Shadow Name/Mantle: Dusty Tom
Tradition: Verbena
Essence: Primordial
Nature: Guardian
Demeanor: Survivor
Concept: Wandering Mage
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Charisma 3, Manipulation 3, Appearance 3
Mental Attributes: Perception (Stalkers) 4, Intelligence 3, Wits 3
Talents: Alertness 2, Athletics 3, Awareness 2, Brawl 2, Empathy 2, Intimidation 1, Streetwise 3, Subterfuge 1
Skills: Animal Ken 3, Firearms 1, Melee 2, Meditation 2, Survival 3
Knowledge: Enigmas 2, Esoterica 3, Occult 2
Spheres: Life 3, Forces 2, Spirit 2, Prime 1, Mind 1, Entropy 2, Correspondence 2
Backgrounds: Avatar 4, Familiar 2, Artifact 4, Allies 3 (Devil's Misfortune), Allies 1 (Margaret "Mads" Bennett)
Merits: Language (Spanish) 1, Cloak of Seasons (untouched by extremes in temperature & climate), Parlor Trick (Floating Coin)
Flaws: Diabolic Mentor 2 - Nephandus, Sect Enmity - Celestial Chorus 1
Arete: 3
Willpower: 5
XP: 07/06/25 - 45
Image: Seth looks older than he is, thee result of the last 5 years of a life without a home. Most of his clothes are what he can find in homeless shelters or charities. He favors earth tones when he can, browns and dark greens. When he does want color he might add a little yellow. The only items of quality he owns are the boots he wears, stolen from an army surplus store, and his canvas bag which he took from some college kids who left it unattended (along with their wallets).
Personality: Seth tends to be reserved and stoic. He tends to not show much emotion or react to things, good news or bad. This sometimes creates misunderstandings because people mistake this for not caring. So when he does become animated, it can catch people by surprise.
With his life on the road, Seth has very few friends, and he is at his most authentic when interacting with his familiar Hope.
History:
Possessions: Expensive work boots, leather coat, canvas bag, flashlight, travel rations, paracord, black steel knife, gun, high quality sidewalk chalk
- Black Steel Knife: Unique Instrument - Seth's knife was stolen from his mentor, Uncle Joe, after the Nephandus was defeated by Granny Bone. Seth found the blade when ransacking the man's home, and discovered it tossed among various other trophies that had been stolen. The history of the blade is unknown to Seth, but it is obvious that it was well cared for and loved. The steel blade, made from a black metal he's never seen before, keeps its edge and is easily sharpened. The handle is worn, and the grip has been replaced at least once. Seth carries it with him always, and sometimes wonder if it's possible to explore the blades history and learn more.
The Locker - A Bunk House in Kentucky Seth rents at the price of one fresh baked pie and a story, paid monthly.
Artifact 4 - coin of fae silver - a coin a little larger than a half dollar made of fae silver. On one side is a skull framed by laurels, on the other a rose under the full moon. The coin is Seth's and always there when he reaches for it, whether it's a pocket, on a table, or from thin air. If he wishes it will land on whichever side he wants, but Seth often uses it as an instrument for his magic, as a coin can be a powerful symbol.
When Seth first left Appalachia he encountered a dog being beaten by a gang of kids. Seth intervened to save the dog, which was seriously injured. Seth himself was stabbed and infection set in, nearly killing him. He ended up staying in a motel for a week healing himself and nurturing the dog back to health. When he resumed his travels, he and the dog arrived at a crossroads where a woman was waiting for him.
The Lady of the Crossroads, also known as Hecate, thanked him for rescuing her companion. As a reward she shared secrets with him: the importance of names and using them to shape identity and build mantles of power. When she was done she left him with two things: the name Dusty Tom and a coin made of fae silver to aide him in his magics.
Diabolic Mentor - Seth's mentor, his Uncle Joseph Geddes - aka Uncle Joe, fell under the sway of a Deep Thing and aligned himself with various criminal organizations as well as corporations to flood the Appalachians with Oxycodone. He is responsible for much of the drug epidemic which swept across rural America, drawing power and Quintessence from the misery and pain addiction created, much like a Syndicate Mage might draw power from a Venture.
Uncle Joe adopted Seth as his apprentice after Seth's parents died in an accident the Verbena suspects might have been something else. Uncle Joe's intention was to mold Seth into his Voice and Hand, and ultimately sacrificing the boy to extend his own life. With the help of Granny Bone, Seth managed to escape but was forced to leave Appalachia, as the memory of Uncle Joe's crimes have stained the young Verbena.
Hope the rat
The flock of ravens known as the Devil's Misfortune was formed/built/consecrated by Devil Anse Hatfield in West Virginia in 1864 under the shadow of the Appalachians. Local lore states that Devil Anse deserted the Confederate army and returned home at the beckoning of a dream. He delved into the mountains as he assumed the position of Patriarch of his family.
In 1865, he began acquiring land and built a successful lumber business. To monitor the comings and goings of his family's territory, he used his skills with animals combined with sorcery, to create scouts and spies who would monitor and report everything that happened.
Generous people and friends say he acquired this land with the help of the Crossroads Dealer, who some say is Lucifer. Less charitable whisper he struck a deal with a Deep Thing.
In 1911 Devil Anse was baptized and became Christian, forsaking the ways of magic. He attempted to destroy the Misfortune named after him which had borne witness to the crimes of his family in their feud with the rival McCoys. The flock fell under the influence of a Deep Thing in 1915, She Whose Name Sounds Like Ripping Teeth But Is Not. They became messengers of death and omens of evil until, in 2003, Granny Bone wrested control (freed them?) from the Deep Thing's service.
Today the Misfortune has been sent to Seth Geddes as payment for a past favor involving the witch's great-great granddaughter. The current members of the flock are aware of the history and honor of their Misfortune, and work to live up to its heritage. They like their new patron, who seems to respect them and what they do, even if he can be a little off.
Notes:
Name: Devil's Misfortune
Members: Smoke, Mist, Shadow, Nightmare (Mare), Quick, Bob
Status (Corvids) 2
Maggie "Mags" Bennet owns a modest sized bit of land in Appalachia that used to be a farm. Mags is not someone who likes the government or authority, and has little use for anyone who might tell her what to do. She's managed to build a life for herself that is modest but comfortable. She knows the secrets of magic and the old ways but keeps her knowledge to herself.
She rents her land to an ambitious family who live in the mountains and use it to grow marijuana. This has created problems with the federal government that doesn't approve, crime families and cartels that don't like the competition, and corporations that want to turn the area into a large agro-business.
However, Mags is an intelligent woman that prefers to make friends instead of making war. She has allies in this world and worlds unknown, and that has allowed her to maintain her independence.
On Mag's land is a bunk house that's been "rented" out to Seth. It's clean, doesn't leak, and has solid bones. Not fancy but for the Verbena it's perfect. He uses it as a storage facility, using magic to enter the structure and drop off or pick up anything he might need. Mags knows all about magic and Seth's world, and the rent he's required to pay is to visit the farm once a month with a fresh cherry pie and share stories of his adventures, unabridged. He includes all of the magic and wonder, and allows her to live vicariously through him
Paradigm - A World of Gods and Monsters, Ancient Wisdom is the Key, Embrace the Threshold
The old world is dying. Anyone with the courage to look can see it. Relationships are fraying, old covenants crack, the fundamental truths that form the foundation of the world are being questioned by those with power. Humanity has entered a new dark age of tribalism and prejudice, where the most convenient and self-serving belief has the power of an edict from the angels above.
As the world falls apart and chaos grows, old gods are reinvigorated and walk the Earth once more. They offer promises, opportunity, and protection during these times of trouble, and whether their name is Zeus, Odin, or Musk people flock to them hope for a piece of the divine for themselves, an opportunity to carve out a place for themselves and join the ranks of the elect. (A World of Gods and Monsters)
Even as one questions ancient truths, this does not change their nature. The truth exists independent of the people who perceive it. The Greeks referred to this as Arete, while the Romans called it Virtue, and the Chinese tied it into the Mandate of Heaven. But this truth is ethereal, absolute, and perfect (Ancient Knowledge is the Key).
As a new world struggles to be born from the ruins of the old, a few still walk the ancient paths, embrace the divine truths that most are too blind to acknowledge, and obey one single overriding commandment: Improve Thyself! (Embrace the Threshold) Testing the limits of what they are capable of intellectually, physically, magically, they risk everything to understand themselves, what they’re capable of, and their place in the universe.
To look in the mirror and see oneself objectively is the most terrifying thing one can do, but without such courage and will, a man is no better than the sheep around him.
Practice
Witchcraft, Shamanism, Shadow Work
Witchcraft - Growing up in Appalachia, witchcraft was a term used by both the wealthy and the poor as "commoner magic" or low magic. It is how the hill people drew upon the power of the world when they didn't have the education to learn Latin or the resources to buy fancy books. Tools and instruments needed to be common items that could help a practitioner focus their will and enact their change upon the world. Items and practices which invoke not only the power of the Green or the Dark, but old gods and ancient spirits.
Shamanism - While Witchcraft taps into the natural world, through Shamanism Seth reaches beyond it, seeking aid from the spirits of the Green and the Divine, Devils and Demons and even the Deep Things trapped within the Dark beneath the Mountain. The wall between worlds is thin and porous, and ancient powers stir in their sleep, listening to the prayers of the faithful and the desperate alike.
Shadowwork - There is the World Above. The World Below. And the World Within. Seth lives in a world of Gods and Monsters, and he is a hero completing ordeals on his way to divinity. He draws on power from within, building a story and creating a mantle which expands his power and understanding of the world.
Instruments
Dances, Gestures, Postures, & Movement - Communication is not limited to just words. Body language, facial expressions, dances, the entire body can be used as a way to express oneself.
Thought Forms - meditating on concepts, ideas, and archetypes, Seth creates a mental construct to alter reality.
Weapons - A weapon is the ultimate tool for forcing change on the world. Whether through violence or threat of violence, it can force ones will on another to either create changes or preserve an existing reality.
-- Unique Instrument - Spirit - Black Bladed Hunting Knife - See above in possessions
Language - Language is as natural as breathing. The hillbillies and mountain men often developed their own speech, as did miners working deep beneath the Earth. A combination of shared experiences are reflected through the words people use.
Knots & Rope - A simple skill, but knot work is something that people can find surprising uses for when there is a need. Examples of bindings can be found throughout culture and nature, whether its a tapestry or a spider’s web. Knots is a skill which must be practiced and can be used to bind, willingly or not, two things together.
Symbols - Symbols are everywhere, from the refuse on the street to the morning dew on a leaf. Symbols are the worlds way of communicating. Something as obvious as a sign to as esoteric as the color red in a movie theater, a symbol speaks of the world as it is.
Writing & Inscription - Warnings for those who follow. Memories for future generations. Writing is the transmission of knowledge across space and time. It can allow one to collect pieces of information from far off places, and burn within the world a purpose and meaning that will remain long after the echoes of one’s voice is gone.
The Stag is a monster of the Green, and is thee one exception to the indifference shown to humanity. Why is has taken an interest in the Geddes family Seth can't say, but for as long as they have lived in the Appalachians the Stag has walked the perimeter of their land, observing. It watched as 6 year old Debbie Williams died in a fire only to be filled by the dark and to go on and kill Seth's parents. It watched as Midas came in and tried to strip mine the land, only to have every worker sent into the mountains die beneath the jaws of wolves.
It never took interest in any human until Seth and several of his friends went into an abandoned mine for a night of drinking, music, and sex. Seth doesn't know what happened, but the next morning he woke up by the river, his hands covered in blood, and the Stag nuzzling his cheek, waking him. It was present when the police came to speak with him, asking about his friends and the murder of his grandfather. Seth didn't have answers, and he realized sharing his dreams might not be wise.
Since then the Stag has followed him. When he left the mountains it walked beside him. It is always in the distance and observing, never saying anything and never taking action. At least not yet.
Combat Physics - Supper charges small items with Kinetic Energy, allowing them to move with varying degrees of speed, inflicting Lethal +1 damage. Requires Dexterity + Athletics throw. Can also allow objects (such as bullets) to change direction without losing any momentum (Dexterity + Firearms)
Forces 2 - Vulgar
Stabilized: negate 1 paradox when cast
Roll Arete + Forces to cast