Main Personality Trait: Plotting
Card Family: Mysteries
Animal: Rat
Object: Mirror
Ephemera Use: We can safely possess three ephemera at any given time.
Skill: We are trained in 1 level of magical lore.
Spell: We learn two general spells that we have enough Sorcery to cast.
Counterspell: As an action, we can cast a counterspell that unravels and dispels one active, ongoing spell or magical effect that is level 1 or level 2. The cost for the counterspell is the same as the cost for the original spell (almost always 1 Sorcery per level).
Raw Power: Apostates start with 3 additional bene in their Sorcery pool as a permanent bonus.
Testament Rejection: As we reject the idea of the orders and the Testament of Suns that they use as their symbol, so too can we ignore the effect of a Sooth card held by the Testament of Suns if we choose.
Apostate Abilities: We gain two selections from the list of abilities for which we meet the prerequisites.
Extra Spells: We learn two general spells that we can master and cast.
Telestic Strike: We inflict +2 damage with any weapon attack, enhanced with magical energies.
Call the Black Cube (Level 4): I summon the Black Cube from the Void. Opening the box is difficult and dangerous. An Intellect-based action is required to solve the puzzle involved, with a challenge of 4. If this should fail, I gain a scourge in Intellect and the box disappears. The scourge disappears when the sun next rises. Opening the box reveals a random ephemera object, level 3 to 5. The box lingers for a few rounds after it is opened. Then it disappears.
Color: Pale
Facet: The Dark
Secret Name (Level 0):
Hex name:
Charm name:
Red Tattoo (Level 7): Inscribed on Earl's flesh are multiple prominent symbols of destruction, decay, and change. While the active Sooth card is on the Red Sun, the tattooed being gains +1 to actions involving attacks or destruction, including using Red magic. If the tattoos are covered up, the bonus is negated. Color: Red
Accuracy: 0
Movement: 0
Physicality: 0
Perception: 0
Sorcery: 0 + 3
Interaction: 0
Intellect: 0
Sortilege: 0
Skill: 0
Magical Lore: 3
Bluff: 3
Current: 0
Total: 1
Current: 0
Total: 1
Current: 2
Total: 2
I contain multitudes.
I am possessed not by one demon, but by many. They work with me, because my success and wellbeing are theirs. Thus, “I” is actually “we.”
Most people do not understand the possessed. They brand us as maniacs. They think us servants of evil. What they don’t see is that we are not servants, but partners. The demons within the possessed do not necessarily force them to be dark crusaders, although it would be a lie to say that the demons don’t occasionally suggest courses of action that one would never call “good.”
Level: 1 (no cost)
The demons enhance our body so that they do not utterly burn me out by their presence. We add +4 to our core Certes to divide among our pools. Not an action.
Color: Gold
Level: 4
The demons enhance my attacks and encourage my offensive actions. We add 3 bene and 1 enhancement to our Accuracy pool.
Color: Red
Soul Description
Symbol/Image:
Gift:
You have ties to one or more significant people or groups in Satyrine (or beyond).
Income: 50 crystal orbs
Initial Savings: 80 crystal orbs
Hidden Knowledge: 12
House: Prominent; level 2
The Riven Demon, a Floating Corsair ship stranded in Fartown
Rooms: 5 + 1 Hidden Room
Living Room: Main Deck
Kitchen: Ship's Galley
Study: Captain Study
Bedroom: Cabin
Bed
Pillow
Side Table
Lamp
Wardrobe
Simple shirt
Simple pants
Connections: 3 Levels of Connections
: Level 1
: Level 1
: Level 1
Initial Motivations: You have friends and contacts everywhere. You’ve got a house and the financial means to keep you going, but more important, you know know—and are known by—people of importance. To get to where you are (and to stay there), you likely spend time in social pursuits: parties, gatherings, meetings, and so on. You also very likely entertain guests in your home on a regular basis. You’re either an extrovert or an exhausted introvert.
Neighbors
The Flabbers: A large family of Elderbrin usually taking the form of short humans with various animal heads. They are kindly and welcoming but are anarchist who believe most humans are conspiring and come up with violent ways of resolving issues.
Ted Fallangies: A nosy, well-meaning man who worships a strange entity from the deeps of Blue. He always seems to be present when Earl leaves or is around the neighborhood. While well-meaning Earl tries to avoid the incredibly annoying man. Ted has a strange ability to extend his pinky and thumb impossibly long distances.
Points of Interests
Aquarium Park: A park that appears to consist of underwater fauna and flora without the water. Various fish swim through the air and tall kelp flows as if underwater.
Harmonious Words: A prosody where songs and poetry that is sung provides sustenance to the listeners.
Grynn's Gramarye: This chained library contains the books required to learn most general spells, at least up to level 8. Grynn was a wealthy vislae from before the War. Today, Tiora, the cousin of his granddaughter’s husband, owns and runs the establishment. She has a staff of six assistants. As stated, this is a chained library. All the tomes are chained to the shelves to prevent theft. You must study your spells here at the tables provided. Tiora charges 1 crystal per day of study. This has made the place a bit of a vislae hub, and a number of small coffee shops and cafes have opened around it in the last few years to cater to those who use the general location to meet up and spend time.
Local Issues
Dreams sometimes come alive and haunt the neighborhood at night. They disappear as soon as the sun rises.
Parishioners of various gods tend to go through the neighborhood and try to evangelize anyone they met.
Banker
Worked at a bank.
Shadow Skill: Lying
Shadow Memento: Key that opened the bank vault.
My shadow shifts and writhes
Bond
Name and bond with Earl.
Earl was wealthy, charismatic, and manipulative banker who was very well off and respected in his time in Shadow. It was all a lie. So consumed was Earl in the lie of the Gray that he completely forgot that none of it was real. It was to Earl's surprise and tremendous disappointment when he was pulled out of the Gray. Even after being pulled out, he has forgotten his time before his time in the Gray.
In his time back in the Actuality, Earl has turned his back on the orders and has taken residence in the abandoned prominent floating pirate ship called The Riven Demon. He has also made connections with various groups around Satyrine. Since his time living on The Riven Demon, he's started to hear whispers in his mind and his body has been mysteriously gotten stronger.
Mysterious Background
You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc.
Cost: Tired of Not Knowing. You pay a cost of 2 Acumen. (Done)
Opening: Beginning the Search. 1 Acumen reward.
Step: Research. 1 Acumen reward. You look into your own family background, if possible.
Step(s): Investigation. 1 Acumen reward. You talk to people who might know. You follow clues.
Climax: Discovery. 3 Acumen reward. You discover the secret of your own background. You determine if what you learn is good (1 Joy) or bad (1 Despair).
Resolution: 1 Acumen reward. You contemplate how this new knowledge sits with you.
Jenkin's was a locksmith in the shadow. Earl used him to work on his bank vault locks and replace keys when needed.
Benefit: If the characters have the same Shadow skill, it is level 3 instead of level 2.
Drawback: If one PC is pulled back into Shadow, the other suffers a −1 on all actions until the friend returns.
While not friends, Desmond always seems to be crossing paths. They frequently turn up at the same places at the same time. Perhaps there is a reason for all this that will become clear later.
Benefit: At some point in the narrative, fate intervenes. Each character has all their pools refreshed and all Injuries, Wounds, and Anguishes healed, and both succeed on their next action, regardless of what it is (assuming it is not utterly impossible). Both characters must agree as to when this happens and have it fit their background story.
Drawback: Once the characters use the benefit, the bond is basically done.
Swordcane (Level 2)
Revolver (Level 4)
Rifle (Level 4)
Quality pants
Quality shirt
Coat