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[[Category:Mage]][[Category:Red Guards]]
= Tears of the Martyr's Tree =
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Be the change you want to see in the world.
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== Many Lands, Many Peoples ==
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<font style="color:#FFD900; font-size:28pt; font-family:'Impact'"><center>VASILY ALEXANDROVICH TOMETCHKO</center></font>
 
 
<div class="redacted"><center>''"The really important kind of freedom involves attention, and awareness, and discipline, and effort, and being able truly to care about other people and to sacrifice for them, over and over, in myriad petty little unsexy ways, every day." <br/ >-- ''David Foster Wallace, "This is Water"''</center></div>
<font style="color:#CD0000"><center>{{tab}}{{tab}}{{tab}} </center></font>
 
 
<div style="background-color:#CD0000; line-height:300%"><font style="color:#FFD900; font-size:12pt; font-family:'Impact'">{{tab}}OVERVIEW</font></div>
 
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<div class="redacted">
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;As the Soviet Union was crumbling to pieces, a young Ukrainian boy followed his father northeast towards St. Petersburg from Odessa. When the KGB was giving way to the FSB, a young Vasily Tometchko was entering army service. He earned himself distinction in a rifle company, became an <span>intelligence officer</span>, and swiftly discovered himself wrapped up in a <span>Labyrinth of the St. Petersburg Guardians of the Veil</span>. His awakening on the Path to Arcadia was an unexpected surprise, and an <span>asset soon became an ally</span>.
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;For over 20 years, Vasily served Russia in the vain hope that his homeland of Ukraine would benefit from the work he did. Under the Shadowname of <span>Yaroslav the Wise</span> he shepherded the formation of a new consilium as one of its first Councilors, and eventually abdicated his post to resume his work as a <span>Susceptor</span>. East of the Danube, he earned the sort of reputation Guardians rarely achieve; egalitarian, conscientious, and patient. The latter an even rarer trait among Acanthus.
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;But when the Russian army annexed the Crimea and backed right wing paramilitary separatists in Donbas and Donetsk, Vasily's dual loyalties came into conflict. With the blessing of his <span>Epopt</span>, he traveled to Ukraine to-- officially --confront and contend with <span>a pylon of Seers of the Throne</span> who had been operating with impunity in the war torn region. With the help of his cadre, the Firebirds, he was able to dismantle the <span>Pylon</span> member by member. Much of the violence in the east of the country ceased, and <span>his Epopt attempted to recall him</span>.
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;But seeing the writing on the wall and realizing he had cast the dice, he fled west. Through Europe, from Consilium to Consilium, moving from cover to cover, <span>masque to masque</span>, until at last he stepped off a gangway in New York and caught the Amtrak to Philadelphia.
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;He speaks the language with increasing fluency, though the idioms need some work. He finds American optimism and familiarity grating, and the culture largely repellent. But at least no one is asking him to spy on his own people. Well. Not those people, anyway.
 
<font style="color:#CD0000">'''Rumors:'''</font>
* Brought the sleepwalker "Ray" Clearwater in from the cold.
* Commanded the assault team which attacked the beshilu warrens in Centralia.
* Brought a truly massive spirit of decay under his sway.  He has no Spirit magic to speak of.
 
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<div style="background-color:#CD0000; line-height:300%"><font style="color:#FFD900; font-size:12pt; font-family:'Impact'">{{tab}}ROLEPLAY HOOKS</font></div>
 
<div class="redacted">
 
*<font style="color:#CD0000">'''Refugee'''</font> - Vasily recently fled Ukraine for the United States.  He is active in the Ukrainian expatriate community and can be found at the Ukrainian Orthodox Church and Ukrainian Sports Center up in Bucks County quite regularly.
 
*<font style="color:#CD0000">'''Intelligence Operative'''</font> - Vasily used to serve as a rather highly placed officer of the FSB at their offices in St. Petersburg, Russia. Then he quit. His later career was largely concerned with the administration of CENTRAL, the Guardian Labyrinth housed within St. Petersburg's FSB, but he was no stranger to fieldwork.  Perhaps you were there that one time in Budapest, or remember the time things went sideways in Vienna, or helped him beat the clock that one time in Berlin.
 
*<font style="color:#CD0000">'''Fallen From Grace'''</font> - Vasily was well placed and well respected once upon a time.  He was the Acanthus Councilor in St. Petersburg, and a Susceptor for the Guardian Caucus there.  Now he's rebuilding his reputation in a new caucus on a new continent in a new country.  He seems to be handling the loss in status and influence remarkably well, all things considered.


*<font style="color:#CD0000">'''Weapons'''</font> - Vasha has a wide variety of firearms and explosives in his arsenalIf you need someone to get you a shiny new boomstick, he's a good one to ask.  He's also a good one to ask if you need to take out a tank for whatever reason.   
It is an unfortunate truth that trauma defines the history of the Children of the Tree.  They were founded during a genocide.  They gained global prominence during another series of genocides in WWIIAll across the Americas and the Pacific rim indigenous peoples were being colonized and brutalized by imperialist powers, and out of that crucible the Children of the Tree managed to rise and thrive.   


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But it hasn't been due to a lack of confronting their history.  On the contrary, Children tend to be some of the more clear-eyed folk you're likely to meet.  Precisely because they outsource their grief and make communal the sufferings modern society would rather we keep private.  Part of the reason why this value is so enduring is that legacies like the Tears of the Martyr's Tree exist, do their jobs, and demonstrate the positive impact of addressing generational and territorial traumas directly and resolving them.  It's not a perfect system, obviously, but the Children seem to feel it trumps rugged individualism and going it alone.


<div style="background-color:#CD0000; line-height:300%"><font style="color:#FFD900; font-size:12pt; font-family:'Impact'">{{tab}}AWAKENED INFORMATION</font></div>
With that said, it is a ''rare'' child indeed that takes on the mantle of a Tear of the Martyr's Tree.  Assuming that role for the land itself is almost an unfathomable task.  The charges are, in general, thankless spirits that would as soon devour you as treat with you.  You're opposed on all sides by corporations and governments, polluters and abusers of people, animals, and the environment.  But lands under a tear's supervision ''thrive''.  Spirits get back to doing what they're supposed to do, emotions are kept in check, and on a very rare occasion the mistakes of the past are righted.


<div class="redacted">
The work is overwhelming and ceaseless and involves confronting the very worst of society's sins written on the corpi of the axis mundi.  And so there are very few Tears, and they tend to ''arrive'' at the role rather than having sought it out.  One very rarely aspires to the work.  One finds themselves doing it, reluctantly, until someone puts an arm around your shoulder and informs you that you're not doing it alone.


*<font style="color:#CD0000">'''Long Term Nimbus'''</font> - A tendency to discover loose change in unexpected places, particularly silver coins.
== Origins ==


*<font style="color:#CD0000">'''Immediate Nimbus'''</font> - Time stutters and warps around the Acanthus, making him seem to be undertaking dozens of actions at once with disorienting results. (-1 Wits, -1 Composure, -1 Resolve)
'''Parentage''': Acanthuse, Children of the Tree


*<font style="color:#CD0000">'''Signature Nimbus'''</font> - A coppery taste on the tongue, the zing of licking a battery, a whiff of cordite.
'''Background''': Survivors, Veterans, people who lived on the fringes, lost souls


*<font style="color:#CD0000">'''Recognized Title'''</font> - Third Degree Adept Pavlichenko, Guardian and Enchanter on the Path to Arcadia, Supernal Realm of Fate and Time, and abode of Fae, Scion of the Watchtower of the Lunargent Thorn, Adept of Fate, Time, and Mind, Lorekeeper of the Firebirds
'''Appearances''': Tears come from all walks of life, drawn to their work because the Tear could do nothing else. Most tend not to have much use for fashion, preferring functional attire that lets them go to where the work is.  Expect good footwear and expensive tools on a body wearing a $6 shirt from Old Navy.


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== Doctrine ==


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'''Prerequisites''': Spirit 1, Empathy 2, two dots in one of the following Skills; Subterfuge, Persuasion, Occult
 
<div class="redacted">
 
[[File:VasilyChatelaine.jpg|250px|left]] '''Cover Name''': Ivan Medvedev<br>'''Cover Profession''': Russian Oligarch<br>'''Cover Proficiencies''': Infiltration, Observation, Destruction of Artifacts, Negotiation with Left-Hand Practitioners, Interpersonal Communication.
<br><br>
[[File:VasilyRedDeath.jpg|250px|left]] '''Cover Name''': Grigoriy Popovich<br>'''Cover Profession''': Mercenary<br>'''Cover Proficiencies''': Small Arms, Heavy Weapons, Marksmanship, Infiltration, Assassination, Demolitions, Asset Control and Extraction.
 
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<div style="background-color:#CD0000; line-height:300%"><font style="color:#FFD900; font-size:12pt; font-family:'Impact'">{{tab}}CONTACTS</font></div>
 
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* [[Little Fox|<font style="color:#CD0000">Krasnaya</font>]]
: [https://www.youtube.com/watch?v=nt0MkotVIEc I come with knives and agony to love you.]
* [[Zoya_Kosmodemyanskaya|<font style="color:#CD0000">Zoya</font>]]
: [https://www.youtube.com/watch?v=w8KQmps-Sog Rise up and take the power back, it's time that the fat cats had a heart attack.]
* [[Leta_Abbott|<font style="color:#CD0000">Leta</font>]]
: [https://www.youtube.com/watch?v=mO8RxQJOAPk Think slowly, try to remember I'm alive. My body is here and I am inside.]
* [[Mei_Lee|<font style="color:#CD0000">Mei</font>]]
: [https://www.youtube.com/watch?v=ptSGHC2ikd0 Her beauty is a form of charity dressed to suppress all kinds of sorrow.]
* [[Heather Williams|<font style="color:#CD0000">Hearth</font>]]
: [https://www.youtube.com/watch?v=1zbKXKB77ks There's two of us; both can't be right, and neither will move till it's over.]
* [[Mearcstapa|<font style="color:#CD0000">Mearcstapa</font>]]
: [https://www.youtube.com/watch?v=ttqMGYHhFFA Youth without youth, can you read my mind?]
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[[File:VasilyTometchko3.gif|500px]]
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'''Initiation''': It is almost unheard of that someone ''asks'' to assume the burden of healing the land under the people's feet.  It's too big.  There's too much.  Wounds exist.  Rather, through the circumstances of life some Mages just find themselves doing it because, for whatever reason, they've decided that's where the fight is.  Governments fight dirty, people have wills of their own that you can't just go around subverting, but those who wind up tears realize that if you just reach behind the scenes and prepare the way, you very often don't have to.  Tears are people who recognize that you must ''interrupt'' the cycle of trauma at some point for healing to begin.  For whatever reason, through whatever circumstances, Tears have decided that creating an environment that doesn't reinforce destructive cycles is the best way to do that.  And once someone starts down that path their compassion leaves a trail and before long, a Tear will turn up and offer community.  They say that Tears don't fall alone, after all.


<div style="background-color:#CD0000; line-height:300%"><font style="color:#FFD900; font-size:12pt; font-family:'Impact'">{{tab}}QUOTES</font></div>
'''Organization''': One part support group, one part found family, the Tears of the Martyr's Tree are fairly ride or die for one another.  There's no 'in charge' in the organization, though typically the most senior Tear in the room is expected to chair whatever meeting results.  This often involves being the one to make sure there's coffee and donuts, so it's not a duty without responsibilities.  But otherwise, the Legacy realizes that there are more important things to worry about than esoteric nonsense, and each Tear is assumed to be fully capable of seeing to their own affairs.  Each Tear tends to have an area or areas they oversee, and they never overlap with other tears for obvious reasons.  The support group meets weekly at the Lodge of the Children, and if a member does not show up for three consecutive months the Legacy ''will'' look in on them.  The work is often a lot, and a lot can often become too much.  For that reason, entry into the Legacy comes with that understanding.  You check in, or they will come and find you.  You waive your right to complain when they do.  No tear falls alone.


<div style="text-align:justify; padding:5px">
'''Theory''': The spirits of the shadow form feedback cycles with the world around them.  Too much of anything, even good things, can tip the balance in a location and lead to all sorts of unwanted consequences.  Wounds occur when malignant cycles feedback upon themselves.  Violent people do violence, drawing spirits of violence who, now hungry for more, inspire further violence.  There are people in the real world doing the work of opposing systems of violence and oppression, but they are also opposing without being aware the spiritual forces feeding upon and reinforcing those same systems.  Tears address this.  They right spiritual wrongs and pave the way for the good works of others to take root.  Their work is rarely seen, seldom truly appreciated, but-- to their minds --absolutely essential to a healthy and happy people.


<div class="redacted">
== Magic ==


*"This is an example quote. You can leave a quote here, showing how your character would speak about Vasily behind his back." - [[User:AsHocAvenger|<font style="color:#CD0000">'''Your Name Here'''</font>]]
'''Ruling Arcanum''': Mind


</div>
'''Yantras''': Being where you don't belong (+1, or +2 if you went there under your own free will); carrying the decryption of a code you broke within the past month (+2); Path tools usable as weapons or in spycraft (+2); dressing as someone else (+1); speaking other than your native language (+1); using an item you stole from an enemy (+1)


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'''Oblations''': Decryption; encryption; discussing moral philosophy such as the trolley problem; learning a secret; being alone in a crowd
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<div style="background-color:#CD0000; line-height:300%"><font style="color:#FFD900; font-size:12pt; font-family:'Impact'">{{tab}}PROFILE</font></div>
== Attainments ==


<div class="redacted">
=== First: Know the Mother's Sorrow ===
'''Prerequisites''': Initiation<br>
Tears know better than most how our pasts shape us.  And in the 'as above, so below' sense, the past shapes the shadow, too.  Understanding one's surroundings holistically requires understanding the spirits that inhabit them.  And understanding the spirits that inhabit your surroundings requires understanding ''their'' pasts.  A wise person wouldn't insert themselves in an ongoing argument without knowing what it's about, so what right have the Wise to go barging into spiritual disputes willing things about without context?  The base version of this attainment functions as Know Spirit with save that Tears get two more answers than their potency would otherwise provide.  This means that at Spirit 5, the Tear receives answers to all questions.<br>
'''Optional''': Time 2<br>
Intimately familiar with trauma, Tears have an innate understanding of the relationship between the Fallen World's agonies and the dangers of the Shadow. They know that the first step in addressing those traumas is to understand what caused them.  With this optional attainment, the Tear gains insight into the historical causes of the target spirit's issues.  A magath will have its cause revealed, a distressed water spirit will reveal the pollution leaking into the stream in the real world.  Functioning a bit like the Time 1 effect Postcognition, the Tear is delivered visions of the formative and key events that shaped the spirit into what it is, and allows the Tear to understand the spirit holistically and in context.  It does this even for very old spirits, serving it up to the tear in a rush of sensory input.  So long as the Tear maintains line of sight on the spirit, they can take their sweet time examining the spirit's history, rewinding and fast forwarding at will.  While so doing, the Tear is vulnerable to attack and loses their defense.  (1 reach to instant cast, 1 reach to quick review.) Using this attainment with this optional effect grants the Tear the Informed condition about the Spirit.


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=== Second: Tools of the Trade ===
|-
'''Prerequisites''': Mind 2, Subterfuge 3<br>
| class="left" | <font style="color:#CD0000">'''Legal Name:'''</font>
It's useful to be able to do two things at once.  During the heat of a mission, when stress levels are high and the stakes are higher, the Guard must be able to keep a clear head and think critically.  Perhaps she has to crack a code and figure out which wire to cut on the bomb at the same time.  Or draw a map of the location in her mind while trying to remember which acid is best suited to eat through the lock in front of her.  The utility of having two simultaneous trains of thought to problem solving cannot be over-emphasized.  And, like the Mind 1 effect One Mind, Two Thoughts, this attainment brings that about.  One reach has been designated to allowing two mental instant actions on the same turn, and another to advanced duration.  Accordingly, this attainment is typically meditated upon ritually before the mission.<br>
:Ivan Medvedev (Иван Медведев)
'''Optional''': Fate 2<br>
:(Alternate Identity 2)
Guards operate in the cold.  They operate alone, quite often, and must depend on their wits and ingenuity to get the job done.  But it is a rare agent, indeed, that is universally competent in all aspects of field work.  This attainment doesn't make that any less true, but it does let you use a wrench as a hammer in a pinch.  Similar to the Fate 1 effect Serendipity, this optional attainment allows the Guard to substitute a different skill in the place of the one being rolled, so long as it is in the same category; Mental, Social, or Physical.  The reach is used to make the effect instantaneous, and to provide the skill swapping effect.  A talented agent may not have access to every tool within their box, but they can certainly make do.  This effect may be used a number of times per activation equal to the Guard's fate arcana.
|-
| class="left" | <font style="color:#CD0000">'''Aliases:'''</font>
:Vasily Tometchko (Василы Тометчко)
:Vasha
:Pavlichenko
|-
| class="left" | <font style="color:#CD0000">'''Apparent Age:'''</font>
:Late 40s
|-
| class="left" | <font style="color:#CD0000">'''Venue:'''</font>
:Mage
|-
| class="left" | <font style="color:#CD0000">'''Virtue & Vice:'''</font>
:Tenacity & Ruthlessness
|-
| class="left" | <font style="color:#CD0000">'''Path:'''</font>
:Acanthus
|-
| class="left" | <font style="color:#CD0000">'''Order:'''</font>
:Guardians of the Veil
|-


| class="left" | <font style="color:#CD0000">'''Legacy:'''</font>
=== Third: In Plain Sight ===
:Red Guards (Красная гвардия)
'''Prerequisites''': Mind 3, One of the other initiation skills at 2<br>
|-
A Guard must be able to move through the world unseen.  Moving from place to place quickly, efficiently, and without notice is key.  Being able to knock out a worker in the facility and steal his uniform?  That's good.  Wearing it and blending in with the staff?  That's better.  Doing that and then also making yourself beneath the notice of even the most ardent of security guard?  That's better still.  And by emulating the Mind 2 effect Incognito Presence, the Guard is able to do just that.  One reach is dedicated to instantaneous effect, and another to advanced duration.<br>
| class="left" | <font style="color:#CD0000">'''Cadre:'''</font>
'''Optional''': Fate 3<br>
:Firebirds (жар-птица)
Typically, moving under the shroud of incognito presence is done to achieve an end.  Moving from safehouse to safehouse, infiltrating a facility, or heading to a dead drop.  With this optional attainment, the Guard may also use it to reach the next necessary objective in their mission.  As with the Fate 2 effect Shifting the Odds, this attainment allows the Guard to find the nearest instance of what it is they seek.  Looking for a double agent under cover?  This will lead you to him.  Seeking out the employee at the facility with mountains of debt and a willingness to turn coat if you can make it all go away?  Ditto.  It can also provide temporary dots of certain social merits like Ally, Contacts, Mentor, Resources, or Retainer, the sum of which may not exceed the Guard's Fate Arcana.  One reach is dedicated to instant effect, and another to advanced duration.  It should be noted that while the goal will be reached within a 24 hour period, that if the effect is enacted in an area likely to contain the objective, it may be found immediately, such as looking in the director's file cabinet for the missing dossier.  Or searching the ER for the suspect you shot.
|-
| class="left" | <font style="color:#CD0000">'''Position:'''</font>
:Decorticator
|-
| class="left" | <font style="color:#CD0000">'''Faceclaim:'''</font>
:Jude Law
|-
| class="left" | <font style="color:#CD0000">'''Player:'''</font>
:[[User:AdHocAvenger|<font style="color:#000">'''DadHoc'''</font>]]
|-
| colspan="2" | <center><hr width="250px" style="background-color:#CD0000"></center>
|-
| <font style="color:#CD0000">'''Public Effects:'''</font>
*Consilium Status 1
*Guardians of the Veil Status 2


|-
=== Fourth: Hair Trigger ===
| colspan="2" | <center><hr width="250px" style="background-color:#CD0000"></center>
'''Prerequisites''': Mind 4, A third of the initiation skills at 2<br>
|-
The key to the success of any operations is preparation.  This attainment demonstrates that.  Through ritual preparation and oblation, the Guard steels their mind and hones their skills, hardening them for the job to come.  Like the Mind 3 effect Augment Skill, pick a single skill and gain a number of dots in that skill equal to your rating in the Mind Arcana. One reach is dedicated to advanced duration, one two allowing a the dots to be divided between two skills.<br>
| class="Center" | [https://open.spotify.com/playlist/4bKFYMv0qzpq0qAjlVAQwE?si=urkh8rfoRW6YtWSRQ3zHbA <font style="color:#CD0000">'''Soundtrack'''</font>]
'''Optional''': Fate 4<br>
|-
Not only is the mind enhanced, but the odds are, too.  Similar to the Fate 3 effect Supernal Luck, the Guard gains a number of rote action rolls equal to her dots in the Fate Arcana when using the chosen skill.  One reach is dedicated to making this an instant action, and one to advanced duration.  You must touch another target to impart this benefit to them.
|[https://www.u2.com/media/player/213/10 <font style="color:#CD0000">'''"The Fly", U2'''</font>]
:It's no secret that a conscience
:Can sometimes be a pest
:It's no secret that ambition
:Bites the nails of success
:Every artist is a cannibal
:Every poet is a thief
:All kill their inspiration
:And sing about their grief


<br>
=== Fifth: The Last Resort ===
[https://www.youtube.com/watch?v=IXdNnw99-Ic <font style="color:#CD0000">'''"Wish You Were Here", Pink Floyd'''</font>]
'''Prerequisites''': Mind 5, Subterfuge 4<br>
:So, so you think you can tell
Every Guard is a force to be reckoned with, but that doesn't make them beyond the reach of the things that they've done. Through any number of methods, agents acquire deleterious mental conditions which can impair their judgment and impede their progress towards the mission objectives. Rather than suffering through them, or subduing them, the Guard simply removes them from the tapestry of their psyches.  Similar to the Mind 3 effect Clear Thoughts, the Guard may remove a number of conditions from themselves or another entity they can touch equal to their dots in the Mind Arcana.  One reach is dedicated to making this an instant effect, two to make the effect lasting, resolving the conditions yet granting no beats.<br>
:Heaven from hell?
'''Optional''': Fate 5<br>
:Blue skies from pain?
Clearing the mind and focusing the thoughts can also provide tremendous clarity of purpose.  Similar to the Fate 2 effect Exceptional Luck, this attainment grants 8-again to a number of die rolls equal to your rating in the Fate Arcana.  The reach has been dedicated to creating the 8-again effect, and to allowing this effect to be used reflexively for a cost of 1 mana.
:Can you tell a green field
:From a cold steel rail?
:A smile from a veil?
:Do you think you can tell?
<br>
:Did they get you to trade
:Your heroes for ghosts?
:Hot ashes for trees?
:Hot air for a cool breeze?
:Cold comfort for change?
:Did you exchange
:A walk on part in the war
:For a lead role in a cage?
<br>
[https://www.youtube.com/watch?v=PjUTg5AiMmY <font style="color:#CD0000">'''"Whispers & Ashes", Dead Sara'''</font>]
:Well it's my mistakes, that comfort me
:Mysteries leave the blind
:Guessing to explain
:While I'm safe from the wreckage
:My memory's torn
:On what is worth fighting for
:Then I'm safe from the wreckage
:I don't feel safe anymore
:Just floating above the earth, alone
<br>
:Whispers and ashes, behold
:Whispers and ashes
:Cry over your pretty lies
:Make them see a certain heat
<br>
:Can you see through me
:As dust just settles on
:Whispers and ashes
:I reach for the ceiling, to the sky above
:How am I still living
<br>
:Safe from the wreckage, I remember everything
:All the freedom to follow
:Stay faithful to me
:Keep your words kind, I will never forget
:I'll be just fine
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{{Played by
| Character name = Vasily
| Model name = Jude Law
| Sample = VasilyTometchko.jpg
}}
<br/ >
<!-- Logs //--><div class="character-cell">
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<div style="background-color:#CD0000; line-height:300%"><font style="color:#FFD900; font-size:12pt; font-family:'Impact'">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;LOGS</font></div>
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[[Vasily Tometchko/Logs|<font style="color:#CD0000">Logs Found Here</font>]]
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</div></div><!-- /Logs //-->

Revision as of 18:11, 4 April 2022

Tears of the Martyr's Tree

Be the change you want to see in the world.

Many Lands, Many Peoples

It is an unfortunate truth that trauma defines the history of the Children of the Tree. They were founded during a genocide. They gained global prominence during another series of genocides in WWII. All across the Americas and the Pacific rim indigenous peoples were being colonized and brutalized by imperialist powers, and out of that crucible the Children of the Tree managed to rise and thrive.

But it hasn't been due to a lack of confronting their history. On the contrary, Children tend to be some of the more clear-eyed folk you're likely to meet. Precisely because they outsource their grief and make communal the sufferings modern society would rather we keep private. Part of the reason why this value is so enduring is that legacies like the Tears of the Martyr's Tree exist, do their jobs, and demonstrate the positive impact of addressing generational and territorial traumas directly and resolving them. It's not a perfect system, obviously, but the Children seem to feel it trumps rugged individualism and going it alone.

With that said, it is a rare child indeed that takes on the mantle of a Tear of the Martyr's Tree. Assuming that role for the land itself is almost an unfathomable task. The charges are, in general, thankless spirits that would as soon devour you as treat with you. You're opposed on all sides by corporations and governments, polluters and abusers of people, animals, and the environment. But lands under a tear's supervision thrive. Spirits get back to doing what they're supposed to do, emotions are kept in check, and on a very rare occasion the mistakes of the past are righted.

The work is overwhelming and ceaseless and involves confronting the very worst of society's sins written on the corpi of the axis mundi. And so there are very few Tears, and they tend to arrive at the role rather than having sought it out. One very rarely aspires to the work. One finds themselves doing it, reluctantly, until someone puts an arm around your shoulder and informs you that you're not doing it alone.

Origins

Parentage: Acanthuse, Children of the Tree

Background: Survivors, Veterans, people who lived on the fringes, lost souls

Appearances: Tears come from all walks of life, drawn to their work because the Tear could do nothing else. Most tend not to have much use for fashion, preferring functional attire that lets them go to where the work is. Expect good footwear and expensive tools on a body wearing a $6 shirt from Old Navy.

Doctrine

Prerequisites: Spirit 1, Empathy 2, two dots in one of the following Skills; Subterfuge, Persuasion, Occult

Initiation: It is almost unheard of that someone asks to assume the burden of healing the land under the people's feet. It's too big. There's too much. Wounds exist. Rather, through the circumstances of life some Mages just find themselves doing it because, for whatever reason, they've decided that's where the fight is. Governments fight dirty, people have wills of their own that you can't just go around subverting, but those who wind up tears realize that if you just reach behind the scenes and prepare the way, you very often don't have to. Tears are people who recognize that you must interrupt the cycle of trauma at some point for healing to begin. For whatever reason, through whatever circumstances, Tears have decided that creating an environment that doesn't reinforce destructive cycles is the best way to do that. And once someone starts down that path their compassion leaves a trail and before long, a Tear will turn up and offer community. They say that Tears don't fall alone, after all.

Organization: One part support group, one part found family, the Tears of the Martyr's Tree are fairly ride or die for one another. There's no 'in charge' in the organization, though typically the most senior Tear in the room is expected to chair whatever meeting results. This often involves being the one to make sure there's coffee and donuts, so it's not a duty without responsibilities. But otherwise, the Legacy realizes that there are more important things to worry about than esoteric nonsense, and each Tear is assumed to be fully capable of seeing to their own affairs. Each Tear tends to have an area or areas they oversee, and they never overlap with other tears for obvious reasons. The support group meets weekly at the Lodge of the Children, and if a member does not show up for three consecutive months the Legacy will look in on them. The work is often a lot, and a lot can often become too much. For that reason, entry into the Legacy comes with that understanding. You check in, or they will come and find you. You waive your right to complain when they do. No tear falls alone.

Theory: The spirits of the shadow form feedback cycles with the world around them. Too much of anything, even good things, can tip the balance in a location and lead to all sorts of unwanted consequences. Wounds occur when malignant cycles feedback upon themselves. Violent people do violence, drawing spirits of violence who, now hungry for more, inspire further violence. There are people in the real world doing the work of opposing systems of violence and oppression, but they are also opposing without being aware the spiritual forces feeding upon and reinforcing those same systems. Tears address this. They right spiritual wrongs and pave the way for the good works of others to take root. Their work is rarely seen, seldom truly appreciated, but-- to their minds --absolutely essential to a healthy and happy people.

Magic

Ruling Arcanum: Mind

Yantras: Being where you don't belong (+1, or +2 if you went there under your own free will); carrying the decryption of a code you broke within the past month (+2); Path tools usable as weapons or in spycraft (+2); dressing as someone else (+1); speaking other than your native language (+1); using an item you stole from an enemy (+1)

Oblations: Decryption; encryption; discussing moral philosophy such as the trolley problem; learning a secret; being alone in a crowd

Attainments

First: Know the Mother's Sorrow

Prerequisites: Initiation
Tears know better than most how our pasts shape us. And in the 'as above, so below' sense, the past shapes the shadow, too. Understanding one's surroundings holistically requires understanding the spirits that inhabit them. And understanding the spirits that inhabit your surroundings requires understanding their pasts. A wise person wouldn't insert themselves in an ongoing argument without knowing what it's about, so what right have the Wise to go barging into spiritual disputes willing things about without context? The base version of this attainment functions as Know Spirit with save that Tears get two more answers than their potency would otherwise provide. This means that at Spirit 5, the Tear receives answers to all questions.
Optional: Time 2
Intimately familiar with trauma, Tears have an innate understanding of the relationship between the Fallen World's agonies and the dangers of the Shadow. They know that the first step in addressing those traumas is to understand what caused them. With this optional attainment, the Tear gains insight into the historical causes of the target spirit's issues. A magath will have its cause revealed, a distressed water spirit will reveal the pollution leaking into the stream in the real world. Functioning a bit like the Time 1 effect Postcognition, the Tear is delivered visions of the formative and key events that shaped the spirit into what it is, and allows the Tear to understand the spirit holistically and in context. It does this even for very old spirits, serving it up to the tear in a rush of sensory input. So long as the Tear maintains line of sight on the spirit, they can take their sweet time examining the spirit's history, rewinding and fast forwarding at will. While so doing, the Tear is vulnerable to attack and loses their defense. (1 reach to instant cast, 1 reach to quick review.) Using this attainment with this optional effect grants the Tear the Informed condition about the Spirit.

Second: Tools of the Trade

Prerequisites: Mind 2, Subterfuge 3
It's useful to be able to do two things at once. During the heat of a mission, when stress levels are high and the stakes are higher, the Guard must be able to keep a clear head and think critically. Perhaps she has to crack a code and figure out which wire to cut on the bomb at the same time. Or draw a map of the location in her mind while trying to remember which acid is best suited to eat through the lock in front of her. The utility of having two simultaneous trains of thought to problem solving cannot be over-emphasized. And, like the Mind 1 effect One Mind, Two Thoughts, this attainment brings that about. One reach has been designated to allowing two mental instant actions on the same turn, and another to advanced duration. Accordingly, this attainment is typically meditated upon ritually before the mission.
Optional: Fate 2
Guards operate in the cold. They operate alone, quite often, and must depend on their wits and ingenuity to get the job done. But it is a rare agent, indeed, that is universally competent in all aspects of field work. This attainment doesn't make that any less true, but it does let you use a wrench as a hammer in a pinch. Similar to the Fate 1 effect Serendipity, this optional attainment allows the Guard to substitute a different skill in the place of the one being rolled, so long as it is in the same category; Mental, Social, or Physical. The reach is used to make the effect instantaneous, and to provide the skill swapping effect. A talented agent may not have access to every tool within their box, but they can certainly make do. This effect may be used a number of times per activation equal to the Guard's fate arcana.

Third: In Plain Sight

Prerequisites: Mind 3, One of the other initiation skills at 2
A Guard must be able to move through the world unseen. Moving from place to place quickly, efficiently, and without notice is key. Being able to knock out a worker in the facility and steal his uniform? That's good. Wearing it and blending in with the staff? That's better. Doing that and then also making yourself beneath the notice of even the most ardent of security guard? That's better still. And by emulating the Mind 2 effect Incognito Presence, the Guard is able to do just that. One reach is dedicated to instantaneous effect, and another to advanced duration.
Optional: Fate 3
Typically, moving under the shroud of incognito presence is done to achieve an end. Moving from safehouse to safehouse, infiltrating a facility, or heading to a dead drop. With this optional attainment, the Guard may also use it to reach the next necessary objective in their mission. As with the Fate 2 effect Shifting the Odds, this attainment allows the Guard to find the nearest instance of what it is they seek. Looking for a double agent under cover? This will lead you to him. Seeking out the employee at the facility with mountains of debt and a willingness to turn coat if you can make it all go away? Ditto. It can also provide temporary dots of certain social merits like Ally, Contacts, Mentor, Resources, or Retainer, the sum of which may not exceed the Guard's Fate Arcana. One reach is dedicated to instant effect, and another to advanced duration. It should be noted that while the goal will be reached within a 24 hour period, that if the effect is enacted in an area likely to contain the objective, it may be found immediately, such as looking in the director's file cabinet for the missing dossier. Or searching the ER for the suspect you shot.

Fourth: Hair Trigger

Prerequisites: Mind 4, A third of the initiation skills at 2
The key to the success of any operations is preparation. This attainment demonstrates that. Through ritual preparation and oblation, the Guard steels their mind and hones their skills, hardening them for the job to come. Like the Mind 3 effect Augment Skill, pick a single skill and gain a number of dots in that skill equal to your rating in the Mind Arcana. One reach is dedicated to advanced duration, one two allowing a the dots to be divided between two skills.
Optional: Fate 4
Not only is the mind enhanced, but the odds are, too. Similar to the Fate 3 effect Supernal Luck, the Guard gains a number of rote action rolls equal to her dots in the Fate Arcana when using the chosen skill. One reach is dedicated to making this an instant action, and one to advanced duration. You must touch another target to impart this benefit to them.

Fifth: The Last Resort

Prerequisites: Mind 5, Subterfuge 4
Every Guard is a force to be reckoned with, but that doesn't make them beyond the reach of the things that they've done. Through any number of methods, agents acquire deleterious mental conditions which can impair their judgment and impede their progress towards the mission objectives. Rather than suffering through them, or subduing them, the Guard simply removes them from the tapestry of their psyches. Similar to the Mind 3 effect Clear Thoughts, the Guard may remove a number of conditions from themselves or another entity they can touch equal to their dots in the Mind Arcana. One reach is dedicated to making this an instant effect, two to make the effect lasting, resolving the conditions yet granting no beats.
Optional: Fate 5
Clearing the mind and focusing the thoughts can also provide tremendous clarity of purpose. Similar to the Fate 2 effect Exceptional Luck, this attainment grants 8-again to a number of die rolls equal to your rating in the Fate Arcana. The reach has been dedicated to creating the 8-again effect, and to allowing this effect to be used reflexively for a cost of 1 mana.