Character arcs and story arcs are central to Invisible Sun because they are how the game invests itself in stories and character depth and development. They are the main ways that the game remains character focused. Rather than following a quest given to you by an NPC, with character arcs, you decide what you do, and why.
Choosing your first character arc is the sixth step of character creation. Even after you finish the arc, you’ll undoubtedly have (at least one) more, so it remains an important part of your defining essence, represented by all six fingers of the Testament of Suns.
You choose an arc for your character, and as the character progresses through the story points of the arc, they earn Acumen (and possibly Joy or Despair) to reflect that progress. Because character arcs are frameworks in which to build an individual character’s stories, they are very general. It’s up to the players and the GM to make the details fit.
As you move through the various steps in the arc, from the opening to the climax and the resolution, you earn Acumen rewards. At the end of a session, as each player goes through their character summary, they describe how actions that happened in the session equate to the completion of a step (or possibly more than one step) in their character arc. If everyone agrees, the character gets their Acumen reward, as detailed in that arc.
Within the arc, most of the time a step is probably optional, depending on the situation—although it’s hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.
Character arcs should always take at least weeks in game time, and no more than two steps in an arc should be accomplished in a game session or side scene (and most of the time, it should be one step, if any). If neither of these two things is true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something you can make in an hour or two.
Bonded characters can share character arcs. In other words, two close friends can set out to undo the same wrong, train the same creature, or solve the same mystery.
Story arcs are like character arcs, but they almost always involve multiple characters. These are the stories that drive the central narrative that the group will play. A character arc becomes a story arc when multiple PCs join in on things. If they do, they can all reap the rewards of progressing the arc.
Sometimes, story arcs aren’t just character arcs with multiple characters. They are larger than character arcs. It wouldn’t be wrong to think of them as “major arcs” while character arcs are “minor.” A story arc might encompass multiple character arcs within it. If, for example, a story arc involves defeating a cabal of vislae kidnapping and sacrificing people to sell their souls to demons, this story arc might involve a Solve a Mystery arc (why did our friend disappear?), a Rescue arc (to get them back from the cabal’s clutches) and then a Revenge arc (after the friend is killed by the cabal).
Either kind of story arc can be initiated by the GM as part of the larger story going on in the narrative. This can be a combination of individual character arcs woven into a larger story, or a number of arcs undertaken by some or all of the characters.
At character creation, you can choose one character arc for your character. Players have the option to not choose one at the beginning, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If you begin the narrative out to find the woman who killed your brother, that says a lot about you: you’ve got a brother, he was likely close to you, he had been in at least one dangerous situation, and you are probably motivated by anger and hate, at least somewhat.
Once play begins, players can still take on a new arc whenever they wish. However, most arcs have a beginning investment in Acumen that must be paid, reflecting the character’s devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.
Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for characters. It’s certainly in the GM’s purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn’t have to adopt the Instruction arc unless they want to.
All arcs have the following parts, called story points:
Cost: This is a cost, usually of 2 Acumen, to start the arc if it is not the character’s first arc, which is chosen at character creation.
Opening: This sets the stage for the rest of the arc. It involves some action, although that might just be the PC agreeing to do the task or undertake the mission. It usually has a reward of 1 Acumen.
Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many, depending on the story told. Each usually has a reward of 1-2 Acumen.
Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Reaching this point earns a reward of 3 Acumen, but there’s more, depending on whether the PC is successful. Not every arc ends with victory. If the character is successful, they earn 1 Joy. If they fail, they earn 1 Despair. If a character fails the climax, they very likely ignore the resolution.
Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any loose ends, and figure out what happens next. When things are more or less resolved, the character earns 1 Acumen.
The following are general guidelines for common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.
Someone needs your help.
When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.
If you have a bond with the friend you are helping, this may increase the Acumen earned with each story point by 1.
It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.
The majority of the cost, story points, and rewards for a character with this arc are the same as those described in the original character arc.
Cost: Agreeing to Help. You pay a cost of 2 Acumen.
Opening: Answering the Call. 1 Acumen reward. Offering to help (or responding to a request for help).
Step(s) and Climax: Depends on the friend’s arc. Acumen, Joy, and Despair rewards are the same for you as for the friend.
Resolution: 1 Acumen reward. You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if anything) and where you will go from here.
You set out to accomplish something that will further an organization. You’re probably allied with them or they are rewarding you for your help in some fashion.
Cost: Saying Yes. You pay a cost of 2 Acumen.
Opening: Responding to the Call. 1 Acumen reward. You work out all the details of what’s expected of you, and what rewards (if any) you might get. You also get the specifics of what’s required to join and advance.
Step: Sizing up the Task. 2 Acumen reward. This requires some action. A reconnaissance mission. An investigation.
Step(s): Undertaking the Task. 2 Acumen reward. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.
Climax: Completing the Task. 3 Acumen reward. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase by 1 level rather than take the Acumen reward.
Someone close to you or important to you in some way has been wronged. The most overt “avenge” arc would be to avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.
Cost: Vow. You pay a cost of 2 Acumen.
Opening: Declaration. 1 Acumen reward. You publicly declare that you are going to avenge the victim(s). This is optional.
Step(s): Tracking the Guilty. 1 Acumen reward. You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.
Step: Finding the Guilty. 2 Acumen reward. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s left is to confront them.
Climax: Confrontation. 3 Acumen reward. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You resolve the outcome and the ramifications of the confrontation and decide what to do next.
You are becoming a parent.
The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc.
Cost: Decision. You pay a cost of 2 Acumen.
Opening: Impregnation. 1 Acumen reward.
Step: Finding a Caretaker. 1 Acumen reward. This might be a physician, midwife, doula, or similar person. This is optional.
Step: Complication. 2 Acumen reward. A complication arises that threatens the pregnancy, the mother, or both.
Step: Preparation. 1 Acumen reward. You prepare a place for the delivery as well as a safe place for the infant to live once born.
Climax: Delivery. 3 Acumen reward. The baby is born. If the child survives, you also gain 1 Joy. If not, you gain 1 Despair.
Resolution: 1 Acumen reward. You get the baby to the place you have prepared and settle in, deciding what to do next.
You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical construction. You might build it with spells or other magic, or this might be an arc to create a magical structure in a distant, mystical half-world.
Cost: The Idea. You pay a cost of 1 Acumen.
Opening: Make a Plan. 1 Acumen reward. This almost certainly involves literally drawing up blueprints or plans.
Step(s): Find a Site. 1 Acumen reward. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)
Step(s): Gather Materials. 1 Acumen reward. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.
Step(s): Construction. 1 Acumen reward. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.
Climax: Completion. 3 Acumen reward. The structure is finished. A successful construction results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You put the structure to its desired use and see if it holds up.
Someone or something has been contaminated, probably by foul magic, and you want to rid them of such influences. This might be a curse, a possession, an infestation, or something else.
Cost: Becoming Aware of the Need. You pay a cost of 2 Acumen.
Opening: Analyzing the Threat. 1 Acumen reward. You determine the nature of the contamination.
Step: Find the Solution. 2 Acumen reward. Almost every contamination has its own particular solution, and this likely involves research and consultation.
Step: Getting Ready. 1 Acumen reward. The solution probably involves materials, spells, or other things that you must gather and prepare.
Climax: The Cleansing. 3 Acumen reward. You confront the contamination. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?
You want to make something. This might be a magic item, a painting, a novel, or a useful tool. This arc isn’t for Makers, who have their own rules for creating items. It assumes something even more involved.
Cost: The Idea. You pay a cost of 1 Acumen.
Opening: Make a Plan. 1 Acumen reward. You figure out what you need, what you’re going to do, and how you’re going to do it.
Step(s): Gather Materials. 1 Acumen reward. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.
Step(s): Progress. 2 Acumen reward. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.
Climax: Completion. 3 Acumen reward. It’s finished! Is it what you wanted? Does it work? Success results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You think about what you have learned from the process and use or enjoy the fruits of your labor.
Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.
Cost: Recognizing the Foe. You pay a cost of 2 Acumen.
Opening: Sizing up the Competition. 1 Acumen reward. This requires some action. A reconnaissance mission. An investigation.
Step: Investigation. 2 Acumen reward. This requires some action. A reconnaissance mission. An investigation.
Step(s): Diving In. 2 Acumen reward. You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.
Climax: Confrontation. 3 Acumen reward. The contest, challenge, fight, or confrontation occurs. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You reflect on what you’ve learned and what the consequences of your actions might be.
A person, place, or thing is threatened, and you want to protect it.
Cost: Establish the Threat. You pay a cost of 2 Acumen.
Opening: Analyze the Situation. 1 Acumen reward. What are you defending, and what threats are involved?
Step: Account for Your Resources. 1 Acumen reward. How are you going to defend?
Step(s): Fend Off Danger. 2 Acumen reward. The forces threatening what you are protecting probably make an initial threat that you’ll have to defeat. It’s not the main threat, though. There might be multiple such initial threats.
Climax: Protect. 3 Acumen reward. The true threat reveals itself and you confront it. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety going forward.
You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC. In the case of an NPC, the end result might be an NPC bond, and in the case of a PC it’s a PC bond.
Cost: Putting Yourself Out There. You pay a cost of 2 Acumen.
Opening: Getting to Know You. 1 Acumen reward. You learn what you can about the other character.
Step: Initial Attempt. 1 Acumen reward. You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.
Step(s): Building a Relationship. 2 Acumen reward. There might be many such steps as you develop the relationship.
Climax: Bond. 3 Acumen reward. You succeed or fail at forging the bond. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You enjoy the fruits of your new relationship.
You want to create and run a business or start an organization. Maybe you’re a Maker who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a new school of magic. You’ll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.
Cost: The Founding of an Idea. You pay a cost of 2 Acumen.
Opening: Drawing up a Plan. 1 Acumen reward. What’s your goal, and how are you going to achieve it?
Step: Account for Your Resources. 1 Acumen reward. How much financing does the enterprise need compared to what you’ve got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?
Step: Finding a Location. 1 Acumen reward. You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.
Step(s): Building the Enterprise. 1 Acumen reward. You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as one step, so there will be many steps.
Climax: Profit and Loss. 3 Acumen reward. You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s first big meeting or mission, or whatever else is appropriate. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. A time for reflection on everything that occurred, and how you’re going to move forward.
You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.
Cost: The Need for Proof. You pay a cost of 2 Acumen.
Opening: Assessment. 1 Acumen reward. You assess yourself as well as who you need to prove yourself to.
Step(s): Appearances Matter. 1 Acumen reward. You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.
Step(s): Self-Aggrandizement. 1 Acumen reward. You need to get the word out to get people talking about you. There might be many such steps.
Climax: Grabbing Attention. 3 Acumen reward. You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash (1 Joy) or a big crash (1 Despair).
Resolution: 1 Acumen reward. You reflect on what you did and where you go from here.
Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a region of one of the less-explored suns, a newly discovered half-world, or even the Dark itself.
Cost: The Undertaking. You pay a cost of 2 Acumen.
Opening: Make a Plan. 1 Acumen reward. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you’re going to do.
Step(s): Gather Resources. 1 Acumen reward. You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.
Step(s): Travel. 1 Acumen reward. You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.
Step(s): Exploration. 1 Acumen reward. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There might be many such steps.
Climax: Conquest. 2 Acumen reward. You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You return home and possibly share your findings.
This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t orchestrated by someone else—it’s all your own doing.
Cost: The Initial Misstep. You pay a cost of 1 Acumen.
Opening: The Descent. 1 Acumen reward. Things go bad.
Step(s): Further Descent. 1 Acumen reward. Things get worse. Depending on the situation, this might involve many steps.
Step: Lashing Out. 1 Acumen reward. You treat others poorly as you descend.
Climax: Rock Bottom. 3 Acumen reward. There is no Joy reward possibility. Only 1 Despair.
Resolution: 1 Acumen reward. You wallow in your own misery.
Something that was begun in the past must now be completed. This might involve destroying an artifact of the Dark, finishing the construction of a monument, or uncovering a lost temple forgotten to the ages.
Cost: Taking on the Responsibility. You pay a cost of 2 Acumen.
Opening: Assessing the Past. 1 Acumen reward. You look at what has come before and where it still needs to go. This almost certainly involves some real research.
Step: Conceive a Plan. 1 Acumen reward. You make a plan on how to move forward.
Step(s): Progress. 1 Acumen reward. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.
Climax: Completion. 2 Acumen reward. This involves the big finish to the past work. A successful finale results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You reflect on what you did and where you go from here.
Willingly or unwillingly, you are going to change. This is another “meta” arc. It’s less about a goal and more about character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.
Cost: No One’s Perfect. You pay a cost of 1 Acumen.
Opening: The Beginning. 1 Acumen reward. Change usually begins slowly, in a small, almost imperceptible way.
Step(s): Change. 1 Acumen reward. Growth involves many small steps.
Step: Overcoming an Obstacle. 2 Acumen reward. The temptation to resort to your old ways is always present.
Climax: Self-Evident Change. 3 Acumen reward. This is a dramatic about-face. This is the moment where you do something the “old you” would never have done, and it has a profound effect on you and those around you. A successful resolution of this moment results in 1 Joy. Failure results in 1 Despair. Either way, growth is possible.
Resolution: 1 Acumen reward. You recognize the change in yourself and move forward.
You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a spell or spells, or the general use of magic. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).
Cost: Taking on a Pupil. You pay a cost of 2 Acumen.
Opening: Getting to Know Them. 1 Acumen reward. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.
Step(s): The Lessons. 1 Acumen reward. Teaching is often a slow, gradual process.
Step: Breakdown. 2 Acumen reward. Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.
Climax: Graduation. 3 Acumen reward. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You and the pupil say your goodbyes, and you look toward the future.
You want to join an organization. This likely is not an order, since vislae start the game already belonging to an order if they wish it. Vislae often join other organizations as well, however, and this arc is a great way to portray that.
Cost: The Decision to Join. You pay a cost of 2 Acumen.
Opening: Getting the Details. 1 Acumen reward. You learn all you can about the organization and how one becomes a member.
Step(s): Making a Contact. 1 Acumen reward. Friends on the inside are always important.
Step(s): Performing a Deed. 2 Acumen reward. The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.
Climax: Proving Your Worth. 2 Acumen reward. This is the point at which you attempt to show the organization that they would be better off with you as a member. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You consider your efforts and assess what your membership gets you.
You try to right a wrong or bring a wrongdoer to justice.
Cost: Vow. You pay a cost of 2 Acumen.
Opening: Declaration. 1 Acumen reward. You publicly declare that you are going to bring justice in this situation. This is optional.
Step(s): Tracking the Guilty. 1 Acumen reward. You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.
Step: Helping the Victim. 2 Acumen reward. Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.
Climax: Confrontation. 3 Acumen reward. You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You resolve the outcome and ramifications of the confrontation and decide what to do next.
You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Since mechanics for learning most skills already exist, this arc might be more narrative in nature. Thus, it’s not about gaining a level in climbing, but learning to be an experienced mountaineer.
Cost: Discovering the Deficiency. You pay a cost of 2 Acumen.
Opening: Focusing on the Problem. 1 Acumen reward.
Step: Finding a Teacher or a Way to Teach Yourself. 2 Acumen reward. Now you can truly begin.
Step(s): Learn. 1 Acumen reward. Depending on what you’re learning, this could involve one step or quite a few.
Climax: The Test. 3 Acumen reward. You put your new knowledge to the test in a real situation. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You relax a bit and decide what to do next.
You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.
Cost: Realizing There’s More. You pay a cost of 2 Acumen.
Opening: Finding the Path. 1 Acumen reward. You’ve learned the basics. Now it’s time for the advanced material.
Step: Discovering a Master. 2 Acumen reward. You find a master to help you become a master.
Step(s): Learn. 1 Acumen reward. Depending on what you’re mastering, this could involve one step or quite a few.
Step: The Last Step. 1 Acumen reward. Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.
Climax: The Test. 3 Acumen reward. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very important situation. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You relax a bit and decide what to do next.
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.
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.
You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.
Cost: The Thrill of Discovery. You pay a cost of 2 Acumen.
Opening: The Idea. 1 Acumen reward. You draw up plans for the thing you want to invent or discover.
Step: Research. 1 Acumen reward. You learn what people have done before and recognize where they fell short.
Step(s): Trial and Error. 1 Acumen reward. You test your hypothesis. This often ends in many failures before you get a success.
Climax: Eureka! 3 Acumen reward. It’s time to put the discovery to the true test. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if nothing else.
You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.
Cost: The Responsibility Is Yours. You pay a cost of 3 Acumen.
Opening: Sharing Your Home. 1 Acumen reward. The child now lives with you.
Step: Care and Feeding. 1 Acumen reward. You learn to meet the child’s basic needs.
Step(s): Basic Instruction. 1 Acumen reward. You teach them to walk, talk, and read. You teach them to care for themselves.
Step(s): The Rewards Are Many. 1 Acumen reward. The child loves you. Relies on you. Trusts you. Eventually, helps you.
Step(s): Ethical Instruction. 1 Acumen reward. You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.
Climax: Adulthood. 2 Acumen reward. At some point the child leaves the proverbial nest. You determine, at this point, your own success (1 Joy) or failure (1 Despair).
Resolution: 1 Acumen reward. You reflect on the memories you have made.
You need to heal. This isn’t just for healing a Wound or Anguish (which can be done with a good night’s sleep, most often). This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and madness all fall into this category.
Cost: Hurt. You pay a cost of 2 Acumen.
Opening: Rest. 1 Acumen reward. The first thing you need to do is rest.
Step: Self Care. 1 Acumen reward. You take care of your own needs.
Step: Getting Aid. 1 Acumen reward. Someone helps.
Step: Medicine. 1 Acumen reward. Some kind of drug, cure, poultice, potion, or remedy aids your recovery.
Step: Therapy. 1 Acumen reward. With the help of someone else, you exercise your injury or cope with your trauma.
Climax: The Moment of Truth. 2 Acumen reward. You try to move on and use what has been damaged (or get by without it). A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You get on with your life.
You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.
Cost: Sorrow. You pay 2 Acumen.
Opening: Regret. 1 Acumen reward. You are determined to rebuild, recover, and restore.
Step: Forgiveness. 1 Acumen reward. You apologize and ask for forgiveness.
Step: Identifying the Needs. 1 Acumen reward. You determine what needs to be done to atone for your transgression.
Climax: Making Good. 3 Acumen reward. You perform an act that you hope will redeem your past misdeed. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You reflect on what has happened but now look to the future.
You owe someone something, and it’s time to make good.
Cost: Debtor. You pay 2 Acumen.
Opening: Debts Come Due. 1 Acumen reward. You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it’s performing a deed or a series of deeds.
Step: Talking It Over. 1 Acumen reward. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is what they want.
Climax: Repayment. 3 Acumen reward. Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You relax knowing that your debt is repaid, and you look to the future.
Someone or something of great importance has been taken, and you want to get them back.
Cost: Debtor. You pay 2 Acumen.
Opening: Heeding the Call. 1 Acumen reward. You determine what has happened, and who or what is missing.
Step: Tracking. 1 Acumen reward. You discover who has taken them, and where.
Step: Travel. 1 Acumen reward. You go to where they are being held and get information on the location and who is involved. Maybe make a plan.
Climax: Rescue Operation. 3 Acumen reward. You go in and get them. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You return them home.
You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed. You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.
Cost: Brought Low. You pay 2 Acumen.
Opening: Vow to Yourself. 1 Acumen reward. You are determined to rebuild, recover, and restore.
Step(s): Work. 1 Acumen reward. You rebuild, recover, and restore. If all your money was stolen, you make more money. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.
Climax: The Final Act. 3 Acumen reward. You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You enjoy a return to things the way they were before.
Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s personal. Otherwise, use the Justice arc.
Cost: You’ve Been Wronged. You pay 2 Acumen.
Opening: Vow. 1 Acumen reward. You swear revenge.
Step(s): Finding a clue. 1 Acumen reward. You find a clue to tracking down the culprit.
Climax: Confrontation. 3 Acumen reward. You confront the culprit. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.
You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you’re just interested in a relationship in general.
Cost: Interested. You pay 2 Acumen.
Opening(s): Caught Someone’s Eye. 1 Acumen reward. You meet someone you are interested in. (Since this can be short-lived, it’s possible to have this opening occur more than once.)
Step(s): Courtship. 1 Acumen reward. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant moments are, and there may be a few of them.
Climax: Commitment. 3 Acumen reward. You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You think about the future. Marriage? Children? These are only some of the possibilities. You can take the appropriate NPC bond or PC bond in lieu of the Acumen award if you wish.
Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”
Cost: On the Case. You pay a cost of 2 Acumen.
Opening: Pledging to Solve the Mystery. 1 Acumen reward.
Step: Research. 1 Acumen reward. You get some background.
Step(s): Investigation. 1 Acumen reward. You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.
Climax: Discovery. 2 Acumen reward. You come upon what you believe to be the solution to the mystery. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 2 Acumen reward. In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper authorities).
Someone else has something you want.
Cost: Desire. You pay a cost of 2 Acumen.
Opening: Setting Your Sights. 1 Acumen reward. You make a plan.
Step: Casing the Joint. 1 Acumen reward. You scout out the location of the thing (or learn its location).
Step(s): Getting to the Object. 1 Acumen reward. Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.
Climax: The Attempt. 3 Acumen reward. You make your heist. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for stealing it.
You want to domesticate and train a creature. While the beast doesn’t need to be wild, it must not already be domesticated and trained.
Cost: Becoming a Trainer. You pay a cost of 3 Acumen.
Opening: Getting Acquainted. 1 Acumen reward. You get to know the creature a bit, and it gets to know you.
Step: Research. 1 Acumen reward. You get information on the type of creature or advice from others who have trained one.
Step: Domestication. 1 Acumen reward. After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.
Step(s): Training. 1 Acumen reward. Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.
Climax: Completion. 2 Acumen reward. Believing the creature’s training to be complete, you put it in a situation where that is put to the test. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You reflect on the experience.
You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. The most obvious means of transformation at your disposal are likely the changeries in Satyrine, but others are certainly possible. It could even be death, which would turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.
Cost: Wishing for Change. You pay a cost of 1 Acumen.
Opening: Deciding on the Transformation. 1 Acumen reward.
Step: Research. 1 Acumen reward. You look into how the change can be made and what it entails.
Step(s): Investigation. 1 Acumen reward. This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.
Climax: Change. 2 Acumen reward. You make the change, with some risk of failure or disaster. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You contemplate how this change affects you going forward.
There is knowledge out there that you want. This arc is a great way to get one of the secrets in the chapter Character and House Secrets that the GM has said aren’t readily available. Likewise, it could be an attempt to find and learn a specific rare spell or ritual. This could also be a hunt for a lost magic word or key that will open a sealed door, the name of a devil, the secret name of an important person, or just how the arabast fashioned their windows in ancient times.
Cost: Seeker. You pay a cost of 2 Acumen.
Opening: Naming the Secret. 1 Acumen reward. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands.”
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.
Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing. This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.
Cost: Outrage. You pay a cost of 2 Acumen.
Opening: Vowing to Put Right What Once Went Wrong. 1 Acumen reward.
Step: Make a Plan. 1 Acumen reward. You learn all you can about the situation and then make a plan to put things right.
Step(s): Progress. 2 Acumen reward. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.
Climax: Change. 3 Acumen reward. You face the challenge of the former wrong, and either overcome it or fail. A successful resolution results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You reflect on what you’ve accomplished and think about the future.