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Author Topic: On Skuld  (Read 1658 times)

Measure Zero

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On Skuld
« on: January 16, 2007, 09:31:16 PM »
I have been wondering, what does everyone want to happen with this character?  In the beginning, she was a little off, but functional.  However, as time went on, she was exposed little by little to horrors and supernatural effects that have left her much worse off.  She does have her own private goals (which I want to keep to myself for now, obviously), and going completely insane is not one of them.  Unfortunately, that seems to be the direction she is headed as her irrationality gives way, at least apparently, to pathological impulsiveness.  Part of this is due to her exposure to dread prophecies when looking at the cathedral, part of it is due to the strange interactions between vampire blood and supernal magic, part of it is just due to her unspoken past, and part of it is just due to personal weakness (she has one dot in Resolve, which to me can indicate a tendency toward impulsive behavior).  Can anyone help her, or is she doomed to follow this path?

What could "fix" Skuld?  Time, for one thing, might help.  After all, maybe the aftereffects of her exposure to vampire blood are only temporary.  And maybe, with time, she will forget or at least come to grips with the horrors she was made to see through her magic.  But what about her past?  Can she ever atone for her crimes (if any)?  Will she ever be able to bolster her will to the point where she can overcome her own impulsiveness?  What about her family curse?  Skuld needs help, but who can she turn to?

Your PCs are going to have to address at least some of these issues, and possibly soon.  How they are addressed will determine whether Skuld falls in line, or she becomes a terror of an antagonist.  Could a simple spell cast to increase her Resolve save her?  Does she need to somehow boost her Morality score by atoning for her mysterious past?  What if the vampire blood or her visions of the cathedral won't go away on their own?

Measure Zero

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Re: On Skuld
« Reply #1 on: January 16, 2007, 09:31:27 PM »
Cara "Skuld" Olsen (Arcanthus, age 23)

Cara Olsen has no family.  Fate took care of that for her over the last few years.  Her mother was mauled by a bear and her father was later taken by a cougar.  Shortly after her father's funeral, her uncle told Cara about the family's curse, given by a vagrant to her great grandfather Bjarte: "Unto the seventh generation, may Fate's claws tear apart your children's lives."

Cara could not believe that such a curse held any power over her, but the circumstances of her relatives' deaths gave her some cause for fear: animals can be trained, she reasoned, so maybe someone was sending these beasts after her family.  After all, how else could their house cat have smothered her infant brother?  Maybe it wasn't coincidence.  She and her uncle fled across the country.  For a while, she felt safe; she and her uncle had managed to get reasonable jobs for their education levels, and they had managed to purchase a decent house in a suburb of Tampa, FL.  If the animals seemed to stare at her (animals stare at people?), it was probably just her imagination, nothing more.

Somehow, when the police told her about the alligator attack, she wasn't surprised at all.  She just packed her bags, and started walking.  After a almost a year of wandering (and waking up to the stares of stray cats more often than she would have liked), Cara found herself following a raven to a great silvery-blue tower surrounded by a thick hedge of brambles.  The raven flew to the top of the tower, and so she brushed aside the thorns and entered the tower herself.  She found a girl sleeping on a silver podium.

The girl was dead, unbreathing, her hair cast down over her face.  She had a sword and a shield over her, and she was wearing some kind of mirrored armor that reminded Cara of "Lord of the Rings".  She brushed aside the child's hair, and gasped in horror: the child's eyes looked up at her unblinkingly.  But they weren't just any child's eyes: they were her own.  After a few tense moments (or was it days?), Cara finally regained her composure.  She closed the child's eyes and kissed her, and then walked out of the tower.

Outside of the tower, a babushka sat on a park bench.  A raven was perched on her shoulder.  He flew over to Cara, and the old woman introduced him as Cara's new guide.  "Listen to him and walk the path he shows you, and you may yet escape your curse".  The woman explained Cara's new situation to her, performed a binding ritual between her and the raven, and went back to feeding bread to the squirrels (or was that some other woman?).

"I am Hugin," the raven told her indisturbingly unaccented English, "we have some important business to attend to today downtown, and if you don't hurry up, we'll miss it.  Caw."  She jogged, following Hugins directions, to a police station.  A man in a black suit was just walking down the front stairs as she arrived.

-------------------------------------

Cara's shadow name is Skuld (Sk-oo like in good-ld), in honor of her patrilineal heritage and curse.  It means "neccessity".  Skuld specializes in Time magic, her worries about the future having already attuned her to it somewhat.  Skuld's experiences have taken a toll on her, leaving her with a fear of conflict.  She is content to let fate and her familiar guide her through life, she considers herself more than capable of handling most of the curves that her fate might throw at her.  Except dogs.  And cats.  And whatever that thing scratching around in the ceiling is.  And wolves.  And raccoons.

Skuld stands at about 5'6", with striking Scandinavian looks.  Skuld now wears her hair like the child she saw in the tower: shoulder-length and in her face.

Nimbus: Skuld's surroundings seem to take on a fragile, ethereal quality.  Mist gathers, and people begin to look like they belong in some kind of tragic fairy tale.

Measure Zero

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Re: On Skuld
« Reply #2 on: January 16, 2007, 10:24:27 PM »
More character info, written in creepy first person, as overheard by Rev. Bill Friendly the night after the night club incident:

Cara: I tried for years to escape the curse.  All of my running was in vain, I suppose, until it brought me to the tower.  When I entered the tower, I finally received armor that would let me endure against my harriers.  When I left the tower, I received a guide who would lend me the wisdom that would put me on the right path.  But there was something else I needed, something I should have taken, something I forgot about, I am sure of it.  What was it?

Hugin: You did not receive your armor on that day.  What you gained was a wisdom alone.  Your armor is still sitting, unused, within that same tower, as are your sword and your shield.

Cara: The child?  Was it wearing my armor, my sword?  Was I truly to loot that child's corpse?  My corpse?  Like a grave robber?  Can fate be so cruel as to call me back to that?

Hugin: Yes, my dear, you were to have taken up that armor.  From your own body, your own past, and your own history, you were to have taken as your birthright.  The souls and wills of your ancestors are behind you, and that was to be their gift.  Without it, I do not think that you can possibly escape your fate.

Cara: Is that it then?  Are the dogs going to tear me apart like they did to my grandfather?

Hugin: Maybe, but I see another way.  You know that the curse has been spreading, gaining power.  Soon, your new lover will fall to it, just like your father was taken despite his blood.  Your other friends will fall before you as well.  Surely you have seen that this is so.

Cara: I have, and

Hugin: It was there, in the woods, when the beast attacked.  Her curse called down an abomination of fur and magic, meant to eat her, she was sure.  It was there, in the church, when that man's hands and teeth changed so hideously.  It was there, in that basement, when that horror from beyond came so close to you that she could almost feel its breath, lusty and hungry, on your neck.  You have told me these things, and I have witnessed them!

Cara:  I thought that

Hugin: The attacks are getting more frequent.  Each of your new associates is victimized in turn.  Death follows in your wake!

Cara: That woman. . . and Walker. . . no!  I have to save them!  I won't let them die!  I won't kill them!

Hugin: That remains to be seen.  Their eyes call to me of late.

Cara: That's horrible!  How could you say that?  Is that it?  They die to feed your stupid ban?

Hugin: I am what I am, and of that there is no escape.  You know that, and so do your friends.  But I see something else.  I see a possibility; you may yet find escape.  Listen now: your curse grows in many ways, but fate protects you.  You must seek the sepulcher and claim your birthright.  The way is secret, but I can reveal it to you.  You will be harrowed by three, of you, against you.  One would drive you past, one would hold you back, and the last would cast you out.  If you pass three, the fourth is you.

Cara: Show me!  Take me!

Bill Friendly: Skuld?

Hugin: We go!


At that, Hugin discorporates in a shower of black feathers and glittering dust.  As the feathers and the dust fall around the room, something happens.  The sound of a babbling brook and a laughing child can be heard, softly, though without an apparent source.  Bill sees Skuld swoon into a near breathless slumber, her skin turned white as though porcelain.  And behind him, there is the low growl of a threatening wolf.  Bill turns to face it, and yet the sound remains behind him.  What has happened to this place, and what has happened to Skuld?

kenada

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Re: On Skuld
« Reply #3 on: January 18, 2007, 09:03:36 PM »
I'm not sure that I would equate low resolve with impuslive behavior. To me, low resolve indicates that one tends not to follow through on something that one starts. The task might have been started on an impulse, but its not likely to be completed. (I don't have a copy of the core WoD book, so the way it defines Resolve could be totally arbitrary.)

* * *

While I think we ought to be supportive of Skuld (AND NOT TAKE ADVANTAGE OF HER MISTER HOLY MAN BILL FRIENDLY), we can't really 'fix' her unless she wants us to. Telling her that she's crazy and needs help--or worse, casting spells on her to affect her mood--seems like a good way to push her away. Casper doesn't really need more antagonists than he already has.

Measure Zero

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Re: On Skuld
« Reply #4 on: January 18, 2007, 10:03:42 PM »
It's going to be a little hard to "fix" her now that she is unconscious.  Maybe you could move her somewhere?  She's going to be out of the game for a while.  Unless, of course, you decide to follow her.

Thomas Kerwin

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Re: On Skuld
« Reply #5 on: January 19, 2007, 01:38:02 AM »
Did she somehow mentally project into twilight? Or go some sort of astral journey?  We could probably figure it out by using mind or spirit knowing spells.
I think we should try to help her out.

hecateluna

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Re: On Skuld
« Reply #6 on: January 19, 2007, 11:22:29 AM »
What Bill Friendly says to you all (in the morning.... unless you're spying on us, you don't know until then!):

Quote from: Bill Friendly
Skuld is on a Holy mission which was preordained in Heaven.  She and she alone can save us.  We must trust her, or we will fall victim to the same curse which plagues her and now the world, and above all else we must to protect her physical form while she is away.


If asked, he will expound:

Quote from: Bill Friendly
I witnessed Skuld receiving the holiest of revelations.  Merely seeing  and hearing it was a most precious gift.  God Himself spoke to her not during dreams, but as she sat awake, through that god-awful hideous thing she keeps.  But His words were Truth.  Skuld is on a journey of awakening, a rebirth, and will return far stronger and with powerful weapons and the protection of God.  Without these things, we cannot defeat the evil that threatens us and our country, and we will instead face fates worse than death.

(I understand of course that this isn't exactly what happened, but hey... Bill's not exactly sane either.)

Measure Zero

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Re: On Skuld
« Reply #7 on: January 19, 2007, 01:44:39 PM »
Skuld is gone.  You'll get more cryptic information on Saturday, but the gist of it is that you will need to get her somewhere safe before something bad happens to her.  Hopefully this will mesh up with your downtime needs, but that depends on how you handle it.

By the way, if anyone wishes to make special plans for actions taken during the next session, telling me in advance can only be a good thing for you.

hecateluna

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Re: On Skuld
« Reply #8 on: January 19, 2007, 01:48:42 PM »
How did Skuld get to be gone?

If there gets to be downtime, I would like to look for someone with whom to train (to get life 4). 

Measure Zero

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Re: On Skuld
« Reply #9 on: January 19, 2007, 05:47:39 PM »
Gone as in her mind is no longer present, and something weird is going on in the hotel room.

hecateluna

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Re: On Skuld
« Reply #10 on: January 19, 2007, 05:54:49 PM »
Oh.  ....I thought you meant physically gone.  Because I didn't read carefully enough (um, or at all, it appears).  Sorry! :)

kenada

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Re: On Skuld
« Reply #11 on: January 20, 2007, 02:32:46 PM »
It's going to be a little hard to "fix" her now that she is unconscious.  Maybe you could move her somewhere?  She's going to be out of the game for a while.  Unless, of course, you decide to follow her.
That's what I get for not reading the followup posts, which I had thought were all character background for some reason.  :-[ Yeah, moving her to some place safe is probably a good idea. Following someone astrally doesn't seem to be.

Measure Zero

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Re: On Skuld
« Reply #12 on: January 20, 2007, 02:43:20 PM »
Not reading her character background would be a mistake.