"Come then. Oblivion Awaits."
Wandering Mistress of the Night Eternal
Megana's mother died when she was very young. She had not had a chance to be very close to her before the woman was gone, however she had *loved* her father and the wild little girl had also loved her Father's best friend. Her earliest and favorite memories are of time spent with the two men. Though Garrus never commented on it aloud he noticed his (even then) wayward daughter would calm somewhat in his old Knight in arms companion Teddy's presence, becoming slightly more manageable and less inclined to her more troublesome behaviors for fear of disappointing the man. Unlike with her Father, Teddy's attention and affection were not unconditional. If she did wrong, the Rogue Knight made sure Megana knew it and knew why and not to do it again. She was not an easy child to get through to but The Knight did better at that than anyone else.
Growing up in chaotic and dangerous world, a world at war, Megana was far more mentally stable than Melosha who died attempting to summon forth the essence of the Great One, a force of terrible and ancient evil in the universe. Megana was marked by this being, and while she survived, the Shifter carries within her heart a bit of that darkness from the void. Her every thought and action is forever touched by that fateful day.
Megana spent her life until her father's death exploring and learning. She sought out and gathered the arcane knowledge she needed to become as powerful as her mother had been and then surpassed Melosha, mainly due to the fact that Megana gained admission to Vesper's Academy of the Esoteric Arts and had managed to survive several trips through the Rifts to other places. Some were dimensions or worlds where time passed strangely.
Megana was sent to Vesper at the age of ten despite Teddy's misgivings, for fear her magic would consume her if she lost control, or that she'd die or become lost during a trip through a rift. Once they learned how the holes in the world seemed to call to her, her father and guardian saw no other recourse. Megana was accepted on a scholarship after impressing admissions with her self-taught mastery over the rifts. Most children would not have survived a trip alone through one of the things and returned once, she'd done it on at least three occasions that they were sure of.
Naturally charismatic thanks to both her parents, the young woman excelled at finding teachers once she was accepted to the academy in Vesper. She was the pet pupil of several renowned Magi and taught things usually reserved for students far above her age. She had a strong will, was intently focused and driven and remained free of her mother's inherent insanity. This allowed her to become a MIstress of the Arcane in relation to Rifts and Adept Shifter by the age of twenty two. There are those in the upper level circles of power in Vesper who are aware of the girl and her strength some she is aware of and some she is not.
During the years she was in Vesper, Megana used any means necessary (from simple charm, to thievery and trickery and quite possibly murder) to find rare tomes, spells and artifacts, anything related to the arcane, the rifts, and realms beyond.
It became obvious to Garrus during her visits home, that his beloved daughter cared very little for anyone beyond herself, him, and his old friend Teddy. He knew it was only partly due to the darkness touching his wayward offspring. She was always wary, of being hurt of losing a loved one like her mother. Megana doesn't remember Melosha beyond her early love and the wrenching loss when it was taken from her. She keeps her heart closed to protect herself and views others as a mere means to an end or an amusement to entertain her. Her time at school only reinforced this. Her teachers, her "friends" they were simply a means to get the education she so desperately desired and the competitive and often dangerous environment didn't encourage true personal attachments.
He knew she needed time after her studies at the academy were done. Time to learn and grow up, and with a steady, firm role model. One who could help her to see other people and the world around her in a different, better light. Someone that the wild, fey little girl he loved would listen to.
The old Meddler's last act was to trick Megana into performing a ritual she believed would save his life. Instead it bound her to Sir Theodore Mercier, Knight-Errant and Defender of Allkind. Secretly, the shifter is not as upset about this as one might expect. It's deeply buried, hidden in her heart of hearts now but she loves the old Knight and in all the worlds there are now only four things that matter to her. Herself, Teddy, Pony, and The Night Eternal.
"You really do know how to make a girl's nethers quiver don't you?"
"Shut up or put up."
"Who says wickedness can't come in cute and fluffy?"
"Killing means never having to say you're sorry."
"Come then. Oblivion Awaits."
Oath-Bound Shifter and Priestess of the Night Eternal
The events and trials of the last two years or so have pushed Megana in directions she had never expected. Central to this would be motherhood, and her relationship to her Guardian, and changes to her view of the world. Consequently, Megana has dropped the ‘mask’ of the ‘angry reckless you’ and taken new Oaths to her deity, the Lady of the Night Eternal.
Invoke: Whenever her knowledge of (particularly summonable) creatures proves of use, especially in the defense of her family or to further the goals of the Lady night Night (a ‘creature for every occasion’ as it were) or whenever her status as emissary — priestess — of the Lady Night earns her favour with people of similar callings, preferences, etc…
Compel: Megana may be hindered or thwarted by people who do not trust Shifters (and there are many such people), or those who disagree with her choice of deity (the ‘Lady Night’ is after all, a very powerful, very dark ‘Other’), or those who can sense the ancient evil mark the Shadow left upon Megana. Meg’s ‘desire to know, to understand’ via study may prove a hindrance, where once her recklessness did in the Past.
Ties That Bind
Megana’s agreement to the other dimensional forest spirits is fulfilled and in repayment for the gift of their infant king they have returned the Shifter Priestess’s soul and unbound her from her former Guardian. Her ties and vows to her Goddess, her family, and her friends remain and she will protect and serve them zealously.
Invoke: Whenever Meg’s hatred of her enemies (especially the College of Free Thought, The Justicars, Dogwood and the Order of Cyber-Knights), applies to the situation, spuring her to greater feats of prowess, or whenever she is dealing with other people who also dislike the College of Free Thought, or terrorists and lawkeepers in general. When she calls upon the Lady when dire straights or desperate need.
Compel: When Megana’s zeal for vengeance or revenge and eagerness to blame her enemies clouds her vision and judgement. Or when Meg’s hatred of these organizations may be used against her by her enemies, their sympathisers, and even ‘The Thirty’ – the governing body of Vesper. Or Sarenthon the Dragon presiding over the town in which they make their home. Or whenever her Lady Night (an extra-dimensional being of great power) calls upon her in conflict to her devotion to her family or simply when it’s inconvenient.
I am the Power
Megana began her forays into the arcane at the age of four. Her mother was a powerful shifter, as was her grandmother. Megana has surpassed both, thanks to her time at the Academy and her trips through the rifts.
Invoke: Summoning and controlling animals, creatures and, lesser sentient beings and the dead, traversing and handling Rifts, mastery of ley lines and sources of magic, spells of destruction, deception and minor illusion are her specialties.
Compel: Her penchant for using the darker aspects of her power puts her at risk of becoming truly evil and can create conflict with Teddy, as well as draw the ire and fear of others. Megana also tends to become very fond of her 'pets' and often attempts to keep them. She will spend time, energy, power and effort to keep them with her, happy, healthy and hidden from Teddy and Townspeople or random Traveler's who'd likely find them frightening, confusing or enraging as Megana is drawn to things most people would rather not know exists or would like to see wiped from existence.
The Shadow of Xy has manifested in a much more visible manner to behold increasing it’s effort to bring Megana beneath it’s dominion.
Invoke: Dark Wings burst from the Shifter Priestess’s back, enabling her to fly, and granting protection and shelter by allowing her to camoflauge herself even better in the dark or shadows, or hide above the clouds where one may not be like to look.
Compel: The process is painful and gruesome and she can only use the wings while they remain uninjured. Likewise, she cannot conceal them until they have healed. They mark her to the forces of the light as a being marked by an ancient evil and are a clear sign for any who see that she works magic of the darkest kind.
Major Gateway: Mage (1)
Shifter: Dimensional travelers and master summoners, Shifters have a dark reptutation in many communities, but there’s no one better for getting you places, or getting you home.
Rifterwalkers Lore (0)
Shifters are the masters of dimensional travel, summoning and manipulating stores of magic. This body of spell knowledge is collectively known as Riftwalkers Lore and it is potent indeed. Shifters learn to manipulate all manner of rifts, even learning to ‘ignite’ ley line nexus points and open them ‘naturally’. They also learn how to quickly locate, communicate with and draw forth denizens of other realms, making them much much more efficient summoners.
Summon and Control (General) (0)
While the arts of summoning are often associated with the Shifter, much of the body of knowledge associated with it can be learned by others. Summoning is a very specific and nuanced art but as a rule it does no good to summon something – anything – if you cannot then make it do what you want. The most basic and general spells of the summoning art then deal with that very issue. Whether compelling someone (or something) to do a simple act, using magic to charm and influence them or simply dominating their mind outright, these spells give the caster the control he needs over what might otherwise be very independent would be servants. Such control is often fleeting and long term arrangements often require other tools like pacts, contracts or other agreements. Still, the ability to force the issue is handy, even when the control is temporary.
Arcane Fundamentals (0)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
Mind Games (1)
You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack.
+2 to defend against Provoke attacks specifically related to intimidation and fear.
Summon and Control (Animals) (1)
One of the simpler fields in the ‘summoning’ umbrella is the summoning of animals. Unintelligent beasts don’t generally fight control with anything other than sheer cantankerousness. The spells used to call animals to the mage are very specific and while it’s possible to use portal spells to rift beasts in, it’s generally more efficient to learn a spell for animals that are in the local area and call those.
Summon and Control (Dead) (1)
The arts of necromancy are – ironically – alive and well on Rifts Earth. In most magical societies the concept of using the dead as servants or warriors is an old one. Whether or not it’s accepted depends on how those societies view the dead and their remains. On Rifts Earth this study includes a wide variety of spells for animation and control both of the remains of the dead and of the specters of the departed. On the one hand, the dead tend to be relatively easy to control. After all their husks have no will to fight and the shades that can be called tend to be relatively low will creatures. On the other, finding the raw materials can be difficult even in a place as violent as Rifts Earth and because the dead tend to have to be given very specific directions, the spells needed to regulate their activities tend to be a bit fiddly. Finally while the knowledge of necromancy is not necessarily inherently corruptive, the kinds of people it draws are often quite shady and one does not dabble in the power of death without some cost.
Summon and Control (Supernatural) (1)
There are a wide variety of supernatural beings in existence some benevolent, many not. The ones that are not often fall under the general heading of ‘demons’ (though not all of them call themselves that) and many of them can be spoken to, bargained with and drawn into this world. Whether or not that’s a good idea varies. Regardless of its wisdom, though, the spells of this Purview deal with the mechanics of doing that and perhaps surviving to tell the tale. This includes spells that contain, constrain and outright banish demons well as a couple of nasty tricks to harm or kill them. Then there are spells to control, compel and of course, summon both demons and a more nebulous group of spirit-like supernatural beings known collectively as ‘entities’. For rather understandable reasons, demon summoners are not often welcome or well liked especially in smaller communities and there is danger in consistently engaging with them and thus getting their attention. There’s no denying though that it’s damn useful magic. Emphasis on damn.
Meg can fly on great feathery wings.
Meg discovers a potential new problem at work. Only time or perhaps the Dark Lady will reveal..
Slaine's drawing the wrong kind of attention again, but thankfully her friends have her back.
Those plagued with the mysterious dolls gather at the Academy to perform the ritual that will break the accursed link between them and their dangerous and deceptive dopples.
Venturing into the depths to find clues of what the Kayrah are up to, Auren, Malie, Miss Suss, Megana and Yaren discover that something dark yet lurks.
Accompanying an unusual entourage into town, Natsuki looks into hiring some help in protecting caravans up North from supposed bandits.
Megana sets out to remedy her lack of breakfast booze and learn a bit about John in the process.
Taken before the Council in Lazlo, Slaine, Aiden and Meg find out more about the small Mystic
A quiet night in Glowtown takes an abrupt 180 due to sudden mossy overgrowths and renewed threats.
Megana shows Kaji around the recently opened Club Pandemonium.
Vesper and the surrounding region is saved yet again by a handful of people. Some of them are certainly heroes and even the lone Shifter in their midst manages to call upon the better side of her nature in order to save the day and maybe find the answers everyone is so desperate to have.
Turkey Bots fight it out in the Arena in Vesper. What could go wrong?
Megana stops by Varos' shop again. Asking for advice and thoughts on particular matters leads to another impasse.
Kaji trips over a Megana and then the pair and a very irksome familiar head out for a stroll through Glowtown. Trouble is quick to follow, or rather, find them.
Jeshua finds her way back to Gran's and gets a better feel for things in Vesper while the usuals at the B&B get a feel for her.
Tracking a certain smuggler down in Clearwater, Varos seeks answers and Megana tries her hand at interrogation.
Extremely grateful she didn't have to follow him from a distance Megana is very forthcoming about Shifter's and their power as she and Varos set out for Clearwater.
As per routine, Sens and Raksha come to open up shop and find they've got a couple of guests hanging about from the night before.
Returning to his shop after finding out some new information about his assassination attempt, Varos finds he's not quite alone.
Megana has a late start and finds someone waiting for her when she comes down to breakfast.
Megana and Varos talk with Kthzyx over a possible precious stone commission.
Interested parties drop by the Academy to gain some insight from the resident Spider professor regarding the mysterious doll plague.
Kaji finds a Megana and a blood-sucking rabbit in his room.
A Justicar drops by Gran's again for questioning, a mystic practices reading, a mouse tries to warn, a clothier comes to make a delivery, and a Shifter tries to connect.
Varos introduces Megana to Natsuki to discuss business.
Megana drops by Clothier Z to make sure Varos hasn't gotten himself into trouble. Heh.
Joined by Megana and Miss Suss, Aiden, Elpida, Kaji and Slaine join the battle as Vesper's forces assault the Xombie forces, fighting their way to the Harvesters before Nxla can be freed!
Finding a promising if curious job proposition, Kaji, Megana and Slaine go to see if they can get more details as to the task in question.
Megana and Kaji finally manage to catch up on things and offer each other some much needed bolstering.
Routine patrols in Richmond, general aren't and Caravan escort duty gets interesting when a Rift opens right on top of it.
A message to Gran serves as cause to prepare for an inevitable encounter with the Harvesters. But what's this about a date..?
Megana and Kaji come across an unlikely pair of blood mages out in the mountains.
Everything's fun and games until someone brings magic to the dinner table.
Megana leaves a message for her slumbering Guardian...
IC date: May 14, 2410 | Cast: Megana Shadowcleft
Three psychics come looking for the Champion of Persephone.
Incidents in Vesper lead the companions to a 'fight club' of sorts... and Meg suffers some interesting consequences...
In search of a gift for her injured Guardian Megana meets Leo. Will Glowtown, the Shifter and the Mad Scientist all survive the ensuing chaos??
Something is going on at the Tanneries (again) in Vesper. Something bad. Bring out yer Undead! Ser Mercier makes a big mistake...
Slaine and co. have an unexpected intruder disrupt their informal meeting in the streets of Vesper.
The Thirty summons a few of those involved with the investigations of the rise in undead to formally hear their report and decide upon the actions to be taken.
A group of intrepid companions encounter a stadium of problems in Old Richmond, and not a soul among them...
A surprise breakfast meeting turns interesting.
Ted takes Meg and Nadia fishing. Nadia learns something about bait. Teddy shows what blushing is really like. Someone gets very wet. And... apparently worms don't taste that bad...
Having received of tip-off from Persephone, the next step is to go check out one of the College's stomping grounds in Old Richmond in search of any leads regarding this Havershim.
Hungry cats don't know to let sleeping psychic mice lie.
Megana runs into Kaji while chasing an escapee, the Shifter quickly forgets about her quarry in favor of spending time with her new friend.
While out for a walk Kaji and Megana's conversation turns strangely personal. Surprising truths and revelations abound. Also many insults. So many.
Aiden takes Sanka'a to a house in Vesper to show ... what's happening.
Investigating a trail related to the recently stolen souls near the town of Greywall yields more questions than answers, and hints of something more sinister at work.
Orca's are playing in the bay near Vesper. One of them decides to come play with the land lubbers
Ted and Meg catch up after some individual adventures, and the conversation takes... an 'interesting' turn...
A patrol into Old Richmond comes upon a new arrival through a Rift. Beware for a bellyful of snark and laughs...
After a scintillating discussion about meat with a talking raptor, Aiden and the others hit the bar, meet up with a couple of the usual suspects and catch up on things.
There's a bounty on several members of the oh-so-popular terrorist group calling themselves 'The College of Free Thought', and quite a few 'hunters' have shown up to collect... Yes, there will be snacks, cracks, and Hezqaks...
A dangerous trek in the outlying reaches before getting into Old Richmond brings Slaine, Megana and Ted into contact with a recent acquaintance -- and increases the risk of having trouble find them...
Dealing with the terrorist organisation known as the College of Free Thought has brought motley band of heroes to... a ball! Or at least a formal dinner. Who knows what they shall discover here... assuming they are not discovered themselves!
Sarenthon seeks out a band of adventurers in Vanished Point to take delivery of something they've retrieved.
Megana Shadowcleft meets a glowing, aquatic D-Bee with a penchant for seeking out demons...
A starship crashes on the coast just South of Vesper; Ted, Meg and Cat rush to investigate and try to save any survivors...
Taken into custody by Dogwood authorities, a group from Vesper are accused of Espionage. Some fear for their lives. Others ... just want them to burn.
A mission from an elder dragon leads a team of companions to an ancient, underground subway station in Dogwood, where they find more trouble than they had bargained for...
Ted and Meg touch base regarding matters with the elder dragon, and Ted's own demon-hunting antics in the swamp...
Kaji is making good on his promise to teach Slaine to read. It's not going well. Fortunately they are interrupted and get to discuss something else equally uncomfortable.
While Ser Mercier and Megana Shadowcleft are hunting demons in Old Richmond, they come upon a strange D-Bee...who requests passage to Dinosaur Swamp.
Megana and Teddy meet in the woods as she recovers from a battle with magic-eaters. She fills him in on the deal with the dragon, Sarenthon...
It's no use planning a trip to the subway tunnels in Old Richmond without a map. Well, that's if a map exists. Kaji ends up in the library at the School of Esoteric Arts and meets a spider.
Meg wants to show Kaji some dinosaurs, so they go a-lookin', with Ted to look after them. Then they meet something much worse...
Meeting up in Dionysus Fountain, people discuss the happenings with The College and Varos' incident. A misfired Psychic message causes no end of issues for Teddy in an interesting predicament.
A hit was put out - but on whom and why?
Clearwater is under attack from demons. Contractors respond.
After suffering more migraines and nose-bleeds, Ted Mercier reclines in his apartment, with the help of his ward, Megana. She... has some revelations about his condition for him. None of it is good.
With more pirate threats looming on the horizon, some folks gather in the local pub to discuss job opportunities, and the chance for a bit of payback...
While dreaming and avoiding, Nadia, Ragabash, and Megana form a slight and shaky plan. Or alliance. Or truce. Something is going on here.
Ser Teddy Mercier and Megana Shadowcleft venture deep into Dinosaur Swamp to catch and hopefully tame (with a bit of help from some Techno-Wizardry and magic) a new mount for him, since he lost his cybernetic horse some weeks ago...
Ted and Meg prepare to return to Vesper, to go searching for Ted's sister. Unfortunately, preparations do not quite go smoothly, and there are some 'bare' surprises in the course of events...
Ser Mercier and Megana team up with Slaine and Aiden to finally confront the man responsible for the murders in Vesper, and hopefully clear their names...ideally without getting eaten by demons.
In order to track down a killer, and prove their own innocence, Teddy and Megana have to go into Vanished Point - A.K.A. 'Demon City'. This is dangerous to the point of insanity for a number of reasons... and they're doing it without any conventional weapons. They will be missed.
Ser Teddy Mercier and Megana Shadowcleft meet with Senator Trimble to hopefully get some answers regarding this mystery, and maybe someday clear Teddy's name. Things do not go according to plan...
Having fled the law in Tharben/Vesper, Ser Teddy Mercier and Megana Shadowcleft take shelter in Saren's Rest, and plan their next move...
Megana attempts to be helpful by putting the information she's come by to use, explaining the potential situation that might come to make Vesper a dangerous place to be. Not the most pleasant of news to be given, especially for newcomers to the city!
It is a night for things to be revealed. What begins as an 'interruption' by a demon on the prowl ends very unexpectedly for both Sir Mercier and his ward...
Nadia manages to escape custody, but not without leaving a little surprise behind...
On the border between Dogwood and Vesper, Slaine is collecting fruit for Gran with Bridges assistance. They, along with Megana, are met by someone seeking safe passage out of Dogwood.
After trying to meet with the terrorists known as 'The College of Free Thought' for some answers in a homicide, Sir Teddy Mercier and Megana Shadowcleft leave Old Richmond to make camp and think -- and argue.
Teddy and Megana head out to North Richmond seeking the College of Free Thought and answers about the death of Senator Trimbles aide. (Emits by Aiden and Slaine)
Teddy and Megana ride into Glowtown seeking information about the death of a Senators aide
What starts out as a simple 'meet & greet' in Dogwood, turns into the beginnings of a rivalry between a Cyber-Night, his ward and a bounty hunter - who end up pursuing the same thief for different reasons... in a city where magicks and psi talents are highly frowned upon...
After the fiasco in the arena, Cyber-Knight Teddy Mercier takes his ward, Megana Shadowcleft into the swamp for some training... which also goes awry...
An arena fight in Vesper goes ... interestingly. This might be why you shouldn't have a Shifter fighting.