arcanum OR Comp+Occult+Arcanum
--Mind: Gno+Mind=5
--Space: Gno+Space=7
--Fate: Gno+Fate=4
-Awareness:
--Interconnections (Fate 1,C,0M,C,E): Core148; Gno+Fate=4/Wit+Emp+Fate=2; Determine Connections between two things
--Aura Perception (Mind 1,C,0M,I,P): Core205; Gno+Mind=5; Read Auras
--Sense Consciousness (Mind 1,C,0M,I,P): Core206; Gno+Mind=5; Sense Sentience locally
--Correspondence (Space 1,C,0M,I,C): Core232; Gno+Space=7; Determine Degree of Sympathy between two things
--Finder (Space 1,C,0M,I,P): Core233; Gno+Space=7; Magical Tracer Bug
--Omnivision (Space 1,C,0M,I,P): Core233; Gno+Space=7; 360 degree vision, one scene
-Control:
--Ward (Space 2): Core; Gno+Space=7
--Emotional Urging (Mind 1,C,0M,I,P): Core207; Gno+Mind=5
-Defensive:
--Mental Shield (Mind 2,C,0/1M,I,P): Core209; Gno+Mind=5 ; Mental attacks take -1 Dice per Mind Dot
--Misperception (Mind 2,C,0/1M,I,P): Core209; Gno+Mind=5 ; +1 Armor per Mind Dot
--Untouchable (Space 2,C,0/1M,I,P): Gno+Space=7 ; +1 Armor per Space Dot
-Offensive:
--Suspension (Space 4, , , I, P): Core ;Gno+Space=7;
-Buffing:
--Quantum Flux (Fate 1,C,0M,I,P): Core148; Gno+Fate=4; Negate 1-3 die Penalties by aiming
-Utility:

LEGACY ATTAINMENTS: Subtle Ones
-1: Incognito Presence
-1: The Sybil's Sight
-2: Imposter
-2: Alter Aura
-2: New Threads
-3: Breach the Vault of Memory
-3: Co-Location
-3: Multi-Tasking

=================== GAME MANAGEMENT ===================
HALLOW MANAGEMENT:
-Current Day Mana: 3
-Tass: 0
-------------------------------------------------------
HEALING:
-Days of Natural Healing Remaining for next Health Dot Recovery: NA
-Resistant Damage: 0/0/0
-Regular Damage: 0/0/0
-------------------------------------------------------
ACTIVE SPELLS (4/5) / SPELL TOLERANCE (4/2, -2 Modifier to Casting Rolls)
-Spacial Awareness (Space 1): Mage Sight
-Untouchable (Space 2): +4 Mage Armor
-Angled Vision

================= CHARACTER SPECIFICS =================
SHADOW NAME: "Span"
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PERSONALITY:
Span is very charismatic, and it has made him arrogant and a touch reckless. He firmly believes he can resolve nearly any issue with his silver tongue. As a friend and companion, Span likes taking the leadership role, but is considerate of his cabalmates. Span has major political aspirations, hoping to one day reach the rank of Heirarch.
-------------------------------------------------------
DESCRIPTION:
Span is short and skinny, with black hair, and brown eyes. He is considered average looking while not physically remarkable in any way. When he speaks, his silver tongue says what his looks can't.
-------------------------------------------------------
NIMBUS:
Deep glossy black shadows that appear to dance like flames coating everything around him, reflecting random objects against it at impossible angles.
-------------------------------------------------------
BACKSTORY:

Born in Worcester MA, under the name Alex Henry, Span was a trouble-making child from a middle class suburban family. Highly intelligent but physically weak, Alex learned at a young age to use his brain, small size, and mouth to their fullest advantages. Focusing most of his energies on causing trouble and not getting caught, then talking his way out of trouble when he did get caught, Alex grew up with a displaced understanding of consequences. After an impressive SAT score with mediocre grades, Alex enrolled in a local state university where he choose a degree that wasn't academically demanding, and one he felt he already had a natural advantage in, Criminal Justice. Four years of skating through college did little to settle and mature Alex, especially with his uncanny ability to get himself out of trouble. After graduation, Alex continued with the easy road, opting to use his understanding of criminal justice, he turn to white collar crime as a means of paying the bills. Alex was mainly responsible for casing places and finesse theft jobs, which played right into his main strengths. During one job, where Alex was being sent into the home of an elderly man that was rumored to stash money and valuables in his study, something went amiss. It began with the queasy feeling of the world lurching around him, followed by the decor and architecture of the house suddenly turning ominous. Slowly, Alex would make his way higher and higher, and at each turn he would be faced with impossible challenges. At the end of one corridor the hallway would turn at an impossible angle, at another he was attacked by a door, at yet another he was met with a locked door and no path back the way he had come. At each challenge he reached deep inside himself and stretched for a solution to the problem, at the angled hallway Alex simply walked along it, at the violent door Alex would transport it away, at the locked door Alex simple willed himself on the other side. The final challenge came on the opposite side of the locked door, when Alex came face to face with a elder looking giant monster. Behind the monster stood a tall platform with a podium on it. Alex battled the beast, striking and dodging, transporting himself and the monster around the room. Realizing that he had little combative prowess and the transportation dance couldn't last forever, Alex reached out for another solution. Using his strength as a manipulator Alex attempted to appeal to the beast, mentally willing the beast to succumb to his please for non-violence. Suddenly, the beast halted its aggression and collapsed on the floor. Seeing the shining podium set atop the platform, Alex stepped up and found the greatest treasure he could have ever imagined, a golden book. Feeling it beckon to him, he wrote his name among it's golden pages, "Span" had awakened to the watchtower of the Iron Gauntlet (Mastigo).

Hours later, Alex would awaken on a leather couch, seated across from him was an elder man that closely resembled a human version of the beast he battled. The man seemed amused more than angry at the intruder asleep on his couch. Alex would learn that the man was known as "Entropy" a Mage of the Acanthus path and member of the Mysterium order. Still in disbelief, Entropy would explain what Alex had just undergone, and would guide him through his first days as a Mage. The mentor/apprentice relationship would last for six months, with Entropy teaching Alex the basics of mage life, enough arcana to survive, and help guide him to his eventual shadow name, "Span".

During his apprenticeship, Span was introduced to a variety of other mages. Due to his background and natural skill set, he was often drawn into conversations with the Guardians of the Veil, and occasionally he would assist them with various tasks. When his apprenticeship was nearing its end, and it came time to select an order, the GotV and the Mysterium fought hard to woo the young mage. The Mysterium saw his intellect and skill set as the proper combination for an Acquisitor. The Gotv saw his personality and skill set as a great fit for their recon projects and eventually the Subtle Ones Legacy. Eventually, Span would decide on the Mysterium, but true to his nature, he did so with a charisma that kept him in good relations with the GotV. Over time, the Mysterium would leverage Span's relationship with the GotV, eventually making him something akin to a liaison.

Fully committed to the Mysterium, Span was provided a greater opportunity to learn among a larger group of teachers. Finding Space to be a natural fit for himself, he delved into his education like he never did in his mundane schooling. Eventually, Alex would become a trans-location specialist, and was widely praised for how quickly he became a first degree Adept.

Span would spend another 9 months in the Worcester area, where he would further ingrain himself within the Mysterium, by becoming a very successful Aquisitor. His predominant role was providing recon and transportation for various higher ranked Mystagogies. Span earned his first measure of renown when he single handedly and successfully, retrieved an ancient Mysterium artifact from the Higgins Armory museum, before it could be destroyed by a local Seer pylon. The artifact retrieval would be Span's ticket into being Initiated into the Mysteries, a secret deeper layer of access within the Mysterium Order. After his initiation, it was clear that Span was on the fast path to greatness within the Order, and perhaps the Consilium.

After 9 months as a very successful Aquisitor, Span was called before the Curator of Worcestor, who asked him to move an hour north-east to Boston. The Boston area had undergone a recent strife which left a barren supernatural presence, and plenty of artifacts ripe for the acquisition. Not overly excited about starting over in a new caucus, the Curator sweetened the pot, by offering Span the position of Daduchos within the Boston caucus, and pointed out to Span that a political vacuum existed, giving young ambitious mages an opportunity for upward advancement. Considering the opportunities and the increased title, Span made the decision to make the move. Span's initial point of contact was a Mystagogue known as Nightingale, the leading Mystagogue in Boston. When the GotV caught wind of his imminent move, they approached Span about reaching out to Vanity, a Boston area Guardian, once he was settled. According to them, Vanity was in need of some assistance following leads and research. Agreeing to help if he could, Span was off to Boston.

In Boston, Span found plenty to keep himself busy. Nightingale, gave Span the local run down on the Boston caucus, and assigned a sleepwalker to show him around. Good to his word, he sought out Vanity, the cabal mate of Wrath, a fellow Mystagogue, who requested he perform a few tails and portals for them. Where he was a tool to Nightingale, Wrath was much closer to a friend. Sharing a desire to hunt down relics, Span and Wrath found much common ground between them, which lead to many discussions related to tactics and artifacts. The local Mysteriun, pleased to have another member join them, flooded him with leads on artifacts. Span would spend the majority of his time in researching artifacts and tracking down leads. Nightinggale would quickly recognize his usefulness, and would appoint Span as her official Provost.

During one retrieval job, Span was unable to acquire the artifact before the Seers captured it. In an effort to salvage the job, Span appealed to Pride, in order to locate Cerberus, the Seer's liaison. Span attempted to barter with the Seers, but was unsuccessful. Days later he was sent pictures of the artifact being destroyed. It was Span's first major failure, and one that he was determined to avenge.

Eventually, Span would cross paths with Magellan, a true Space Master. Both Mastigos, Span and Magellan got along well and often compared notes on various destinations. Upon request, Magellan would eventually teach Span the Teleportation rote. During one of Magellan's "trips", his cabalmate and GotV, Jeeves was in need transportation for a task. Vanity, having had success dealing with Span, recommended him to Jeeves. The job went so well, coupled with the favorable view of Span by the GotV, that Jeeves would hire Span several more times for various other jobs.

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CABAL:

-Name: The Misfits
-Theme: Artifact Collectors and Seer Hunters

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FAVORS:

Favors Owed by Span:
-Pride (Small): Helped Span locate Cerberus
-Magellan (Medium): Taught the Teleportation Rote (Space 4)
-Nightingale (Large): Making Span Provost

Favors Owed to Span:
-Jeeves (Small): Transportation for several jobs
-Wrath (Medium): Helped retrieve several artifacts using high level Space magic
-Vanity (Large): A variety of tails and Portals across a long period of time

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BACKGROUNDS/MERITS:
-Resources[0]: N/A
-Allies[1] (City Hall): Using Mind Magic and his Persuasive abilities, Span has several mid level managers and politicians in local government that owe Span favors.
-Sanctum Size[3 Shared]: A Large Apartment above a Boston Laundromat
-Sanctum Security[3 Shared]:
-Hallow[3 Shared]: 3 Mana Per Day
-Sleepwalker Retainer[1 Shared]: Owner/Manager of Laundromat

**Resources: $0/Month; $0 Assets
**Contact Roll: Man + Per + Contact Dots = N/A
**Allies Roll: Man + Per + Allies Dots = 7
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EQUIPMENT:
-Backpack
-Cellphone w/Video/Photo Camera
-Binoculars
-Flashlight
-Lock Picks
-Journal
-Blank Notebooks/Journals

-------------------------------------------------------
RANK/STATUS:

-ORDER: Mysterium
--Rank: Daduchos (Former Acquisitor): P123 Myst; Mysterium Middle Management directing the day to day business of the Order.

-CONSILIUM: Boston
--Position: Provost for Nightingale

-------------------------------------------------------
GOALS:
-SHORT TERM:
--Retrieve Grandfather Clock (Artifact)
--Discover what happened to the Seer in the church
--Discover what the Grandfather Clock does
--Use the younger Seers blood to locate him and kill him
--Discover the Seers plan with the recording
--Join the Subtle Ones Legacy
--Improve Space to 5
--Improve Mind to 3
--Learn an offensive combat Rote

-INTERMEDIATE TERM:
--Build a respectable Library on Space/Mind Magic and Artifact knowledge
--Acquire a Sleeper Thrall in one of the local colleges
--Improve Mind to 4
--Gain up to Gnosis 5
--Improve Mysterium Standing
--Reach 2nd Attainment in Subtle Ones

-LONG TERM:
--Gain up to Gnosis 7
--Destroy the Seer Presence in Boston
--Discover lost Artifacts
--Convert Cerberus to Pentacle
--Promote to Heirophant (Mysterium Status 4)
--Reach 3rd Attainment in Subtle Ones

-ACCOMPLISHED:

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PLOTS:
-Seers, Hostages, Recording
-Church/Auction/Clock, Scelesti
-Mammon Seer Invasion
-Vampires

-------------------------------------------------------

NPCs:
-MORTALS:

-SLEEPWALKERS:
--Maria Fernanda: Runs the Rainbow Laundromat, below where the the cabal's sanctum

-PENTACLE MAGES:
--HIERARCH: Caesar, Thrysus
--COUNCILORS: All members of The Golden Laws, Caesar's cabal
---Nightingale: Thrysus Mysterium
---Butch: Moros Adamantine Arrow
---Rags: Obrimos Adamantine Arrow
--HERALD: Vacant
--INTERFECTOR: Unknown (Rumored to be Jeeves)
--SENTINEL: Officer (Mackenzie is vying for the job)

--MYSTERIUM:
---Nightingale: Thrysus; Councilor: Likely Low-Wisdom score; Best library, artifacts, soul-stones, Seer Lore, Scelesti Tomes, and rumors of werewolf and changling stuff. Big proponent of "magic has a price"
---Wrath: Moros; Censor; Good repository of Left-Handed, Abyssal, etc
--GUARDIANS:
---Vanity: Subtle One, implying Acanthus or Mastigos; Likely a Councilor
---Jeeves: Shrouded in legend, rumored to be Infector, he is very powerful
-NON-PENTACLE MAGES:
--SEERS OF THE THRONE:
---Cerberus: Official diplomat; Weak and cowardly
--SCELESTI
---Timothy Dexter: Young Mage at the Church; Death 4
---Old Mage at the Church: [DECEASED?]
--BANISHERS:

-HUNTERS:
-VAMPIRES: Few remain post the Purge
-WEREWOLVES: Few remain post the Purge
-CHANGLINGS:
-OTHER SUPERNATURAL:

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JOURNAL:
-Day 1: Hostage Situations next to Sanctum; Church Auction/Grandfather Clock/Seers with Ritual and Disappearance/Supernal Being, "Min" and its weird Astral type Realm, Conversation with Nightingale about War Session and the Seer invasion.
-Day 2:

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EXPERIENCE:
-Earned: 79
--Arcane: 18
--Regular: 51
--Special: 10
-Spent: 64
--Arcane: 17
--Regular: 47
--Special: 10
-Remaining: 17
--Arcane: 1
--Regular: 6
--Special: 10

-Earned: 79
--35: Creation; Regular
--10: Creation; Regular; Sold 2 Wisdom
-- 2: 022614; Regular, Scene completed efficiently
-- 1: 022614: Arcane, Forces Trick in first scene
-- 2: 040514: Regular, Scene complete, church
--16: 040514: Arcane, Wisdom from Min
--10: 040514: Special, Imparted from Min
-- 1: 041914: Arcane, Name Trick using Sympathetic connections
-- 2: 051614: Regular, Scene Completion (Consilium)

-Spent: 64
--16: Creation: Gnosis 2
--24: Creation: Space 4
--24: 040514: Gnosis 3

-Progression:
[0/0:64] Join Subtle Ones Legacy - 1st Attainment (Vanity?)
[10/18:82] Mind 3
[4/30:112] Space 5
[0/8:120] Rote, Create: Displace Flesh [Int+Inv+Space+RS=14]
[0/7:127] Forces 1
[0/7:134] Life 1 **Good Conjunction with Space and Mind**
[0/14:148] Life 2
[0/8:156] Matter 1 **Good Conjunction with Space**
[0/16:172] Matter 2
[0/14:186] Forces 2
[0/21:207] Life 3
[0/21:228] Forces 3
[0/24:252] Matter 3
[1/32:xxx] Gnosis 4
[0/24:xxx] Mind 4
[0/28:xxx] Life 4
[0/28:xxx] Forces 4
[0/30:xxx] Mind 5
[0/40:xxx] Gnosis 5
[0/0:xxx] Improve Subtle Ones Rank - 2nd Attainment
[0/35:xxx] Life 5
[0/48:xxx] Gnosis 6
[0/35:xxx] Forces 5
[0/56:xxx] Gnosis 7
[0/0:xxx] Improve Subtle Ones Rank - 3rd Attainment
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Favored Resistance Attribute — Acanthus, Moros, Thyrsus: +1 Composure; Mastigos, Obrimos: +1 Resolve • Arcana — 2 dots in 1st Arcanum, 2 dots in 2nd, 1 dot in 3rd, (two of these must be the Path’s Ruling Arcana) +1 dot in any Arcanum • Rotes 6 • Merits 7 • (Buying the 5th dot in Attributes, Skills or Merits costs 2 points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Wisdom = 7 • Starting Gnosis = 1 • Starting Mana = Wisdom