Ephemeral Entities

   
Ephemeral Entities

The Ka of Lauren Darrow

Type Ghost-Reflection

Lauren's ghostly reflection. Doesn't like her, but forced to protect her because their existences are tied together. At best, it's spiteful, petty, and enjoys playing mind-games with Lauren.

Mostly, the reflection uses the Ghost Sign power to frighten and unnerve Lauren, and gently sabotage relationships as best she can. If forced to protect it's existence by protecting Lauren, the reflection uses the Snatch numina, dragging offenders to cool their heels in a mirror for a few hours. Materialize is the power of last resort, which the reflection has been extremely careful about using in any situation where it may get back to Lauren. Mostly, it is used to make life more comfortable for the reflection, such as by ensuring a supply of stagnant water and rotted corpses (via sabotaging graves and such).
Type Reflection

Attributes: Power 4, Finesse 4, Resistance 4
Willpower: 8

Initiative: 8
Defense: 0
Armor: 4
Speed: 13
Corpus: 9

Morality: 3

Essence: 13/13
Numina:
The Reflection can take solid form, stepping out of its mirror and into the real world. It appears exactly the same as the vampire, except that it can walk in broad daylight, has a shadow and can be heard on telephones and recording equipment. It still doesn’t show up in mirrors, film or photographs, however. The Storyteller spends three Essence and rolls the Reflection’s Power + Finesse. The Reflection can stay in material form for one hour for every success rolled.
Materialize,
The Reflection reaches out from the mirror, TV screen or picture it has just manifested in and drags someone inside. The Storyteller spends three Essence and rolls the Reflection’s Power + Finesse – the target’s Resolve + Blood Potency. For every success the Storyteller rolls, the victim becomes trapped within the reflection (banging his fists noiselessly against the glass) or image (stuck in an attitude of terror) for one hour for every success rolled. The Reflection can communicate with an imprisoned victim (and in lieu of any other power to communicate, might use this as a way to talk), or choose to attack. The Reflection can use this power on its vampire. Should a mortal be killed within the mirror, their remains simply vanish; thus, Reflections cannot use this method to feed.
Snatch, Savant (Snatch), Unknown, Unknown

Nigel
Sir Nigel Galsworthy, 4th Baronet of Bishop's Lydeard (Deceased), Invisible Member of the Suicide Circle

Type: Ghost
Born: 1980
Died: 2007

Virtue: Humble
Vice: Shy

Background: As forceful and confrontational as a rabbit confronted with a piece of celery, Nigel grew up in the shadow of his father, Sir James Galsworthy, the 3rd Baronet of Bishop's Lydeard. A forceful and potent man, Sir James was a banker, his own grandfather raised to a baronetcy for services to British finance. Nigel grew up under a massive weight of expectations, one which he shouldered poorly. Instead of a barrister or financier, his few talents tended towards painting and dealing with animals, and he was cripplingly shy in social circumstances.

But Nigel was rich as Croesus, had a luxurious estate out in Somerset County, and he had a title. So when his father died suddenly of a stroke, Nigel found himself the target of entirely more attention than he'd ever been subjected to before. In short order, he found himself engaged to an exceptionally attractive young woman of artistic background, and for a few months, the young man was deliriously happy. He bought a wedding ring from De Beers with enough diamonds to feed a small country and started planning a honeymoon across the world. They'd visit Italy first, then perhaps a few weeks in Greece...

Then his fiancÚ was caught in flagrante delicto with one of the groomsmen, a school-friend of Nigel's, and the wedding was cancelled under a cloud of scandal. Nigel was actually willing to go on with it, but his own family vetoed that idea thoroughly, and it was entirely arguable as to whether the young lady in question was more fond of Nigel or his money. Regardless, Nigel sunk into deep, deep depression, interspersed with bouts of blatantly self-destructive behavior (visiting prostitutes, both high-class and low, drinking till he was insensible, etc). It was not long after this that a distant friend of his father suggested that Nigel could at least channel his misery to constructive uses.

Joining the Suicide Circle was cause for some perverse pride on Nigel's part. It required his death, but it was death for a cause, and the Romans did say that to kill oneself restored one's honor, didn't they? Thus, on New Year's Eve, 2007, Nigel Galsworthy underwent the Three-Fold Death. He drank from a cup of wine mixed with cyanide. He was hanged by a silk rope. And he was disemboweled with a sacred sickle. His blood fed London for one more year.

Of course, even in dying, Nigel managed to screw things up. Through Lauren Darrow's presence, she was initiated (somehow) into the Suicide Circle, despite being already dead by most standards. The other Invisible Members were not well-pleased with this, though the situation was eventually resolved.

These days, Nigel is technically part of the Suicide Circle's Invisible Membership, though since he's somewhat frightened of them and they think (in so far as any opinion can be discerned) that he's an inveterate screw-up, they mostly avoid each other. Instead, Nigel has become the Cat's Cradle's official ghost, and spends most of his time hanging out with the people there, especially the changeling Bat, with whom he has a slow, romantic relationship (they go on picnics to graveyards).

In life, Nigel was a short man with soft blond hair and a babyish face dominated by a pair of cornflower blue eyes. At his death, he was dressed formally, in a black suit with a bright green checked tie. In death, his face has gone pale, chalk-white, and he bears the marks of his death upon him: a smell of bitter almonds, the shiny-red ligature marks upon his neck, and the open, rancid wound upon his gut. He is able, for a time, to look as he had before, though even then he wears a black noose about his neck.

Presently, Nigel's personal anchor (his wedding ring) is in the possession of Bat, having been excavated from his grave at Kensal Green cemetery. He is also anchored to the Reform Club.
Type Ghost

Rank: 2
Attributes: Power 3, Finesse 5, Resistance 4

Willpower: 9
Innocence: 7

Initiative: 9
Defense: 3/3
Speed: 13
Corpus: 9

Essence: 15/15
Influences: Anchors ●● (The Reform Club, The Suicide Circle, His Engagement Ring)
Numina:
This Numen grants a mortal a vision of a task the entity wishes him to accomplish as well as a magical determination to see it through. The entity pays 2 Essence and rolls Power + Finesse. On a success, the subject receives a short vision of whatever the entity wishes him to do and is under the Obsessed Condition regarding carrying that mission out.
Implant Mission,
The entity is very good at being overlooked. Perception rolls to notice the entity are penalized by 2 dice. This Numen does not require a roll to activate and has no cost.
Innocuous,
This Numen disguises a Materialized entity as a human and can be used at the same time as the Materialize Manifestation Effect. Using the Numen costs 1 Essence and the human seeming lasts for activation successes in hours. The human “costume” is flawed — witnesses may make a Wits + Composure roll penalized by the entity’s Finesse to realize that something is wrong. Characters able to sense the entity in Twilight do not suffer a penalty to the roll.
Mortal Mask,
The entity accelerates into a blur of movement. The entity chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while spending 4 Essence triples it.
Speed
Manifestations: Twilight Form, Materialize, Image

Ban: Cannot harm any servant of the City of London, from the Lord Mayor down to the garbage men, while they are on duty.
Banes: Royal Blood

The Man Under London
The Unnamed Incarnae, The Gentleman

Type: Spirit
Incarnated: ??? (Sometime between 50 AD and 200 AD)



Background: Some Forsaken believe the Man Under London is actually the spirit of the Tube train. It’s certainly possible — he’s always found in the tunnels, Tube stations or on the trains themselves. None have ever seen him above ground, in or out of the Shadow. Still, the spirit won’t admit to being that spirit, and says he’s simply a “man of London.”

Physically, he seems unassuming. He looks to be an average man in a dark suit, white shirt, dark tie and spit-polished Doc Martens dress shoes. He has sharp features, bright eyes and a perpetual smile. His accent is crisp but cannot be easily attributed to any one part of London over another.

Despite his relatively simple appearance, the man pulses with a kind of power. Any Forsaken in his presence can feel that aura, like a metallic scent in the air, without effort. He is friendly, and will offer small aid for bits of Essence or easy tasks. The werewolves believe that he knows everything that goes on inside the city, regardless which side of the Gauntlet it happens upon. Stranger still, the man seems to be the keeper of many lost objects. Whether a pocket watch, a left-footed sock or a treasured fetish, if it goes missing in London, very likely the Man Under London has it or knows who does. (Lost items or information regarding them, he doesn’t give out so easily. Forsaken seeking help in this manner should expect to pay mightily.)

Lastly, he’s often seen with other spirits of wildly varying choirs. Unusual spirits seek to make long journeys to meet with him — some Forsaken have reported seeing water elementals, fox-spirits or even murder-spirits begging for his aid. Though, when the wolves approached, the other spirits fled. Similarly, the Man Under London often seems to enjoy the company of the other Minor Incarnae of the United Kingdom. More than once he’s been seen sharing a cigarette with Britannia, polishing the tiara of Diana or fencing with Albion. At times, the Man Under London can be found enjoying tea and clotted cream with all of them, sitting around a small setting table upon one of the trains.
Type: Spirit

Rank: 5
Attributes: Power 13, Finesse 15, Resistance 12
Willpower: 27

Initiative: 27
Defense: 13/13
Speed: 38 (Species Factor 10)
Size: 5
Corpus 17

Essence: 50/50
Influences: Trains ●●●●●, Lost Things ●●●●
Numina:
The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the entity does not suffer range penalties. The entity rolls Power+Finesse minus Defense, and deals Lethal damage.
Blast (Tentacles of Cables, Spectral Trains, Third-Rail Electrical Strikes),
The entity sends out a wave of powerful — and distracting — emotion. This Numen costs one Essence and lasts for a scene or until the entity uses another Numina. The activation roll is made once but anyone coming within 5 yards of the entity must make a Resolve + Composure + Supernatural Tolerance roll. If the activation roll has more successes, the victim suffers a –2 dice penalty to all actions as long as the aura remains. If the victim gains more successes, he is immune to the aura unless the entity uses the Numen again.
Emotional Aura (Confusion and Forgetfulness),
The entity is very good at being overlooked. Perception rolls to notice the entity are penalized by 2 dice. This Numen does not require a roll to activate and has no cost.
Innocuous,
This Numen allows an entity to know the quickest route to a destination. The fastest route isn’t always the safest, of course; the Numen doesn’t reveal any dangers on the way, only a set of directions to the target. If the destination is the subject of the Safe Place Merit, the activation roll is contested by the lowest Resolve + Supernatural Tolerance among any owners. The Numen costs 1 Essence and lasts for a scene. If the destination is too far away to reach that quickly, the entity must use the Numen again.
Pathfinder,
The entity creates messages or images in any media they would be able to access to be used by a mortal — it can write in the condensation on cold glass, produce images on computer screens, and send audible messages via phone lines. The Numen costs one Essence to activate, and if successful creates a single message.
Sign,
The entity accelerates into a blur of movement. The entity chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while spending 4 Essence triples it.
Speed
Manifestations: Twilight Form, Image, Reaching, Shadow Gateway, Fetter, Unfetter

Ban: Unknown
Banes: Unknown

Mitya Gushin
Dimitry Ivanovich Gushin

Type: Ghost (Revenant)
Affiliation: Guardians of the Veil
Cabal: The Mortlake Division
Born: 1992
Died: 2009

Virtue: Trusting
Vice: Stubborn (Even when alive, Mitya tended towards the hyper-focused. With the clarity of death, he's an utter obsessive.)

Background: Mitya Gushin died because he was in the wrong place at the wrong time. Unlike with most people, however, his story did not end there.

Mitya was born in London to Russian Jewish parents that had fled Russia right after the collapse of the Soviet Union. Many people did the same back then - Moscow-on-the-Thames, some people joked, and they were half-right, really. Mitya grew up thoroughly Anglicized, but steeped in a good amount of Soviet-Russian culture along the way. Mostly, Mitya was an unexceptional kid. He was maybe a little smarter than average, but Oxford and Cambridge did not beckon. He was a bit on the scrawny side, but he was a good runner and on his local comprehensive's track team.

The one place where Mitya did excel in was painting. Somewhere along the way, Mitya developed a love of art. The fact that his dad was a guard at the British Museum, with all the backstage passes that implied may have had something to do with it. Since he was a kid, Mitya wanted to draw, and so he took all the art classes at the comprehensive, managed to finagle his parents into paying for after-school art lessons, and had some hopes of turning it into a career, graphic design, maybe.

Had Mitya not fallen in with a bad crowd, that would have been the end of it. But he did. Not a very bad crowd, but some of his friends fell in with some dubious people, and Mitya, as susceptible to peer pressure as any teenager, soon found himself engaged in some fairly petty acts of criminality. Nothing serious, but there were some drugs, some shoplifting, and when he was caught on camera, a stint before a juvenile court where Mitya was released to the recognizance of his thoroughly mortified parents.

Until, that is, someone decided to break into the British Museum, and needed Gushin Sr.'s help to do it. Mitya's name was known to the local Mafiya, and so the plan was hatched. Mitya's memory of those few days is mercifully vague. He was lured away at night and kidnapped, by some thoroughly terrifying people. He thinks he was beaten, and then one of the kidnappers, a truly demented creature, killed him. All Mitya remembers if blinding pain, and then oblivion.

Then the face of a certain green-haired goth-girl looming over him and gently cutting the threads that she'd bound his mouth with. Mitya had died and come back to life -- Whim had urged his soul back into his body and tied it there, at least for the foreseeable future.

To some extent, it was basic Masquerade preservation. It was also to let his family down easily, to spare them the trauma and pain of having their son murdered in such a gruesome fashion (and it was gruesome, Mitya was flayed alive). The plan was for Mitya to quietly fade away, to 'live' for another five-ten years, and then perish in a car accident, or some similar thing, when his unaging appearance was no longer possible to hide. Or maybe he'd just vanish and serve the Guardians of the Veil. Either way was possible.

These days, Mitya's eased his ties with his family, moving out and preparing the ground for his eventual disappearance and second death. He didn't go to college, but with the obsessiveness of an undead artist, Mitya's become quite good despite being self-taught. The Guardians of the Veil use him as a 'court recorder' of sorts, actually, sketching objects, places, or people that react badly to cameras.

Mitya is... largely underwhelmed by this course of events. He was a focused, driven fellow when he was alive, and death has only sharpened his focus into a kind of obsessiveness. He's obsessed with providing for his family, with his art, and with serving the Guardians of the Veil. He doesn't need to eat, drink, or sleep anymore, but he needs to act out on his emotions, or else he just withers away.

When not engaged in one of his obsessions, Mitya tends to slip into lethargy. He's depressed and bitter about his lot, and finds it easy to simply not care about anything else. Any medical diagnosis would probably register Mitya as bipolar (though his real problem is that he's an undead revenant). Mostly, Mitya just sits around in a corner and sketches things or people.

Looking at Mitya, one can definitely get the impression that something is off. He's a pale, scratched-up looking teenager (he was 17 when he died) with a rounded face, hazel eyes and curly brown hair. His skin is covered in a latticework of tiny scars, where his skin was literally stitched back together, and his lips have larger, criss-crossing scars where Whim had threaded them together as part of the resurrection ritual. He mostly dresses in street-casual, but with a fondness for turtlenecks and jackets with hoods, the better to obscure his features, and Mitya always has a sketch pad and some drawing pencils near at hand.

Rank: 1
Mental 2; Physical 2; Social 2
Willpower: 1
Drive: 1
Notable Powers: Revenant Artist

Alex


Type: Spirit

Background: Alex is one of the Ithalunim, dispatched to keep an eye on Avery One-Shot's growing werewolf unification movement. Past that, nothing is really known about it, save that it appears to be at once a fairly human spirit, as Lunes go, and yet is ignorant of human culture.

In appearance, Alex is a gorgeous, androgynous human youth, all in shades of white. Alabaster skin, silver eyes, a short, bob hairstyle with the faintest golden tinge to it. A pure-white suit. Folded wings with white feathers. A sharp silver blade that in times of war burns with a cold fire.
Type: Spirit

Rank: 4
Attributes: Power 12, Finesse 9, Resistance 9
Willpower: 10

Initiative: 18
Defense: 9/9
Speed: 31 (Species Factor 10)
Size: 5
Corpus 14

Essence: 25/25
Influences: Moonlight ●●●●
Numina:
The entity speaks to a person (it must be in a Condition capable of doing so) and plants an idea in their mind. When that person tells someone else the idea, it takes hold in their mind, too. And whoever they tell, and so on. The Numen costs seven Essence to activate and is contested by Resolve + Composure + Supernatural Tolerance.
Aggressive Meme,
The entity causes terror in anyone who can see it. The Numen costs three Essence and activation is contested individually with Presence + Composure + Supernatural Tolerance by anyone looking at the entity. Anyone gaining fewer successes than the entity is unable to move or speak for a turn. If the entity gains an exceptional success, the effect lasts three turns.
Awe,
The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the entity does not suffer range penalties. The entity rolls Power+Finesse minus Defense, and deals Lethal damage.
Blast (Cold Fire),
This Numen grants a mortal a vision of a task the entity wishes him to accomplish as well as a magical determination to see it through. The entity pays 2 Essence and rolls Power + Finesse. On a success, the subject receives a short vision of whatever the entity wishes him to do and is under the Obsessed Condition regarding carrying that mission out.
Implant Mission,
This Numen disguises a Materialized entity as a human and can be used at the same time as the Materialize Manifestation Effect. Using the Numen costs 1 Essence and the human seeming lasts for activation successes in hours. The human “costume” is flawed — witnesses may make a Wits + Composure roll penalized by the entity’s Finesse to realize that something is wrong. Characters able to sense the entity in Twilight do not suffer a penalty to the roll.
Mortal Mask,
The entity forces a response from the pleasure centers of a living being’s brain, granting ecstatic visions, a feeling of communion with the universe, and sensations of bliss. The Numen costs 2 Essence to activate. If successful, the victim suffers the Insensate Tilt (p. 211). If the victim fails a Resolve + Supernatural Tolerance roll, she gains a temporary derangement for the entity’s Power in days, in a form that binds her closer to the entity’s wishes.
Rapture
Manifestations: Twilight Form, Image, Reaching, Shadow Gateway, Materialize

Ban: Unknown
Banes: Unknown





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