Lady Magdalene Cavour
Character Info
Class: Drachentöter
Level: 3
Owner: Aleyanna (Tim)
Need 2 more completed missions to reach level 4 (5 recorded).
Completed Missions: 4
Earned: 17
Spent: 16
Remaining: 1
Perks earned: 3
Perks spent: 1
Perks remaining: 2
Personality
Recent Missions
-
Frantic Fairytale
Oct 18, 2026 - success
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+++ Might
Lift one end of a car.
+ Resilience
Pop a dislocated shoulder back in without flinching.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
Baseline Sensory
20/20 vision.
Baseline Reflex
Climb a rope.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Drink a monstrous enemy’s blood to take on a Pitched magical power and negative Quirk derived from them.
- Essence Cost
- Low
- Duration
- Mid
- Cooldown
- Mid
Paired Action: Drink the blood, then portray a Turning Point grappling with the disgust of having done so.
-
The power and Quirk must both thematically befit the enemy, with Impact scaling Low–High on how formidable that enemy was at their height.
- The Quirk may be emotional or physical in nature, but it must be loathsome and purely negative. It lingers for the rest of the mission, even after this Ability’s expiry.
Conjure a powerful monster nearby, the physical embodiment of a systemic local issue; that issue is solved when the monster is slain.
- Essence Cost
- Mid
- Cooldown
- High
Paired Action: Decry the monster as the source of the problem and declare your intent to slay it.
- The monster will be aggressive and destructive towards locals affected by the chosen issue and even more so towards the user and their allies. It is entirely controlled by the Conduit.
-
The monster’s appearance and capacities, as well as where it emerges, are all determined via Pitch, as befitting the locale and the issue it represents. (e.g. An intergenerational feud between seafaring merchant families could yield an ancient, rotting sea serpent attacking their shared harbor.)
- This monster will always be at least as deadly as the user, surpassing them in threat level scaling on how seemingly unsolvable the issue is that they embody.
- Too significant of an issue may yield an invincible monster.
- If the monster is slain, all locals affected by this issue it embodied will know and respect the slayer.
Pitch and attack a weak spot, clearly visible only to you, on an enemy who exceeds you in power.
- Essence Cost
- Mid
- Cooldown
- Low
Paired Action: After having fought the enemy for at least a Low Duration, recite a short prayer or declaration as you slowly prepare your attack.
- The user gains a Mid Ward against their target while performing the Paired Action.
- The user’s strike against the weak spot gains Low–High Boosts to precision and deadliness, scaling on how much destruction their target has caused to their surroundings and allies.
- Indicating the weak spot to an ally as part of the Paired Action will convey all of this Ability’s benefits to that ally, though the above Boosts are capped at Mid.
Signature Gear
Shining circlet emitting a gentle glow.
- Provides a Mid Ward against fear-based effects and thematically related magics.
- The owner may hold their head high and close their eyes to cause this circlet to emit a flash of light, dazzling all onlooking enemies the owner compellingly deems as evil, with Impact scaling Low–High on on how evil the owner believes them to be (Mid Essence Cost).
Huge bow, taller than its user, with arrows the size of short spears and an enormous draw weight.
- Ammunition
- Low
- Range Boost
- Mid
- Any shot that does not pierce a target outright will send that target flying (Mid Impact).
- Hold an arrow at full draw to gradually improve its power over up to a Low Duration (Low Stamina Cost).
Tunic made of interwoven dragon scales. Significantly tougher and lighter than typical armor.
- Protects against magical attacks as though they were physical.
- Once per mission, Pitch the nature of the specific creature these scales were taken from to cause this armor to provide a Mid Ward against a related threat. (e.g. Scales from a hydra could protect against toxic fumes.)
Drinking horn full of sacred mead.
- Uses
- 2x
-
Drink while swearing an oath of heroic duty to gain a Mid Boost to strength while pursuing that oath for a Mid Duration.
- If the owner fulfills their oath before this effect expires, they restore a full Essence Threshold.
- If the owner breaks, neglects, or otherwise goes back on their oath, even after this effect expires, they lose a full Essence Threshold.
Sleeveless, slitted outerwear, light and ornamental.
- Influential locals will tend to trust the owner.
-
If an influential local takes the owner on as a trusted subordinate, you may Pitch a completely new Reskin for this tabard to match their aesthetics.
- You may then Pitch that your character is recognized as an affiliate of that local; your character’s achievements will then proportionately further that local’s prestige.
Hand-and-a-half, double-edged sword.
Well-trained, professional soldier who has sworn an oath of loyalty. Equipped with melee weapons and very heavy armor grounded in the source character's Backstory.
Ability Perks
Strike True
- Blessing of the Saints Invoking a saint during the prayer allows pitching an elemental weakness on the strike.
Appearance
She has wavy red hair, and a little muscular build. She stands at 5’5” and weighs 140 pounds. Is 20 years old. She has dark brown leathers under her tabard and lorica, and has dark brown boots as well.
Tabard: Dark grey, with white swords under a red book
Arrows: Osage wood arrows, greatbow is made of reinforced yew
Bastard sword: Typical longsword!
Background
Lady Magdalene Cavour hails from the city state of Caldrova, a grasslands area known for providing renown slayers of mighty beasts. She hails from a long lineage of heroes, and she seeks to prove her worth. Despite only being in her early twenties, she’s ready to go out on adventures. A minor adventurer from Caldrova, squire Alphonse de Jour, serves as housecarl to Maggie; comes with a warhammer and short sword.
Flavor
Mission log!
- Beasts of Plenty: Magdalene joins an unexpected team to strike down monstrous beasts.
- Wolf Flowers: A great hunt on a mountain peak. Spectral wolves move about a floral patch.
- Quantum Leap-idoptera: A lab has been appearing in and out because of quantum shenanigantery. Maggie and team go in, and solve the matters. And also slay some monsters along the way.
- Sugar Sugar, We’re Goin’ Down: Sugar, and people going missing. In a factory of all sorts. Culture shock for Maggie as she fights through, and defeats the old ruler by sniping a cane.
Level Up — Lady Magdalene Cavour
Current level 3. Promoting to level 4 requires 2 more completed missions (5 / 7 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.
- Blessing of the Saints Invoking a saint during the prayer allows pitching an elemental weakness on the strike.