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Odin's Horse Part 3: Power


This week's second COTW is the third part of a five-part series of characters for the recently released "GURPS Steampunk". The five characters all revolve around the search for a fabled artifact called Odin's Horse...


ODIN'S HORSE, PART 3: POWER

"Nam et ipsa scientia potestas est."
             - 'Meditationes Sacrae', 1597 (Francis Bacon)

"War is not merely a political act, but also a political
 instrument, a continuation of political relations, a carrying out
 of the same by other means."
             - 'Vom Kriege', 1833 (K. von Clausewitz)

"The doctrine of hatred much be preached, as the counteraction of
 the doctrine of love, when that pules and whines. I shun father
 and mother and mother and wife when my genius calls me."
             - 'Self-Reliance', 1841 (R. Waldo Emerson)


Amanda Young; demimondaine desperate for the knowledge of Power

(c) copyright 2000 andi jones

Total Points: 150 Points

Age (about) 28; 5'5"; 120 pounds; a petite and glamourous woman with burgundy hair worn in ringlets, large brown eyes and a dazzling smile.

ST  9 [-10] - thrust 1d-2, swing 1d-1
DX 10   [-] - basic speed 5.5, move 5, dodge 5
IQ 15  [60]
HT 12  [20] - hit points 11
WL 15   [-] - fright checks 17*
 *includes +2 from Composed

ADVANTAGES: Appearance (Beautiful) [15]; Charisma +2 [10]; Composed [5]; Higher Purpose (Find Odin's Horse) [5]; Patron (William Morgan Cross, 12-) [10]; Voice [10].

DISADVANTAGES: Bully [-5]; Compulsive Behaviour (Flirtation) [-5]; Obsession (Find Odin's Horse) [-10]; Reduced Hit Points -1 [-5]; Secret (Plans to betray William Morgan Crosse) [-5]; Social Stigma (Demimondaine) [-10].

QUIRKS: Disdains any physical labour (except sex); Always wears at least a little red; Drinks men's drinks (like scotch on the rocks); Thinks smoking is crass; Loves a good puzzle. [-5]

SKILLS: Acting-14 [1]; Appreciate Beauty-12* [0]; Astrology-12 [.5]; Bard-18** [1]; Breath Control-12 [1]; Calligraphy-9 [1]; Carousing-14 [8]; Chess-14 [.5]; Courtesan-16 [4]; Cryptanalysis/TL(5+1)-13 [1]; Cryptography/TL(5+1)-14 [1]; Cryptology/TL(5+1)-12 [.5]; Dancing-10 [2]; Detect Lies-13 [1]; Diplomacy-15***# [1]; Economics-12 [.5]; Enthrallment (Captivate)-14 [2]; Enthrallment (Persuade)-14 [1]; Enthrallment (Suggest)-14 [2]; Enthrallment (Sway Emotions)-14 [1]; Erotic Art-11 [8]; Gambling-13 [.5]; Guns/TL5-11## [.5]; History-13 [1]; History (Esoteric)-11 [.5]; Hypnotism-13 [1]; Law-12 [.5]; Linguistics-11 [.5]; Lip Reading-13 [.5]; Literature-12 [.5]; Make-Up/TL5-16 [2]; Meditation-13 [1]; Musical Notation-14 [.5]; Occultism-13 [.5]; Performance-16### [0]; Poetry-13 [.5]; Psychology-15 [4]; Research-14 [1]; Savoir-Faire-17 [4]; Sex Appeal-14# [6]; Singing-12 [1]; Streetwise-13 [.5]; Theology (Tantric Hinduism)-14 [2].
 *default from Savoir-Faire
 **includes bonuses from Charisma and Voice
 ***includes +2 from Voice
 #skill is at +4/+6 (male/female) for Influence/Reaction rolls
 ##includes +2 from IQ
 ###default from Bard

LANGUAGES: English (native)-16* [0]; French-16* [2]; German-14* [.5]; Hindi-14* [.5]; Latin-14* [.5].
 *includes +1 from Linguistics skill

EQUIPMENT

Amanda is typically dressed in fashionable and expensive clothes, appropriate to whatever function or event she is attending. Her tastes run to the refined and mature... She doesn't carry much in the way of equipment, except for a small purse which might contain a compact make-up case, a perfume atomiser, and other lady-like acccessories. It's also reasonable to assume that she is armed, concealing weapons in the voluminous folds of ladies' fashion of the 1870s; she carries a straight-razor (1d-3 cutting, wielded at DX) and a beautifully made, engraved Remington .41 Double-Deringer (1d+ damage, "Very Fine (Decorated)" quality, p.HT111, 124). She isn't likely to use these weapons, and she keeps them for true emergencies.

BIOGRAPHY

Born in the late 1840s somewhere in the south, Amanda Young was orphaned by the age of four, and wound up in a church orphanage in Atlanta, Georgia. She was raised there, and received a limited education. Being extremely bright, she learned to read and write and took an interest in literature, poetry and history. What failed to interest her, however, was what she perceived as the stuffy and antique attitudes of the church. When she was old enough to recognise she was physically attractive - and that she could use her looks to her advantage - her religious environment was too stifling to bear. By the time she was 14 years old, she was a runaway, and living in New Orleans.

Life in the "Paris of America" was thrilling for Amanda, even after Union troops seized the city in 1862. Not surprisingly, she immediately fell into a life of prostitution and gambling, using her beauty and talent for manipulation to do quite well for herself. Before long, she came to the attention of a Madame Montceau, who operated a small but regal bordello. The Madame was an eccentric old whore, about whom strange rumours were told. While most people were frightened of her, Amanda was intrigued. She became the woman's protege, and was taught the finer points of being a courtesan, as well as techniques - both physical, and psychological, imported from the Orient - that gave her the ability to masterfully manipulate people, especially (but not limited to) men. Her skills include exotic love-making, meditation, hypnotism and near-flawless dissimulation.

One of the ways in which Amanda made use of this talent was to con the men she entertained at the Bordello. During the Union occupation, many of her marks were military officers. Just after the War ended, a particularly loose-lipped soldier told Amanda about a company called Crosse-Rose, and of the strange behaviour of the men who ran the company. Amanda got a confused story about esoteric philosophies, the Freemasons and plots of political revolution. It was clear the soldier thought it was foolishness, but Amanda was convinced otherwise. She filed the information away, and continued to master her talents of persuasion. Over the next few years, she heard of the deaths of Messrs. Crosse and Rose, and about William Morgan Crosse's decision to sell the business. Crosse's reputation was of a bright man with strange intellectual hobbies, and Amanda kept track of his movements. Finally, in 1872, Crosse was in New Orleans brokering a deal for property out west, and Amanda Young sweet-talked her way into a social event he was attending. And by the time the weekend was through, she had sweet-talked her way into his life; they shared many interests, were attracted to one another, and Amanda successfully played herself as educated enough to earn Crosse's respect, but not too intellectual to be a threat.

It didn't take long for Crosse to share with Amanda his occult philosophies, including his involvement in Utilitarianism. It was clear that he greatly enjoyed the company of a charming, well-educated woman who appreciated - and shared - his obscure academic interests. (That she was beautiful did not hurt, of course, even though Crosse would never admit to having been seduced or manipulated.) Amanda played her role perfectly, and it was only a matter of time before Crosse told her about Odin's Horse. Since that time, Amanda and William Morgan Crosse have been virtually inseperable. Despite his family in North Carolina, Crosse works out of Philadelphia, where Amanda keeps a modest home. They travel extensively, having criss-crossed the country from coast to coast, and made a trip to Europe and Asia as well, all to research (and ultimately locate) Odin's Horse. Together, they have planned the ideal Future, and their shared goal is to use the occult Wisdom of Odin's Horse to engineer the perfect society. Amanda has also taken the opportunity to broaden her horizons, and voraciously studies everything that fascinates her; right now, she is particularly fond of codes of all kinds.

What Crosse does not know, however, is that Amanda is only playing a role. He is completely fooled, and has fallen in love with her. She likes him, but does not love him, and thinks his plans to be the Architect of the Future are naive and hopelessly idealistic. Whatever Odin's Horse is, it's an object of great power, and it's that Power that she desires. In the years she was under Madame Montceau's tutelage, Amanda was acutely aware of how trivially she was able to control men, but recognised that the circumstances in which a demimondaine can assume control are few. William Morgan Crosse was a lucky break, and she wants to use him to assume an even greater level of power, and in a much broader sense. She doesn't know quite what she'll do when she has this kind of power, but in a way, the journey is the destination; having the Power is as important as anything she could achieve with it.

ENCOUNTERED

Amanda Young is a beautiful woman, and is as devious and cunning as they come. She is a quick study, a talented judge of character, and knows exactly what to say and how to say it. She comes on just strong enough to make an impression, but not so strong as to suggest she has an agenda. She is just casual enough to seem genuine. When she speaks, she can make a person feel as though they are of the same mind, that they are soul-mates, or that Fate itself has brought them together. She can feign emotions with utter conviction, and lies with an ease that would be terrifying if it weren't so smooth and brilliant.

For most people, meeting Amanda Young is a treat. Even if contact is fleeting, it is memorable. Her flirtation doesn't seem cheap, and her compliments always come across as heart-felt, even if she were to give the same line to every man in the room. Amanda is equally good with crowds, able to turn her adequate singing voice into songs that can enthrall and persuade a room. She performs without looking like she's trying.

When dealing with PCs, Amanda will be just as charming as she needs to be. One way or the other, she'll come across as bright, but not necessarily interested in getting anything special. If she seems curious, she'll play it in a girlish way, and not as being a nosy snoop. Usually, she works her targets carefully, and never rushes. The kind of trust she can build takes time. (It also has the benefit of extending the time during which she is controlling someone else.) In game terms, her Bully disadvantage is her compulsion to manipulate people in a social setting; it has been reduced to -5 point because it is subtle, and does not often get in her way, nor betray her true motives. Most of Amanda's performance will probably require rolls against Sex Appeal and Acting; in the latter case, though her skill is only 14, the GM should recall that she gets a bonus of +1 for every point of IQ she has over her "victim", which will usually be enough.

ODIN'S HORSE

Odin's Horse is the Ultimate Mystery. Like the fabled Holy Grail, it is said to be an ancient artifact, a physical object or treasure of unimaginable power and value. At the same time, it is said to express an ideal, a symbol for an abstract concept or state of being. In the same way that the alchemists' Gold was both a priceless metal and an elevated spiritual state, so too is Odin's Horse. The name is a reference to the World Tree of Norse mythology, Yggdrasil - the name means "Ygg's Horse", and refers to Odin in his incarnation as the Destroyer. Odin had many names, and personified a diverse array of characteristics: he was the violent force of nature's wrath; he hanged himself on the Tree to secure the Mead of Poetry; he used magic and the spirits of the slain to influence battle; he gouged out his own eye in exchange for wisdom; and he used sex and guile to confuse and deceive his enemies. He was mercurial, dangerous and untrustworthy.

Amanda Young doesn't know precisely what Odin's Horse is, but she is inclined to believe in William Morgan Crosse's conclusion that it is some kind of recepticle of Wisdom or Knowledge. But where Crosse believes this Knowledge should be put to philanthropic ends, Amanda (secretly) disagrees. She has bought into his Utilitarianism only enough to feel that the ends justify the means, but she lacks any kind of noble sentiment about how to better Society. She sees the future as a cynical, machinistic place. When Crosse speaks metaphorically of being the "engineer" of the Future, she takes it literally: she wants to be the one at the helm, in control of the great machine, in command. When she looks at the myths of Odin, it is not his fatherly attributes she admires; it is his ability to remain in Power, regardless of the situation, and regardless of who must suffer. She is Odin as the deceiver, the trickster and the evil-doer. And it will be the artifact Odin's Horse that will make this manifest. It is up to the GM, of course, to decide what Odin's Horse really is, if it even matters. Whether it's a powerful artifact or a library or a state of consciousness, or all at once, or none of the above. For Amanda Young, even more than for her peers, the journey may be the destination.

WHAT SHE KNOWS

William Morgan Crosse: Amanda Young is William Morgan Crosse's mistress, and more than that, they are secretly allied in their quest to find Odin's Horse. But unbeknownst to Cross, Young is not planning to honour their pact forever. Her own Utilitarian philosophy diverges from his at a fairly fundamental level, and she privately subscribes to a much more cynical and mercenary outlook.

Brad Guffey: Through extensive contacts in various revolutionary circles, Amanda Young has been made aware of the writings of the Iconoclast, and has learned that the real name behind the diatribes is Brad Guffey. And just recently, further digging revealed the truth about Guffey's knowledge of Odin's Horse (and his desire to find it). Armed with this information, Young is attempting to use Guffey to her advantage... When possible, she intends to sabotage his research efforts and feed him incorrect information. At the same time, she plans to get someone close to Guffey to get access to his legitimate leads. Ultimately, Young wants to manipulate Guffey the same way she does so many of the other people in her life, to shape him into an unwitting servant to further her own schemes. Having read his writings, Young knows that Guffey is both bright and perceptive, and will not underestimate him. She'll move carefully and quietly, and if she ever suspects that he is onto her, or knows too much, she won't hesitate to have him killed.

Roland Mannheim: Through her relationship with William Morgan Crosse, Amanda Young knows who Roland Mannheim is, knows he's "in competition" for Odin's Horse, and has even met him (once, at a polo match, several years ago). Crosse is content to watch Mannheim from a distance, and Young is presently willing to do the same. To the degree that she has sources of her own (ie, independent of her partnership with Crosse), Young may be trying to gather more information, but she won't act against Mannheim in any significant way for fear that Crosse would recognise (or even suspect) her touch.

Madeline Angelica Rose: Amanda Young has aggressively explored the rumours coming out of England about "the Black Rose", and her detective work has led her to tentatively conclude that the mysterious vigilante is Madeline Angelica Rose. She has also pieced Rose's motives together, and nearly certain of the link to Odin's Horse. Young can't prove this (yet), but has already begun hunting for Ms. Rose. Normally restrained and immune to rash judgements, Young's feelings about Ms. Rose are unusually intense; as if the two women were actively competing. (Young probably hasn't given any conscious through to why Ms. Rose raises her hackles so much.) Presently, the plan is to have Rose killed, but it's possible that Young's feelings will soften...

CANONICALITY

Amanda Young was based on the Demimondaine template (p.STM34) from "GURPS Steampunk". She adheres to standard GURPS rules.

WHAT IF?

The characters designed around the Odin's Horse adventure seed are intended for a semi-realistic steampunk setting set in about 1875. The characters' advantages and skills assume an alternate history in which technology has diverged from baseline TL5, and that some technologies are maturing at a faster rate, but which does not include the more fabulous "weird science" the genre supports. The setting also assumes a certain degree of conspiracy, mystery and "invisible history". In this setting, the occult is the study of the hidden, and need not pertain to anything more supernatural than the mysticism genuinely associated with certain religions and philosophies. But the very idea of Odin's Horse allows this to be scaled back or forward in any direction.

Historical Steampunk: In the 19th century, European and American cultures saw their share of esoteric philosophies intermingling with radical shifts in political, social and scientific thought. It was a time marked by unrivalled advances in science, but which also took seriously such topics as the Hollow Earth and luminiferous ether; the line between science, pseudo-science and mysticism was often blurred. In a steampunk setting with a stricter approach to technology, Odin's Horse may not be a fabulous artifact, but it remains a potent symbol; the people questing for it accept that it is an abstract treasure, characterised as an allegory. It may be a codex saved from the Library at Alexandria, or a lost scroll from ancient Judea, or a copy of the Popul Vuh pre-dating the Spanish Conquest. In this setting, Amanda Young's skills at manipulation and dissimulation should probably be limited to Acting, Diplomacy and Sex Appeal; the more fantastic Enthrallment skills can be removed. Likewise, it's not necessary to introduce Tantric Hinduism, or include the Erotic Art skill. Amanda will still be an expert manipulator, but she'll accomplish her goals in more mundane ways.

Cinematic Steampunk: In a campaign in which the Hollow Earth is a reality and weird science is merely a matter of the right tools and a little elbow-grease, the possibilities for Odin's Horse are unlimited. It could be an alien artifact, lying dormant beneath the Earth, or lurking on the edges of the collective unconscious. It might be an ancient analytical engine, or a clockwork computing machine from the days of Alexander. Or it could be a psionic amplification device, or the sorcerously archived soul of an arch-mage, or a Martian menace on the loose from Somewhere Else. Odin's Horse could be everything its seekers think it is, hope it is or want it to be. In this campaign, Amanda Young's gifts of persuasion could be genuine supernatural powers. This could be accomplished with superhuman levels of the Entrallment skills, accompanied by copious Extra Fatigue. Alternately, her abilities could be attributed to psionics (Telepathy) or ritual magic (see "GURPS Voodoo"). (For another look at Tantric magicks, check out the super-villain Fortunato from "GURPS Wildcards", p.WC49.) It's less likely that Amanda would practise standard GURPS magic, but she could have some spells as Knacks, with limitations added to model sexual and performance rituals.

ADVENTURE SEEDS

Each of the characters in the Odin's Horse series is built around the concept of the Grail-like treasure they all strive to find. The adventure seeds below are related to that search, but may also be adapted for use in a campaign of lesser scope.

The Face that Launched a Thousand Steamships: Occasionally, Amanda Young and William Morgan Crosse need to manipulate a group of people - businessmen, perhaps - in some subtle way, perhaps to subconsciously influence their decisions. To accomplish this, they host a small party, at which Amanda performs a dramatic reading of Homer (or something with similarly mythic undertones). The poetry involves a combination of singing and spoken word, with musical accompaniment. Normally, Young and Crosse do this when they know who's going to be present, but suppose the PCs end up on the guest list by mistake, or choose to be there despite not being invited. One (or more) of the PCs - being more robust than the average citizen - might make the Will roll needed to resist Amanda's charms, maybe by enough to suspect that something is "going on". For most PCs, that would be puzzle enough: who is this alluring woman, and what is she trying to do? And how is her "partner" - this William Morgan Crosse, wealthy and eccentric - involved? From there, the mystery sheds layers like an onion; where will the PCs take it, and how will Crosse and Young react?

Gaining Trust: Amanda Young and William Morgan Crosse don't do "hands on" work, though it's certainly conceivable that at some point they might need something sinister done. Neither of them is stupid enough to employ someone to do anything flagrantly illegal (such as murder), but they might need something more subtle - like theft, or forgery, or spying. It would be Amanda's responsibility to hire people for this work, ideal for a group of PCs in a shadowy steampunk game of political intrigue and corporate espionage. First, she'd hire someone to do something legal but unusual; in this way, Amanda gets a chance to see how her employees operate while nothing serious is yet at stake, while at the same time getting a sense of who they are, how they think, and where their loyalties lie. If she likes what she sees, she'll give them real work. The details of these adventures are up to the GM, and provide an opportunity to duplicate some of the hallmarks of cyberpunk literature, with devious employers, double-agents and the importance of maintaining plausible denial...

- written and formatted by andi jones (andi@angelwerks.com)

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