Cara Stang

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The Wizard Inquisitor

<@Lizzz> Caramic cycle. First it's painful, then you learn to like it, then you do it to someone else.

As of Jan 5 2013.

Yet another picture: [1]

Vital Statistics

Seest thou a man that is diligent in his work? Before kings may he place himself; let him not place himself before obscure men.
--- King Solomon the Wise, Proverbs 22:29.

AceofPattern.gif

Craft Name: Cara Jehanne Stang bani Quaesitor
Shadow Name: Cara Ursa Karnstein Jehanne Stang bani Quaesitor; Praetor of Silence, Knight-Errant of Aletheia, the Sword of Determination, Liberati of the House Revenant, Intercessor of the Wrathful Fate, and the Second Soul of the Fallen Keymaster, Bearer of Unattainable Emerald-Eyes, The Heritor of the Orphic Cords.
Personas: Camille Vasselin.
Player: Rex290/Andronicus
Affiliation: Council Mage (Order of Hermes)
Hermetic House: House Quaesitor (Guernicus)
Avatar: Pattern; the Castellum
Demeanor: Hermetic Deviant (Shatter Boundaries; Perversion) Not a chantry brat anymore.
Nature: Survivor (Perseverance; Lack of Trust) Whatever it takes at whoever it costs.
Arete: 6
Willpower: 5/6 (Always roll full WP unless the WP track is completely empty)
Quint: 4/4 + 0 (Overcharge)

Avatar [Q][Q][0][0] + Parma Magica [1][1][1][1] + Free Quint [0][0][0][0][0][0][0][0][0][0][P][P] + Paradox

Initiative: 7
Paradox: 2

    • Permanent Paradox Flaws
      • Vampire Tell (Paradox 4 pts)
    • Temporary Paradox Flaws

Chantry Affiliations:

Vancouver (Building)
Dolmen of Silence (Home) * This is most likely where Cara is normally based out of, as a Praetor.
Hermetic Chantry of Azkazia in the Sea of Storms (Guest)
Jade Dragon's Realm, Chicago.

Health:

Bruised (-0) [ ]
Hurt (-1) [ ]
Injured (-1) [ ]
Wounded (-2) [ ]
Mauled (-2) [ ]
Crippled (-5) [ ]
Incapacitated [ ]

Movement:

Regular Speed: 16 yards
Running Speed: 32 yards

Standing Spells

Attributes

Physical
Strength: 2
Dexterity: 4 (Smooth)
Stamina: 4 (Tenacity)
Social
Charisma: 2
Manipulation: 2
Appearance: 4 (Eerie) (Slightly longer cainines, paler, and doesn't tan)
Mental
Perception: 4 (Hunter)
Intelligence: 3
Wits: 3

Abilities

Talents (Base 13)
Alertness: 2
Athletics: 1 (In the bedroom)
Awareness: 3
Brawl: 2
Dodge: 3
Intimidation: 4 (Voice of Cold Contempt)
Subterfuge: 2
Skills (Base 9)
Crafts: 0
Disguise: 2
Fast-Draw: 1
Firearms: 3
Meditation: 1
Melee: 4 (Western Swords)
Stealth: 2
Performing: 4 (Keyboarding)
Knowledges (5)
Occult: 3
Enochian: 4 (Words of Power )
Linguistics: 2 (Native: English) (Chinese, Russian)
Investigation: 4 (Collecting the facts)
Lore: 2 (Vampire)
Law: 2

Backgrounds

Avatar: 4 A woman in bound in chains at the bottom of a dark dungeon pit. She whispers words of irrefutable and terrible wisdom through bars in the ceiling to Cara that cannot be ignored.
Influence: 3 A Praetor of House Quaesitor words are listened too with suspect and not a small amount of wariness amoungst Hermetics and their Tradition allies. One that bartered with a Tibetan God successfully is a Praetor with a reputation of deeds.
Legend: 2 (Lasombra? Hellsing? Godform of Dracula? Its a vampire!)
Allows overcharging. 3 quint per success. 1 quint if you use it in some situation where you're not really being legendary. 5 if you use it in the middle of some INCREDIBLY LEGENDAY moment
Node: 4 (Hassletine House)

:Mentor: 3 (Josephine Mordant)

Mentor: 3 (Lo Pan)
Resources: 1 (Inheritance trust)
Resources: 4 (shared)

Ars Hermetici

Use your mind to its full extent and rise from the Earth to Heaven, and then again descend to Earth and combine the powers of what is above and what is below. Thus you will win glory in the whole world, and obscurity will leave you at once.
--- Eighth Precept of Hermes Tresmegitus

Everything has a True Name. By commanding the True Name one has Power. Words, especially the magickal language Enochian, Forms, and Gestures have three-fold significance which can be manipulated through Reason. These all exist in order to manipulate/command the Great Forces of the universe and form the basis of Hermetic Thaumaturgy. And beyond this is the knowledge that the Magus IS Magick, that the Wonders worked by the Mage come from within.

With lofty ideals and a clear-cut path to cosmic power, or knowledge as she might say, Cara has like many Hermetics taken a personal approach in her will-working but has failed to develop any strictly singular approach. The most common is that of speaking Invocations; the common tools are the sword, an Iron Key and the Chalice..

Ars Hermetici Stang

The Foundation, Modus: *******

Ars Animae (The Refining Fire): 4 (Specialty: Wounding) (Arete 6 Specialty)
Ars Conjunctionis (Similitude): 0
Ars Essentiae (The Gateway): 2
Ars Fati (Venom): 0
Ars Manium (The Pharaoh's Army): 1
Ars Materiae (Clay): 0
Ars Mentis (The Watcher): 4 (Specialty Sphere) (Specialty: Mind Control)
Ars Temporia (All Men Know): 0
Ars Vis (The South): 3

Paradigm

Ars Hermetici Stang

Word: Gevurah, strength, power, severity and the judgment.

Root Styles

Goetia, precision of instruments and rites.
Theurgia, the symbolic union with the divine.
Magia, willing Change through personal thaumaturgy. Only Ars Animae has reached this last state.

Sealing

Step 1: Make a Pentagram (Seals of Solomon) or/and Magic Circle.
Step 2: Ritual incantation
Step 3: Inscribe Enochnian or Paracelsian dweomer
Step 4: Final incantation

Wonder-Making

Enochian calligraphy. (Dex+Enochian)

General Foci: Enochian invocations, Runes (Enochian) to write changes with, Sympathetic Laws (Essences; take the strength of something, use something of it etc), Geometric Designs, sometimes themed with Ma'at. Theurgy, power over and of the godforms. Anything that reflects a universal divine order/harmony. "Cutting" towards the truth, etc. German and Nordic mythology and occult favoured. Blood, as a conductor of life and ones own essence. Mirrors. Enochian calligraphy.
Ars Animae: Drawn pentagram, or words of power. Ankh's. Staff or wand of certain woods. Azrael, the Angel of Death, as the Word. Owl-feathers. The numbers 3 and 11.
Ars Essentiae: The Iron Key of the Elements. Iron. Smoke, fire. Swords. Runes; Mars. The number 8.
Ars Manium: Hood, black eyebands, spirit pentacles. The number 5 and 6. The names of Odin [2], the All-Father. Oski, God of Wishes, and so on.
Ars Mentis : Runic or adorned swords. Crowns, circlets. Unbroken circles. Diamond, silver, mirrors. Unique for Ars Mentis via Sword Forms. The key element is truth and the cutting towards it. The number 14. Kether.
Ars Vis: Tree of Life, Liquids prepared or not to represent the flow of magick (Waters of Magic/Life), geometric designs, or sword forms (which are akin to the Forms of Truth). Gold, sun-imagery. The Chalice is the primary Tool for Ars Vis, or rather the act of pouring or filling which represent the Waters of Life. The number 1.

Used Foci
Noetung, Enochian Rune-Sword. Draws upon the Legend of Siegfried. Also Unique foci. Also a talismen. For Ars Mentis. The most important Foci.
Glasses, adorned with pentegrams. Used to chase down Westin. For Ars Mentis.
Iron Key, old and slightly rusted. Invested with arcane meaning and essence. For Ars Essentiae.
Owl-feather quill

Magickal Form

Astral/Psychic Forms
(Default) Blob of evil.

Shapeshift Forms

Very large constrictor. Str 4, Dex 3, Stam 4, 10 HLs, 1 point of armour (from Bygone Bestiary)
Panther
Vampire Dire Owl +2d to Perception.

Inventory

Magickal Panoply

Noethung (Sword of Mars)(Foci for Ars Mentis) Dam: Str[2]+3 (Arete 2; 10/5 Quintessence)
Noethung is a powerful rune sword inscribed with enochian runes inlaid with silver along its blade with Cara's true name inscribed within, in a manner befitting such a relic.
Attack, Parry, Damage @ Difficulty 3.
Sword Arete 2, @ Difficulty 5, to add Forces damage (Arete+1x2) to a attack. Pool of 10.
As with all Swords of Mars, Noethung carries a geas. If the following rules (in order of priority) are not followed, the sword loses all its magickal powers and will botch on any failed attack roll:
Obey all orders from the Justicars of House Quaesitor as if their will were your own;
Do not act against the Traditions, or by failing to act allow others to do so;
Let your eyes weep tears of justice - wherever they fall let them wash away the darkness and expose those who would destroy the Traditions from within to the light;
Act always in a manner that brings credit to the Houses of Hermes.
Destiny of the Jade Demon. Rating: 5. 5 free successes on a Mundane Roll or 5 Free dice on a Arete Roll while in Combat. Slowly unravel. Each time she uses it, its rating will decrease by one.
Ryomou's Eyepatch (Arete 3; 12/15 Quintessence)
[Defence]When activating the eyepatch, which does not require lifting it, and spending 1 quint, and it reduces the damage of the next incoming attack. When on and active in defense mode the patch glows with a arcane eye with a Pentagram of Hermes within. Functions as an interrupt; as long as Cara can see the attack she can activate the Eyepatch. [Up to 6 HP of damage soak]
[Attack]When in attack mode the pentagram turns in revolutions until the lines of the pentagram are a spinning pit of darkness. The attack does half the damage of a normal Ars Essentiae attack (which is: Arete+1x2) but extended (per turn).
Cara Stang's Parma Magica, an Amulet depicting the All-Seeing Eye. 4 points of Quintessence invested.
Cara invested her Personal quintessence by mixing her blood into a silver chalice. Using it to symbolically dampen a parchment on which she wrote her Quaesitor initiation exam ("The Gravel") marks onto before pressing it to her heart, then her head, saying the Incantation to Welcome Strangers backwards- placing the parchment in a amulet she keeps over her heart.
3 x Owl Blood-Quills, inked in Cara's blood.
Inked in her blood magick woven into them by the Incantation of Secrecy, backwards, on a parchment adorned with runes symbolizing but not spelling-out her true name these exquisite quills are a rather fetching white. To activate this charm Cara stabs or throws them at her target after writing the activation word in the air. Upon hitting they do: Nine dice of aggravated damage. The victim makes a WP roll and must gain success equal to those scored for damage or flee or be incapacitated in terror. Thanks to the manner of the creation of these charms whomever they are brought to bear against will also learn a whispered secret from Cara's heart. If they survive.

Regular Weapons

Glock-17 (Hit Difficulty: 7, Dmg: 4, Range:20, Rate:4, Clip:17+1)
Officer Chucks Service pistol
Borrowed Sisters Shotgun (Hit Difficulty: 7, Dmge: 8, Range 20, Rate 3, 8+1Clip)
X-5 Pistol. 11 Rounds in the clip. 6L damage, rate ?, range 40.
Seburo Arms MT-5 (Difficulty: 6 Dmg: 5L Rate: 3 Clip: 12+1 Range: 40) Three clips.

Fashionables

SF0 Bodyarmor
"Friday" suit. Skintight silver catsuit. Worn under the clothes more often then not. 3d Soak, no penalty. (Cost 10 tass)

Misc

12 drams (changeling nightmare Tass) + 9 drams (Shrooms) + 10 drams of little red pellets with ESPRIN printed on them + 4 drams little auto injectors with a clear green fluid inside.
Primium Claw. Str+1 Primium Level: 2d
Poison coated suicide dagger
Rosa's Picture. Description: It's a picture of a dark skinned woman - the Real Rosa - and a muscular latino man standing in a slum somehwere, mugging for the camera. Rosa has her arm around him, and he around her, except he's copping a feel while doing it. There's a lot of metaphysical *weight* to that picture.

Character

For she who knows not the way she must walk
Life is sweet but with little reward
She who wields a sword
Must be prepared to shed her blood
Pain she must endure
And know too well that she must be strong
--Power Symphony, Way of the Sword.

Cara Stang appears to be either 19-20 or as old as 25; as a Life Mage she transcended the need of giving others a visual clue to her age and relative experience and arcane potential. She may be older or younger then she projects. She's a sandy blond by birth, or inclination, and sports pale green eyes which has drastically influenced the policy of a powerful Archmage towards her. As a psychic vampire clinging to life and existence only by the borrowed-- some say stolen -- vitality of life from others unsuspecting or willingly given Cara's life has revolved around pleasing her Hermetic master whose machinations quite possibility preserved her life after the unknown and possibly early demise of her parents. Now grasping the fruits of an independence assignment and the self-confidence born by the shedding of blood and the clash of battle (and now significant self-realization) across Canada and into Chicago Cara has seized the chance to create, walking the path of the Orphic Cords, while glazing at her primal nature and taking the first steps towards accepting it.

Disguises

Vancouver
Assassin/Hitman (vaugely based off of Westin's archtype of such)
Cara Marvel. Cara in a Dark Mary Marvel outfit.

Cuba
Camille Vasselin

Under this persona Cara adopts the skin of a young raven-haired woman whose features suggest a Mediterranean origin with a fictional backstory of being enrolled in a Albertan college. Recently she's taken a trip to Cuba.

Chicago
Cara, of the clan Lasombra. Did a tour with the Baby Chorus. Has Prince Lodin's permission to reside in Chicago. Sabbat agents know that this co-religionist resides in the area and at one point escaped them.

Japan
Kirie Meireki

Merits and Flaws

Iron Will (-3)+3 dice against mind control powers, or spend 1 WP to automatically defeam mind control effects
Insensible to Pain (-5)
Psychic Vampire -2 Difficulty for Life Effects designed to do damage, harm, stunt, etc.
(Echos) No Reflection/Vampire Mythos (+4)
Vampire Tell (Paradox 4 pts)

Biography

"There are the monsters we are, and the monsters we *become*. Child, you will find that what nature makes, in all its forms and failings, cannot match the horrors we can forge with our own higher reason."--- Josephine Mordant

Born in Canada. After the untimely death of her parents and close family in a "freak gasline" explosion she was brought into the Order of Hermes, where some surviving relatives abode. From a young age Cara was under the tutelage of Josephine Mordant in her Chantry, which was characterized by somewhat harsh days due to the other children. . . of no fault of Cara's own. Currently Cara is a Praetor of House Quaesitor having been sworn in by the Magistrati of Jove. For a number of years Cara acted directly under Mordant as one of her assistants in the Magistrates tireless work to ensure the survival of the Order, and the Traditions, through law and justice. This all changed when one day the Doleman of Silence received a request for a Quaesitor . . . . As a Mage Cara has proved herself as one possessing considerable talent having climbed from a relatively average Adept to the Seventh Degree in less then a year.

Related NPC's

Josephine Mordant Cara's mother-figure and Hermetic master.
Lussentelay (dead)
Red May. Calling Cara a bitch isn't conductive for your health.
Steve Fong. Met at a casino bar. Hooked up. Possibly working for the Technocracy.
Lo Pan, the Jade Demon.

The Mark of Cara

Vulk Dragovic
Radiamos

Experience

  • Session 1 - Cladwell Estates 7 XP
  • Session 2 - Hobocide 4 XP
  • Session 3 - Fireball on Fire 5
  • Session 4 - Return of Cara 5 XP
  • Session 5 - Casino Reynolds 6 XP
  • Session 6 - Pedo House (Or How Found My Stalker Girl) 5 XP
  • Session 7 - Red May 3 XP
  • Session 8 - Haunted House 9 XP
  • Session 9 - Team Strange 3 XP
  • Session 10 - Vampire Catchers 5 XP
  • Session 11 - Rescuing the Judo Queen (1base+1lesson+1danger+1consistency+1wisdom) 5XP
  • Session 12 - Chateau of Evil 4(base)+1(lesson)+1(rp)+1(consistency)+1(danger)+2(idea) = 7XP
  • Session 13 - Chateau of Evil 5(base)+1(wisdom)+1(danger)+1(last) +1(ass kicking) = 5XP
  • Session 14 - Taming the Dog RP, Lesson, five base = 7
  • Session 15 - Dojo on Fire (Oh, Ozu-sama!)= 9 XP, +1 influence
  • Session 16 - Winnipeg 2.5 (15 Jan 2010) 1+(base)+1(Lesson)+1(Consistency)+1(RP)=4XP
  • Session 17 - Fillbert's Right. (7 Feb 2010) = 4XP
  • Session 18 - Exploding the Posse's Hideout (7 Feb 2010) = 4XP
  • Session 19 - Goddamn Werewolves (12 Feb 2010) = 6XP
    • 20 XP for Mentis 4, 7XP for Spirit 1. New Knowledge 3XP (Chinese) Save 1XP from Instruction, 2 XP spent. 33XP remain.
  • Session 20 - The Dolmen of Silence (Off to Chicago) (21st Feb) = 4XP
    • Investigation 2 to 3 (2XP), Investigation 3 to 4 (3XP).
  • Session 21 - Cara, in the Bedroom, with a Sword. (5XP)
  • Session 22 - Tran, in the Lab, with the Bugs. (7XP)
    • Arete 5 (-32XP)
  • Session 23 - Into the Construct (9XP)
    • Dex to 4, Stamina to 4 (-12XP)
  • Session 24 - Cara the Maid (4XP)
  • Session 25 - Twenty-Five Minutes at the Front Door (Alt: Paging John Kerrin (guest starring the Nephandi)) (3XP)
  • Session 26 - Cara in the Crew Cabin, with Two Russians. (4XP)
    • Athletics 1 (3XP)
    • Linguistics 2 (1XP)
  • Session 27 - Man Proposes Dice-god Disposes (4XP)
  • Session 28 - The Origin of Captain Cavitation! (Escape from Cuba) (6XP)
  • Session 29 - Cara's Faith in the Council +1 (3XP)
    • Lore (Vampire) 1 (3XP) (1XP saved) (2XP)
    • Ars Vis 1 (10XP) (1XP saved) (9XP)
  • Session 30 - Cara's Undeath (4XP)
    • Vampire Lore to 2 (1XP)
  • Session 31 - Captain Cavitation... IN LOVE! (4XP)
  • Session 32 - The Changeling Children Quandary (6XP)
  • Session 33 - Legend of the Roach Mage (5XP)
    • 31XP Open
  • Session 34 - The Legend of the Chinese Hulk. (6XP)
    • 37XP Open
  • Session 35 - Session the Sleeping, and Boatacide (Blowing up Castar's Boat) (10XP)
    • 47XP Open
  • Session 36 - New Orleans Noir - Men and Dogs (6XP)
    • 53XP Open
  • Session 37 - The Tragedy of Starborn (6XP)
    • 59XP Open
  • Session 38 - Dory of Tommorrow September 18th 2010 (3XP)
    • 62XP Open
  • Session 39 - Swamp, Sex, and the Swamp Boat November 9th 2010 (4XP)
  • Session 40 - MY airship! 14th November (8XP)
  • Session 41 - "....can't trust those goddamn nazi Void Engineers." November 23rd (6XP)
  • Session 42 - Tree of Life, Tree of Death. November 27th (3XP)
    • 83XP Open
  • Session 43 - Chantry Builders December 4th (CHANTRY)
    • Ars Vis 2 (8XP) - 2 saved
    • Ars Animae 4 (21XP) -2 saved
    • Enochian 2 to 3 (2XP) -0
    • Enochian 3 to 4 (3XP) -2 saved
    • Intimidation 3 to 4 (6XP)
    • Peforming 1 (3XP)
    • Appearance to 4 (6SP)
      • 40XP Open
  • Session 44 - Dancing with War Criminals December 29th 2010 (3XP)
    • Performance 1 to 2 (2XP)
    • 1 XP open (40 XP For Arete)
  • Session 45 - Jane Anger January 21th 2011 (+6XP)
    • Manipulation to 2 (4XP)
    • 3 XP open (40 XP For Arete)
  • Session 46 - Roadtrip Chicago: Paranoia April 5th 2011 (+4XP)
  • Session 47 - Countess Links up with the Mandarin April 5th 2011 (+3XP)
    • 10 XP open (40 XP For Arete)
  • Session 48 - Return to the Jade Demon's Hall April 19th 2011 (4XP)
    • 14 XP open (40XP for Arete)
  • Session 49 (Side-Show) (4 XP)
    • 18 XP
  • Session 50 (5XP) Phantom of the Cubby Bear
    • Performing to 3 -4XP
    • 19XP Free
  • Session 51 (5XP) Lasombra On the Loose September 03 2012
    • Performing 4 (6XP)
    • Arete 6 (XP already spent)
    • 18XP Free
  • Session 52 (3XP) Operation: SF0
    • 21XP Free
  • Session 53 (5XP) Operation: SF0 Part II
    • Ars Vis 3 (16XP)
    • 10XP Free
  • Session 54 (4XP) Intervention Dec 16 2012
    • Willpower 6 (6XP)
    • 8XP Free
  • Session 55 (3XP) Cutting to the Chase Jan 19 2013
    • 11XP Free
  • Session 56 (5XP) Nefandum urbs delenda est! The Unspeakable City must be destroyed! Jan 20 2013
    • Meditation 1 -3XP
    • 13XP Free
  • Session 57 (4XP) The Hate Ray April 10 2013
    • 17XP Free
  • Session 58 (4XP) Raining Donuts May 16 2013
    • 21XP Free
  • Session 59 (5XP) The KATE Ray: Shu Izanagi and the CHRONO CORE May 19 2013
    • Law 1 (3XP)
    • 23XP Free
  • Session 60 (4XP) Westin Gear: Plans at Gernsback
    • +20 Tass from gambling (10 little red pellets with ESPRIN printed on them, something that looks like a toothpaste bottle with a child proof cap, and five little auto injectors with a clear green fluid inside.) One autoinjector, the toothpaste thing (five doses actually Etheric blasting plastique), to Westin.
    • Created a Four tass-Parma Magica
    • Law 2 (Good mentor roll, no XP)
    • 27XP Free
  • Session 61 Into the Wicked City (7XP)
    • Fast-Draw 1 (3XP)
    • 31XP Free
  • Session 62 The Dying Light (5XP, RP point)
    • Melee 4 (-6XP)
    • 30XP Free
  • Session 63 Hell-o-vision (6XP)
    • Occult 3 (-2XP)
    • 34XP Free
  • Session 64 Actually Told About This Session (3xp)
    • 37XP Free
  • Session 65 Part I (3xp)
    • 40XP Free
  • Session 66 Part II Hellmage End (5xp)
    • 45XP Free
  • Session 67 Alt Kurowa (3xp)
    • Arete 7 (-48 XP)
  • Session 68 Shard II (4 xp) 1 xp for learning Spirit 2
  • Session 69 Shard III (4 XP) and IV 3 XP

Possible Plans

Plan Sphere

  • Ars Manium 2 (8XP)
  • Ars Manium 3 (16XP)
  • Ars Conjunctionis 1 (10XP)
  • Ars Conjunctionis 2 (8XP)

Wants

  • Linguistics to 3 (+German, +Greek?) (2XP)
  • Lore (Nephandi) 1 (3XP)
  • Occult 3 (3XP)

Peer-Pressure

  • Charisma 3 (8XP)
  • Charisma 4 (12XP)

Life Lessons

Its harder to fit into sleeper society being a chantry brat. I mean its not like she's had to kinda make up a story/use the cover story with sleepers before like she had to do with Steve.
Beware Wilders. They might possess respectable power.
Somethingsomething
"Supernaturals" or other magickal folk, even if allied, are liable to abandon a little girl in the woods asleep.
It is possible to use the misguided and wrong superstitions and beliefs of demons, such as the KJ, and their followers to work magick without the bothersome interference of a Paradox. Tolerate their paradigm and way of thinking in accordance to ones need.
Magikal artifacts can be quite dangerous for the unready. Tom completely changed in a such short time, but he's a dreamspeaker without discipline.
Cara learned of the... More, of the places beneath the earth and the heavens. She's had a vision of the darkness she's imagined or read obscure bits of from the eyes of something that had seen it directly. She learned of something called 'the Wyrm', which apparently Garou serve, or fallen Garou serve, whichever. Which might be the reason why they all seem to embody the oh so 'noble' virtues of stupid aggression, treachery, and base savagery. Most importantly she learned that she might have something to worry about, considering what Mari told her about what happened as Luss was killed.
Cara learned that she seriously underestimated how mentally feeble and corrupt the Dreamspeakers are to endorse Tom's insane Plan. On the flip side if they're being manipulated that's even worst. Also, Cara learned, on a personal note, that she should be MORE decisive. She came to Winnipeg to seize the crown. Instead of giving Tom the handshake of death when they were face to face and completely her mission he waffled. These so called "ancient and powerful" Dream Speakers and Verbana know exactly what's going on. And that's unforgivable since what Tom's doing does not HELP the Traditions. And they've made it personal by attacking HER.
Chantry's need to be strictly organized with clear lines of command and responsibility. The loss of the Chantry Master should not be the excuse for a chantry to splinter like Chicago's did. Somebody needs to whip them back into shape. . .
Cara's first time possessing somebody utterly felt good. It also highlighted that its stupid to stand around gloating when you know a mind mage is on opposing you. Don't wallow in hubris, win THEN gloat and torment your opponent.
Just because you have Arete 5/Ars Mentis 4 doesn't mean you should feel obligated to use it at maximum when hitting some drunk Russians in the back of the head would work just as good.
Vampires have their own version of dirty Orphans. It feels pretty terrible to be one, is that what Mage Orphans feel when confronted by the Traditions? Prince Lodin and co also have no idea of what they're facing in Chicago aganist the Technocracy.
Even the poster-boys of the ENEMY are human and have human weaknesses. It makes them vulnerable.
Cara learned that the more "performing" arts have some serious validity as a line of personal development, offering valid and fruitful additions to her Hermeticism, despite what Mordant implied!
Sleepers (like a ex-croat) can be very useful in fighting the Ascension War. Perhaps some (SOME) are worthy enough for her to respect.
Caraneeds a bigger sword or she should invest in proper Hermetic methods of turning a melee weapon into a ranged weapon. i.e. cheating via sword-magic!
Cara's revolved to be Westin's counselor and monitor morale if only to reduce his tendency to force her into near-death situations. For her own benefit.
Cara learned that sometimes other people will be the ones of extending mystical protections to her, not the other way around. She should not forget they exist, and were done at some effort, when the moment comes that they would be useful.

Cara's Note Book

M:tAw Converted Cara

Probably not a Lasombra. Probably.
Another possibility.