Aldridge, Laura

Level 11 Waitress

Description:

Profession
Level 11 Waitress

Party Role
Thief / Silent Caster

Investigation Style
Laura gathers information by “stealing” it, as secretly as possible. She can eavesdrop on conversations, reading lips if she can’t make out the words; she can speed read books and hopefully put them back before their owner is the wiser. Her role in the team’s info gathering is to find out things they can’t simply research. She has recently left her diner job to waitress at the speakeasy, where she’ll be trying to eavesdrop on higher targets.

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Statistics

Strength 7 (-2)
Dexterity 16 (+3)
Constitution 10 (0)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 14 (+2)
HP 24 / 24
SP 72 / 72

Skills

Dance Dexterity 16
Dedication x2
Dodge I Dexterity 16
Drive Automobile Wisdom 16
Faith
Firearms
Forgery Dexterity 16
Hide Dexterity 19
Knowledge: Earth Magic Wisdom 16
Knowledge: Void Magic Wisdom 16
Lip Read Wisdom 16
Listen Wisdom 16
Memory Trick Wisdom 18
Pick Pockets Dexterity 16
Read Wisdom 16
Stealth Dexterity 19
Speed Read III Wisdom 16
Swimming Dexterity 16

Insanities

“Cleptomania”

Whenever Laura’s sanity is below 20, she starts grabbing anything smallish she’s able to. Further, whenever she can easily steal something without attracting notice, she must pass a sanity to not permanently keep the item regardless of her current sanity level (essentially making it so she refuses to give certain items back or let them go.)

Super Science

None

Magic Spells

Laura not only has access to traditional spells, but she can steal them from enemies by invoking their own incantations. Of course, saying magical words phonetically has a high chance of something getting lost in translation or pronunciation (like in session #5, hearing an alien language in a Chinese accent and then repeating it in a Scottish one.) The spell she learns might be a variation of what she wanted. These stolen spells are considered “extras” and cannot be modified at level up (though they can be the starting research for a real spell purchase.)

Spell names in bold are currently equipped.

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Developed Spells:

“Summoning Circle: Anemos’irocco” (Written)

Calls forth “the oppressive fear of winds” to do the caster’s bidding. While this air imp might not look the most imposing by D&D standards he’s still plenty fearful for 1920s Oregon, and his knowledge of planar denizens makes him a valuable addition to the team. He understands English, and possibly all human languages (Spanish?), but only Laura can understand him. He has a claw attack for 1d6 damage and a “razor wind” for 1d4; every time he crits (20) he goes berserk, attacking the closest thing to him while his crit range increases by +1 for the summon duration. He’s also displayed great cunning in creating alchemical mixes targeting a creature’s weakness. Costs 5 sanity to cast. Since Anemos has free will it costs an additional 5 sanity to give him an order (or to send him away) though he can be left to his own devices. (Void + Ether + Void + Air, Misc Spell, through Earth Book)

“Summoning Circle: Tabernus Tabescet” (Written)

Calls forth “the melting of home with kin within” to do the caster’s bidding. He is beastial and cannot readily communicate, even with Laura. He has two attacks per round, either through a tusk attack for 1d12 damage or a fireball for 1d8; every time he crits (17) he goes berserk, attacking the closest thing to him while his crit range increases by +1 for the summon duration. Costs 7 sanity to cast. Since Tab Tab has free will it costs an additional 7 sanity to give it an order (or to send it away) though it can be left to its own devices. (Void + Ether + Void + Fire + Fire, Misc Spell, through Earth Book) wolf

“Summoning Circle: Cantera” (Written)

Calls forth “???” to do the caster’s bidding. He is beastial and cannot readily communicate, even with Laura. He has a ? attack for ? damage and a “???” for ?; every time he crits (?) he goes berserk, attacking the closest thing to him while his crit range increases by +1 for the summon duration. Costs 5 sanity to cast. Since ? has free will it costs an additional 5 sanity to give it an order (or to send it away) though it can be left to its own devices. (Void + Ether + Void + Earth + Earth, Misc Spell, through Earth Book) Golem (8 ft humanoid) Very undetailed. 1 attack every 2 rounds, when it hits does 1d20. Tons of HP ridiculously tough. Made of stone.

“Circleless Summon: ???” (Written)

Note that since this is through the void book, we’re not sure how it’s summoned but it doesn’t involve writing anything. Calls forth “???” to do the caster’s bidding. He is beastial and cannot readily communicate, even with Laura. He has a ? attack for ? damage and a “???” for ?; every time he crits (?) he goes berserk, attacking the closest thing to him while his crit range increases by +1 for the summon duration. Costs 5 sanity to cast. Since ? has free will it costs an additional 5 sanity to give it an order (or to send it away) though it can be left to its own devices. (Void + Ether + Void + Water + Water, Misc Spell, through Void Book) crabshell crablegs + octo tentacles, but no head. only phys attacks, no water attacks. 3 attacks per round, 1d6 w/ optional bind (Str 16 to escape) on a bad roll, I may choose to use 2 san to reroll (max once per round) more of a scrapper than a tank. Writing summon.

“Allocation of Alleviation” (Written)

Venturing into danger to apply a healing rune directly to the target causes it to have much more effectiveness, in this case 2d6+2 over 2 squares (either two targets standing next to each other, or the target and the caster.) Costs 6 sanity to cast. (Water + Earth + Water + Water + Earth, Attack Spell, through Earth Book)

Stolen Spells:

“Marley’s Lament” (Written, Components)

Stolen from the crypts after unwittingly breaking this spell’s hold, “Chain Ghost” is a useful spell. It’s no simple task, however: it requires binding the original corpse (or if not available, binding to the ghost’s true name in written form) with a stout length of iron chain, which probably also requires a means to lock it. While this makes it not much use against the long dead, it should prove decent against the newly dead.

“To Groan the Plight of the 72 Sealed” (Spoken)

A cone of fire erupts forward from the caster’s hands, one square to start and ending four squares long and four squares wide. Anyone within the cone takes 1d4 damage with a chance to catch on fire for additional damage each round; the fire can be “stacked” but the DOT effect cannot. There is some sort of a bonus to Thac0 due to the area of effect, but we aren’t sure what this is. Costs 1 sanity to cast. (Later discovered to be Air + Fire + Fire, Attack Spell, though I’m not sure if Laura would get this same effect, since magic is a little different for every caster.)

HOBB’S FAILED LIFE SPELL!!!!!!!!!!!!!!!!!!!!!!!!

“Dalloway’s Dervish” (Book)

A cone of cycloning winds blasts from the caster, starting at “0 wide” but ending up at 2 squares wide and 8 long. Anyone within the cone takes 2d6+4 damage. If cast in conjunction with Anemos’ razorwind, it doubles the damage; further, Laura has a good feeling that this could be used to launch the wind imp (unharmed) further squares than he could normally travel on his own. Unlike normal spells, this ability is more like a wand: to cast it, Laura must rip one of the pages out of her subverted copy of Mrs. Dalloway, which disintegrates like flash paper. It currently has 209 of 216 “charges” left. Costs 4 sanity to cast. (Fire + Fire + Air + Air, Attack Spell, through a subverted copy of Virginia Woolfe’s Mrs. Dalloway, presumably an “excerpt” of the Fire Book.)

Archived Spells:

“Application of Alleviation” (Written)

Venturing into danger to apply a healing rune directly to the target causes it to have much more effectiveness, in this case 2d6+2. Costs 3 sanity to cast. (Water + Earth + Water + Water, Attack Spell, through Earth Book)

“Appellation of Alleviation” (Written)

By simply writing the name of the target – along with the associated symbols – they are instantly healed for 1d8. Line of sight is not required and Laura’s research seems to indicate that range is not an issue: there is a chance that this spell might work anywhere in this world, and possibly, even alien dimensions. While the result was welcome, a bizarre twist hints at the complexity and incomprehension surrounding magic…Laura was trying to make an attack spell, and achieved just the opposite. Costs 5 sanity to cast. (Water + Air + Water + Water, Attack Spell, through Earth Book)

“Boundary of Bonfires” (Written)

This spell takes as long to cast as it does to draw, making the potential perimeter large indeed. Once triggered, anything within takes 3d2 fire damage, and if any die rolls a 2, the target catches fire for 1d4 per round. Costs 3 sanity to cast (per target affected?) (Fire + Earth + Earth + Fire, Debuff Spell, through Earth Book)

“Disdainful Fist of Sabotendā” (Spoken)

Experiments based on Percival’s research are helping to explain the mysteries of magic. Laura’s seemingly slight variation was different indeed, allowing her to grow a cluster of metal needles from her hand and hurl them up to 10 squares (50 feet) for 1d6 piercing damage. Somehow she is summoning the ire of 49th circle Sabotendā (Japanese for ‘catcus pretender,’ the original name for Final Fantasy’s cactuars.) Costs 2 sanity to cast. (Earth + Wind + Earth, Attack Spell)

“Glyph of Geyser” (Written)

After writing a symbol on a surface, Laura holds this up to release a powerful, laser-like stream of water. This hydro burst deals 2d4 damage for each round that it persists, a powerful enough focus that it could eventually cut through stone. What’s more, Laura can lay these glyphs like traps around the floor, having them shoot upwards or any direction she’s able to inscribe against. Costs 3 sanity each round to cast. (Fire + Air + Water + Water, Attack Spell, through Earth Book)

“Inscription of Insanity” (Written)

Summoned from realms unknown or simply mind-shattering to look upon, this rune is rife with madness. The target gains at least one insanity from the chart, even if they retain their sanity point pool. Laura crafted this jagged glyph while trying to write out her old elder name “weapon.” Whether this horrifying act was a failure or a success is up to personal interpretation. Like all Earth magic glyphs, the caster can trigger the effect at a time of their choosing, as long as the victim is interacting with the glyph somehow. Costs 1 sanity to cast. (Void + Void + Void + Void, Attack Spell, through Earth Book)

“Rune of Running” (Written)

In trying to discover how eldritch magic works, Laura decided to create the same incantation found on the Talisman of Sesen. While she guessed the result would be slightly different, no one was prepared for how dramatic this change was. Instead of creating a glyph that allows the recipient to see in the dark, Laura’s version increases someone’s movement rate: +1d8 for 2 rounds (second round result same as first, but spell can stack and overlap.) Like all Earth magic glyphs, the caster can trigger the effect at a time of their choosing, as long as the victim is interacting with the glyph somehow. Costs 1 sanity to cast. (Earth + Air + Earth + Water, Heal Spell, through Earth Book)

“Sigil of Sickness” (Written)

Tracing this sigil causes the unfortunate victim to take a small amount of damage (1d4?) while feeling some sort of malady that causes them to blanch, go pale and feel illness or unease; while the visual isn’t obvious in a supernatural sense, this element of stealth has proven most useful in explaining it away due to other causes. In theory the caster also gains something in the bargain (the HP they lost?) but this secondary effect has yet to appear, presumably because Laura was casting it with full life. Like all Earth magic glyphs, the caster can trigger the effect at a time of their choosing, as long as the victim is interacting with the glyph somehow. Costs 2 sanity to cast. (Ether + Void + Void + Ether, Buff Spell, through Earth Book)

“The Gleaned Thrall Bleeds Jagged Courtesy” (Spoken)

Laura can charm and beguile a human being for 1d4 rounds. The target must be within Laura’s line of sight; it is yet unknown if they must make eye contact with her or be aware of her presence, though hiding from a charmed target seems fruitless. It is also unknown whether the charm is platonic, romantic, lustful or enslavement in nature. Laura was trying to create an attack spell, and it is unknown whether this effect technically qualifies for such: keep this in mind when forming your own spells. Costs 5 sanity to cast. (Water + Air + Water, Attack Spell)

“Summoning Circle: Peruro Perustum” (Written)

Calls forth “the burning away of flesh and impudence” to do the caster’s bidding. He is beastial and cannot readily communicate, even with Laura. He has a tusk attack for 1d12 damage and a “fireball” for 1d8; every time he crits (17) he goes berserk, attacking the closest thing to him while his crit range increases by +1 for the summon duration. Costs 5 sanity to cast. Since Peru Peru has free will it costs an additional 5 sanity to give it an order (or to send it away) though it can be left to its own devices. (Void + Ether + Void + Fire, Misc Spell, through Earth Book)

Other Spell-Like Abilities:

“Ritual of the Sacrificing Seal” (Ritual)

While the party does not yet have the true, most accurate version of this spell, Laura managed to cobble together a “back-up” in case of emergencies. If the caster completes this ritual at one of the four seals around Quiet Brook, invoking the name of its elemental minion, that demi-god is banished back to containment. This spell requires the suicide of the caster, often by slitting one’s own throat, though other deaths may be acceptable: loosing your blood on the seal seems to be the important part, and it’s probably necessary that the wound is self inflicted to prove your dedication. Everyone in the party knows this version of the spell.

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Inventory

Everyday Outfit (AC 10, Move Rate 7) Armor
Key Staff Weapon Somehow magic
Mavis’ Revolver (1d8, Crit 19+ for Max Damage) Weapon Can be used underwater
Revolver Bullets (6 in gun, 12 in purse) Ammo
Cheap Wristwatch Worn
Purse with ID, money, makeup, ect Carrying
Compact with Mirror Carrying
Waitress Order Pad Carrrying Laura’s spellbook
Pen Carrying
Jacquelyn’s Cryptic Message Carrying
Bicycle with Basket & Bell Hearse
Bicycle Chain with Lock White Hat HQ
Waitress Outfit (AC 10, Move Rate 7) White Hat HQ
Deer Rut Whistle Carrying
Parasol Carrying Tip holds chalk
Parasol White Hat HQ Tip holds chalk
Box of Chalk Carrying

Combat

Attack Type Thac0 Damage Notes
Slashing 20 -2
Bludgeoning 20 -2
Piercing 20 -2
Hand-to-Hand 20 -2
Thrown 20 -2
Firearms 20 0 Firearms

Level Ups
So far, Laura’s been good about only purchasing level ups that she learned specifically in the last scenario.

First Level…
Sanity (+0 HP, +7 SP)
Listen (Waitress skill)
Memory Trick (Waitress skill)
Read (Waitress skill)
Lip Read (Waitress skill)
Stealth (Mavis’ urging)
Hide (Mavis’ urging)

Second Level…
Sanity (+0 HP, +7 SP)
Dodge I (Getting used to monsters)
Drive Automobile (Escaping forest house)
Firearms (Mavis’ “death”)

Third Level…
Sanity (+0 HP, +7 SP)
Speed Read I (Transcribing notes for 8 hours)
Swimming (Conquering the pool)

Fourth Level…
Sanity (+0 HP, +7 SP)
Knowledge: Magic (Learning spells for the first time)
Speed Read II (Studying sealing ritual with ghost of the woods)
Spell: To Groan the Plight of the 72 Sealed (Learned from memory trick)
Spell: Sigil of Sickness (Learned at level up from Hobb’s brown book notes)

Fifth Level…
Health (+4 HP, +3 SP)
Special: +2 AC
Dance I (New job at the speakeasy)
Spell: Rune of Running
Re-Spell: Inscription of Insanity

Sixth Level…
Health (+4 HP, +3 SP)
Dedication Hide +2, Stealth +2 (Tracking men in black)
Dedication Hide +1, Stealth +1, Memory Trick +2 (Tracking men in black)
Re-Spell: Disdainful Fist of Sabotendā
1 floating spell point for next level…

Seventh Level…
Health (+4 HP, +3 SP)
Pick Pockets
Remove Insanity: Picking at sores & keeping them over
Spell: The Gleaned Thrall Bleeds Jagged Courtesy
Re-Spell: Appellation of Alleviation

Eighth Level…
Sanity (+0 HP, + 7 SP, + 8 SP for Faith)
Faith
Spell: Boundary of Bonfires
Re-Spell: Summoning Circle: Anemos’irocco

Ninth Level…
Sanity (+0 HP, + 7 SP, + 1 SP for Faith)
Forgery (Translating blue book through brown book)
Speed Read III (Translating blue book through brown book)
Spell: Glyph of Geyser
Re-Spell: Summoning Circle: Peruro Perustum
Re-Spell: Application of Alleviation

Tenth Level…
Sanity (+4 HP, + 3 SP, + 1 SP for Faith)
Special: +2 AC
Knowledge: Void Magic (Quickly analyzing the crypt rune magic)
Spell: Marley’s Lament
Re-Spell: Summoning Circle: ???
Re-Spell: Summoning Circle: ???

Eleventh Level…
Sanity (+4 HP, + 3 SP, + 1 SP for Faith)
Special: +2 AC
Speed Read IV (???)
Re-Spell: The Gleaned Thrall Bleeds Jagged Courtesy
Re-Spell: Inscription of Insanity
Re-Spell: Sigil of Sickness
Re-Spell: Glyph of Geyser
1 free floating Int point for 12th

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Bio:

Laura was born in Quiet Brook; her father immigrated from Scotland at a young age, eventually settling in the small Oregon town in his twenties, but her mother had already been living here all her life, making her a bit of a respected figure in the community.

However, respect does not always equal wealth. Laura comes from a low income, blue collar family, and when her high school friends started attending university she couldn’t afford tuition. She got a job at a local diner, and moved in with her friends as a small measure of independence, though she harbors constant shame and feelings of inferiority about it.

She is a quiet girl, not naturally given to overt assertiveness, but thanks to Mavis she’s fostering she’s developing more of a backbone and self confidence. She will have to emulate Mavis if she’s to succeed at her new casino job. She’s also growing less polite as the campaign goes, as she gets frustrated with the oblivious population and a sense of confidence and aggressiveness from her newfound magical attacks.

Aldridge, Laura

Jothulu Compass_Rose