Main Personality Trait: Roguish
Card Family: Secrets
Animal: Raven
Object: Book
Ephemera Use: We can safely possess three ephemera at any given time.
Skill: We have 1 level of skill with anything having to do with understanding, quantifying, or identifying magic that lies outside of codified magical practices like spells, rituals, invocations, and the like. This might include natural magical effects, magic produced by creatures, and so on.
Threads: We have access to two aggregates and can weave two of them at a time.
Freedom
Wind
Threads: Freedom and Wind
Level: 6 [+1 die]
Cause a bolt of lightning to arc and hit a target near by (50 feet) for 6 damage.
Color: Red
Threads: Freedom and Wind
Level: 6
Transform a weapon's attack to deal electric energy that does 6 damage.
Depletion: 0–3 (check at the end of each combat encounter)
Color: Gold
Notes: Taking Wind's default range of near and making it affect the weapon they touch reduces the level 6 effect "Inflict 6 damage" by 1. Freedom's default range of near turned to touch decreases the level by 1. Increasing the depletion from 1 round to "check at the end of each combat encounter" increases the level by 2.
Threads: Wind and Freedom
Level: 6
Using the qualities of speed and movement, the Weaver can run at supernatural speeds, moving up to a very long distance as an action, or moving a long distance as a part of another action.
Depletion: 0–4 (check each hour)
Color: Green
Notes: Taking Wind’s default range of near and making it affect only the Weaver reduces the level 4 effect “Move a very long distance instantly” by 1. Freedom’s default range of near turned to medium increases the level by 1. Wind and Freedom's default duration of one round turned to medium (0–4 check each hour) increases the level by 2.
Level: 4 (+1 die)
One nearby being can no longer perform one specific action that I name. In the case of this spell, the specificity is important. Make melee attacks, cast spells, speak, or move from where they stand are all viable actions to name. Take offensive actions, breathe, think, or move a muscle are all too broad.
Depletion: 0 (check each round)
Color: Blue
Fingerflame (not learned yet)
Verify (not learned yet)
Grey Tattoo (Level 7): Inscribed on Jenkin's flesh are multiple prominent symbols of trickery, deception, and illusion. While the active Sooth card is on the Grey Sun, the tattooed being gains +1 to actions involving deception or stealth, including using Grey magic. If the tattoos are covered up, the bonus is negated. Color: Grey
Accuracy: 2
Movement: 2
Physicality: 6
Perception: 2
Sorcery:
Interaction:
Intellect:
Sortilege:
Lockpicking: 3
Stealth: 1
Natural Magical Lore: 1
Total: 0
Current: 0
Total: 1
Current: 1
Total: 1
Current: 1
Magic is for beguiling, fooling, and tricking. I use it to cover my tracks and distract those who have things I want. It becomes easier for me to take those things.
There are many ways to use magic to aid in subterfuge, stealth, and beguilement, but stealth sorcerers first and foremost focus on the most straightforward ways. Our careful movements and stealthy actions are literally laced with magic to make us better thieves.
Mystic Thief
Level: 2 (no cost)
My features are blurred, the sounds I make muffled. I add +1 to all sneaking actions. Not an action in and of itself.
Color: Grey
Quick Thinking, Fast Talking
Level: 3
I gain 3 bene to my Interaction pool as I use sorcery to lie, distract, and talk my way out of dangerous situations.
Color: Grey
You have a home of your own and are connected to others. This is the most common foundation among vislae.
Income: 50 crystal orbs
Initial Savings: 100 crystal orbs
Hidden Knowledge: 10
House: Prominent, large, or unique; level 3
Connections: 2 levels
: Level 1
: Level 1
House: Unique; level 3
There is no “typical” unique house—that’s the point. However, they are usually fairly small, with only three to five rooms at most.
Augments: A unique house can have up to six augments.
Special: One house augment (level 3 or lower)
Initial Motivations: You have reached a point in life where you can perhaps relax, just a bit. You have a good home, you are known and at least relatively respected, and you have enough income to support a modest lifestyle. Appearances and reputation are important to you, and you probably entertain guests on a regular basis, attend parties and functions, and so forth to maintain or improve your position.
Neighbors
Your neighbor who goes by "F.R.I.C.K" is a member of the Church of Midnight. When ever Frick sees you he always asking how you are doing and if you need anything to let them know. They would be glad to help...
Shru is a tall, long armed and legged rotund man who speaks with a loud heavy accent. Their house is a tall, 3 story dark gothic house that is not well maintained.
Points of Interest
Constant red rains corrodes and rust metal faster than normal.
"The Well of Velefor" is a wishing well with a reputation of granting wishes but with a heavy cost.
"The Flower Truck" is a old decrepit vehicle that is found in various parts of the neighborhood that is the entrance to a spacious drinking establishment.
Local Issues
Due to the red rains there is constant construction.
The local gerent is known to be corrupt.
Locksmith
Shadow Skill: Lockpicking
Shadow Memento: Lockpicking kit
Friend
Associate
Family
Known People
You seek where magecoins come from.
Cost: Seeker. You pay a cost of 2 Acumen. (Done)
Opening: Naming the Secret. 1 Acumen reward. You give your goal a name. “I am seeking how magecoins are created". (Done)
Step(s): Research. 1 Acumen reward. You scour libraries and old tomes for clues and information.
Step(s): Investigation. 1 Acumen reward. You talk to people to gain clues and information.
Step(s): Tracking. 1 Acumen reward. You track down the source of the secret information and travel to it.
Climax: Revelation. 2 Acumen reward. You find and attempt to use the secret, whatever that entails. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You contemplate how this secret affects you and the world.
Two characters knew each other in Shadow. It’s possible that they escaped Shadow at the same time, or in the same circumstances.
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.
Desmond the Maker has a friendly rivalry with Jenkins. They don’t want to see the other outright fail, but each would like to succeed more than the other. The rivalry may have an overt, specific story reason as well as a general one, such as being rivals for the same romantic partner, rivals for a position in a shared order, and so on.
Benefit: Each time one character succeeds at an action, the other is incentivized and gains +1 to their next action. This applies only if the characters are within long distance of each other and can see each other.
Drawback: If the characters are apart for more than an hour, it takes until the next sunrise to “recharge” the benefit power.
Rifle (Leve 4)
A dark secret Jenkin has was that back in the shadow when working as a locksmith, he would make it so that he would steal from his clients, breaking through this own locks.