Sophronia Wilkinson

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Character: Sophronia Wilkinson Player: Kristen Hendricks Aspects:

  • Archetype (artificial): The Clockwork Faerie
  • Social Class (upper): A Charming Novelty
  • Conviction: Take me as I am.
  • Minor Complication: Must be wound every three days.
  • Free aspect: Faerie Glee and Faerie Rage
  • Free aspect: I know the haunts of London from cellar to gable.
  • Free aspect: “Oh God, Alice, what trouble have you gotten into now?”
  • Free aspect: Brainchild of Merrill Wilkinson


Skills:

  • 1) Conversation Piece(unique), Catmanship, Occultism
  • 2) Resolve
  • 3) Gossamer Wings (strange, superhuman)
  • 4) Faerie Glamour (strange, ascendant)

Companion:

  • Cat (Black with white paws, Martin). Fair (+2)
                       Ø  Communication, Keeping Up
                       Ø  Athletics (2), Stealth (1)

Power Tiers/Gifts:

  • Free gift: Companion
  • Refresh: 7

Unique and Strange Skills:

Conversation Piece (6)

  • Information, Networking, Conversation, Insight, Guile
  • Drawback: Extremely recognizable

Gossamer Wings (13) (Ascendant)

  • Move + Unusual (Flight)(+), Dodge, Resist Damage, Willpower, Dexterity(+)
  • Minor Snag: Dodge works only if airborne.
  • Minor Weakness: When not wet.

Faerie Glamour (14) (Ascendant)

  • Menace + Range + Unusual: Deals Physical Consequences, Parry + Unusual: Illusion, Disguise + Range + Unusual: Illusion, Hide + Spray + Unusual: Can make things invisible
  • Minor Snag: Doesn’t work against the Fae
  • Minor Snag: Doesn't work against mindless beings.
  • Minor Snag: Trappings with Illusion dispelled by Iron
  • Minor Weakness: Vulnerable to Iron

Tier Benefits

Dexterity (Brass Lady): Can pickpocket as a free action by spending a fate point Move/Flight(Gossamer Wings): Can move 2 zones per round as a free action Disguise (Faerie Glamour): Add an aspect per tier (2 aspects) when disguising. Hide (Faerie Glamour): Disguise works while moving.

Appearance: Made of brass, nine inches high. Hair is copper wire gone green. Improbably fragile-looking iridescent wings. Owns miniature proper lady’s gear but while in the Club usually wearing something more informal in the fae mode.

Equipment: Very little. Owns a miniature writing set sized for her. Theoretically as access to her creator’s former library and workshop in theory but at the start of the game is loath to use them. (This is intended to be taken as special equipment later if she changes her mind.)

Notes:

  • “Catmanship” is ordinary horsemanship applied to Martin. Also: he occasionally tries to eat her. I think we decided this wasn’t an actual snag, but it happens anyway.
  • “Faerie Glee and Faerie Rage” is meant to represent Sophronia’s emotions having been rewritten to fae standards when she was enchanted.

Adherence to the Three Laws of Faerie Ø Oath: Swearing an oath causes a sticky aspect that can be compelled as a Conviction. Instead of paying Fate Points to avoid a Compel, can take a Middling Physical consequence which can only be removed by fulfilling the Oath Ø Form: When making a concession as a result of taking Health stress, can opt to fade to clockwork until the next full moon. Ø Self: Refusing a Compel to a Conviction causes her to sustain Health stress equal to Fate Points paid in refusal.

  • 37 skill points saved, ten story upgrades (1 skill pt/take a gift/rename a conviction/upgrade a power tier)vents


Questions (Presented in the form of a narrative)

Once long ago, in the first years of Victoria’s century, there was a terribly clever inventor who built himself a daughter all of brass.

She was a small thing, not two handspans high, cunningly wrought with all the clockwork artifice at his disposal. He doted greatly on the little pixie, and delighted to keep her always by him, talking to her of his plans and schemes, and to take her about in the elevated circles that were his birthright, to enliven the endless dull parties of his acquaintances. And they in turn were enchanted with his new parlor trick – such a perfect model of a lady in miniature, and so eloquent and seemingly clever! One might almost believe the old man’s claims that the contraption could truly think.

But the artificer’s joy was poisoned by one great discontent – in his mind’s eye his creation soared on wings of gossamer and rainbow, far finer and stronger than the best of his arts could ever craft. He saw her darting from place to place with the ease of some golden bird, and time after time he thought he might finally realize his dream, but his every effort sent her crashing to the ground in a tangle of torn silk and bent wire. By and by he became obsessed with perfecting his vision – and, to be fair, a little by the idea that she would have the independence such wings might afford, someday when he was gone and she was only a tiny thing in a hostile world.

And so one day he went before the Fae in their haunts, and offered them all his wealth, if they would but let his daughter fly. And they said his wealth was only cold metal, and refused. He offered them the length of his ancestral lands. And they spoke of the beauty of their own groves, and laughed to think mortal fields could compare. At length he cried out that he would give them whatever they wished, and they smiled with cold eyes and said that they wanted only him.

And though she begged him not to, he went, saying that he could not bear to leave her imperfect. She was left alone – alone, and newly enchanted, filled with bitter rage and deadly glamour.

She spent herself in lightning storms and wild trickery some time, and when at last she returned to London, only somewhat calmed, the townhouses of Piccadilly Circus suffered from a particularly nasty outbreak of poltergeists. A noted investigator was called in to deal with the disturbances, and was surprised to conclude that the events were almost certainly actually paranormal in nature – but his efforts to dislodge her only moved her onward to another set of hapless victims.

At last the Kerberos Club, amongst whose august company her creator had unbeknownst to her been numbered, determined that her mischief had gone on long enough. They set her a test, funneling her toward a home where they had planted evidence concerning the proposed assassination of the young heiress Alice [name], a secret Kerberan whom the brass lady had known in happier days. And, much to their satisfaction, she did leave off her haunting and work her way through a series of increasing bizarre and improbable hurdles in order to save the “helpless” victim. (One of these, introduced by a Kerberan with a particularly twisted sense of humor, was a large black tomcat sent to pounce on her – she promptly tamed him and made him into her mount and companion, much to the embarrassment of her adversaries.) She did, after a few frantic days pelting through London, succeed in her mission, only to learn that it had all been a sham after all.

The brass lady was not best pleased to learn of the manipulation, but she elected to accept the Club’s offer of membership, and she is now often to be seen perched on a table somewhere in the club, copper hair gone green curling down her back, her wings sending little rainbows skittering over her skin.