Vexx Shadowend
Archetype: Assassin
Outlook: Choleric
First Truth
"I would do anything or kill anyone for a chance to save my sick and dying daughter"
Second Truth
"I am was cheated of my wealth by my ex-husband, now my dead husband"
Skills and Styles
SKILLS | |
---|---|
FIGHT | 7 |
MOVE | 5 |
STUDY | 4 |
SURVIVE | 4 |
TALK | 6 |
TINKER | 4 |
STYLES | |
---|---|
BOLDLY | 5 |
CAREFULLY | 5 |
CLEVERLY | 4 |
FORCEFULLY | 6 |
QUIETLY | 5 |
SWIFTLY | 6 |
Focuses
- Acrobatics: (4) a discipline of motion involving feats of balance, agility, and fine motor control.
- Archery: (5) a study of the use and upkeep of bows, crossbows, and similar projectile throwers.
- Stealth: (3) techniques for moving unseen and unheard, or otherwise avoiding attention.
- Locks: (3) an understanding of various locking mechanisms, and how to disable them.
Battle
Stress: 4
Void: 1
Weapons
Weapon | Damage | Properties |
---|---|---|
Switchblade | 2 | Melee, Conceal |
Crossbow | 3 | Ranged (nearby), Ammo (10) |
Crossbow (Sleep Darts) |
Fast Sleep Truth | Ranged (nearby), Ammo (5) |
Talents
- Bespoke bloodletting (Assassin Talent) Once per session, whenever you source and shop for tools (whether they be weapons, chemical compounds, clothes, etc.) that will be used to carry out an assassination, you can add two extra d20 to a single roll to either find or haggle for the required tools.
- The great equalizer (Assassin Talent) Once per session, whenever you roll to attack someone with murderous intent, you canspend any number of Momentum. The GM loses that same number of Chaos. Then, reduce the result of each die rolled by that same number.
- Inhumane determination (Assassin Talent) Whenever you kill someone, reduce the Chaos you generate by 1.
- Outsider’s grin (Assassin Talent) Once per session, if you are in the same room as your current assassination target, you can add up to 4 Chaos to the pool. Roll a d20. If you the result is equal to or lower than the amount of Chaos you added, your target dies due to natural causes (free to specify the details)
- Directness (Choleric Talent) Whenever you attempt a skill test which uses any style other than forcefully, you may add 1 to Chaos to attempt that test forcefully
- No Hesitation (Choleric Talent) During any round in an action scene, you may add 1 to Chaos to act first, regardless of who would otherwise act first.
- The Early Hound Catches the Rat (Choleric Talent) When you attempt a skill test swiftly when time is a factor, you may spend 1 Momentum or add 1 to Chaos to halve the time the skill test takes
Belongings
- Picture of daughter
Rasmeer Blackstone
Archetype: Sharpshooter
Outlook: Demonstrative
First Truth
"I pride myself to always be prepared"
Second Truth
"I dislike to fight at close range"
Skills and Styles
SKILLS | |
---|---|
FIGHT | 7 |
MOVE | 4 |
STUDY | 6 |
SURVIVE | 4 |
TALK | 4 |
TINKER | 6 |
STYLES | |
---|---|
BOLDLY | 6 |
CAREFULLY | 7 |
CLEVERLY | 4 |
FORCEFULLY | 4 |
QUIETLY | 4 |
SWIFTLY | 6 |
Focuses
- Engineering: (3) a study of machinery, the use of electricity, and the means of designing, constructing, and inventing new technologies.
- Firearms: (5) a study of the use and maintenance of pistols, rifles, and other guns.
- Intimidate: (3) the ability to coerce others using threats.
- Tracking: (4) the ability to locate and follow the trails left by the passage of other creatures.
Battle
Stress and Void
Stress: 6
Void: 0
Weapons
Weapon | Damage | Properties |
---|---|---|
Rifle | 5 | Messy, Ranged (Distant) |
Talents
- Crack shot (Sharpshooter Talent): You may spend one Momentum to take careful aim before making a ranged attack, reducing the difficulty of the attack by 1.
- Exploit weakness (Sharpshooter Talent): When you attack an enemy who is suffering from a truth which represents a weak spot or vulnerability, you may choose to increase the difficulty of your attack by +1. If you succeed, then the target is killed immediately, rather than suffering stress.
- Prized weapon (Sharpshooter Talent): When you make an attack with a ranged weapon that you own, you ignore the first complication suffered. In addition, you reduce the difficulty of any skill test to obtain or make ammunition for your ranged weapon by 1, to a minimum of 0.
- Saboteur (Sharpshooter Talent): When you attack an object, structure, machine, or stationary vehicle, you may use Tinker instead of Fight, and you inflict +2 stress
- Astound (Demonstrative Talent) When you succeed a skill test boldly or cleverly which was difficulty 3 or higher, you may spend Momentum to astound onlookers. Each Momentum you spend adds a truth to one onlooker to represent being awestruck, impressed, or intimidated by you.
- Grandiloquent (Demonstrative Talent) When you talk cleverly during a contest, your opponent suffers a complication on an 18, 19, or 20, rather than just a 20, as your extensive vocabulary and grandiose manner causes confusion and frustration.
- Yes, I Am That Good (Demonstrative Talent) Whenever you attempt a skill test boldly or cleverly, you may choose to increase the difficulty by +1. If the test succeeds, you gain two bonus Momentum. This bonus Momentum cannot be saved.
Belongings
- Treated Cloth (+1 stress: already included)
- Helm (+1 stress: already included)
John Sparkbolt
Archetype: Inventor
Outlook: Phlegmatic
First Truth
"I do upon others what I want others to do upon me"
Second Truth
"I don't value life"
Skills and Styles
SKILLS | |
---|---|
FIGHT | 4 |
MOVE | 4 |
STUDY | 7 |
SURVIVE | 4 |
TALK | 5 |
TINKER | 7 |
STYLES | |
---|---|
BOLDLY | 4 |
CAREFULLY | 5 |
CLEVERLY | 7 |
FORCEFULLY | 6 |
QUIETLY | 4 |
SWIFTLY | 5 |
Focuses
- Engineering: (5) a study of machinery, the use of electricity, and the means of designing, constructing, and inventing new technologies
- Explosives: (4) a study of flammable and explosive substances, and the best ways to use or disarm explosive devices.
- Medicine: (3) the study of illnesses and the methods to treat or cure them.
- Negotiate: (3) the ability to bargain and haggle with others effectively.
Battle
Stress and Void
Stress: 5
Void: 0
Weapons
Weapon | Damage | Properties |
---|---|---|
Knife | 2 | Melee, Conceal |
Belongings
- Treated Cloth (+1 stress: already included)
- Experimental Blueprint Folio
- Tinkering Tools
Talents
- Controlled detonation (Inventor Talent): When you attempt a Tinker Carefully test to use a grenade, explosives, or some other volatile substance (such as a canister of whale oil) to damage or destroy an object or structure, and you buy one or more d20s by spending Momentum, you may reroll a single d20 and ignore the first complication suffered.
- Personal notes (Inventor Talent): Your notes, designs, and all documents and schematics you produce, are written in a unique shorthand or cipher that only you know. Other characters require a Study Carefully test with a difficulty of 4 in order to decipher your works. When you work with schematics or blueprints you have created yourself (or which you have transcribed into your style), you reduce the difficulty of Tinker tests by 1, to a minimum of 0.
- Pushing the boundaries of progress (Inventor Talent): When you attempt to Tinker Cleverly to design or construct a new device or machine, and you buy one or more d20s by adding to Chaos, you may also reduce the difficulty of the test by 1, to a minimum of 0.
- Salvage for parts (Inventor Talent): You may attempt a Tinker test with a difficulty of 1 to erase an existing piece of equipment, transforming them into spare parts, which can be used to help construct other items and devices.
- Lead by Example (Phlegmatic Talent) When you succeed at a skill test, you may spend a Void point to bolster an ally; the next time that ally attempts a skill test, you automatically assist that action.
- Stoic (Phlegmatic Talent) When you gain a truth which represents a mood or emotion, roll 1d20; if you roll equal to or under your Forcefully style, the truth is removed immediately.
- When the Time is Right (Phlegmatic Talent) At the end of any round during an action scene, if the amount of Momentum in the group pool is lower than the number of rounds that have elapsed during that scene, add one Momentum to the group pool.
Eleanor Carton
Archetype: Entrepreneur
Outlook: Manipulative
First Truth
"I will always try to get the better deal of any outcome"
Second Truth
"My greed might get the better of me at times"
Skills and Styles
SKILLS | |
---|---|
FIGHT | 4 |
MOVE | 4 |
STUDY | 5 |
SURVIVE | 5 |
TALK | 7 |
TINKER | 6 |
STYLES | |
---|---|
BOLDLY | 5 |
CAREFULLY | 5 |
CLEVERLY | 7 |
FORCEFULLY | 4 |
QUIETLY | 6 |
SWIFTLY | 4 |
Focuses
- Deceive: (5) the ability to convince others of things which are untrue.
- Negotiate: (4) the ability to bargain and haggle with others effectively.
- Society: (3) knowledge of, and the ability to navigate, the wealthier sides of urban life.
- Streetwise: (3) the ability to survive without comforts or shelter in an urban environment, knowledge of the seedier side of urban life.
Battle
Stress and Void
Stress: 5
Void: 0
Weapons
Weapon | Damage | Properties |
---|---|---|
Knife | 2 | Melee, Conceal |
Belongings
- Tinker Tools
- Royal Seal Contract
- Forged Papers
- Treated Cloth (+1 stress: already included)
Talents
- Black marketeer (Entrepreneur Talent): When you attempt a skill test to negotiate with criminals or attempt to buy or sell illegal or illicit goods, you may add an extra d20.
- Investors (Entrepreneur Talent): You may go to a contact to gain coin when you seek assistance from them. You may gain up to 100 coin from a contact, or up to 100 coin per point of Reputation from a faction. When you gain coin in this way, the contact will typically expect to be repaid in future with a cut of your profits or similar recompense.
- Sales pitch (Entrepreneur Talent): When you Talk Boldly to persuade someone to buy something you’re selling, or to persuade them that you have something that they want, you can either reduce the difficulty of your test by one, or, if you’re in a contest, you may increase your opponent’s difficulty by one instead.
- Self-made (Entrepreneur Talent): When you make a skill test to negotiate with or persuade someone of higher social status than you, you may reroll a single d20 so long as you maintain an outward appearance of pedigree.
- Just as Planned (Manipulative Talent) When an ally takes an action, you may spend a Void point to declare that their action is part of your plan; you automatically assist the ally’s action, even if you aren’t actually present, and your assistance die considered to have automatically rolled a 1. Additionally, once per adventure, when you or an ally are defeated (but not killed), you can claim that the defeat is something you planned for; you gain one Void point immediately.
- Magnificent Bastard (Manipulative Talent) When you inflict a negative truth on an enemy using intrigue, you may immediately attempt a talk cleverly test with a difficulty of 4. If you succeed, the enemy does not know that you are responsible for their downfall, and they may even still consider you an ally or friend.
- Chess Master (Manipulative Talent) You may spend one Void point to grant one of your allies a Void point
Carl Sagan
Archetype: Miscreant
Outlook: Maverick
First Truth
"I believe the end always justifies the means"
Second Truth
"Due to my past people think I am untrustworthy"
Skills and Styles
SKILLS | |
---|---|
FIGHT | 7 |
MOVE | 6 |
STUDY | 4 |
SURVIVE | 6 |
TALK | 4 |
TINKER | 4 |
STYLES | |
---|---|
BOLDLY | 7 |
CAREFULLY | 4 |
CLEVERLY | 4 |
FORCEFULLY | 7 |
QUIETLY | 4 |
SWIFTLY | 5 |
Focuses
- Fencing: (5) a study of fighting using various forms of sword, including fencing and other styles.
- Intimidate: (3) the ability to coerce others using threats.
- Resilience: (3) the ability to withstand physical hardships, including the effects of disease, poison, and other lingering ailments.
- Resolve: (4) the ability to withstand mental hardships, including fear, doubt, torture, interrogation, and similar problems.
Battle
Stress and Void
Stress: 9
Void: 0
Weapons
Weapon | Damage | Properties |
---|---|---|
Sword | 4 | Melee, Block |
Talents
- Dauntless (Miscreant Talent) When you Survive Forcefully as part of a contest to resist being threatened or intimidated, you reduce the difficulty of your test by 1, to a minimum of 0.
- Fight dirty (Miscreant Talent): When you attempt a Fight test to make an attack, and you buy one or more dice by adding to Chaos, you may inflict +1 stress for each die you bought by adding to Chaos.
- Put your back into it! (Miscreant Talent): When you attempt a skill test Forcefully, you may choose to put in extra effort. If you do so, you gain two bonus Momentum on the skill test, but after the test has been resolved, you automatically gain the truth fatigued.
- Shoulder charge (Miscreant Talent): When you succeed at a Fight Forcefully test to make an attack, and you moved into reach of your enemy as part of this action, then you may spend 1 Momentum to impose a Knocked Prone truth on your opponent in addition to the attack’s normal effects.
- Go My Own Way (Maverick Talent) Once per scene, when you attempt a skill test without assistance and without buying additional dice by spending Momentum, you may re-roll a single d20.
- Make My Own Luck (Maverick Talent) Once per adventure, when you spend a Void point, you may spend 3 Momentum or add 3 points to Chaos to immediately regain the Void point you spent.
- Take a Risk (Maverick Talent) When you attempt a skill test boldly, forcefully, or swiftly, you may reduce the difficulty of the test by 1, to a minimum of 1. If you do so, however, you suffer a complication for any dice that rolls 19 or 20, rather than just 20.
Belongings
- Armored Mantle Coat (+2 stress: already included)
- Helmet (+1 stress: already included)
Annabella
Archetype: Scholar
Outlook: Supine
First Truth
"I almost can find any solution if I study about the problem hard enough"
Second Truth
"I get distracted by a good book"
Skills and Styles
SKILLS | |
---|---|
FIGHT | 5 |
MOVE | 4 |
STUDY | 7 |
SURVIVE | 5 |
TALK | 6 |
TINKER | 4 |
STYLES | |
---|---|
BOLDLY | 5 |
CAREFULLY | 4 |
CLEVERLY | 5 |
FORCEFULLY | 5 |
QUIETLY | 6 |
SWIFTLY | 6 |
Focuses
- Counsel: (3) the ability to provide reasoned and useful advice to others, especially during times of hardship.
- Medicine: (4) the study of illnesses and the methods to treat or cure them.
- Theology: (5) the study of cults and religions, with particular focus on the Abbey of the Everyman.
- Void Lore: (3) the study of the formless infinite realm that is said to exist alongside reality, and the deific entity known as the Outsider who dwells within.
Battle
Stress and Void
Stress: 5
Void: 0
Weapons
Weapon | Damage | Properties |
---|---|---|
Knife | 2 | Melee, Conceal |
Talents
- Deep expertise (Scholar Talent): When you succeed at a skill test which uses one of your focuses, you may ask a question once without spending Momentum
- Did the research (Scholar Talent): Once per scene when you attempt a skill test, you may spend 1 Momentum to use Study instead of another skill. You count as having an applicable focus with a rating of 4 for that test.
- Erudite exposition (Scholar Talent): Whenever you spend any Momentum to ask a question during a scene, you may reduce the Momentum cost of one bonus d20 you purchase later that scene by 1, to a minimum of 0.
- Librarian (Scholar Talent): Whenever you attempt a Study test to research a subject, you may add an extra d20.
- A Quiet Word (Supine Talent) When you attempt a talk quietly skill test to persuade someone, you reduce the difficulty of your test by 1, to a minimum of 0.
- Dependable Help (Supine Talent) When you assist an ally, the ally you assist may re-roll a single d20.
- Unremarkable (Supine Talent) When you attempt a skill test to act unnoticed as part of a contest, you may spend 2 Momentum to turn the contest into a normal test, as your opponent pays you little attention. You must spend this Momentum before rolling
Belongings
- Collected treaties on a Chosen Subject
- Spyglass
Weapon Properties
- Armor piercing: The weapon can overcome armor effectively, and targets do not benefit from any truths/benefits that come from armor.
- Awkward: The weapon is unwieldy, adding +1 to the difficulty of any attacks made with it.
- Blast: The weapon can affect multiple targets. The GM will determine how many targets you can hit, and whether or not trying to hit multiple targets will increase the difficulty of the attack.
- Block: the weapon is potent in defence, allowing the wielder to reroll 1d20 when defending in a contest.
- Burn: The weapon sets targets alight; the target gains a new situation truth, ablaze, and they will die at the end of their next turn if they cannot extinguish themselves quickly.
- Concealed: the weapon is easy to hide, and when hidden requires a skill test to locate.
- Melee: The weapon is used to make melee attacks against enemies within reach.
- Messy: The weapon is noisy, extremely destructive, or otherwise leaves a lot of mess in its wake, and you must add 1 Chaos whenever you attack with it.
- Mine: The weapon is a trap, placed on a surface and triggered by proximity.
- Ranged (distant): The weapon can be used to shoot at any visible target nearby, or at distant targets at +1 difficulty.
- Ranged (nearby): The weapon can be used to shoot at any visible target nearby, but not at targets that are distant
Focuses
- Acrobatics: a discipline of motion involving feats of balance, agility, and fine motor control.
- Archery: a study of the use and upkeep of bows, crossbows, and similar projectile throwers.
- Boats: operation and maintenance of small watercraft that can be operated by one person.
- Brawling: a study of fighting with the fists and improvised weapons.
- Carriages: operation and maintenance of vehicles which travel across the ground or on powered rails.
- Concentrate: the ability to focus one’s attention and efforts on a single object or activity.
- Counsel: the ability to provide reasoned and useful advice to others, especially during times of hardship.
- Deceive: the ability to convince others of things which are untrue.
- Engineering: a study of machinery, the use of electricity, and the means of designing, constructing, and inventing new technologies.
- Etiquette: the knowledge of the customs, social mores, and taboos of society.
- Explosives: a study of flammable and explosive substances, and the best ways to use or disarm explosive devices.
- Fencing: a study of fighting using various forms of sword, including fencing and other styles.
- Firearms: a study of the use and maintenance of pistols, rifles, and other guns.
- Freerunning: a discipline of motion which involves traversing obstacles and complex environments as quickly and efficiently as possible.
- History: a study of the past, its intricacies, and its implications on the present and future.
- Innuendo: the ability to convey information using implication and inference rather than direct statements.
- Intimidate: the ability to coerce others using threats.
- Locks: an understanding of various locking mechanisms, and how to disable them.
- Medicine: the study of illnesses and the methods to treat or cure them.
- Natural Philosophy: the philosophical study of nature and the physical universe.
- Negotiate: the ability to bargain and haggle with others effectively.
- Persuade: the ability to convince others to do things for you or on your behalf.
- Poison: the study of and practical experience with dangerous poisons, their origins, and their effects.
- Resilience: the ability to withstand physical hardships, including the effects of disease, poison, and other lingering ailments.
- Resolve: the ability to withstand mental hardships, including fear, doubt, torture, interrogation, and similar problems.
- Ride: the practice of traveling on a beast of burden, and techniques for controlling a mount.
- Ships: operation, crew management, and maintenance of large watercraft which require crews to operate.
- Society: knowledge of, and the ability to navigate, the wealthier sides of urban life.
- Stealth: techniques for moving unseen and unheard, or otherwise avoiding attention.
- Streetwise: the ability to survive without comforts or shelter in an urban environment, knowledge of the seedier side of urban life.
- Surgery: the study of physical injury and the methods required to treat or cure them.
- Swimming: a discipline of motion involving moving through the water.
- Theology: the study of cults and religions, with particular focus on the Abbey of the Everyman.
- Tracking: the ability to locate and follow the trails left by the passage of other creatures.
- Void Lore: the study of the formless infinite realm that is said to exist alongside reality, and the deific entity known as the Outsider who dwells within.
- Wilderness: the ability to survive in a rural or natural environment, knowledge of dangerous animals and plants.