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Wild Maggie
Margaret Gwendolyn LeFay
Created on 2007-10-23 20:59:08 (#14097349), last updated 2009-12-29
1,515 comments received, 3,343 comments posted
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90 Journal Entries, 32 Tags, 0 Memories, 2 Virtual Gifts, 23 Userpics
| Name: | Margaret Gwendolyn LeFay |
|---|---|
| Birthdate: | 1947-02-02 |
Margaret LeFay was one of the most talented sorceresses of her generation, but she was also a wild child who lacked discipline and control. She was apprenticed to Ebenezar McCoy, who attempted to teach her respect for the Council and the Laws of Magic. The lessons didn't take very well. She went off, went out on her own and got involved in a bad crowd who did bad things. She didn't just break the laws of magic, she shattered some of them.
She got into trouble. A lot of trouble. Then she fell in with the worst of the lot. Lord Raith, king of the vampire White Court, a powerful incubus and the father of her first child. When Thomas Raith was five she left him with a protective amulet and her blessing and fled, no longer willing to be in thrall to a vampire lord. She survived for two years on the run, hiding from both the Council and her former allies, long enough to meet a man she truly did love and bear his child. On the night of the boy's birth she was targeted by Lord Raith's curse, an entropy curse that killed her as she gave birth to her son, Harry. With her dying breath she cursed Lord Raith, a witch's death curse that ensured he was unable to feed from that day on. It has weakened him ever since.
Her parting gift to her sons, somehow, was the knowledge of who they were to each other, since they were born to such disparate backgrounds that they would not likely recognize each other when they met.
The last thing she remembers before waking up in the Last Resort is dying in child-birth. When she woke up she was wearing a white dress, with her silver pentacle around her neck and her wedding ring on her finger. She has nothing else with her.
Powers: Maggie is a powerful sorceress, the manifestation of which powers usually come in expressions of will. Some gestures, some artifacts created, some spells cast vocally. In the Dresdenverse, however, there are a few magical phenomena that remain constant.
* The Soulgaze. When a wizard, witch, or sorceress locks eyes with a person and allows their eyes to meet long enough, a soulgaze begins. The wizard, witch, or sorceress sees into the heart of the other person, and is forced to allow the other person to see into them as well. There is no hiding your nature in a soulgaze, but most wizards shy away from it because they are unable to hide themselves as well. The manifestation of a soulgaze, like a wizard's personal expression of power, may take many different forms. In game terms, both players should probably discuss what the other person will experience before playing it out.
* The Naming. A wizard is very careful with his or her name. Knowledge of the name commands power over the person, usually, although it takes a skilled wizard or other creature of magic to make use of that. The person or creature must know the entire name, as well as how it is pronounced or said by the person; the manifestation of those sounds into syllables unique to that person alone. e.g. many people can be John Smith, but only one person will say his name with that specific inflection.
Weaknesses:
* Technology. All wizards' magic hampers or hinders technology; cell phones and computers protest and die around them, modern cars are unreliable, anything computerized is just about right out. There is no workaround for this, and because of this wizards tend to shy away from the modern world, the more powerful the more shying they tend to do.
* Sympathetic magic. The old voodoo trick; if you have a part of someone you can exert your influence over them. The Naming trick works as well against the wizard as for, and god help you if you leave a blood trail somewhere.
* Oaths. Wizards are bound to uphold the oaths they make, not just by reputation but also by their magic. A great deal of magic works on basic rules of politeness, inviting people in or shutting them out, holding wizards to promises, etc. If a wizard swears by something, they are bound to tell the truth or keep to what they have promised. As a result wizards tend to get a reputation for being manipulative bastards.
This journal is for the purposes of roleplaying in
one_last_resort,
convergencerpg, and
little_chicago only, and maybe a little fanfic. I make no money off of this fan-based work, nor is any disrespect to Jim Butcher or his creations intended. I am also not Julianna Margulies, nor affiliated with her in any way.
She got into trouble. A lot of trouble. Then she fell in with the worst of the lot. Lord Raith, king of the vampire White Court, a powerful incubus and the father of her first child. When Thomas Raith was five she left him with a protective amulet and her blessing and fled, no longer willing to be in thrall to a vampire lord. She survived for two years on the run, hiding from both the Council and her former allies, long enough to meet a man she truly did love and bear his child. On the night of the boy's birth she was targeted by Lord Raith's curse, an entropy curse that killed her as she gave birth to her son, Harry. With her dying breath she cursed Lord Raith, a witch's death curse that ensured he was unable to feed from that day on. It has weakened him ever since.
Her parting gift to her sons, somehow, was the knowledge of who they were to each other, since they were born to such disparate backgrounds that they would not likely recognize each other when they met.
The last thing she remembers before waking up in the Last Resort is dying in child-birth. When she woke up she was wearing a white dress, with her silver pentacle around her neck and her wedding ring on her finger. She has nothing else with her.
Powers: Maggie is a powerful sorceress, the manifestation of which powers usually come in expressions of will. Some gestures, some artifacts created, some spells cast vocally. In the Dresdenverse, however, there are a few magical phenomena that remain constant.
* The Soulgaze. When a wizard, witch, or sorceress locks eyes with a person and allows their eyes to meet long enough, a soulgaze begins. The wizard, witch, or sorceress sees into the heart of the other person, and is forced to allow the other person to see into them as well. There is no hiding your nature in a soulgaze, but most wizards shy away from it because they are unable to hide themselves as well. The manifestation of a soulgaze, like a wizard's personal expression of power, may take many different forms. In game terms, both players should probably discuss what the other person will experience before playing it out.
* The Naming. A wizard is very careful with his or her name. Knowledge of the name commands power over the person, usually, although it takes a skilled wizard or other creature of magic to make use of that. The person or creature must know the entire name, as well as how it is pronounced or said by the person; the manifestation of those sounds into syllables unique to that person alone. e.g. many people can be John Smith, but only one person will say his name with that specific inflection.
Weaknesses:
* Technology. All wizards' magic hampers or hinders technology; cell phones and computers protest and die around them, modern cars are unreliable, anything computerized is just about right out. There is no workaround for this, and because of this wizards tend to shy away from the modern world, the more powerful the more shying they tend to do.
* Sympathetic magic. The old voodoo trick; if you have a part of someone you can exert your influence over them. The Naming trick works as well against the wizard as for, and god help you if you leave a blood trail somewhere.
* Oaths. Wizards are bound to uphold the oaths they make, not just by reputation but also by their magic. A great deal of magic works on basic rules of politeness, inviting people in or shutting them out, holding wizards to promises, etc. If a wizard swears by something, they are bound to tell the truth or keep to what they have promised. As a result wizards tend to get a reputation for being manipulative bastards.
This journal is for the purposes of roleplaying in
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