Showing posts with label Valerie Beaumont. Show all posts
Showing posts with label Valerie Beaumont. Show all posts

Thursday, June 1, 2023

Jenny, Larina and Valerie for the Doctor Who RPG Second Edition

So it is June, and historically June has been D&D month around here. Though I have to admit I have not been in a D&D mood all year.  I do have some things that fill that space certainly and will get to them.

Today though feels more like May 32nd. So I am going to do a little bit more with my Doctor Who posts and move on to other things.  And a good place to do that is to compare the three characters that I have been using for all my Doctor Who posts; Larina, Jenny Everywhere, and Valerie. 

The biggest difference between the 1st Edition and 2nd Edition Doctor Who RPGs is predominantly in character creation. Since I have three characters here that are a bit outside of the norm they make good test subjects for the new Distinctions.

Three Time Travelers meet in a bar

Who Are You?

So I have a public domain "shifter," an immortal from the 16th Century, and a witch vaguely aware of all her past lives. How do these three get together in a bar in Soho?

Thankfully I already have good ideas about who these characters are in the Doctor Who universe. I just need to get them to jell together.  Using the Shared Background Experiences table on p. 33 helps. 

  • Jenny has met other versions of Larina but sees that, unlike her, Larina is only vaguely aware of them. Larina wants to know what Jenny knows.
  • Jenny has come across Valerie in the past. Val thought Jenny was immortal, Jenny (never Jen) thought Val was another shifter. 
  • Val and Larina have known each other for years. Val has also interacted with Larina's past lives.
  • Jenny goes to Larina for a Tarot reading, and despite all the shuffling, all the cards when flipped over are blank. The same thing happens again with Valerie. 
  • This is the big one. All three try to avoid each other. Larina says they have strange auras, and not the same sort of strange. Jenny says the other two "buzz" and it gives her a headache. Val says that when they are together weirder than average shit happens. When it is all three the wierdness increases.

So when a chance meeting in a bar in Westminster one cold November night, things got weird.

Going back to the characters now and build them by the new rules. 

Jenny Everywhere

I have mentioned Jenny a lot. She is a great character for the Doctor Who game and maybe even a better character for this newer version.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Concept: Shifter in time and space.

What does that mean? Well she can sense changes in time flow, she can move about realities, she knows things that she otherwise would not know or not be capable of knowing. This new edition is explicit on the fact that the Time War changed history and the future and what we thought happened didn't or happened differently. Jenny can sense that.

Focus: Adventure

Jenny is nothing if not about adventure. She doesn't bemoan her abilities or lot in life, she embraces them.

Distinction: Shifter

This is what she is. It defines her. Since this is a major one her Story Points are reduced per page 47.

Jenny Everywhere for the Doctor Who RPG 2nd Edition


Valerie Beaumont

To paraphrase the Doctor, she is not my character but I have put a lot of work into her. Valerie is an immortal and she is always search for others like her, somewhat out of companionship and kinship but mostly to discover why she is the way she is. 

Concept: Immortal seeker of knowledge

Everything about Val revolves around her desire to learn more about who she is and her place in this cosmos. 

Focus: Discovery

Val is cautious not to let people know who she is until she knows who they are first. But when it comes to a mystery or discovering something new she jumps in feet first and then figures out how she will land on the way down.

Distinctions: Immortal, striking appearance

This one was easy, and the examples are given in the book. She also takes a minor reduction in Story Points.

Valerie Beaumont for the Doctor Who RPG 2nd Edition for the Doctor Who RPG 2nd Edition


Larina Nichols

Ah. Now this girl. We go way back. 

She is a witch. Regardless what that means in any given world that is who she is. If anything she lives by the quote "A witch is not what you do it is who you are." Sounds like a Concept to me.

Concept: Modern Witch

She believes in magic, in the power of crystals and more. She does not view these as "paranormal" just "extra normal." Certainly in the universe of Doctor Who she can be justified.

Focus: Curiosity

Larina wants to know things just for the sake of knowing them. Her curiosity is insatiable and it gets her into trouble. A lot.

Distinctions: Psychic, striking appearance

Ah, now here is where the Distinctions work better than traits. In the First Edition, I had to buy a lot of traits to get her the powers I wanted, even if in a small bit. Here she takes a Major Distinction, Psychic and I work out with my GM (well...me) and figure out what she has when. So she is telepathic and empathic and can have visions of the future (precognitive) when needed.  There are plenty of examples of these sorts of humans in Doctor Who, well traveling with this bunch has turned her abilities up. Turned up so much that they might even become dangerous. 

The balance here is do I reduce her Story Points OR as the GM use her as a plot device?  Both sound appealing. 

Larina "Nix" Nichols for the Doctor Who RPG 2nd Edition for the Doctor Who RPG 2nd Edition

I have to admit. I rather love these. I knew with the new 2nd Edition system, things like my group of weirdos here would work so much better.

Right now the only thing keeping me in the First Edition game is inertia, but if I had too I could switch over to the Second Edition with no looking back.

We are the Weirdos Doctor.

I'll reiterate this with more clarity.

If you are new to RPGs and/or new to Doctor Who, then this is the version of the game to get.  Get to your FLGS (preferably) or Amazon (if you must) and grab a copy. Or if you are a Save the Trees type (good for you!) then head over to DriveThruRPG and grab a copy in PDF. It has everything you need except dice.

Friday, May 26, 2023

Jenny, Larina and Valerie for Doctor Who Adventures in Time and Space

Time to put it all together now.  Over the course of my reviews of the various Doctor Who RPGs I have looked at some characters with the express purpose of comparing them across different versions. 

Today I want to take three characters and have a go at building them in the 1st Edition of the Doctor Who: Adventures in Time and Space RPG. The three are: 

For this group, let's say they are all traveling together. The game gives us a lot of options on "Games without Time Lords," so this would be a good place to test it all out. Either Jenny or Val have a vortex manipulator, but I also like the idea that Jenny can travel in time and space (to a limited degree) all on her own without needing gadgets. 

In all three cases I stuck as close as I could to the point-buy budgets for character creation. Though in all three I did go over. That is not a big deal in my mind since Val has already had some adventures (The Ghost Tower of Inverness, Illinois), and Jenny, well I can use nearly anything to justify her stats. But in all cases I tried to stay close to what I had done in other games.

Jenny Everywhere

Jenny, as I have mentioned in previous posts, is a "shifter" she can shift between realities and times and even interact with her own alternates. She is expressly a public domain character that everyone can use, so for my tests, she is the perfect stand-in for a Time Lord. In previous versions of the Doctor Who RPG, this was a conceit since there were other Time Lords, but in the "new" game, there is only the Doctor.

Here she has some of the qualities/traits of a Time Lord, but not the ability to regenerate as River Song did.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Jenny Everywhere
Jenny Everywhere

"The Shifter"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 3
Resolve 4
Strength 3

Skills
Athletics 1
Convince 2
Craft 
Fighting 1
Knowledge 4
Marksman 1
Medicine 
Science 3
Subterfuge 2
Survival 1
Technology 3
Transport 1

Traits
Brave, Charming, Lucky, Time Traveller (Minor), Eccentric (-1)

Special Traits
Shifter, Feel the Turn of the Universe

Equipment
Various gadgets

Home Tech Level: 6 (Jenny has some solid tech)

Larina Nichols

Larina of course is my witch that I use everywhere. She is my experiment to see if I can do a witch in any game, Rule as Writen. So far I have come up with some very interesting versions of her. Unlike Jenny she is only vaguely aware of her other selves in different realities, usually images that appear to her in dreams. She knows what they are but she has no control over them.  

In the Doctor Who universe her "magick" appears as advanced psychic powers. Humans in this game have a bit more psychic abilities than assumed in previous games. Indeed in the new series of Doctor Who we have seen actual witches.  Larina though is human and not a Carrionite. Though I am not ruling out that human witches might not have Carrionite blood/DNA in them.

Larina Nichols
Larina Nichols

"The Witch"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 4
Resolve 6
Strength 3

Skills
Athletics 
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 1
Medicine 2
Science 1
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Attractive, Empathic, Psychic Training, Insatiable Curiosity, Obsession (learn more about magic)

Special Traits
Psychic (Package)
 - Clairvoyant 1
 - Precognition 1
 - Telekinesis 1
 - Telepath 1

Equipment
Book of Shadows (on her phone), Tarot Cards.

Home Tech Level: 5

I have this funny notion that Jenny goes to Larina for a Tarot reading about her and despite all the shuffling all the cards when flipped over are blank. The same thing happens again with Valerie. 

That seems like a fun hook.

Valerie Beaumont

Val is an immortal who was born in England in 1569. She came with a family to the new colonies (America) to be the nanny of Virginia Dare, the first child to be born of European parents in an American colony. Both she and Virginia are immortals and have a Doctor/Master style relationship.

She is not my character per se, she is the character of one of my good friends Greg, though she does appear as an NPC in many of my games.

Valerie Beaumont
Valerie Beaumont

"The Immortal"
Story Points: 12

Attributes
Awareness 4
Coordination 5
Ingenuity 5
Presence 5
Resolve 4
Strength 3

Skills
Athletics 2
Convince 1
Craft 
Fighting 3
Knowledge 5
Marksman 2
Medicine 1
Science 1
Subterfuge 2
Survival 3
Technology 1
Transport 

Traits
Attractive, Brave, Quick Reflexes, Tough, Adversary (Virginia Dare), Dark Secret (is Immortal)

Special Traits
Immortal (2), Fast Healing (2)

Equipment
Sword cane

Home Tech Level: 4 (she was born in 1569)

--

In truth I am rather happy with these. I altered some of Valerie's skills from her play test file. 

I can easily see a series of adventures with these three. Likely running into Madam Vastra and Jenny in Victorian times (and whom Valerie has dealt with before), Sherlock Holmes and John Watson in a modern London (gotta figure out how that works!), and of course fellow witches Willow and Tara

It's a weird and wonderful universe out there, and this is the game to explore it!

character sheets


Tuesday, January 18, 2022

Character Creation Challenge: Virginia Dare

Continuing my "Spirit of '76" mini-campaign I want to get some more details on who my "big bad" might be.  I say might, because I am not 100% sure yet what I want to do with her save for being the mastermind behind the plot.  I know I want to make what she wants to do sound reasonable and something that most people would want to support. That is if her plan didn't involve the death of millions. 

Given the name of the series, I figure she would fit in fine as the first person of European descent born in the colonies.  She is also the reason I have scrapped many of the ideas I had for Spirit of 76 (including other NPCs) in favor of newer ones.  Still planning on four adventures, but I only have the first two figured out.

I spoke about Virginia Dare briefly before. She is the immortal enemy of Valerie Beaumont. Though their relationship is quite a complicated one. She wants to kill Valerie, but Val doesn't really want to kill her.  I liken their relationship (as it is growing in my mind now) as similar to Holmes and Moriarty or The Doctor and the Master.  

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Virginia Dare
Virginia Dare in London, 1976

Virginia Dare
14th level Survivor (Supernatural, Immortal)
Archetype: Immortal Mastermind

Strength: 12 (0) 
Dexterity: 14 (+1) 
Constitution: 16 (+2) 
Intelligence: 19 (+4) S
Wisdom: 17 (+2)  S
Charisma: 18 (+3) P

HP: 77
Alignment: Neutral (?)
AC: 8
Attack: 4

Fate Points: 1d10

Check Bonus (P/S/T): +6/+4/+2
Melee bonus: 0 Ranged bonus: +1
Saves: +5 to death saves. +2 to all others.

Immortal Abilities
Immortals regenerate 1d8 hit points every minute. 
+3 to Intelligence
+5 to all saving throws against magic, poison, disease, and death-based attacks.
Arcane Powers: Charm Person, Empathy
Unique Kill: Can only be killed by Valerie Beaumont

Survivor Abilities
Stealth skills; Climbing; Danger Sense (1-5); Sneak Attack +4, x2; Read Languages 80%, Ritual Magic

Survivor Skills (8th level)

  • Open Locks: 145%
  • Bypass Traps: 140%
  • Sleight of Hand: 150%
  • Move Silently: 150%
  • Hide in Shadows: 140%
  • Climbing 105%
  • Perception: 105%

Skills
Research, Insight, History (x2) 

--

Virginia Dare has survived some of the worst times this country has seen.  She is brilliant and her own special abilities to understand and charm others to get her into positions where she can leverage her intellect the best.  She learns what people want and she finds a way to get it to them, for a price.  

She prefers to work behind the scenes but she has amassed a powerbase that when she decides to play her hand it will have devastating effects. 

I just need to figure out what that is.  I have an idea, but not sure how to make it work just yet. Both in-game and for the game. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge

Wednesday, September 1, 2021

Character Creation Challenge: NIGHT SHIFT Night Companion

The Night Companion
We are getting down to the wire here on The Night Companion

Today's character comes to you all via the Night Companion rules and a challenge from my friend Greg to rebuild his Ghosts of Albion playtest character using the NIGHT SHIFT rules.

The Game: NIGHT SHIFT, Night Companion Rules 

The Night Companion has a number of alternate rules for character creations including a point-buy system and new character types.  I figure I will show off the Immortal rules here and how they work with NIGHT SHIFT RAW.  I am also using the point-buy rules to "check my math."

The Character: Valerie Beaumont, the Immortal

Lady Valerie Beaumont has "haunted" my games for years.  She was a playtest character created for Ghosts of Albion by my friend Greg Littlejohn.  We have run games for each other off and on over the last 20+ years.  He is a great person to give a test game to and tell him "to break it."  There was an alternate combat system that almost went into to Ghosts but did not thanks to him! 

Valerie was also later used when we were playtesting the first round of Doctor Who Adventures in Time and Space.  Little known fact.  A lot of the Ghosts of Albion playtesters were also playtesters for Doctor Who.

Valerie, being immortal also was part of my Spirit of '76 campaign and will be part of Black Star where she will be Captain of the USS Mystic

76 is the past and the Mystic is the future, but here is Val now, living in 2021 in one of the Night Worlds of NIGHT SHIFT.

Valerie Beaumont in 1976
Valerie Beaumont in 1976
Valerie Beaumont
5th Level Survivor/10th Level Sage (Immortal)

Base Abilities
Strength: 12 (0)
Dexterity: 16 (+2) 
Constitution: 14 (+1) 
Intelligence: 21 (+4) P *
Wisdom: 16 (+2) s
Charisma: 16 (+2) s

HP:  5d4+5 / 10d6+10
AC: 9
Fate Points: 1d10

Check Bonus (P/S/T): +8/+5/+3
Melee bonus: +6  Ranged bonus: +8

Saves: +3 Death Saves and area effects. +5 to saves vs. spells and magical effects.  She gains an additional +5 to all saving throws against magic, poison, disease, and death-based attacks due to her immortality.

Immortal Powers
Unique Kill: Virginia Dare (See Below)
Immortals regenerate 1d8 hit points every minute. 
+3 to Intelligence

Survivor Skills
Open Locks: 115%
Bypass Traps: 110%
Sleight of Hand: 120%
Move Silently: 120%
Hide in Shadows: 110%

Hair: Red
Eyes: light-green
Height: 5'7"

Spells
1st level: Magic Missle, Glamour, Sleep
2nd level: ESP, Produce Flame, Suggestion
3rd level: Clairvoyance, Haste, Water Breathing
4th level: Arcane Eye, Phantasmal Killer

Immortal Arcana
Innate Magic: Suggestion (x3 per day)
Enhanced Senses

Valerie was born in 1569 and is immortal. She was a young English girl that made her way to the new world in the year 1585.  She came to the new world and settled in the Roanoke Colony where she lived for a couple of years.  Then something happened.  She was caring for the young Virginia Dare and then woke up several days later and several miles from home.  When she had managed to return to the colony, everyone was gone.  She also discovered that she was immortal and was certain that the two were somehow linked.

Valerie spent the next few years roaming the new world.  She learned magic from some of the few true witches in Salem and more from the indigenous Native Americans.  

She has a ring on her right little finger that manages a glamour that "ages" her.  A gift from a former lover. Currently, she appears to be in her mid-40s.  Without the glamour, she appears as she did when she discovered her immortality, a young woman of 18.  Her mind though is as someone just over 450.

Shadow Steel Sword
She also carries a long thin blade made of "shadow steel" a rare form of steel that the Fae can use.  It can attack any supernatural creature, even ones that are incorporeal or shifted out of phase. 



Virginia Dare

When Valerie was brought to the American colonies her primary employment was with the Dare family to act as a caretaker to the newborn Virginia Dare.  When Valerie was separated from the colony all the other people living in the Roanoke Colony were gone, including Virginia Dare.  For years and even centuries, people claimed to have seen Dare, now grown into young adulthood and called the White Doe.  Many believed the sitings of Dare were nothing more than a myth.

That is, everyone except for Valerie.  

At some point around 1622 Valerie encountered Virginia living with the Powhatan in the forests of Virginia. At first, Valerie was elated to find Virginia, but this soon turned when Virginia blamed Valerie for the disappearance of the colony.  The two fought and discovered quickly that they could harm, even likely kill, each other.  Likely they would have if they had not been interrupted by British forces.  Over the next few centuries they would encounter each other and it would lead to fighting.  

Both Valerie and Virginia are immortals.  The only thing that can kill them is each other. 

Looking forward to doing some more with these two.

--

I have her start as a Survivor.  She was displaced from her colony and spent many years wandering the unknown wilds of the North American continent. Eventually, she picked up knowledge here and there about various occult matters in including some magic. 

I like this since it really shows off how flexible the multi-classing system for NIGHT SHIFT can be.  

Want to see more?  Pledge for the Night Companion on Kickstarter!

Tuesday, December 10, 2019

Review: Reimagined: Fanfic Role-Playing Game

Ok, now this is a fun one. At least it made me smile.

Reimagined: Fanfic Role-Playing Game

Reimagined is a "fanfic RPG" in which you take some other world and run with it.
If you have ever read (or written) fanfic or have a personal "head-canon" (or even know what that is) then this might be the game for you.

The author, Katarzyna KuczyÅ„ska, comes in with some solid street cred, just different than what I have seen in the past.  This is a good thing.

The game is for two players using the X-Card system (a system I was not very familiar with).
You decide on the fandom, what level of romance you want (Gen, Lime, Lemon and Smut), what sort of story you want (lots listed) and who the charaters are and what the themes are.

Now you and the other player work out your do's and don't (or yeses and noes) and move on the storyline.
You have some tables you can roll on with a d6 (which makes it a game and not a series of collaborative storytelling).  The tables will depend on the tone of your game and type of story.

The players go back and forth being the "actor" and the "director".   I think with some tweaking it could be modified to accommodate more people and thus more characters.  This is one of those games where people that really know each other is where it would work the best.

There is also an example of play given and some examples of the worksheets filled out.   I love the example card shown of "Captain Carol and the God of Thunder" a Superhero story with Lemon (aka steamy) levels of Romance and tension.  On the Noes are "Children being hurt", "torture" and "alcohol" ok, fine and on the "yeses" are Dragons!


Images for illustrative purposes only...

Among our themes are "Superheroes Showing off", "Passionate Foreplay" and "Space Battles" you know...I am enjoying this one more and more.
The main storyline, "Heroes team up to save an alien planet using their powers and spaceship."

Seriously, how does that not sound like fun?


Seriously off the top of my head, I came up with about 30 fandoms this would work with.  Even some I wish I hadn't (gives the Mallfoy-Granger shippers some side eye).

I'd have to try it out. You need the right group to do this game with, but I think it would be fun. This is a very different sort of game for me and I want to try it out.

The PDF is full-color at 39 pages.  There are also extra sheets included.

All for $3.00. That's pretty good really.

Plays Well With Others: BlackStar

Of course, this got me thinking.  If this works well like this, maybe I could use the Story generation functions of this game in my other games.  Sit down as a Session 0 to determine what we all want to do out of a series.  IF that series is media-tie in, say like Star Trek, Star Wars, Doctor Who, or anything, then it might be a good starting point.

So.  Let me try it with BlackStar.

BlackStar is part of the Star Trek Fandom, but it also has heavy doses of Cthulhu.
It's going to be Dark, but Gen.  Sorry, there won't be time for romance among the stars for this crew, I'll save all of that for the Captain and the Thunder God above.

It is an Alternate Universe and partial crossover. 
The only character I know right now is Captain Valerie Beaumont.  BUT she is not in charge of the ship.  She was supposed to be, but it has been taken over by NPC Commodore Taggart.  He is the project leader and a complete dick.  So that will make up some of the interpersonal dynamics.

I want to cover the themes of "Horror in/of Space", "We are not alone", "Science as a Candle in the Dark" and "Adventure! ...but don't go insane."

I am saying yes to Monsters, Insanity, Death, and Visions of Hell.
I am saying no to Vampires, Klingons (sorry!) and no to Deltan and Betazeds.  Not because I don't like them, I love them, but empaths will have a really bad time here.

These are the voyages...
Yeah.  This sounds like fun.

Wednesday, August 24, 2011

Dinosauria Character Illustrations

My last game at Gen Con was Dinosauria!
This was a new one I had started on a while back designed to be an intro adventure for Ghosts of Albion.

I have mentioned here a few times and even posted the characters.  One of my players that night decided to do illustrations (with anime style "chibis") of the new characters.  I was floored!  I loved them.  I asked her permission to post them here and she agreed.  So without further ado, here are the stars of Ghosts of Albion: Dinosauria!

Lady Valerie Beaumont

Chief Constable Walter Edwards


Lady Fionna


and Xian “Jane”


and our cowboy, John Mulgrew

I thought these were awesome and I very happy to have them in my Dinosauria! collection.
Click to make bigger.  Sorry about the quality of the scans, was playing around to see if I could make her light pencil sketches show up a little better.

And thank you Audrey for being in my game and doing these great character portraits!

Tuesday, August 2, 2011

Dinosauria! Characters: Lady Valerie Beaumont

Another character for Dinosauria.  The immortal Lady Beaumont.
Valerie has the distinction of being the first character ever created for Obsession.  Looking forward to seeing how she gets played in the new game.

Valerie Beaumont
Lady Valerie Beaumont


Life Points 47
Drama Points 10

Attributes
Strength 3
Dexterity 5
Constitution 4
Intelligence 6
Perception 4
Willpower 5

Gender Female
Height 5’7”
Weight 130 lb
Hair Auburn
Eyes Light-Green
Actions, 2 mental, 2 physical

Qualities
Age 2
Attractiveness +3
Fast Reaction Time
Hard to Kill 3
Immortal
Magic 2
Nerves of Steel
Occult Library (Impressive)
Resources, Gentry
Status

Drawbacks
Adversary: (Various) +4 (from Age)
Love: Tragic +4
Minority: Woman +2
Secret (immortal)

Skills
Armed Mayhem: 5
Art 1
Athletics: 2
Crime: 2
Drive/Ride: 2
Engineering:
Fisticuffs: 2
Influence: 4
Knowledge: 5
Languages: 5 (English, French, Latin, Greek, Algonquin)
Marksmanship: 1
Notice: 4
Occultism: 4
Physician: 1
Science: 1
Wild Card (American History) 6 (she remembers most of it)

Combat
Manoeuvre Bonus Base Damage Notes
Sword +10 12 Slash/stab
Parry (sword) +10 — Defence action

Punch +7 6 Bash
Dodge +10 — Defence action
Grapple +9 — Resisted by Dodge

Magic +11 — By Spell

Defensive Magics Bonus = Willpower+Occultism+Magic+Mod
- Deflect (0) +11 Deflects spells 45º

Known History:
Widow from Lord Charles Beaumont who died some 5 years previous, she has spent the last year becomming familiar with society again. Her husband was a known traveler and adventurer who had a nose for the strange and unusual, and some even say that this may have rubbed off on her.

Lady Beaumont will be making her first appearance in a beautiful blue dress, that is at the height of fashion with a delicate white/pearl colored shawl. Her evening hat is the same color of her dress, with just a bit of mesh weave along the front.

She does carry a small cane to help her walk, she seems to lean on it more for support than actually needing it to walk.

Lady Beaumont is just over five feet tall and she has the most alluring green eyes.

Secret History:
Lady Beaumont was born in 1569 and is immortal.
She was a young English girl that made her way to the new world in the year 1585.  She came to the new world and settled in the Roanoke Colony where she lived for a couple of years.  Then something happened.  She was caring for the young Virginia Dare and then woke up several days later and several miles from home.  When she had managed to return to the colony, everyone was gone.  She also discovered that she was immortal and was certain that the two were somehow linked.
Valerie spent the next few years roaming the new world.  She learned magic from some of the few true witches in Salem and more from the Indigenous Americans.

She has since returned to England but now considers herself an American.

She is acquainted with the Protectors of Albion and has worked with Walter Edwards before.  She is also very good friends with the American Statesmen Benjamin Franklin and considers him a dear friend.  All of these people do know her secret.

She has a ring on her right little finger that manages a glamour that "ages" her.  A gift from a former lover. Currently, she appears to be in her mid-40s.  Without the glamour, she appears as she did when she discovered her immortality a young woman of 18.  Her mind though is as someone approaching 300.
She walks with a cane, but that is a mere affectation.  The cane houses a sword of fae steel (very rare indeed as the faerie are loathed to work steel).  She is quite adept at its use (having practiced for centuries) and in her hands, it becomes a deadly, formidable weapon.

Valerie is given more freedoms in Victorian society than would normally be due to a woman.  She has status, money and is widowed, all which contribute to her status, and she is an American so society often looks the other way for her.