Constance Allure

Played by: Macy (MacyKitty)

Constance Allure is the exact type of woman that makes good Christian women faint.   She makes her own medicinal herbs, she's knowledgable about the occult, and she owns her own gun. In short, she is an independent woman and a witch to boot.   Constance - Connie to her close friends - can be manipulative, but you have to be able to lie about who you are sometimes in the 1970s to survive. She puts on an act as an owner of the shop Mistress Allure’s Occult Emporium (her apartment sits right above it). She’s a hot dark comfy dream who may sell you snake oil to keep the lights on, but if you're one of her loyal customers she will treat you right.

Mental characteristics

Personal history

Constance Allure Chrysalized at the normal age for most changelings to discover that they are not fully human: around the age of 8.   She was always a troublemaker, but now it had a direction. She had a motley throughout elementary and middle school of similarly aged fae children called Cloud Skippers, but in high school she was the only one to end up at Brooklyn Academy.   It was hard, being on her own, and she became known as a hippie chick with dried flowers in her hair and raw honey from the beehive she kept on her family's tiny balcony in Brooklyn (much to the super's dismay).   But eshus are adventerous - and though they crave community connection, like all changelings do - she set out on her own into the Dreaming during college.   A fantastical dungeon delve into a tomb in the Dreaming inhabited by mummies wielding magic and a standoff with a sphinx that had to be beaten by riddles, not swords, was only one of her journeys into the Dreaming in college.   After her master's, she settled down, but the lonliness ate away at her. Changelings were hard to find and she felt isolated, especially without a freehold to call her own - that changed when the sidhe came back.   She swore loyalty to Lady Marion Sweeney ap Daireann, giving her access to Lady Sweeney's freehold and balefire, but when the Accordance War broke out Connie was duty bound to fight for her lord.   After the ceasefire was called, three years after the war started, Connie returned to her boarded up shop. She had charmed the owner of the building into leaving her store alone while she was gone, and now she talked him again into forgiving her back rent, and her shop reopened soon after that.   The shop never got a ton of foot traffic, but it was enough to live on, and Connie enjoyed the peace... until a group of strangers led by a freaking priest broke down her door and subdued her, binding her in cold iron and dragging her away.   The cold iron, lack of Glamour, Banality, and the isolation made her fae soul fade away, until she forgot who she had been entirely...

Mental Trauma

Due to her capture by the Society of St. Leopold, Connie has begun to suffer from Lapses.  
Lapses: As the contamination of her soul crosses a certain threshold, the changeling begins to suffer momentary forgetfulness. She may forget where she placed her keys, her enchanted harp, an acquaintance’s email address, or the like. Few put this down to the malign effects of Banality, but merely curse advancing age or last night’s party.
Children
Current Residence
The apartment above Mistress Allure's on Wilson Ave

CHARACTER BREAKDOWN

  • Kith: Eshu
  • Court: Unseelie
  • Legacies: Outlaw/Saint
  • House: Daireann
  • Seeming: Wilder
  • Birthrights/Frailty: Serendipity and Talecraft/Recklessness
  • Antithesis: Offer a practical explanation for a conundrum.
  • True Name: Hekate (heh-KA-tay)
  • Musing/Ravaging Thresholds: Create Hope/Create Anger
  • Glamour 4
  • Willpower 5
  • Banality 6

STATS

Physical

Strength 2, Dexterity 3, Stamina 1  

Social

Charisma 5 (silver-tongued), Manipulation 3, Appearance 3  

Mental

Intelligence 3, Wits 2, Perception 3  

Talents

Alertness 3, Athletics 3, Empathy 3, Expression 2, Subterfuge 3  

Skills

Crafts 2 (witch tools), Firearms 2, Performance 3 (acting)  

Knowledges

Academics 3 (linguistics), Investigation 3, Medicine 4 (herbalism)  

Arts

Naming 1, Soothsay 1, Spring 1  

Realms

Actor 3, Nature 2, Scene 0 (affinity)  

Backgrounds

Chimera 3 (Opalescent Earrrings), Contacts 1 (Academic), Resources 1

Opalescent Earrings (Item •••)

Earrings that shimmer and seem to match the eye color of the wearer - it sometimes seems like they are never consistent. Does she have green eyes? No, I could have sworn they were blue. He had brown eyes, I'm sure of it! Whatever the case, the wearer is alluring and difficult to say no to.
 
Mechanics: As the earrings reacts to its wearer’s intentions, it adds an extra die to any Empathy, Expression, and Subterfuge rolls.

Eshu Birthrights

Serendipity - Eshu somehow always end up in the right place at the right time. The path she follows to arrive at this destination is equally fortuitous, winding her way through adventures and important meetings. When faced with a crossroad, she always knows which way to go. Her internal compass guides her where she needs to be, never bringing her to a terminus until the time is right. Eshu can never become lost under normal circumstances. If the eshu becomes lost through magical means, the player can spend a point of Glamour to reorient the eshu on her physical (and often figurative) path.   Talecraft - Stories are the heart of the eshu, and as such, they gain something tangible when they learn a fantastical new tale or perform their own feats worthy of legend. Eshu gain an additional experience point from each adventure that yields such a tale, such as finding their way through a winding and dangerous labyrinth or coaxing a secret from a secretive countess.Eshu never botch rolls involving Empathy or Performance.  

Eshu Frailty

Recklessness - Eshu can't resist a gamble or a dare, not if the payout is a new story for their repertoire. Their curiosity and confidence in their ability sometimes leads them to take risks that a less adventurous kith might not take. Turning down a bet, dare, or call to adventure triggers Banality in eshu.

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