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    1. teapotshark 11 yrs ago

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Pre-Guildfall, 2008. Communication is what makes a lasting roleplay.

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Totally sympathize, I overdid it on weights yesterday and my left trap is going, "fuck joo, main!" (jes, it has a Puerto Rican accent) so I'm dropping a muscle relaxant for it.


Man that sucks (love the accent though).

I have posted! I give you Beth, the people-hopper poltergeist. I'm loving all the interactions so far.
Going into hiding had not been necessary in so long, Beth didn't consider slipping into the body of a mortal as a means of escape until days later. She scolded herself for the absent-mindedness, but once inside the body of one Jacob Schmidt, she didn't give it a second thought. She supposed Nemsemet's minions sensed the supernatural even within the shell of a mortal, and so moved quickly throughout the city. But whether or not they could sense the spiritual, she certainly could. Albeit a new talent, Beth grasped the ins and outs of it in quick time. For now it served as a spiritual navigation tool, highlighting the most infested areas of New Camden at any given moment and providing her with a safe escape route.

Why hadn't she ever gone into the business of private investigation?

She had to give up the body of Mr. Schmidt at some point, lest she want to drive him mad. On the outskirts of town, where the cityscape morphed into suburban neighbourhoods, she laid the mortal in a bush. The half empty bottle she shoved into his hand resulted in a few seconds of solid snickering: a relief in the endless intensity of Nemsemet's dominion.

Of all the houses, she chose the one with the neglected front lawn. She tried only to possess the bodies of those who might not be as missed as others when they lost their memories. The icy paresthesia that spread over her incorporeal form as she passed through the walls never became less uncomfortable. Beth made her irritation known as soon as she was inside, shuddering until picture frames trembled against the walls.

Left-to-rot pizza boxes covered the floor with such density they may as well have been a second carpet. Discarded clothes and beer cans gave Beth everything she needed to make her decision. She followed the sound of snoring to the master bedroom, where a middle-aged man in a suit slept in an armchair by the window. Beth stood in front of the chair and fell backwards. His heavy body might have been difficult to move when she was a young poltergeist, but now she mastered temporary bodies like an experienced puppeteer.

She headed for the daycare joint Parael had a hold on. He'd be able to explain some things for sure, and Beth figured the few good folks left would have gone there too.

Using her puppet's wallet, she paid for a cab to take her a few blocks from Parry's. Beth approached the building slowly, surveying the area for unfamiliar spiritual signatures. Finding none in the immediate vicinity, she knocked.
I have pinched my radial nerve and won't be able to post for a few hours at best, but I fortunately have most of my post written already so bear with me!
Hah, I'm enjoying these link-ups. I'm sure Beth would make sure to point out any and all of Flint's failures just to get back at him; "I don't know, maybe you could have... arrested my killers, or something. Y'know, just throwin' ideas around. No big deal."
Beth's CS has been updated to link her with the rest.
@teapotshark, as co-GM I'm going to make an executive decision and say go ahead and put in a "Yes, and" with your own prompt. We can link yours with Kuro's when she gets back.


Prompt added to Beth's CS. I will edit it accordingly once I've seen Kuro's.
Trinais, this idea is genius (I might have to steal it for my own tabletop campaigns). I can see Beth finding a good use for Rikive.
Well, vampires and the such are naturally allies. Ghosts? I think Nemsemet, as a powerful necromancer, is enslaving them.


That would make a lot of sense (and provide extra motivation for Beth, as it happens). He could also be recruiting, either by enslavement or summoning, creatures such as hellhounds, leviathans, reapers, banshees. I can see shapeshifters possibly siding with Nemsemet.

Thank you! There are plenty of advantages to the poltergeist, but I do want to keep her from becoming too advantageous. I like the idea of spiritual energy perception. Perhaps it's something she developed in her later years and is still relatively new.

The dead, undead and the like are already at the top of the list to align with Nemsemet. I think necromancers would probably fit into that list too.

As for establishing a place in the magical community, I figured information sales were a given too. But also, given her ability to possess mortal bodies, she could be used to pull strings in the mortal world should the Court require anything from it.
Name: Beth Callahan.
Age: 20 (physically), 35 (in years).
Gender: Female.
Breed/Species/Type/Lineage: Poltergeist.

Physical Description:


Talents:
Intangibility – That walking-through-walls thing. Spirits eventually achieve the ability to switch between being tangible and intangible at will. A sub-benefit of this is invisibility to mortals.

Telekinesis – This is what makes throwing furniture so easy. Requires emotional instability (i.e. mood swings, anger, and grief).

Possession – The ability to take control of a mortal body. The mortal usually suffers memory loss from the moment of possession to their release.

Spiritual Energies - Beth can perceive a variety of these and as such is not immune to the affects of other dead.


History:
One randy night between a local girl and an Irish immigrant in 1980 led to the birth of Elizabeth Callahan. Her mother wilted under the pressure of raising a newborn and her father, never intending to stay long in the United States, developed an addiction to drugs and alcohol before she reached the age of three. To say Elizabeth grew up independent would be an understatement.

She never bothered attending high school. The “real world” taught her everything she needed to know. By the time she should have been a junior, she was a skilled thief and hung out with low-level thugs in youth gangs. Around this time her mother went missing. It was assumed, due to her mother’s lengthy history with depression that the woman had left to commit suicide. With this and the fall of the gang, Elizabeth abandoned her father and moved with the crowd to another city.

Settling in New Camden, she started from the bottom again. She stole from other gangs, working her way up to the most powerful, until she wronged someone too high up for it to go unpunished. She tried to flee the city under the protection of the millennial celebrations. She took shelter in a trinket shop and pocketed the most valuable of the items for sale, hoping to pawn them off for a plane ticket.

The owner confronted her but Elizabeth pushed the woman aside, but not before she heard the woman utter what would later turn out to be a curse. Elizabeth made a final bid for freedom and was cornered by those she’d wronged. She was beaten and shot, but “awoke” later with an incorporeal body and one of the stolen trinkets, a pendant, hanging off her neck.

Learning the ropes of the supernatural world took years. Gradually she developed a new set of skills, along with an understanding of the curse: she was to be kept in the realm of the living as punishment. Her mortal life taught her not to be so reckless in this new world, and she lived—or rather, didn’t—in civil servitude to the Court, awaiting her chance to earn favour as “Beth”.

Over the course of twenty years, she attained a vague familiarity with Count Caradoc, a place in his court—possessing the right people offered so many opportunities—and a reputation, especially among the dead. She took the pendant to a small town outside New Camden and buried it beneath the coffin of a grave marked “L. P. Withers”. Should anyone discover its purpose she knew the curse could be undone in order to vanquish her. Several years later, the aftermath of the Count’s death threatened to mirror Beth’s mortal life. Betrayed by her undead associates, she sought out those who would rally against Nemsemet.


Psychological Profile:
In life, Elizabeth strived to be recognised and, sometimes, feared. It gave her leverage over those who would hurt her, and growing up with the relationships she had, she understood no one could be trusted. Everything she did, she did to protect herself. She fashioned a new identity for herself whenever it was necessary, and it was necessary so often she tended to forget who she started out as. The façade became habit.

Death provided a learning opportunity and a new beginning. The addition of new threats meant she retained her old intentions, but new abilities meant Beth didn’t need to work so hard to protect herself any longer. She became calculative instead of reckless and spent more of her time strategizing than outright fighting. Age, even in death, has proven helpful in creating a wizened Beth. After so many years she recognises the need for a system, but one that is fair and just. She is particularly sympathetic towards the poverty-stricken.

She does nothing without reason, even if that reason is simply to enjoy herself. Which she does happen to do. She considers some things to be naïve or fruitless, such as loyalty to anyone other than yourself, and control; anything you try to cage will inevitably escape. Beth’s strongest belief is in ambition and perseverance: with this, you can achieve anything.


Possessions:
  • The cursed pendant (buried).


Yes, and:
Beth met Rikive, through Parael, when investigating different strains of magic and all but interrogated the deity to tell her everything she knew about otherworldly spells.
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