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WE BEGIN

AT THE END
CREDITS

WRITER/DESIGNER Monte Cook


MANAGING EDITOR Shanna Germain
EDITOR/PROOFREADER Tammie Webb Ryan
ART DIRECTOR/GRAPHIC DESIGNER Bear Weiter

ARTISTS
Samuel Araya, Eric Lofgren, Roberto Pitturru, Matt Stawicki

© 2018 Monte Cook Games, LLC. INVISIBLE SUN and its logo are trademarks of Monte Cook
Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are
trademarks of Monte Cook Games, LLC.

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We Begin at the End

WE BEGIN AT THE END

The clock resets. The moth crawls back into its cocoon. Although built according to the rules, a few of
But the renewal promised by the Gold Sun is not always the characters are slightly more advanced than the
welcome. Sometimes things should just end. Can you others, but no one will notice. For simplicities’ sake,
stop the rebirth of the Illustrated Messiah who just no characters have secrets or long-form magic. The
wants to remain dead? characters, as presented, skip over most of their
connections and do not have Hidden Knowledge. We’ll
skip that for this session.
SETUP Put out the Path of Suns board, the Testament of
Each player needs a character (one page for information, Suns, the Sooth Deck, and the dice. Also the bene and
one page for background), a pools sheet, and the cards vex should be readied for each character’s pool sheet.
for their spells and ephemera. Ready your notes and whatever handouts you need
The following characters get the following cards: (the Effects by Level table is a good choice). You
won’t need the Guiding Hand, the cloth maps, the
Eduare: Discarded Candles in the Dark (Incantation), pregenerated characters, the props, the rest of the cards,
Blink Thrice Before Dying (Incantation), Vanishing or anything else. Feel free to show these off at the end of
Powder (Ephemera Object) the session if there’s time.
Ute: Infinity (Weaver Aggregate Card), Challenge Make sure you’ve got a good command of the rules of
(Weaver Aggregate Card), A Glimmer Hides in the the game, how each PC’s order and forte abilities work.
Shadows (Incantation), Her Lips Awoke the Sleeping Have at least a passing familiarity of what happens
City (Incantation), Fingertips of Light (Ephemera when a vislae dies (because it could happen in the
Object) scenario!).
Ellian: Chromatic Strike (Spell), That Which Crawls on
the Inside (Incantation), The Children Who Love
Zero (Incantation), The Waiting Watcher (Ephemera
Object)
Nimuian: Emotional Inversion (Spell), object of power
The Silent Expectations of Motherless Children
(Incantation), the Red Potion (Ephemera Object),
Rescission (Ephemera Object), Thunder Bullet
(Ephemera Object)
Iver: 1 spells, Escutcheon (Spell), Fingersnakes (Spell),
Orientation Adjustment (Spell), Psychokinetic
Hand (Spell), The Grasp for Something More than
Power (Incantation), Draining the Essence of a Soul
(Incantation), Statue’s Gift (Ephemera Object)

Eduare the Vance also should have their Vance


diagram and the following two Vance spells prepared:
Eyes of the Overworld and Mordiv’s Egregious Etiquette.
They also have Norham’s Sea of Words, Orrod’s
Impossible Flood, Uriale’s Vecordious Action, and
Formidable Fist of Fury on hand. (They probably won’t
have time to re-prepare spells, but just in case…)
3
RULES INTRODUCTION SPELLS, EPHEMERA, AND
You’re going to want to offer the following information OTHER ABILITIES
to the players at the outset, even before you get into Spells and other abilities cost Sorcery bene to activate.
the introduction of the story or the specifics of the Players always add the level of the ability to the venture.
characters. These are the points you’ll want to cover. Ephemera, whether they are Ephemera Objects or
Incantations, can only be used once and then they’re
EVERYONE USES MAGIC! gone, but they require no Sorcery to use.
All the PCs are vislae, which means they all use magic,
but they use it in very different ways (explained with the THINGS WE’LL GET TO LATER
character introductions to come). Don’t worry about the following until they actually come
up in the game.
CHALLENGES AND VENTURES ✦✦ The Sooth Deck

The GM sets the challenge for any significant action. ✦✦ Suffering Damage

Usually this is on a scale of 1 to 10, although challenges ✦✦ Flux

can go higher. When a player attempts an action, they ✦✦ GM Shifts

add together all their modifiers to create a venture. The ✦✦ Joy, Despair, and Acumen

GM subtracts the venture from the challenge. If the


total is above 0, the player rolls a die. If it is 0 or below,
no roll is needed. LONG INTRODUCTION
Modifications come from skills, connections, bene Hey GM. You’re going to do a much longer intro to
(see below), and the level of a tool, weapon, or ability this event than you’re used to. This is because Invisible
(like a spell). Sun is about character and story and we’ve got to
get the players to not only understand the rules but
ROLLING DICE to get attached to their characters right away. You’re
Players roll a ten-sided die to attempt an action, giving going to read the introduction below to the players
them a number between 0 and 9. They are trying to get (or paraphrase it, but keep all the salient points). At
the number determined by the GM or higher. 0 almost various points, you’re going to pause to allow a player
always implies failure (assuming a roll is needed at to contribute information about their character. Their
all). Characters can also use the bene in their Sortilege character sheets have the appropriate responses (which
pool (which we’re about to get to) in order to roll an you also have, below). Normal Invisible Sun starts with
additional die, giving a greater chance of success, a whole session devoted to fleshing out the characters.
because now the player just needs the target number or You’re going to accomplish a taste of it in just a few
higher on just one of the two dice. Sometimes a magical minutes.
ability (like a spell) will offer a free bonus die. Keep in mind that these characters have been working
There are, however, actions where two successes will together for a while, so they know each other and have
be required, so then both dice must show a success, and accomplished quite a few impressive tasks already
obviously, just rolling one die has no chance of success. (remember, this is called We Begin at the End for a
These are all situations where the action is resisted by reason—well, many reasons, really). Lastly, note also
magic. that some characters might not have their entire suite
of abilities or possibilities presented here. That’s to keep
STAT POOLS (BENE AND VEX) things simple. You won’t be dealing with Development
Characters have eight stat pools, four physical (called Mode, vislae houses, Hidden Knowledge, or character
Certes pools) and four mental/spiritual (called Qualia foundations, and souls and connections will all but be
pools). Each pool has a certain number of “points” in it ignored. The idea here is to give the players a taste of
represented by tokens called bene. Players spend bene the game.
to improve their chances at an action or to activate an
ability. Vex are like negative bene. They represent some
hindrance. While bene are spent at a player’s discretion,
if a character has a vex in their pool, it’s spent at the
GM’s discretion. A player can choose to spend a bene to
negate the effects of a vex.
Pools can be refreshed, back up to their normal totals
written in each circle.
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We Begin at the End

READ THIS TO THE PLAYERS up. We gain +1 to our action immediately following
GM: You stand in a city square within the city of when the other succeeds at an action.
Satyrine, a place where surreal magic is common, but Ute and Nimuian: We share a mystical bond we
never routine. Long ago, you were trapped in what cannot explain. If we are close, our magic is 1 level
you call Shadow—which is our world of 21st Century higher. If one of us suffers damage, we both suffer that
nonsense—but you eventually escaped into the real damage.
world, called the Actuality. You are vislae, meaning that Ellian: I rent a room in Eduare’s house.
you wield magic in various ways, each according to the
Order of magic to which you belong. GM: The being known as the Illustrated Messiah is
an immortal entity covered in elaborate magical tattoos.
Gesture to each character in turn, and have them read She longs for a respite from her neverending life so that
the following section from the background info on their she can enter the realm of death, called the Pale Sun.
character sheet. You each have your own personal reasons to aid her in
her goal.
Eduare: My order of the Vance thinks of spells as
living things that they keep stored in their mind until Eduare: I owe her a life debt that I swore to repay with
they are ready to be cast and let loose. death.
Ute: As a Weaver, I weave magic like threads to create Ute: I know her as a true friend.
any number of wonders. Ellian: I seek a secret she knows, and she can only
Ellian: Like all those of the Goetic Order, I summon provide it once she’s among the dead.
spiritual entities to provide protection and aid. Nimuian: My order has instructed me to help the
Nimuian: I am a Maker and use my magic to craft messiah at all costs, and in return I will advance in their
items of mystic power. ranks.
Iver: I reject magical orders and forge my own path Iver: I want to help the messiah because Ute does.
into the world of magic. I am an Apostate.
GM: Death in the Actuality is a very straightforward
GM: Each character as a few different aspects to them thing. A transition, really (and as vislae, one some
that makes them unique. Each of you, for example, has can even reverse with the right secrets and spells).
a heart of a different flavor. Dead spirits pass on to the Pale where they have a very
Galants are quick witted and extemporaneous. different—but not necessarily unpleasant—existence.
Stoics are contemplative and careful. The Illustrated Messiah cannot kill herself, however,
Empaths are in touch with the emotions of others. due to her nature, and doing so yourselves is not only
Ardents are full of passion and prone to impulsiveness. distasteful but risky. As a messianic figure, killing her
results in a powerful wasting, delirium-inducing curse
GM: Further, each of you has a unique magical talent upon the murderer.
called a forte. Four months ago, you all worked together to arrange
for her to be crushed in the collapse of an aging
Ute: I breathe magical runes into the air. I can make a building. But you failed in preventing her rebirth, and
protective rune that helps me when I am next attacked. just a few weeks ago, you encountered her again, more
Iver: I call upon an entity known as the Serpent and distraught than ever. So you devised an even more
can make them appear to attack a foe. elaborate plan. You tricked a powerful demon named
Eduare: I converse with everything, and thus I can touch Choronicoles (Cor-on-ick-oh-lees) into attacking and
an object and learn about it, and speak with animals. slaying the Illustrated Messiah, because it has a gem in
Nimuian: I host a legion. I am possessed by many its forehead that stores the souls of those it slays. Surely
spirits and they make me stronger. once cursed, the demon would not be able to resist your
Ellian: I shepherd minds. I can know the thoughts of efforts to wrest the gem from it. You were sure that,
a close person and I can speak telepathically. gem in hand, you could perform a ritual that would
send your friend to the Pale properly.
GM: You are close companions, and each of you is But upon slaying the Illustrated Messiah,
particularly bonded to at least one other character. Choronicoles immediately disappeared. And now, as
you stand over her body, there in the middle of a square
Eduare and Iver: We are friendly rivals, and we gain in the city, surrounded by onlookers, her many tattoos
motivation when the other does well, afraid to be shown begin to pull away as if they have a life of their own.
5
GM INFO
Choronicoles was summoned by a powerful Goetic
named Sanne just after it killed the Illustrated Messiah.
She’s sent it on a mission, but because it is cursed with
maladies both physical and mental, it does not return
on time. The PCs may have to trace the demon back to
Sanne, and then go find where she sent it.
The tattoos are what bring the Illustrated Messiah
back when she dies by storing her soul and repairing
her body. With no soul to store, they act erratically,
taking on a semblance of life, looking for their lost
beloved, and causing all manner of havoc.

DEALING WITH THE TATTOOS


The tattoos that are leaving the messiah’s body and
flitting about form little groupings and swarms like
insects. Words and shapes flutter through the air and
alight on people or objects—and then suddenly react
with surprising power and violence. The tattoos are
looking for the messiah’s soul, and of course not finding
it. This makes them angry.
The first order of business for the PCs is to decide
what to do about the tattoos. The answer to that
question might be “ignore them and find the demon,”
but even so, the vislae will have to at least cope with
the tattoo grouping that wafts in their direction, wispy
appendages (wings? arms?) outstretched.
Setup, rules overview, and the introduction of
characters should not have taken more than an hour. At
this point, you should have three hours left.

TATTOOS AND THE PCs


Play the first Sooth card and explain briefly what it
means regarding magical effects due to color and the
effect it has on character hearts.
Each PC must make a Dodge defense roll to avoid the
many “arms” of the living tattoo swarm.

ANIMATE TATTOO SWARM STATS


Level: 3
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +2 Dodge
Emit angry waves of destruction: One creature or object
suffers 3 points of damage.
Traits: Confused, angry, single-minded

Remember that to affect or resist an animate tattoo


swarm, two successes are needed. Explain how damage
works when a PC first suffers it. Explain how Armor
can reduce damage, and how three Injuries become a
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We Begin at the End

Wound. Each Wound puts a scourge on all Certes pools, FEDONA


basically causing the PC to suffer a −1 on all physical Fedona is the person who gave them the information
actions. Three Wounds means the character is dead. on Choronicoles to begin with. She’s an old woman who
Characters will likely deal damage to the tattoo swarm lives in a comfortable house in a sedate neighborhood.
in various ways, or use magic to otherwise do away with Fedona dresses sharply and still has a spring in her step
them. Or they might just run away (which works, as the despite her years. She once was a potent member of
tattoo swarm just flitters off to menace someone else). the Order Goetica, but she’s now retired. Fedona’s one
Remember to play a new card each round. of many renowned experts on demons from the order.
Her home is pleasant, and smells of lavender, but here
BYSTANDERS AND GENERAL HAVOC and there on the walls the PCs see disturbing artwork:
The PCs are not the only ones menaced by the tattoos, a painting depicting a hideous demon with a skull-like
of course. There are a dozen different tattoos or tattoo face and a hundred pincer-like arms, a small sculpture
groupings moving about the square. People run quickly on a shelf of a monstrosity with multiple bat-like wings
away from the wild tattoos, but by the time the PCs deal and multiple hungry mouths.
with their own problems, three bystanders are snatched Despite her deep interest in demonkind and the
by the tattoos (freeing them is a Physicality-based action realm of the Red Sun, Fedona is kind and pleasant.
that requires two successes if a PC wants to help). Plus, She does, however, believe that mortals just don’t truly
one tattoo has latched onto a wooden vendor’s stall understand demonkind, and that demons don’t deserve
and its shaking is bringing it down toward the poor their reputation as the sum of all evil. (This goes against
vendor behind it (getting him safely out of the way is a everything that the PCs, including Ellian the Goetic,
Movement action, but only one success is needed). believes).
If altruistic PCs take time to help others, rescued Fedona is level 8, should the PCs try to influence her
victims are grateful, but have nothing special to offer or affect her with magic.
beyond their thanks. If the PCs come to her, she will say that it sounds like
Choronicoles’ sudden disappearance was the result of
THE THAH its being summoned by a Goetic. She only knows of
Regardless of what the PCs do, after a bit (probably one other Goetic that is familiar with Choronicoles—a
about 3–4 rounds or so, but do what seems to work best) woman named Sanne. Fedona doesn’t know much
the Thah arrive. about her other than she can be difficult to deal with.
The Thah work as self-appointed official public The older woman also knows Sanne’s address and will
enforcers. They have gold skin and white hair, and they give it to the PCs if they persuade her (an Interaction-
wear red coats, tall black boots, and nothing else. They based action, but the challenge is only 4).
inflict pain or pleasure with a touch, and many ride She won’t accompany the PCs or offer them any other
inanimate but floating stone horses. The Thah subdue, useful aid, but she’ll make them cinnamon tea and offer
destroy, or chase off all the remaining tattoos quickly. them some ginger biscuits.
The Thah are powerful and keep the peace, but they are
not friendly. They do not engage in idle chitchat, and they GOETIC HALL OF RECORDS
do not investigate crimes. They just stop disruptive events Ellian the Goetic can get the PCs into the headquarters
and actions and move on as mysteriously as they arrived. of their order. The Goetic Hall of Records is a
foreboding, gothic structure with five towers (one of
them is a clock tower), each decorated with carvings
LOOKING FOR CHORONICOLES and statuary of leering demons, noble angels, and
The PCs probably need to find where the demon went. other spiritual beings. Once inside, they can attempt to
Give the players the following options/suggestions: persuade (challenge 5) a level 5 clerk named Giedona
1. Go speak to a well-known expert on demons, to help them look up information on Choronicoles.
Fedona Giedona’s never heard of it herself, but she knows how
2. Go directly to the Goetic Hall of Records to best find information among the records, and has
3. Follow some of the tattoos clearly looking for the access to most of the record rooms where the order keep
Illustrated Messiah extensive records on every demon, angel, and other
4. Ute the Weaver could attempt to trace Choronicoles entity that they have dealt with.
using Understanding (from the Challenge Together, they learn that Choronicoles is a level 7
aggregate) and Movement (from the Infinity demon and, typical of its kind, it delights in bloodshed,
aggregate) as a 6th level weaving pain, and combat. It has a gem in its forehead that
7
stores the souls of those it slays. But they likely already THE DIRECT APPROACH
knew all of that. Sanne’s house is enchanted, so if anyone tries to force
Most importantly, they can learn this information was open a door or window, the perpetrator must resist
all cataloged by a single Goetic just a few years ago. Her (challenge 8, two successes required) or they appear
name is Sanne, and her address is easily obtained in the stripped down to their underthings in the middle of
Hall of Records as well. the street in front of the house with a level 1 demon
hovering above them on tiny wings, blowing a trumpet
FOLLOW THE TATTOOS for three rounds. All the would-be intruder’s belongings
Unlike the other choices, this is not a good strategy. The appear in a box inside the house.
tattoos have no idea how to find the vanished demon, Randolf comes out to deal with the threat after the
despite the fact that they want to find the messiah’s three rounds, assuming the PCs are still around. If the
soul. They flitter about and cause trouble, but they are PCs actually start fighting Randolf, Sanne herself will
aimless, and this should become evident after following get involved a few rounds after. Obviously, this is all very
them for just a half hour or so. bad for the PCs’ chances at success in (or for that matter,
surviving) the scenario. In this case, a GM shift (awarding
WEAVING A TRACE Joy) might allow Sanne to be magnanimous and demand
If Ute the Weaver uses a woven spell to trace to know why the PCs have intruded upon her home. And
Choronicoles, they’ll have to make it a level 6 effect. The she still might tell them what they need to know, but the
challenge will be 9, but the spell will add at least 6 to the price would be all of their magic and money.
venture, so they’re likely to succeed. The spell will lead
them to Sanne’s house. But by the time the PCs arrive, SANNE
the demon will be gone. Level: 8
Injuries:
Wounds:
SANNE’S HOUSE Anguish:
There should be at least an hour and a half left when Defenses: Magic (two successes); +3 Resist
the PCs make it to Sanne’s house. Painful spell: Inflicts 8 points of damage upon a faraway
target
Sanne lives in a strangely crooked house, with two Aggression spell: Make one nearby target attack another
stories. The windows on the upper level almost look like for a round
eyes, and if they were eyes, the house is looking at you Paralysis spell: Target cannot move (1 rest)
and finding you wanting. Invisibility spell: Disappear from sight
The PCs probably have two courses of action. Traits: Self-serving, devious, temperamental
1. Knock on the door and try to talk it through.
2. Try to get in through stealth or force. TALKING TO SANNE
Sanne is a Goetic that walks the Nightside Path. She is
KNOCK KNOCK amoral, devious, and vengeful. Standing well over six feet
A broad-shouldered thoughtform butler answers the tall, she is imposing with her elaborate headdress and
door. His name is Randolf and he wears a white shirt gown that makes her appear to be wreathed in red and
and a black vest of perfect tailoring. The PCs will need black flames (to complement, her long hair is streaked
to persuade him that they should see Sanne (challenge red and black and incorporated into the ensemble).
6), or lie and try to fool him (challenge 8). It’s going to be next to impossible (challenge 9) to get
any information out of Sanne without a bribe of some
RANDOLF potent magic (an ephemera object, for example), but
Level: 6 such an inducement reduces any persuasion attempt to
Injuries: challenge 4.
Wounds: Sanne summoned Choronicoles to spy upon her
Anguish: rival, a vislae named Shadov. However, the demon has
Defenses: +3 Withstand, +2 Resist, +2 Dodge not returned, and Sanne has no idea why. She says that
Modifications: +2 perception, +2 resist deception she believes Shadov is meeting an important contact
Fisticuffs: Inflicts 6 points of damage at a cafe called Garver’s, and in fact it was that meeting
Traits: Loyal, dedicated, watchful that she wanted Choronicoles to spy upon, invisibly as a
spirit. She knows the location of the cafe.
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We Begin at the End

THE DELIRIOUS DEMON might have them make an Intellect-based action (if they
Choronicoles stands on the street in front of Garver’s, don’t come to this conclusion on their own) to recognize
visible. It’s shouting at people nearby as well as beings that the Thah will likely drive Choronicoles away or
that don’t appear to be there. It’s also striking out at slay it, and either way, they won’t get the gem with the
other unseen foes. It’s delirious and weakened thanks to messiah’s soul in it. So the real truth is, the PCs need to
the curse upon it for slaying the Illustrated Messiah. deal with it before the Thah arrive. They’ve probably only
An eight-foot tall humanoid with bright red skin got five or six rounds.
covered in animate faces showing torment, the demon You might present these options to the players:
is hunched and visibly enervated. The eyes in its 1. Slay the demon outright. This will only help them
mannish face bulge like it’s mad, seeing terrifying if they have a plan to keep the gem safe—and you
things that only it is privy to. The gem still glistens with should warn them of that, because Fedona would
power in its forehead. have told them that (and she wouldn’t have matched
Garver is a self-aware tree that owns and runs them up with Choronicoles if she thought they
this cafe, and physically makes up at least half of it. would just kill it).
Garver identifies as female and is chatty, welcoming, 2. Get the gem somehow. Some kind of telekinesis?
and pleasant. With animate branches, she cooks and Snatching it in combat?
serves at the same time. Garver and all her clientele are 3. Using magic to incapacitate the demon and take the
watching the spectacle of Choronicoles. (Shadov is no gem.
longer there, if he ever was.) 4. Somehow compel the demon to give up the gem.
The players might recognize that, like with the
animate tattoos, the Thah might just show up to Choronicoles rambles on with nonsense until someone
deal with the demon (although it doesn’t appear that attempts to affect it with magic or touch it physically.
Choronicoles has actually attacked anyone who isn’t Then, it reacts with violence, shouting paranoid,
a hallucination yet). But if anyone brings that up, you delusional things like “The host of the Demon Duke
9
assails me!” or “My foe, the Queen of Languor has sent
you to take my eyes!”
At some point in the encounter, use a GM shift
(awarding Despair) to have something complicate the
PCs’ actions. Perhaps Choronicoles becomes lucid for a
moment and uses a power chosen by you, not described
in its stats.
Without the gem, Choronicoles (still cursed) will
remember that it can return to its purely spiritual form
and flee the city magically, returning to its home in the
realm of the Red Sun.

CHORONICOLES (CURSED)
Level: 6
Injuries:
Wounds: X
Anguish: X
Defenses: Magic (two successes); +3 Resist
Claw attack: Inflicts 4 points of damage
Terrifying Roar: Inflicts 1 Anguish on all close beings
and makes them freeze in shock and horror for a
round
Traits: Delusional, delirious, weakened

THE RITUAL OF SAFE PASSAGE


This can be handled as a sort of denouement. No die
rolls needed, just narration. It’s a day or two later, and
the PCs have recovered and gathered at one of their
houses.

Working together, utilizing the monograph you had


previously secured that describes the Ritual of Safe Passage,
you call upon powerful magic to send the messiah’s soul
out of the gem and into the Pale. They will never again
be reborn, but they will transition into an entirely new
existence in the Deadlands, and it was that experience they
craved.

CHARACTER SUMMARIES
Just like at the end of a regular Invisible Sun session, go
around the table and have each player describe how the
events of the game affected their character. Award each
character 2 Acumen and a Joy, telling them that they
each succeeded in the climax of their character’s arc
(that’s of course what each character’s “personal reason”
to help the messiah was). Of course, if they didn’t
succeed, then they get a Despair instead of a Joy.

10
EDUARE THE EREMETIC STOIC OF THE VANCIAN
ORDER WHO CONVERSES WITH EVERYTHING
Stoic Heart: Tied to the Mysteries family of the Sooth Deck.

Vancian Spells: I think of spells as intelligent entities that live in my


mind. I have a diagram that shows how many spells I can store in my
mind at once (2 alpha spells or 1 beta spell). The spell is eager to be
cast, so casting it requires no energy or effort. Just an action. However,
if I want to retain the ability to cast that spell again without going
through the hour-long preparation phase, I must pay Sorcery equal to
the spell’s level—basically, I’m casting it, but metaphorically hanging
on tight so I don’t lose it when I do.

Psychometry (Level 1): When I touch a creature or object, I get a sense of something about its nature or
past.

The Language of Animals: I can speak to and understand any animal (this ability has no effect on people
or understanding their languages). This ability does not grant me any particular influence over animals,
nor does it compel them to speak.

Skills and Connections: I have 1 level of each of the following skills:


Understanding conventional magic
Seeing Through Deception
Withstand
Connection with the Order of the Vance

Possessions on hand:
Nice clothing, including a tophat
Knife hidden in coat sleeve (level 2, inflicts 2 points Health
of damage)
Satchel Injuries:
Binoculars
Notebook and pen
Breath mints
110 crystal orbs Wounds: 1 SC 2 SC
5 glass orbs
1 magecoin
Anguish: 1 SQ 2 SQ
Stats [Refer to your stat pools sheet and make sure
you have this many bene in your stat pools.]
Accuracy 1
Movement 3
Perception 3
Physicality 2
Interaction 1
Sorcery 8
Intellect 3
Sortilege 3
BACKGROUND INFO
FOR YOU
This information is for you:
Some people think me aloof, and it’s true that I don’t have close connections to many people or
organizations. I have a large house with a well-stocked library where I keep to myself most of the time.
I can be contemplative and careful, even slow to act sometimes. My friend Iver and I are friendly rivals,
always trying to one-up each other when we’re together.
As a Vance, I’m scholarly and think of magic as a complex but understandable science. I’m not much
of a talker, but I can “talk” to objects by touching them and learning facts about them, and I can speak to
and understand most animals—it’s just a magical trait I’ve had for as long as I can remember.
A few years ago, a mysterious and powerful entity named the Illustrated Messiah saved my life as I lay
dying from a magical disease I caught while practicing spells that were beyond me. Now, she needs my
help.

FOR THE GROUP


This information is to be read aloud when the GM indicates it at the beginning:

Order: My Order of the Vance thinks of spells as living things that they keep stored in their mind until
they are ready to be cast and let loose.

Forte: I converse with everything, and thus I can touch an object and learn about it, and speak with
animals.

Character Bond (said at the same time as the other player): We are friendly rivals, and we gain motivation
when the other does well, afraid to be shown up. We gain +1 to our action immediately following when
the other succeeds at an action.

Character Arc: I owe the messiah a life debt that I swore to repay with death.
UTE THE ESTABLISHED GALANT OF THE ORDER
OF WEAVERS WHO BREATHES RUNES
Galant Heart: Tied to the Secrets family of the Sooth Deck.

Weaving Spells: I can take two qualities from my Weaver aggregates and
produce an effect I can imagine that fits both, like weaving two threads
together. The GM determines the level, and the level determines the cost in
Sorcery, just like with any spell.

Breathing a Protective Rune (Level 1): I breathe a rune that hovers near my
head. When I am next attacked, the rune grants me +1 to my defenses and
then fades away.

Breathing an Assisting Rune (Level 1): I name an action and breathe a rune that hovers near my head.
When I next take that action, the rune grants +1 to my action and then fades away.

Skills and Connections: I have 1 level of each of the following skills:


Understanding nonconventional magic
Climbing
Searching

Possessions on hand:
Simple clothing
Eye gloves (eyes woven into the backs of the hands)—2 bene Perception, 1 vex Interaction, already
figured in
Walking cane (if used as a weapon, level 1, inflicts 4 damage)
40 crystal orbs
9 glass orbs
Health

Stats [Refer to your stat pools sheet and make sure Injuries:
you have this many bene in your stat pools.]
Accuracy 1
Movement 4
Perception 5 Wounds: 1 SC 2 SC
Physicality 2
Interaction 3 (+1 vex)
Sorcery 6
Anguish: 1 SQ 2 SQ
Intellect 2
Sortilege 2
BACKGROUND INFO
FOR YOU
This information is for you:
I have a large, comfortable home with nice things. In many ways, I feel like years of study and hard
work have really paid off and I can relax a bit now. Still, I am sure to help my friends when they are in
need. I’m quick thinking and rarely hesitate (but I’m not rash). My friend Nimuian and I found each
other by chance when we were young and discovered we share some kind of mystic connection. We’ve
been close ever since.
As a Weaver, I think of magic as more art than science, and appreciate its beauty. In addition to
weaving spells, I’ve learned to exhale magical energy that I can shape into hovering runes that grant me
aid.
A few years ago, a mysterious and powerful entity named the Illustrated Messiah saved the life of my
friend Eduare. Ever since then, I’ve considered her a friend and she’s never let me down. Now, she needs
my help.

FOR THE GROUP


This information is to be read aloud when the GM indicates it at the beginning:

Order: As a Weaver, I weave magic like threads to create any number of wonders.

Forte: I breathe magical runes into the air. I can make a protective rune that helps me when I am next
attacked.

Character Bond (said at the same time as the other player): We share a mystical bond we cannot explain.
If we are close, our magic is 1 level higher. If one of us suffers damage, we both suffer that damage.

Character Arc: I know the messiah as a true friend.


ELLIAN THE ITINERANT EMPATH OF THE ORDER
GOETICA WHO SHEPHERDS MINDS
Empath Heart: Tied to the Visions family of the Sooth Deck.

Summoning Entities: I can summon a demon, angel, dead spirit, or conceptual spirit
up to level 3. I must then go through an involved process of negotiation with them,
but if successful I can ask them for advice, I can have them aid me on a nonviolent
task, I can have them guard me, or I can have them go off and spy on a target within
a mile. The task can take no more than an hour. The Sorcery cost is equal to the level
of the entity.

Know Mind (Level 2): I read the thoughts of someone within close range.

Mental Speech (Level 4): I can speak telepathically with someone within close range for as long as I
concentrate and do nothing else. If I spend 5 Sorcery, the range becomes long, and if I spend 6 Sorcery,
the range is unlimited.

Speak With Spirits: We can speak, read, and write the language of any but the most obscure spiritual
entities.

Create a Protective Circle: We inscribe a protective barrier that offers +2 defense against spiritual entities
of the realm we choose when we create the circle. The circle is large enough to accommodate one person.
Creating a circle requires ten minutes of work.

Skills and Connections: I have 1 level of each of the following skills:


Connection to the Order Goetica
Resist Defense
Persuasion
Health
Possessions on hand:
Slightly old and worn but elegant clothing Injuries:
Fashionable eyeglasses
35 crystal orbs
12 glass orbs
2 magecoins Wounds: 1 SC 2 SC

Stats [Refer to your stat pools sheet and make sure


you have this many bene in your stat pools.]
Anguish: 1 SQ 2 SQ
Accuracy 1
Movement 2
Perception 3
Physicality 2
Interaction 4
Sorcery 7
Intellect 2
Sortilege 2
BACKGROUND INFO
FOR YOU
This information is for you:
I rent a room in my friend Eduare’s large house, and sometimes secretly raid his library. I’m not much
interested in material possessions, though. I’m more interested in people and beings like angels and
demons. I’m so in tune with others than I can read minds and speak telepathically with others.
Eduare had a party at his house not long ago and there I met a fascinating being called the Illustrated
Messiah. I learned that she knows a secret that could help me conjure even more powerful entities, and
she’s agreed to teach me if I help her in her current endeavor.

FOR THE GROUP


This information is to be read aloud when the GM indicates it at the beginning:

Order: Like all those of the Goetic Order, I summon spiritual entities to provide protection and aid.

Forte: I shepherd minds. I can know the thoughts of a close person and I can speak telepathically.

Character Bond: I rent a room in Eduare’s house.

Character Arc: I seek a secret the messiah knows, and she can only provide it once she’s among the dead.
NIMUIAN THE STALWART ARDENT OF THE
ORDER OF MAKERS WHO HOSTS A LEGION
Ardent Heart: Tied to the Notions family of the Sooth Deck.

Signature Object: Magical pistol that shoots fiery bullets. This is a level 4 pistol
with very long range that inflicts 5 points of damage, 1 point of which is fire
damage.

Skills and Connections: I have the following skills:


Connection to the Order of Makers 4
Understanding or assessing materials 1
Gunsmith 1
Metalworking 1
Climbing 1
Breaking objects 1

Armor: 1

Possessions on hand:
Practical, but high-quality clothing
Brawler’s jacket (+1 Armor)
Signature pistol (see above) and 12 extra rounds
A bag with a variety of tools
35 crystal orbs
6 glass orbs

Stats [Refer to your stat pools sheet and make sure you have this many bene in your stat pools.]
Accuracy 4
Movement 5 Health
Perception 3
Physicality 5 Injuries:
Interaction 1
Sorcery 5
Intellect 1
Sortilege 2 Wounds: 1 SC 2 SC

Anguish: 1 SQ 2 SQ
BACKGROUND INFO
FOR YOU
This information is for you:
Most of my friends are quite scholarly, but I am more physical. My magic mostly manifests as the
capacity to make things, and I’m not the kind to just make things and then not use them. I’m fearless—
some might even say reckless—and always quick to help my friends or those in my order.
Not all of my friends, however, are those that you can see or touch. Since I was a child, I have had my
“companions” within me. You might call them demons, but I call them friends. They imbue me with
physical strength and power.
I live not far from my friends Eduare and Ellian and visit them regularly. When I was a child, I met
a special person named Ute, and we learned quickly that we shared a mystical bond that neither of us
completely understands.
I am very focused on my order and one day hope to rise in the ranks and become one of the fabled
Master Makers (but their existence isn’t something I talk about with non-Makers). The order has
instructed me to help an entity known as the Illustrated Messiah, and so I will.

FOR THE GROUP


This information is to be read aloud when the GM indicates it at the beginning:

Order: I am a Maker and use my magic to craft items of mystic power.

Forte: I host a legion. I am possessed by many spirits and they make me stronger.

Character Bond (said at the same time as the other player): We share a mystical bond we cannot explain.
If we are close to each other, our magic is 1 level higher. If one of us suffers damage, we both suffer that
damage.

Character Arc: My order has instructed me to help the messiah at all costs, and in return I will advance
in their ranks.
IVER THE ICONOCLASTIC GALANT APOSTATE
WHO CALLS UPON THE SERPENT
Galant Heart: Tied to the Secrets family of the Sooth Deck.

Counterspell: As an action, I 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).

Bite of the Serpent (Level 2 (+1 die)): I call upon the Serpent and its
snake-like head appears and attacks a close creature, inflicting 2 points of
damage and injecting venom that hinders the victim’s next action.
Color: Red

Skills and Connections: I have 1 level of each of the following skills:


Magical Lore
Dodge Defense
Stealth

Possessions on hand:
Fashionable clothing
Jeweled ring
Satchel
Pocketknife
First aid kit
2 notebooks and a variety of pens
150 crystal orbs
9 glass orbs
Health
Stats [Refer to your stat pools sheet and make sure
you have this many bene in your stat pools.] Injuries:
Accuracy 1
Movement 4
Perception 3
Physicality 1 Wounds: 1 SC 2 SC
Interaction 2
Sorcery 11
Intellect 2
Anguish: 1 SQ 2 SQ
Sortilege 2
BACKGROUND INFO
FOR YOU
This information is for you:
I don’t want to have anything to do with an organization of any kind. My small circle of friends are all the
connections I need, thank you.
Take my friend Eduare the Vance. Sure, we like to one-up each other all the time, but we’re good friends. And
Ute—I’d do anything to help them, and I understand that they are assisting someone called the Illustrated Messiah,
and so I am too. I don’t hesitate to help those who deserve it.
I think well on my feet, and enjoy action. And yet, I always find myself with my nose in a book all day. These
magic spells won’t learn themselves. But it’s worth it. Magic’s always come easy to me, and maybe that’s thanks to
the Serpent.
When I was very young, a manifestation of living magic itself spoke to me. In the quiet hours when no one is
around, I can hear it talking and it can hear me. Called the Serpent, I can ask it for help and it will come. For now, it
will strike down my enemies, but maybe someday it can help me with my magic.

FOR THE GROUP


This information is to be read aloud when the GM indicates it at the beginning:

Order: I reject magical orders and forge my own path into the world of magic. I am an Apostate.

Forte: I call upon an entity known as the Serpent and can make them appear in order to attack a foe.

Character Bond (said at the same time as the other player): We are friendly rivals, and we gain motivation
when the other does well, afraid to be shown up. We gain +1 to our action immediately after the other
succeeds at an action.

Character Arc: I want to help the messiah because Ute does.

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