The bells have just finished ringing out seven in the morning, and you wait on the bench, thinking about fading back into the wretched old wood and iron, hoping not to be noticed, but the gods-damned drunk sees you anyway.
Don’t they always?
[[These wine-sour prophets of waystations.->The Prophet]]Everyone’s met him before.
You'd swear there's some version of him in every place you've ever passed through and you don't quite know what that says about the universe, that it is filled with echoes of this rabid, ribald drunk, harassing people as they try to get somewhere, anywhere at all, panhandling for a few spare words to fill up the lonely hole in the centre of him.
"Morning," he says to you, shuffling over towards you, vibrating with the echo of the hourly bells. Sitting down on the far side of your bench. The foot of space between you not nearly enough to hide the acid heat of his breathe, words soaked and burnt in whiskey.
He gestures out towards the city. "As if there's anything like morning in [[this fucking septic tank->Derelictus]] of a place." He laughs like he’s the funniest man in the world.You follow his wild gesture outwards from the station, into the warren of streets, debris and people called Derelictus.
The city between.
"The leavings of the great city," the drunk sneers, up at the vaulted, cavernous ceiling over us. "Proud stands the Spire. Shitting on the rest of us."
He is not wrong, of course. You wouldn't be sitting here if he was wrong. You still don't want to talk to him.
[[Ask him to leave you alone.->Polite]]
[[Tell him to leave you alone.->Aggressive]]
[[Say nothing. ->Quiet]]"Fuck off," you tell him.
He hears you, you know he does. It flickers across his face, a wave of distaste.
"It's not a city, this place," he says. "We pretend it is, but it's just landmarks stitched together in the same skin, and the wound hasn't sealed. It's gone to rot, taking us with it. You know what a city is? A cage that keeps enough of you alive to be worth something to the ruling class? This isn't even that little." He doesn't give any indication that he's going to stop talking.
[[So that didn't work, now did it?->The Heartsick Man]] "Please fuck off," you say to him him.
If he even hears you, he doesn't act like it.
"Morning," he says, "like there's a sun down hear that might rise. We should call it mourning, with a "u"!" He laughs again, like this is funny. "Have you heard that one before, eh?"
You look at the carved stone overheard, lit up in aetherlights strung through town, a little brighter now, than in the night, peaking at midday. You look at him again. You can just tell he is going to say something else.
Manners aren't always useful. [[That's why people invented knives.->The Heartsick Man]]You don't say anything. Why encourage him?
"You see them turning up the lights to tell us it's morning, and you hear them ringing their little bells. Bong. Bong. Bong." He draws out each sound for an excruiatingly long time. "But how do know the sun is even rising. They could tell us any time at all is "sunrise" and how would we know? You know they could be stealing hours from us every night, adding them back in during the day. Every wonder why you can never get enough sleep? The night's not as long as they tell you it."
He pauses.
Laughs and laughs and laughs.
"Did I have you going there?"
[[Perhaps silence itself was encouragement enough.->The Heartsick Man]] What kind of thing are you? It's a strange way of phrasing the question but he's a Heartsick drunk so I suppose you can forgive him that.
There's really only four kinds of people down in the City Beneath, though these distinctions are pretty arbitrary. Aesthetics. Form not function.
You look around.
You see
<div style="text-indent: 2em;">A few [[aelfir->AelfirCharacters]].</div>
<div style="text-indent: 3em;">Most of the people here are [[drow->DrowCharacters]].</div>
<div style="text-indent: 4em;">A good number of [[humans->HumanCharacters]] are around too.</div>
<div style="text-indent: 5em;">There's even a [[gnoll->GnollCharacters]].</div>
(Does this choice [[matter->Disclaimer-No]]?)You look closely at this man now, since ignoring him and being ignored by him are both proving impossibilities.
"Fucking (t8n:"fade-left")+(link-rerun:"aelfir")[ (//Aelfir. The High Elves. Genetically predisposed to be assholes,// you think)] and their fucking city," he says, while you look. "And us here long, long before them. Do they teach you that in school?"
He was a (t8n:"fade-left")+(link-rerun:"drow")[ (//Drow. Sun-adverse elves of shadow and night. Second-class citizens in the city above//)] once. Some of him still is. A tattered man wrapped in a tattered jacket, Heartsick to his core. Is it corruption or just change? Is there a difference? One way or another the Heart Itself has sunk deep into the man's flesh, probably his soul too. Wedding him into this place. Stitching this place into him. A lot of people down here in the Undercity go through that.
No wonder he speaks which such venom of the Spire above though. There never was a drow that loved the Spire.
He looks at you, as closely as you're looking at him. Closer.
[["What kind of thing are you anyway,"->What kind of thing]] he asks.You know there is only one thing anyone, even another aelfir, thinks when they look at an aelfir. They think, what an asshole, and that's not even the half of it. Aelfir rule the City Above with golden fists, chains and technological magiks begged, borrowed and torns from the realms of the Gods. Tech-bro futurist existing on the exploitation of everyone and everything they can get their hands on. Functionally immortal, thanks to their bizzare rituals of science and sacrifice. Lifetimes of power and privilege sustained, fuelled, by burning out the lower orders. You know, assholes. Some aelfir lie and say, it's for the good of the world. Most, by now, don't even need to justify their cruelty.
In the City Above, the High Elves wear masks to hide their faces from the lesser beings that serve them. Some say, so you can't seem them laughing at you. Those in the Undercity have either lost everything, or have come down to Heart in search of some desperate, incredible power.
[[You are not an aelfir->What kind of thing]]
(t8n:"blur")+(link-reveal:"You are an aelfir.")[=
You tell the man what you are. See the sneer ripple across his face. You're in the Heart now. No drow serves you here. He might go for your throat and for the first time in your life, you're not sure that someone would stop him. They might fucking help.
You have two keepsakes on your person right now. Things that remind you, for good or ill, of the life you used to have in the world above. Where there was a sun, where you might have mattered.
//(Choose two or roll a d20 twice)//
0. (checkbox: 2bind $aelfirtrinket1,"Vial of orchid-oil perfume")
0. (checkbox: 2bind $aelfirtrinket2,"Fingerbone necklace")
0. (checkbox: 2bind $aelfirtrinket3,"Your brother’s preserved eye in a glass jar")
0. (checkbox: 2bind $aelfirtrinket4,"Oversized and awkward book of family history")
0. (checkbox: 2bind $aelfirtrinket5,"Your spouse’s death-mask")
0. (checkbox: 2bind $aelfirtrinket6,"Devotional circlet bearing imagery of the Solar Pantheon")
0. (checkbox: 2bind $aelfirtrinket7,"Semi-functional music box")
0. (checkbox: 2bind $aelfirtrinket8,"Ticket stub from an Opera-Orgy")
0. (checkbox: 2bind $aelfirtrinket9,"Mummified cat") (name her)
0. (checkbox: 2bind $aelfirtrinket10,"Elaborate and shrill-sounding flute")
0. (checkbox: 2bind $aelfirtrinket11,"Glasses with red-tinted smoked lenses")
0. (checkbox: 2bind $aelfirtrinket12,"Bone-pipe and the dregs of a poppy-dust bag")
0. (checkbox: 2bind $aelfirtrinket13,"The flensing knife you got for your fifth birthday")
0. (checkbox: 2bind $aelfirtrinket14,"Sword hilt with a half-inch of broken blade")
0. (checkbox: 2bind $aelfirtrinket15,"Sacred symbols of the Old Gods, outlawed in the City Above")
0. (checkbox: 2bind $aelfirtrinket16,"Metal teeth (original teeth removed due to boredom)")
0. (checkbox: 2bind $aelfirtrinket17,"Spritz bottle and pocket fan, to keep from over‐heating")
0. (checkbox: 2bind $aelfirtrinket18,"Stunted tree that grows sour fruit")
0. (checkbox: 2bind $aelfirtrinket19,"Paints, brushes, and an easel of sorts")
0. (checkbox: 2bind $aelfirtrinket20,"Patchy evidence regarding your step-sister’s betrayal")
You (Link: "wear your mask")[(set: $ancestry to "Aelfir, Loyal to the Spire") (goto: "class")] to honour the City Above. Proud Stands the Spire. You will return.
Your (Link: "family name was ruined")[(set: $ancestry to "Aelfir, Family Ruined") (goto: "class")] and you will have vengeance for it.
You (Link: "cling to the luxury of the City Above")[(set: $ancestry to "Aelfir, Desperate to Return") (goto: "class")] and you will do anything to be taken back into her shelter.
What does someone think when they look at the drow, you wonder to yourself? The Dark Elves, if you read your aelfir propaganda. Strange, even if you don't. Egg-laying, long-lived tinkerers, magicians and artists of the weird. Doers of deeds. They don't sit around in contemplation, they do and die and do again, if that's what's needed.
Drow are many in this part of the world, even if they are subjugated and brutalised by the self-styled High Elves above. They can be found in any part of the Heart, of the City Above or the surrounding lands, the caravan city of Aliquam, the warrens of the Home Nation or the foothills of Nujab.
They remember the old ways, and venerate the the Glorious Lady, last facet of the tripartite moon. They do not speak of the other two aspects of the Goddess Moon.
[[You are not a drow->What kind of thing]]
(t8n:"blur")+(link-reveal:"You are a drow.")[=
You tell the man what you are. As if that covers nearly any of it. He nods grimly. He knows nothing of what it means to be you, and yet he knows what it means to be drow.
You have two keepsakes on your person right now. Would anyone but a drow have things like these? Okay, maybe. But still. They're yours, and that makes them something drowish, doesn't it?
//(Choose two or roll a d20 twice)//
0. (checkbox: 2bind $drowtrinket1,"Deck of Malrique fortune cards")
0. (checkbox: 2bind $drowtrinket2,"Yeast mother (name her)")
0. (checkbox: 2bind $drowtrinket3,"Half a bottle of malak tincture; all that remains of your stash")
0. (checkbox: 2bind $drowtrinket4,"Dog-tags from the Allied Defence Forces")
0. (checkbox: 2bind $drowtrinket5,"Friendly but stupid pocket-mouse") (name him)
0. (checkbox: 2bind $drowtrinket6,"Hand-drawn image of your dad’s largest pig")
0. (checkbox: 2bind $drowtrinket7,"Bag of statuettes depicting the The Many, a gang of refugee gods")
0. (checkbox: 2bind $drowtrinket8,"Portable triptych shrine to the Moon Goddess, incense, candles")
0. (checkbox: 2bind $drowtrinket9,"Small collection of Half-sten Horror sensationalist pulp literature")
0. (checkbox: 2bind $drowtrinket10,"Coupon good for 1 (one) skywhale trip to Ys")
0. (checkbox: 2bind $drowtrinket11,"Warm, hand-knitted scarf and gloves")
0. (checkbox: 2bind $drowtrinket12,"Battered leather mask")
0. (checkbox: 2bind $drowtrinket13,"Love-letters sent from the war")
0. (checkbox: 2bind $drowtrinket14,"Midwife’s blood-letting kit")
0. (checkbox: 2bind $drowtrinket15,"Brightly-coloured headscarf and dark glasses")
0. (checkbox: 2bind $drowtrinket16,"Bottle of corpsefruit liqueur")
0. (checkbox: 2bind $drowtrinket17,"Your mother’s second-best dagger")
0. (checkbox: 2bind $drowtrinket18,"Votive image of Hallow Hearts-Breath-Halting")
0. (checkbox: 2bind $drowtrinket19,"Well-worn brass statuette of an openmouthed toad")
0. (checkbox: 2bind $drowtrinket20,"Wanted poster from the City Above with your face on it")
You were (Link: "born in the City Above")[(set: $ancestry to "Drow, Born Above") (goto: "class")], the Spire, and served a durance. Four years of indentured servitude to cruel aelfir.
You were (Link: "born in the City Beneath")[(set: $ancestry to "Drow, Born Below") (goto: "class")] and you know it well enough to know it could kill you at any moment.
You are (Link: "a traveller")[(set: $ancestry to "Drow, from far away") (goto: "class")] from a distant land, where drow are free and prosperous. What is to be said of humans? A batch of short-lived fools desperate for fame, fortune or both. Cowards and heroes, careless with the few years they have. They breed fast, colonise everywhere they get their teeth into, have a reckless abandon for self-preservation. Will fight anyone, including themselves. A mess of tribalisms preserved by their insane ability to build weapons out of just about any bit of trash you give them and the stupidity to attempt to use them. Not always safely.
Humans emerged out of the Eastern Island nations, eager to fuck, fight and sell. That's what they did. That's what they are. Walking idiot death machines. Fucking great.
[[You are not a human->What kind of thing]]
(t8n:"blur")+(link-reveal:"You are a human.")[=
You tell the man what you are. "Well of course you are," he agrees with a sigh. Just thinking about you exhausts him. What else could be said. "The Heart loves humans. Sometimes I think it was made for you. Who else would be stupid enough to come dig up the future's corpse and set it free?"
You're not sure you appreciate his tone, but he's hardly wrong, if you're honest with yourself.
You have two keepsakes on your person right now. Humany things. The kind of thing you've kept because they aren't worth anything to anyone else.
//(Choose two or roll a d20 twice)//
0. (checkbox: 2bind $humantrinket1,"Grail charm made of wyvern-bone")
0. (checkbox: 2bind $humantrinket2,"Bullet with your own name carved on it")
0. (checkbox: 2bind $humantrinket3,"Broken pocket-watch with a picture of your mam in it")
0. (checkbox: 2bind $humantrinket4,"Arcology shard necklace")
0. (checkbox: 2bind $humantrinket5,"String of flickering coloured magelights")
0. (checkbox: 2bind $humantrinket6,"Votive image of a deceased Wanderer-King")
0. (checkbox: 2bind $humantrinket7,"Dog-eared Whitecross travel documents")
0. (checkbox: 2bind $humantrinket8,"Long-stemmed pipe and pungent tobacco")
0. (checkbox: 2bind $humantrinket9,"Feather-tokens to Luxulyan, Duke of Air")
0. (checkbox: 2bind $humantrinket10,"A single mechanical finger (in place of your own)")
0. (checkbox: 2bind $humantrinket11,"Battered and oft-repaired green coat")
0. (checkbox: 2bind $humantrinket12,"Custom scrimshaw kit, well-used")
0. (checkbox: 2bind $humantrinket13,"Sporadically-updated travel diary")
0. (checkbox: 2bind $humantrinket14,"Hard-to-clean drinking horn")
0. (checkbox: 2bind $humantrinket15,"Matching shell-casing charm bracelets, variety of calibres")
0. (checkbox: 2bind $humantrinket16,"Three slim unopened cans of cooked eels")
0. (checkbox: 2bind $humantrinket17,"Once-colourful mercenary fatigues")
0. (checkbox: 2bind $humantrinket18,"Harmonica inscribed with “SUMMER‐COURT”")
0. (checkbox: 2bind $humantrinket19,"Pop-arcana book about humanity’s ability to ascend to godhood, and how YOU can do it")
0. (checkbox: 2bind $humantrinket20,"Brightly-coloured fish in a jar (name him)")
You are (Link: "from the Eastern Kingdoms")[(set: $ancestry to "Human, Eastern Kingdoms") (goto: "class")] and came to Spire with nothing more the dreams in your head and the lint in your pocket. And here you are in Heart. Great job, human!
You were (Link: "thrown out of college")[(set: $ancestry to "Human, Exiled") (goto: "class")] because your retro-engineering professors couldn't see what a novel, even genius, approach you were taking. Heresy, they said. A danger to yourself and others, they said. Well, you'll show them just how dangerous.
You are (Link: "third-generation Heartborn")[(set: $ancestry to "Human, from Heart") (goto: "class")] and not really anything like humans from the surface. You really like Heart and it likes you too.
There are those - as in the aelfir, mostly - who would say the beast-headed southlanders are savages. Propaganda about the rage, bestiality, lack of control of the monstrous Gnolls. All lies. Every dark printed inch of it from the aelfir's war ministry meant to isolate and alienate the gnollish empire.
No one is saying the gnolls are inherently good, or even decent. Just that everything you've read or heard is a lie printed by aelfir engaged in a centuries long war.
Things that are true about the gnolls are few and far between but they are uncanny mechanists, binding machinery and their demonology for unprecedented results in mechanoccultism. Resurrecting the ancient machines of the Old Worlds, the Elder Gods. The very things the aelfir built their power out of. You know, if you wondered why they hated the gnolls. Gnolls, for their part, would be content to be left alone and at this point, the nuclear deterrent seems the only way that's going to happen.
[[You are not a gnoll->What kind of thing]]
(t8n:"blur")+(link-reveal:"You are a gnoll.")[=
You tell the man what you are. "I should have known from the size of you," he says. "Always liked gnolls. Never done me any wrong. And, sure, any enemy of the fucking aelfir . . ." He winks. A delighted smirk on his Heartsick face.
You have two keepsakes on your person right now. Bits of home. Of a past. Stepping stones into your future.
//(Choose two or roll a d20 twice)//
0. (checkbox: 2bind $gnolltrinket1,"Tiny sealed box that gets angry when you shake it")
0. (checkbox: 2bind $gnolltrinket2,"Several cubes of refined sugar wrapped in red paper")
0. (checkbox: 2bind $gnolltrinket3,"Annotated map of the war-torn Dust region")
0. (checkbox: 2bind $gnolltrinket4,"Stag beetle in a jar (name them)")
0. (checkbox: 2bind $gnolltrinket5,"Knotted weave of string that describes your grandmother")
0. (checkbox: 2bind $gnolltrinket6,"Poetry anthology with your work in it")
0. (checkbox: 2bind $gnolltrinket7,"Nujabian military fatigues")
0. (checkbox: 2bind $gnolltrinket8,"Spyglass built by your lover")
0. (checkbox: 2bind $gnolltrinket9,"Warm, leathery egg")
0. (checkbox: 2bind $gnolltrinket10,"Hair-dressing scissors, razor and mirror")
0. (checkbox: 2bind $gnolltrinket11,"Painted dog skull")
0. (checkbox: 2bind $gnolltrinket12,"Book of unsolved mathematical equations")
0. (checkbox: 2bind $gnolltrinket13,"Small sphere with southern star-map on it")
0. (checkbox: 2bind $gnolltrinket14,"Zither inscribed with vine-leaves")
0. (checkbox: 2bind $gnolltrinket15,"Book of macabre fairy-tales")
0. (checkbox: 2bind $gnolltrinket16,"Tacky lenticular image of the Source Pyramid in Al’Marah")
0. (checkbox: 2bind $gnolltrinket17,"Vial of rainwater from the southlands")
0. (checkbox: 2bind $gnolltrinket18,"Brass-inlaid tin half-filled with a brown, gritty stimulant")
0. (checkbox: 2bind $gnolltrinket19,"Bag of boiled sweets (various flavours)")
0. (checkbox: 2bind $gnolltrinket20,"Djinn-battery you don’t know how to recharge")
You (Link: "travelled to the Heart")[(set: $ancestry to "Gnoll, Travelled to Heart") (goto: "class")] in search of something important.
You (Link: "fled Spire")[(set: $ancestry to "Gnoll, Escaped Spire") (goto: "class")], escaping aelfir chains, into the Heart.
You (Link: "were born in the City Beneath")[(set: $ancestry to "Gnoll, Born Below") (goto: "class")] and you know this place could be the end of the aelfir's tyranny forever.
As far as I can tell, this has no mechanical or functional impact on the game. The drunk nods. So you're a (print:$ancestry). But that's only part of what you are, isn't it? There's what we're born and what be turn ourselves into. That's the . . . " - He cackles to himself - "the heart of Heart. Everything is something more than it starts out."
There are so many things down here, in the City Beneath, so many ways of being. But there are only a few ways, a strange handful of weirdness, that you might be.
(align:"<==")+(box:"=X")[[[(Shane, what does any of this nonsense mean??)->Cheat Sheet]]]
* [[Cleaver->CleaverDetails]]: You are what you eat and you keep eating the weirdest things. A hunter whose form changes and adapts as you consume your prey.
* [[Deadwalker->DeadwalkerDetails]]: You faced your death and kicked the shit out of them, and now they sort of just follow you around. Are they waiting for another go, or do they just like your company?
* [[Deep Apiarist->ApiaristDetails]]: Some magicians sell their soul to devil but you sold it to a Hive of supernatural crystal bees who hate the Heart. That'll work out, right?
* [[Heretic->HereticDetails]]: You know the way drow don't talk about the lost aspects of their Moon Goddess? Well you know why and you won't shut about it. There's a whole Moon Beneath the surface and you worship her and everyone else should too.
* [[Hound->HoundDetails]]: All cops are bastards but you're a mercenary cop and that is probably worse than a regular cop. Carrying the cursed badge you can't get rid of, you know there's no such thing as justice, but there is you.
* [[Incarnadine->IncarnadineDetails]]: Okay, so you ran out of luck and the God of debt took your soul, but that's fine - a couple of good deals and you'll get it back. You're a priest of the Deal after all. Practitioner of the Holy Art of the Steal. God likes you. Well, like you on your knees begging for one more chance, anyway.
* [[Junk Mage->JunkMageDetails]]: You put the Junk in junkie, sucking up the celestial highes multidimensional divinities leave in their wake. You're a pioneer of exoplanar reality and you've got the power to prove it. After just one more hit, to straighten yourself out. Go on. Go for it. It's fine.
* [[Vermissian Knight->VermissianDetails]]: In a suit of patchwork armour scavanged from the carcasses of the profane dead-trains, there's almost nothing you can't fight off, except the nagging feeling that you might be a monster.
* [[Witch->WitchDetails]]: Does it matter that your magic comes from a wasting blood disease that's slowly eating away the physical reality of your being? Of course it doesn't. You're part of the coven now and that brings respect, it brings power and it brings the certainty that you don't even need skin, not where you're going!
#(text-colour:red)[''Heart Character Sheet'']
Please screenshot or print as PDF and send it to me.
=|=
(text-colour:red)[Ancestry:] (print:$ancestry)
(text-colour:red)[Class:] (print:$class)
(text-colour:red)[Calling:] (print:$calling)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
|==|
(text-colour:red)[Active Beats:]
{
(if:$adventureminor1 is true)[* Charm someone with tales of your exploits]
(if:$adventureminor2 is true)[* Engage in reckless abandon with drink, drugs or sex]
(if:$adventureminor3 is true)[* Slay a beast that drops resources of D10 or higher]
(if:$adventureminor4 is true)[* Access a haven in tier 2 of the Heart]
(if:$adventureminor5 is true)[* Take Major Blood fallout]
(if:$adventureminor6 is true)[* Take Major Fortune fallout]
(if:$adventureminor7 is true)[* Defeat a powerful foe one-on-one]
(if:$adventureminor8 is true)[* Refuse to back down when it would be beneficial to do so]
(if:$adventureminor9 is true)[* Establish a connection]
(if:$adventureminor10 is true)[* Get in trouble with the Hounds]
(if:$adventureminor11 is true)[* Rescue someone from peril]
(if:$adventureminor12 is true)[* Make a dramatic entrance that’s a Risky action]
(if:$adventureminor13 is true)[* Claim a resource of at least D10 from a dangerous location]
(if:$adventureminor14 is true)[* Defend a haven from attack]
(if:$adventureminor15 is true)[* Have at least three havens know your name, for good or ill]
(if:$adventureminor16 is true)[* Rush into danger before anyone else]
(if:$adventureminor17 is true)[* Have a cocktail, fighting move or legendary beast named after you]
(if:$adventureminor18 is true)[* Go somewhere where no-one else has stepped foot for at least a century]
(if:$adventureminor19 is true)[* Win an unarmed brawl in a haven]
(if:$adventureminor20 is true)[* Kick someone off a tall structure (they really deserved it)]
(if:$adventureminor21 is true)[* Help an important or influential figure in a haven.]
(if:$adventuremajor1 is true)[* Acquire a rare or powerful (D12 value) item, preferably magic]
(if:$adventuremajor2 is true)[* Slay a beast that’s at least five times your size]
(if:$adventuremajor3 is true)[* Upgrade a haunt to D12]
(if:$adventuremajor4 is true)[* Save a haven from destruction or doom]
(if:$adventuremajor5 is true)[* Connect three havens to one another with permanent paths]
(if:$adventuremajor6 is true)[* Successfully perform a Dangerous action that saves the day]
(if:$adventuremajor7 is true)[* Catalogue your exploits for an extended period; either do it yourself or hire a bard]
(if:$adventuremajor8 is true)[* Upgrade a haunt to D12]
(if:$adventuremajor9 is true)[* Lead a group or organisation (other than your delving party)]
(if:$adventuremajor10 is true)[* Successfully lead, and take full credit for, a delve that takes you to Tier 3 or deeper]
(if:$enlightenmentminor1 is true)[* Allude to the events that led you to seek forbidden knowledge to achieve an impossible task.]
(if:$enlightenmentminor2 is true)[* Put the acquisition of knowledge above preserving the lives of your allies.]
(if:$enlightenmentminor3 is true)[* Gain access to knowledge that someone tried to conceal.]
(if:$enlightenmentminor4 is true)[* Gain favour with a faction that can help you learn more about your goal.]
(if:$enlightenmentminor5 is true)[* Take Minor Mind fallout.]
(if:$enlightenmentminor6 is true)[* Destroy evidence or rhetoric that proves your task to be impossible.]
(if:$enlightenmentminor7 is true)[* Sell or sacrifice a D8 or higher resource to secure a secret.]
(if:$enlightenmentminor8 is true)[* Reach a landmark on tier 3 of the Heart.]
(if:$enlightenmentminor9 is true)[* Find a helpful text.]
(if:$enlightenmentminor10 is true)[* Succeed at a task that someone else has recently failed to achieve.]
(if:$enlightenmentminor11 is true)[* Mark D8 stress to an NPC bond and describe what happens.]
(if:$enlightenmentminor12 is true)[* Acquire an NPC bond who has access to useful information.]
(if:$enlightenmentminor13 is true)[* Establish a connection on a delve.]
(if:$enlightenmentminor14 is true)[* Take Minor Supplies fallout.]
(if:$enlightenmentminor15 is true)[* Flee from combat or a similarly dangerous situation, or hide until it all blows over.]
(if:$enlightenmentminor16 is true)[* Release your shocking findings in a journal published in the City Above.]
(if:$enlightenmentminor17 is true)[* Meet someone from your old life who’s trying to get you to give up on your quest.]
(if:$enlightenmentminor18 is true)[* Dissect something or interrogate someone that can shed light on your task.]
(if:$enlightenmentminor19 is true)[* Buy some cutting-edge, experimental or finely-made equipment and use it on a delve.]
(if:$enlightenmentmajor1 is true)[* Take Major Mind fallout.]
(if:$enlightenmentmajor2 is true)[* Kill someone who is trying to stop you from claiming knowledge.]
(if:$enlightenmentmajor3 is true)[* Sell or sacrifice a D12 resource to secure a secret.]
(if:$enlightenmentmajor4 is true)[* Destroy a haunt to learn more about your task.]
(if:$enlightenmentmajor5 is true)[* Gain authority within a faction that you can use to learn more about your goal.]
(if:$enlightenmentmajor6 is true)[* Find a source of knowledge on Tier 3 of the Heart.]
(if:$enlightenmentmajor7 is true)[* Take Major Supplies fallout.]
(if:$enlightenmentmajor8 is true)[* Acquire a renowned piece of equipment.]
(if:$enlightenmentmajor9 is true)[* Attract a protégé who’s read your work and is determined to learn more.]
(if:$enlightenmentmajor10 is true)[* Explore a mysterious tower whilst on a delve (this increases the difficulty of the delve by D12).]
(if:$forcedminor1 is true)[* Receive orders from your masters.]
(if:$forcedminor2 is true)[* Follow orders from your masters, even though they put you at risk.]
(if:$forcedminor3 is true)[* Rebel against your orders, even though this puts you at risk.]
(if:$forcedminor4 is true)[* Forge a friendship or romantic relationship with an NPC.]
(if:$forcedminor5 is true)[* Get into trouble as someone discovers your chequered past.]
(if:$forcedminor6 is true)[* Betray someone because of your true nature.]
(if:$forcedminor7 is true)[* Take Minor Fortune fallout.]
(if:$forcedminor8 is true)[* Do something dangerous to conceal your past.]
(if:$forcedminor9 is true)[* Invoke your masters’ name to get what you want.]
(if:$forcedminor10 is true)[* As a result of using the COLLATERAL ability, an NPC is taken out of action or a PC suffers fallout.]
(if:$forcedminor11 is true)[* Find a sanctuary where your masters cannot reach you.]
(if:$forcedminor12 is true)[* Rescue an NPC from trouble that you caused.]
(if:$forcedminor13 is true)[* Receive a time-critical mission that leads you away from your other objectives.]
(if:$forcedminor14 is true)[* Receive aid from someone reprehensible who’s in the employ of your master.]
(if:$forcedminor15 is true)[* Send a requested resource (D8 or higher) back to your master rather than using it yourself.]
(if:$forcedminor16 is true)[* Perform a seemingly unconnected action for your masters that has grim consequences.]
(if:$forcedminor17 is true)[* Cover up a crime that someone else committed on behalf of your masters.]
(if:$forcedminor18 is true)[* Claim you’re doing something on behalf of your masters when in fact it’s for your own ends.]
(if:$forcedminor19 is true)[* Involve an NPC in your master’s schemes.]
(if:$forcedminor20 is true)[* Do a favour for someone to gain leverage over them.]
(if:$forcedmajor1 is true)[* Destroy something important to your masters.]
(if:$forcedmajor2 is true)[* Learn or possess something that lessens the control your masters have over you.]
(if:$forcedmajor3 is true)[* Perform a truly reprehensible act on behalf of your masters.]
(if:$forcedmajor4 is true)[* Suffer the consequences of refusing to perform an important act on behalf of your masters.]
(if:$forcedmajor5 is true)[* Take Major Fortune fallout.]
(if:$forcedmajor6 is true)[* An important or beloved NPC dies after you bring them into your master’s schemes.]
(if:$forcedmajor7 is true)[* Thanks to your actions, a haven is pitched into deadly chaos.]
(if:$forcedmajor8 is true)[* Coerce an important or beloved NPC into undertaking a task they don’t want to do.]
(if:$forcedmajor9 is true)[* Aid another person, who you know and hate, that is also in the employ of your masters.]
(if:$forcedmajor10 is true)[* Complete a major objective for your master – something taking at least two sessions to achieve.]
(if:$heartminor1 is true)[* Following a long ritual, name The Heart. Only refer to it by this name from now on.]
(if:$heartminor2 is true)[* Take Minor Echo fallout.]
(if:$heartminor3 is true)[* See something from your dreams in the real world.]
(if:$heartminor4 is true)[* Consume something of the Heart (eat the flesh of a heartsblood beast, etc)]
(if:$heartminor5 is true)[* Be rendered helpless in the Heart for an hour or more.]
(if:$heartminor6 is true)[* Perform a rite at a place of power (Tier 2 or deeper).]
(if:$heartminor7 is true)[* Damage or sabotage a haven, letting the Heart in.]
(if:$heartminor8 is true)[* Sacrifice something you love to the Heart.]
(if:$heartminor9 is true)[* Allow something dangerous of the Heart to live when you could have killed it.]
(if:$heartminor10 is true)[* Let your curiosity lead you into danger.]
(if:$heartminor11 is true)[* Undergo a trance-like vision that lasts for hours.]
(if:$heartminor12 is true)[* Communicate with something of the Heart.]
(if:$heartminor13 is true)[* Witness an emissary of the Heart Itself.]
(if:$heartminor14 is true)[* Experience a pulse – the changing of the Heart from one state to another – first-hand.]
(if:$heartminor15 is true)[* Receive insight from a witch, a heartsblooded person or something stranger still.]
(if:$heartminor16 is true)[* Gain information on why you have been chosen by the Heart.]
(if:$heartminor17 is true)[* Receive a strange surgical implant or heartsblood transfusion.]
(if:$heartminor18 is true)[* Build a shrine to the Heart somewhere important.]
(if:$heartminor19 is true)[* Terrify or intrigue an NPC with your obsession.]
(if:$heartminor20 is true)[* Perform an act of service to an NPC witch.]
(if:$heartminor21 is true)[* Shelter someone touched by the Heart from persecution.]
(if:$heartminor22 is true)[* Find a heart-touched sapling on a delve and bring it back to a haven for planting.]
(if:$heartminor23 is true)[* Convince the party to collect Cursed resources on a delve, adding D6 to the delve’s resistance.]
(if:$heartmajor1 is true)[* Take Major Echo fallout.]
(if:$heartmajor2 is true)[* Perform a rite at a place of power (Tier 3 or deeper).]
(if:$heartmajor3 is true)[* Sacrifice someone important to the Heart.]
(if:$heartmajor4 is true)[* Establish a bond with a hearts-blood beast (Tier 2 or deeper).]
(if:$heartmajor5 is true)[* Show the truth of the Heart’s majesty to an outsider (Tier 2 or deeper).]
(if:$heartmajor6 is true)[* Meet and learn from an emissary of the Heart.]
(if:$heartmajor7 is true)[* Destroy a haven, returning the land to the Heart.]
(if:$heartmajor8 is true)[* One of your bonds takes Critical fallout thanks to your actions.]
(if:$heartmajor9 is true)[* Deliver a crucial message on behalf of the Heart.]
(if:$heartmajor10 is true)[* Visit three Vermissian Stations.]
(if:$penitentminor1 is true)[* Help someone vulnerable with no expectation of repayment.]
(if:$penitentminor2 is true)[* Repair something physical – a bridge, a door, a wall, etc. – that someone needs.]
(if:$penitentminor3 is true)[* De-escalate a situation that would have led to bloodshed.]
(if:$penitentminor4 is true)[* Spare someone’s life.]
(if:$penitentminor5 is true)[* Make penance at a site that is important to your order.]
(if:$penitentminor6 is true)[* Punish an NPC for wrongdoing..]
(if:$penitentminor7 is true)[* Meet an NPC who hates you for what you’ve done.]
(if:$penitentminor8 is true)[* Perform an act in service to your order.]
(if:$penitentminor9 is true)[* Bring bodily harm to those who stand against your order.]
(if:$penitentminor10 is true)[* Sabotage the assets of those who stand against your order.]
(if:$penitentminor11 is true)[* Establish a connection to a landmark that’s important to your order.]
(if:$penitentminor12 is true)[* Witness first-hand the tragic extent of your
failings.]
(if:$penitentminor13 is true)[* Donate needed supplies to your order.]
(if:$penitentminor14 is true)[* Teach someone the value of your order’s philosophies.]
(if:$penitentminor15 is true)[* Put yourself in great danger to protect your companions.]
(if:$penitentminor16 is true)[* Make reparations to an NPC that you have personally wronged.]
(if:$penitentminor17 is true)[* Do something your order would frown upon.]
(if:$penitentminor18 is true)[* Rescue or assist an NPC who belongs to your order.]
(if:$penitentminor19 is true)[* Openly attack the enemies of your order.]
(if:$penitentminor20 is true)[* Refuse a desirable offer due to the restrictions of your penance.]
(if:$penitentmajor1 is true)[* Take Major Blood fallout.]
(if:$penitentmajor2 is true)[* Convert animportantNPCto your order’s cause.]
(if:$penitentmajor3 is true)[* Establish continual connections between two landmarks on different tiers that are important to your order.]
(if:$penitentmajor4 is true)[* Perform an act that, if your order discovered it, would undo your penance.]
(if:$penitentmajor5 is true)[* Betray someone who really trusts you.]
(if:$penitentmajor6 is true)[* Save a landmark dedicated to your order.]
(if:$penitentmajor7 is true)[* Attack the enemies of your order when the odds are massively stacked against you.]
(if:$penitentmajor8 is true)[* Eliminate or completely undermine a faction that is opposed to your order.]
(if:$penitentmajor9 is true)[* Your order suffers a devastating setback, and you believe that it’s your fault.]
(if:$penitentmajor10 is true)[* A member of your order begs you to perform an undesirable task; to refuse would be disgraceful.]
}
(text-colour:red)[Keepsakes: ]
{(if:$drowtrinket1 is true)[Deck of Malrique fortune cards, ] (if:$drowtrinket2 is true)[Yeast mother (name her), ] (if:$drowtrinket3 is true)[Half a bottle of malak tincture; all that remains of your stash, ] (if:$drowtrinket4 is true)[Dog-tags from the Allied Defence Forces, ] (if:$drowtrinket5 is true)[Friendly but stupid pocket-mouse (name him), ] (if:$drowtrinket6 is true)[Hand-drawn image of your dad’s largest pig, ] (if:$drowtrinket7 is true)[Bag of statuettes depicting the The Many, a gang of refugee gods, ] (if:$drowtrinket8 is true)[Portable triptych shrine to the Moon Goddess, incense, candles, ] (if:$drowtrinket9 is true) [Small collection of Half-sten Horror sensationalist pulp literature, ] (if:$drowtrinket10 is true)[Coupon good for 1 (one) skywhale trip to Ys, ] (if:$drowtrinket11 is true)[Warm, hand-knitted scarf and gloves, ](if:$drowtrinket12 is true)[Battered leather mask, ] (if:$drowtrinket13 is true)[Love-letters sent from the war, ] (if:$drowtrinket14 is true)[Midwife’s blood-letting kit, ] (if:$drowtrinket15 is true)[Brightly-coloured headscarf and dark glasses, ] (if:$drowtrinket16 is true)[Bottle of corpsefruit liqueur, ] (if:$drowtrinket17 is true)[Your mother’s second-best dagger, ] (if:$drowtrinket18 is true)[Votive image of Hallow Hearts-Breath-Halting, ] (if:$drowtrinket19 is true)[Well-worn brass statuette of an openmouthed toad, ] (if:$drowtrinket20 is true)[Wanted poster from the City Above with your face on it, ] (if:$aelfirtrinket1 is true)[Vial of orchid-oil perfume, ] (if:$aelfirtrinket2 is true)[Fingerbone necklace, ] (if:$aelfirtrinket3 is true)[Your brother’s preserved eye in a glass jar, ] (if:$aelfirtrinket4 is true)[Oversized and awkward book of family history, ] (if:$aelfirtrinket5 is true)[Your spouse’s death-mask, ] (if:$aelfirtrinket6 is true)[Devotional circlet bearing imagery of the Solar Pantheon, ](if:$aelfirtrinket7 is true)[Semi-functional music box, ] (if:$aelfirtrinket8 is true)[Ticket stub from an Opera-Orgy, ] (if:$aelfirtrinket9 is true)[Mummified cat (name her), ] (if:$aelfirtrinket10 is true)[Elaborate and shrill-sounding flute, ] (if:$aelfirtrinket11 is true)[Glasses with red-tinted smoked lenses, ] (if:$aelfirtrinket12 is true)[Bone-pipe and the dregs of a poppy-dust bag, ] (if:$aelfirtrinket13 is true)[The flensing knife you got for your fifth birthday, ] (if:$aelfirtrinket14 is true)[Sword hilt with a half-inch of broken blade, ] (if:$aelfirtrinket15 is true)[Sacred symbols of the Old Gods, outlawed in the City Above, ] (if:$aelfirtrinket16 is true)[Metal teeth (original teeth removed due to boredom, ] (if:$aelfirtrinket17 is true)[Spritz bottle and pocket fan, to keep from over‐heating, ] (if:$aelfirtrinket18 is true)[Stunted tree that grows sour fruit, ] (if:$aelfirtrinket19 is true)[Paints, brushes, and an easel of sorts, ] (if:$aelfirtrinket20 is true)[Patchy evidence regarding your step-sister’s betrayal, ] (if:$humantrinket1 is true)[Grail charm made of wyvern-bone, ] (if:$humantrinket2 is true)[Bullet with your own name carved on it, ] (if:$humantrinket3 is true)[Broken pocket-watch with a picture of your mam in it, ] (if:$humantrinket4 is true)[Arcology shard necklace, ] (if:$humantrinket5 is true)[String of flickering coloured magelights, ] (if:$humantrinket6 is true)[Votive image of a deceased Wanderer-King, ] (if:$humantrinket7 is true)[Dog-eared Whitecross travel documents, ] (if:$humantrinket8 is true)[Long-stemmed pipe and pungent tobacco, ] (if:$humantrinket9 is true)[Feather-tokens to Luxulyan, Duke of Air, ] (if:$humantrinket10 is true)[A single mechanical finger (in place of your own), ] (if:$humantrinket11 is true)[Battered and oft-repaired green coat, ] (if:$humantrinket12 is true)[Custom scrimshaw kit, well-used, ] (if:$humantrinket13 is true)[Sporadically-updated travel diary, ] (if:$humantrinket14 is true)[Hard-to-clean drinking horn, ] (if:$humantrinket15 is true)[Matching shell-casing charm bracelets, variety of calibres, ] (if:$humantrinket16 is true)[Three slim unopened cans of cooked eels, ] (if:$humantrinket17 is true)[Once-colourful mercenary fatigues, ] (if:$humantrinket18 is true)[Harmonica inscribed with “SUMMER‐COURT”, ] (if:$humantrinket19 is true)[Pop-arcana book about humanity’s ability to ascend to godhood, and how YOU can do it, ] (if:$humantrinket20 is true)[Brightly-coloured fish in a jar (name him), ] (if:$gnolltrinket1 is true)[Tiny sealed box that gets angry when you shake it, ] (if:$gnolltrinket2 is true)[Several cubes of refined sugar wrapped in red paper, ] (if:$gnolltrinket3 is true)[Annotated map of the war-torn Dust region, ] (if:$gnolltrinket4 is true)[Stag beetle in a jar (name them), ] (if:$gnolltrinket5 is true)[Knotted weave of string that describes your grandmother, ] (if:$gnolltrinket6 is true)[Poetry anthology with your work in it, ] (if:$gnolltrinket7 is true)[Nujabian military fatigues, ] (if:$gnolltrinket8 is true)[Spyglass built by your lover, ] (if:$gnolltrinket9 is true)[Warm, leathery egg, ] (if:$gnolltrinket10 is true)[Hair-dressing scissors, razor and mirror, ] (if:$gnolltrinket11 is true)[Painted dog skull, ] (if:$gnolltrinket12 is true)[Book of unsolved mathematical equations, ] (if:$gnolltrinket13 is true)[Small sphere with southern star-map on it, ] (if:$gnolltrinket14 is true)[Zither inscribed with vine-leaves, ] (if:$gnolltrinket15 is true)[Book of macabre fairy-tales, ] (if:$gnolltrinket16 is true)[Tacky lenticular image of the Source Pyramid in Al’Marah, ] (if:$gnolltrinket17 is true)[Vial of rainwater from the southlands, ] (if:$gnolltrinket18 is true)[Brass-inlaid tin half-filled with a brown, gritty stimulant, ] (if:$gnolltrinket19 is true)[Bag of boiled sweets (various flavours), ] (if:$gnolltrinket20 is true)[Djinn-battery you don’t know how to recharge, ] (if:$adventuretrinket1 is true)[Pulp novel loosely based on your exploits.] (if:$adventuretrinket2 is true)[Mouth organ.] (if:$adventuretrinket3 is true)[Spidersilk scarf in a dashing colour.] (if:$adventuretrinket4 is true)[Inaccurate map of the Heart you bought off some guy in Derelictus.] (if:$adventuretrinket5 is true)[Copy of “RAVENOUS SHE-WITCHES OF HALLOW”, a best-selling sensationalist book.] (if:$adventuretrinket6 is true)[Paper and sketching charcoal.] (if:$adventuretrinket7 is true)[Fake “Abomination-hunting” license.] (if:$adventuretrinket8 is true)[Unpunched Vermissian ticket used as a goodluck charm.] (if:$adventuretrinket9 is true)[Letters from your mum asking when you’re going to come home.] (if:$adventuretrinket10 is true)[Expensive kohl eyeliner and pocket-mirror.](if:$enlightenmenttrinket1 is true)[Set of fragile magnifying lenses.] (if:$enlightenmenttrinket2 is true) [Book of handwritten theories and observations.] (if:$enlightenmenttrinket3 is true)[Portable alchemy kit in a leather box.] (if:$enlightenmenttrinket4 is true)[Dried dream-mushrooms.]
(if:$enlightenmenttrinket5 is true)[Heady incense sticks that burn dirty-blue smoke.] (if:$enlightenmenttrinket6 is true)[Bundled-up red-string-and-pins collage identifying the fools who tried to stop you.]
(if:$enlightenmenttrinket7 is true)[List of people who are Going To Pay, some names crossed out.] (if:$enlightenmenttrinket8 is true)[Bag of heavy glass fortune stones.] (if:$enlightenmenttrinket9 is true)[Taxidermied owl (name them).] (if:$enlightenmenttrinket10 is true)[Imported book of meditative stances and recipes to cleanse your spirit.] (if:$forcedtrinket1 is true)[Daguerreotype of your son.] (if:$forcedtrinket2 is true)[Moonsilver collar.] (if:$forcedtrinket3 is true)[Signed contract detailing your “employment”.] (if:$forcedtrinket4 is true)[Matchbook from The Manticore, an up-Spire casino.] (if:$forcedtrinket5 is true)[Subjugation sliver implanted in your neck.] (if:$forcedtrinket6 is true)[Guild brand on your upper arm.] (if:$forcedtrinket7 is true)[Deed to an apartment in Ivory Row up-Spire.] (if:$forcedtrinket8 is true)[Mark on your chest where your soul used to be, before you sold it.] (if:$forcedtrinket9 is true)[Your master’s sigil, wrought from iron.] (if:$forcedtrinket10 is true)[Codebook showing you how and where to make your reports.] (if:$heartsongtrinket1 is true)[Ink-blotted dream journal with maps of places you saw when you were asleep.] (if:$heartsongtrinket2 is true)[Bag of bitter stimulant pastilles.] (if:$heartsongtrinket3 is true)[Steel syringe and opiate powder.] (if:$heartsongtrinket4 is true)[The word “THEOLOSIAN” growing over your upper chest.] (if:$heartsongtrinket5 is true)[Barely-viable homonculus you shamefully coughed up or excised (name it).] (if:$heartsongtrinket6 is true)[Twenty sketches of the man you’re convinced you’re going to meet down here, all made by different artists.] (if:$heartsongtrinket7 is true)[Signed copy of BEYOND THE EDGE OF MADNESS: A Year In The Heart by Gris Hanneman.] (if:$heartsongtrinket8 is true)[Mandala made from hollow crow bones.] (if:$heartsongtrinket9 is true)[Mad, impressionist votive image of a Witch.] (if:$heartsongtrinket10 is true)[ Greenish candles that help you sleep a dreamless sleep (sometimes).](if:$penitenttrinket1 is true)[Absolution chains (heavy).] (if:$penitenttrinket2 is true)[Vellum scroll bearing a record of your crimes.] (if:$penitenttrinket3 is true)[Still-itching tattoo depicting your sins.] (if:$penitenttrinket4 is true)[The skull of someone you loved.] (if:$penitenttrinket5 is true)[ Vial of ashes with a name on it.] (if:$penitenttrinket6 is true)[Paper and sketching charcoal.] (if:$penitenttrinket7 is true)[Masonry fragment from a destroyed statue.] (if:$penitenttrinket8 is true)[Locket depicting a beautiful one-eyed drow.] (if:$penitenttrinket9 is true)[Ceremonial bronze Watchful Eye.] (if:$penitenttrinket10 is true)[Brand identifying you as one of the secretive knights of the Covenant of the Fallen Tower.]
}
=|=
(text-colour:red)[Equipment:]
(print:$equipment1)
{(print:$equipment2)}
{(print:$equipment3)}
=|=
(text-colour:red)[Resources:]
(print:$resource)
|==|
(text-colour:red)[''Abilities'']
=|=
(text-colour:red)[Calling Core]
(print:$callingcore)
=|=
(text-colour:red)[Class Core]
(print:$classcore1)
(print:$classcore2)
|==|
=|=
(text-colour:red)[Major]
(print:$major1)
=|=
(text-colour:red)[Minor]
(print:$minor1)
(print:$minor2)
(print:$minor3)
|==|
The drunk presses closer to you now. Nodding to himself. "That's the kind of thing you are, yeah. I see it now. The Heart sees it too, you know. Sees everything down here, in its own way."
"But I wonder," he says, puffing the steamy acid haze of his breath into your face. [["What brings you down here?"->callingOptions]]
#(text-colour:red)[Heart: The City Beneath]
This interactive guide will introduce the world of Heart and help you create the character you'll play.
It's weird. It doesn't all make sense. But there's still every chance I've made mistakes, so ask if you're not sure about something.
Attempt this guide as many times as you want until you have a character you'd like to play.
(align:"=><=")+(box:"X=")[[Start->Opening]]
(set: $blood to 0)
(set: $mind to 0)
(set: $echo to 0)
(set: $fortune to 0)
(set: $supplies to 0)
(set: $compel to 0)
(set: $delve to 0)
(set: $discern to 0)
(set: $endure to 0)
(set: $evade to 0)
(set: $hunt to 0)
(set: $kill to 0)
(set: $mend to 0)
(set: $sneak to 0)
(set: $cursed to 0)
(set: $desolate to 0)
(set: $haven to 0)
(set: $occult to 0)
(set: $religion to 0)
(set: $technology to 0)
(set: $warren to 0)
(set: $wild to 0)Cleaver is just a word, of course. It is what you can do that makes you a cleaver in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You are a hunter down here in the cursed places.//
(text-colour:red)[Skill] - Hunt
(text-colour:red)[Domain] - Cursed
(text-colour:red)[Resources] - A freshly harvested heart that still occassionally twitches (D6 Wild)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Abilities'']
HEARTSBLOOD
//You have a bone-deep connection to the Heart Itself; the closer you get, the more powerful you become. //
Your minimum protection value for all resistances is equal to the tier of the Heart you are currently on. This value doesn’t add to other sources of protection, but your base protection can’t be lower than your current tier unless you specifically lose access to it due to fallout.
THE RED FEAST
//Your crucible guts pluck memories from the meat.//
When you eat a resource, you gain any domains associated with that resource until the end of the situation. If you already have access to the domain, gain an appropriate knack. There’s no limit to what you can eat, but tough or noxious materials might require an Endure+Cursed check to avoid causing yourself harm. Consuming resources requires your attention and leaves you exposed, so doing it successfully in stressful situations (such as combat) could require a Sneak or Evade roll.
[[You are not a cleaver.->class]]
(link: "You are a cleaver.") [(set: $class to "Cleaver")(set: $classcore1 to "HEARTSBLOOD") (set: $classcore2 to "THE RED FEAST")(set: $hunt to it + 1) (set: $cursed to it + 1) (set: $resource to "A freshly harvested heart that still occassionally twitches (D6 Wild)") (goto: "CleaverEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//The Heart is a wild place, and it calls to wild people – those on theedge ofsocietywho find that the yoke of civilisation chafes against their skin. The wildest of all are known as Cleavers. They step out into the shifting nightmare of the City Beneath and make a home there. They are the first people to set foot in each new chamber of the place, forging ahead through a dark andstrange frontier.//
//Their bodies change. Some welcome and seek out transformation, being unsatisfied with their physical forms – they modify their bodies with surgeries that are impossible in the City Above, or hunt and consume beasts of the Heart to gain their power. Some struggle with thechange, but it is inevitable. Just as they scar the Heart into new patterns with each footstep forward, the Heart scars them in return and remakes them in a more suitable form: twisting horns, night-black eyes, curious senses unknown to the surface world and so on.//
//Cleavers are a common sight amongst parties of delvers,especiallythosein need of a guide – no-one knows the Heart like they do. No amount ofresearch, no technological device and no arcane scryingritualcan tell you as much as burying yourself waist-deep in the red wet heaven andeating the bounty it generously offers up.//Deep Apiarist is just a name, of course. It is what you can do that makes you a deep apiarist in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You are a mender of occult things.//
(text-colour:red)[Skill] - Mend
(text-colour:red)[Domain] - Occult
(text-colour:red)[Resources] - Heartsbloom rose in a glass jar (D6 Occult, Fragile)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Abilities'']
THE HIVE
//The sweetlings nest within your body. //
Some of your organs are replaced with complex copies made from wax by industrious bees. They live within you – a few at first, but as you grow in power, great swarms. Their curious buzzing aligns your mind with the Hive. At the beginning of each situation, clear all Mind stress as incipient madness flows through you and into the Hive. You can never benefit from Mind protection or remove stress from Mind, aside from using this ability.
RELEASE THE SWARM
//You send out a swarm of bees,eager to defend you.//
Gain access to the following weapon: (Kill D4, Spread, Ranged)
[[You are not a deep apiarist.->class]]
(link: "You are a deep apiarist.") [(set: $class to "Deep Apiarist")(set: $classcore1 to "THE HIVE") (set: $classcore2 to "RELEASE THE SWARM")(set: $mend to it + 1) (set: $occult to it + 1) (set: $resource to "Heartsbloom rose in a glass jar (D6 Occult, Fragile)") (set: $equipment3 to "The Swarm (Kill D4, Spread, Ranged)") (goto: "ApiaristEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//They called to you: a distant buzzing hivehum reverberating through the City, a message of control and hope, a secret means of scraping meaning and reason from the unfathomable and ever-changing Heart. They are the
Hive, they say – a megaconsciousness, a defence network, grown from within the Spire. They are here to help you push back the tide of unreality.
Desperate,you accepted them into you.Tendozenglyphmarked beescrawledinto yoursinuses and built waxen bulwarks against the disorder within. You are better now. You see the world in different patterns, and can sift through the chaff and noise that only confused you before. You have a crystal clear,perfect vision ofwhat Should Be.
You are a Deep Apiarist – one of a small sect of occultists who use the power of the Hive to work magic that manipulates order and chaos. The sigil-covered bees crawling through their bodies can unleash deadly attacks on those who would stand in their way.//Deadwalker is just a word, of course. It is what you can do that makes you a deadwalker in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You are a delver of the desolate worlds, down here in the red.//
(text-colour:red)[Skill] - Delve
(text-colour:red)[Domain] - Desolate
(text-colour:red)[Resources] - Bag of interesting teeth (D6 Desolate)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Abilities'']
DEATH FOLLOWS CLOSE
//You never knew anyone could love you as much as your own death.//
You are followed around by a manifestation of your death that is invisible and intangible to everyone but you – although when you are on the verge of dying, or in places that resonate heavily with death and sorrow, it might be visible to others. The exact appearance of it is upto you. The first time each session you suffer Major Blood, Mind or Fortune fallout, your death manifests to protect you and inflicts D8 stress on whatever caused the fallout.
ENTER THE GREY
//You know the trick of stepping sideways into the Grey: the space between the worlds of the living and the worlds of the dead. //
Roll Delve+Religion to enact this ritual. It takes around ten minutes of preparation, e.g. donning ritual garb, inhaling sacred smoke, communing with your death and so on. On a success, the smoke clears, and you (and anyone you bring with you) are in the Grey.
Within the Grey, the world is a shadowy echo of its living counterpart. Some souls linger here, awaiting their eternal reward, but for the mostpart it is grim, empty and monochrome. (For more information on travelling and surviving the Grey, see p. 169.) Exiting the Grey is a simple enough task for a Deadwalker and those they ferry across; it’s a Delve+Religion roll for anyone else.
[[You are not a deadwalker.->class]]
(link: "You are a deadwalker.") [(set: $class to "Deadwalker")(set: $classcore1 to "DEATH FOLLOWS CLOSE") (set: $classcore2 to "ENTER THE GREY")(set: $delve to it + 1) (set: $desolate to it + 1) (set: $resource to "Bag of interesting teeth (D6 Desolate)") (goto: "DeadwalkerEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//You were always obsessed with death; maybe you were a nihilistic cultist, a moneyed arcanist, a radical theologist or a sanctified killer. But your initial fascination was nothing compared to what happened after you died for the first time. Nothing’s been the same ever since.
You didn’t die properly; somehow, through willpower, luck or trickery, you stayed alive. Your tattered soul gives you a near-unique ability tostep between the lands of the living and the dead with relative ease. Your constant companion – a spectral manifestation of the death that didn’t take – guards you jealously and whispers secrets from beyond the veil into yourear while you slumber.//Heretic is just a word, of course. It is what you can do that makes you a heretic in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You are a mender of sacred things.//
(text-colour:red)[Skill] - Mend
(text-colour:red)[Domain] - Religion
(text-colour:red)[Resources] - A single devotional candle that burns with a silver flame (D6 Religion)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Ability'']
MINISTRATIONS
//You offer solace and calm in a world of chaos. //
Once per session, lead your allies in a service of praise to the Moon Beneath (how you practice your faith is up to you). All player characters who took part can remove one Minor Blood or Mind fallout, or downgrade one Major Blood or Mind fallout to Minor, at the end of the service. If you perform this service whilst on a delve, add +D4 to the delve’s resistance.
[[You are not a heretic.->class]]
(link: "You are a heretic.") [(set: $class to "Heretic")(set: $classcore1 to "MINISTRATIONS")(set: $mend to it + 1) (set: $religion to it + 1) (set: $resource to "A single devotional candle that burns with a silver flame (D6 Religion)") (goto: "HereticEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//The Church of the Moon were driven out of the City Above two hundred years ago. Their faith had been outlawed by invading forces, their temples burned, their idols smashed to pieces, their priests slain in the street – but still they believed in Damnou, goddess of the moon tripartite, bringer of light and life to the drow. They fled into the undercity, seeking solace; what they found was a communion with their goddess greater than anything they could dream of in Spire. They found secrets hidden deep within the earth. They found the Moon Beneath.
You are an adherent to the faith of the Moon Beneath. Your great-grandparents might have been among the original refugees driven down to the Heart, or you might be a recent convert to the religion. Either way, you draw power from your faith and unearth the hidden wisdom of your queens who dwell deep in the earth. You proudly bear the symbols of your church – jewellery adorned witheyes, sacred chains that symbolise the restraints on the Moon Beneath, moonsilver piercings, and reams of sacred text – that would have you shot in the street in the City Above.//Hound is just a sound, of course. It is what you can do that makes you a hound in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You are a hunter of places pretending to be civilised.//
(text-colour:red)[Skill] - Hunt
(text-colour:red)[Domain] - Haven
(text-colour:red)[Resources] - Bottle of rotgut liquor (D6 Haven)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Ability'']
IN THE THICK OF IT
//You have a knack for getting yourself in just enough trouble to find the truth. //
Once per situation, when you would mark stress to any other resistance than Fortune, mark it to Fortune. When you suffer Fortune fallout, roll with mastery for the remainder of the situation.
[[You are not a hound.->class]]
(link: "You are a hound.") [(set: $class to "Hound")(set: $classcore1 to "IN THE THICK OF IT")(set: $hunt to it + 1) (set: $haven to it + 1) (set: $resource to "Bottle of rotgut liquor (D6 Haven)") (goto: "HoundEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//In the past: the 33rd Regiment were sent down to pacify the Heart by a mad warrior-poet from the City Above. Of the nine hundred or so enlisted soldiers who set off, three hundred survived. Surrounded by forces beyond their understanding and on the verge of total destruction, the surviving officers did what they could to save their troops. They did something terrible.
Now: there are three hundred badges, each marked with the name of the original hero who carried it. When you steal one, or have it bestowed upon you, you join the Hounds: the new name of the 33rd, protectors of the fragile populace of the Heart. You carry the weight of their deeds on your shoulders.
You hear that some of the original three hundred are still out there,still wearing their badges. You’ve heard of Hounds holding back the darkness alone, withstanding tremendous amounts of punishment, defending havens for days on end without sleep or food.
The Hounds draw on one another and the people of the Heart for strength. So long as someone draws breath in the City Beneath, they cannot be destroyed; this is their gift, and their curse.//Incarnadine is just a word, of course. It is what you can do that makes you a incarnadine in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You are a meddler in the Heart of civilised things.//
(text-colour:red)[Skill] - Compel
(text-colour:red)[Domain] - Haven
(text-colour:red)[Resources] - Second-hand wedding ring (D6 Haven)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Abilities'']
THE COST OF DOING BUSINESS
//A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. //
At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.
MUTUALLY ASSURED DESTRUCTION
//If you go down, you’re taking them with you.//
If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.
[[You are not an incarnadine.->class]]
(link: "You are a incarnadine.") [(set: $class to "Incarnadine")(set: $classcore1 to "THE COST OF DOING BUSINESS") (set: $classcore2 to "MUTUALLY ASSURED DESTRUCTION")(set: $compel to it + 1) (set: $haven to it + 1) (set: $resource to "Second-hand wedding ring (D6 Haven)") (goto: "IncarnadineEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//It’s easy to fall into debt; it’s not easy to fall into the catastrophic levels of debt that you managed to achieve. You had to be good at borrowing money – and time, and the faith of others, anything you could get your hands on – to attractt he attention o fIncarne,the Crimson God of Debt.
One day you woke up and found parts of your life missing as though it had been rummaged through by celestial bailiffs: property, possessions, memories, family members, emotions and desires were divided up between your creditors by an unseen force. Maybe your husband didn’t recognise you anymore; maybe you were never married in the first place. Maybe you came home to find the rooms barren and filthy as though it hadn’t been lived in for decades.
Incarne made their mark on you: a brand across your heart which brought an end to your life as you knew it. Some people seek out the mark; there’s power and freedom associated with burning your old life to ashes, and Incarne rewards those they claim with uncanny abilities that can bring them (and others) even deeper into debt. You stepped into the Heart to find meaning, fortune or oblivion.
You rarely speak of the mark or talk about how far you have fallen to be trading stories, hours and lives down in the dark of the City Beneath. But the mark itches. Your greed itches. You carry a heavier weight than can be seen and push anger, sadness and loss out into the darkness, far beyond the light of the haven.//Junk Mage is just a phrase, of course. It is what you can do that makes you a junk mage in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You see the truth of the weirdest things.//
(text-colour:red)[Skill] - Discern
(text-colour:red)[Domain] - Occult
(text-colour:red)[Resources] - Vial of cursed ink (D6 Occult)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Abilities'']
RAVENING KNOWLEDGE
//You crave the touch of what others call “madness”. //
The glimpses of truth that ravage your frail, mortal mind give you unimaginable power. When your Mind stress is 4 or higher, roll with mastery when you attempt to cast a spell.
SACRIFICE
//You are willing to sacrifice anything for another hit.//
Before you cast a spell from this class, you can opt to destroy a resource with the Occult domain. Roll the resource’s dice; the amount rolled is added to your Protection value against any stress incurred as a result of casting the spell.
[[You are not a junk mage.->class]]
(link: "You are a junk mage.") [(set: $class to "Junk Mage")(set: $classcore1 to "RAVENING KNOWLEDGE") (set: $classcore2 to "SACRIFICE")(set: $discern to it + 1) (set: $occult to it + 1) (set: $resource to "Vial of cursed ink (D6 Occult)") (goto: "JunkMageEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//You were a magician, but you always knew there was something more. In the City Above, magic is a pale imitation of what it can be in the Heart. Down here, there is true power to be channeled (i.e. stolen) from beings of tremendous power. You see that the rites of the spellslinging occultists and themiracle-summoning priests of Spire are nothing but two sides of the same coin – tricks that redirect ambient energy into desired effects.
You’ve tasted the dreams of the ancients. You know that vastly powerful things slumber in the City Beneath, and you know the secrets that plumb your brain directly into their vast, alien consciousnesses. Your spells are cobbled together from snatches of dreams, shards of true-names and the ravings of madmen. You are on the bleeding edge of magic.
The power is undeniable; addictive, in fact. To channel – to steal – the power of godlike beings is intoxicating. You relish the touch of madness, of accursed insight, into the vast and terrible truths that hide beneath reality. Sanity, safety, reputation; all these are secondary to the pursuit of arcane majesty.//Vermissian Knight is just a phrase, of course. It is what you can do that makes you a vermissian knight in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You are an explorer of the ancient technologies below.//
(text-colour:red)[Skill] - Delve
(text-colour:red)[Domain] - Technology
(text-colour:red)[Resources] - Spare capacitors and wires (D6 Technology)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Ability'']
VERMISSIAN PLATE
//Your armour is made up of scavenged, barely-understood technology from the alternate realities inside the Vermissian network. //
Once per session, when you consume a resource with the Technology or Occult domains by augmenting or repairing your armour, roll the resource’s dice and choose one of the following:
* Remove stress marked against Blood, Mind or Echo equal to the amount rolled.
* Inflict stress on a delve or adversary equal to the amount rolled.
* (D8 resource or higher) Gain access to a skill or domain for the rest of the session.
* (D8 resource or higher) Increase your Blood protection by 1 for the rest of the situation
[[You are not a vermissian knight->class]]
(link: "You are a vermissian knight.") [(set: $class to "Vermissian Knight")(set: $classcore1 to "VERMISSIAN PLATE")(set: $delve to it + 1) (set: $technology to it + 1) (set: $resource to "Spare capacitors and wires (D6 Technology)") (goto: "VermissianEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//The Vermissian is a cursed, centuries-old mass transport network that the people from the City Above built to get from place to place quicker. To power it, they tapped into the wellspring of potential that is the Heart, and damned every single tunnel and station to eternal weirdness. The Vermissian never officially opened. Now, desperate people, fringe historians and heretic cults hide in the infrastructure, using the strange unreality within to further their own ends.
Using barely-understood technology and living in the space between worlds, the Vermissian Knights do their level best to understand the parasite reality and protect others they find there. They are in high demand as companions on delves: they have an understanding of the Heart, a good sword arm and a suit of powered armour built from scavenged train materials that helps keep them (and their allies) alive.
Knights will inscribe the names of landmarks that they have discovered, or found stable routes to, on their armour – it is as much aresearch project and an advertisement of their prowess as it is a means of protection. Each knight’s suit is utterly unique, using technology taken from a dozen different places: different gauges of steels, differentweights and levels of protection and flexibility and controls that are often inscrutable to anyone but the creator themselves.//
Witch is just a word, of course. It is what you can do that makes you a witch in the eyes of this place. In the eyes of this drunken, Heartsick prophet of nowhere.
So what is it that you can do?
//You are an enforcer of the strange.//
(text-colour:red)[Skill] - Compel
(text-colour:red)[Domain] - Occult
(text-colour:red)[Resources] - Tattered finery (a silk scarf, worn jewellery, etc) (D6 Haven)
(align:"<==")+(box:"=X")[[[Again, what does any of this mean?->Meaning]]]
(text-colour:red)[''Core Abilities'']
CRUCIBLE
//You bring the energy of the Heart inside yourself and transmute it into crimson power.//
At any time, roll a D6. If it’s equal to or under your current Echo stress, clear that much stress from Echo and roll with mastery on your next action. If it’s over your current Echo stress, add that much stress to Echo.
TRUE FORM
//Your skin skitters with barely-contained force: the heartsblood within you is waiting to remake you as a flickering, hungry zoetrope horror.//
Whenever you want to, or when you suffer Major fallout, you enter your true form – describe it. When in your true form, you roll with mastery on Hunt and Kill checks, but all other checks become Risky. At the end ofthe current situation, you revert to your humanoid form.
[[You are not a witch->class]]
(link: "You are a witch.") [(set: $class to "Witch")(set: $classcore1 to "CRUCIBLE") (set: $classcore2 to "TRUE FORM")(set: $compel to it + 1) (set: $occult to it + 1) (set: $resource to "Tattered finery (a silk scarf, worn jewellery, etc) (D6 Haven)") (goto: "WitchEquipment")]
(t8n:"blur")+(link-reveal:"Would you like to know more?")[=
//There is a disease, deep in the City Beneath, that worms its way inside the blood and binds the victim to the place; they become a part of something far greater than themselves. Those who have made such a bond are called witches, and are viewed with a mixture of suspicion and awe by the other inhabitants of the Heart.
Each strain of the disease has a lineage and history associated with it, and witches are careful not to infect those who they think would squander the gift. This long tradition, combined with the way that some witches can kill the average person simply by glancing at them, means that the sect is treated as nobility or emissaries of the Heart Itself. They are almost fae-like, existing in their own world of strange practices and esoteric arts whispered from teacher to student over several centuries.
The witches’ base of power is Hallow, a ramshackle town built within a burned-out cathedral inside the Heart. Almost every witch has passed through there, is going to pass through there or is trying to avoid it at all costs.//What does any of this mean? Have you been drinking? Of course you have.
Look there's a book, if you'd like to get really into it but I'll give you the short version.
''(text-colour:red)[Skills]'' are things you can do and if you have a relevant skill, you get an extra dice to roll when trying to do something related. For instance, if you have the Kill skill and you're trying to hurt something, you'll get an extra dice.
''(text-colour:red)[Domains]'' are different types of environments in Heart, and if you're versed in a particular domain, you get an extra dice to roll in those kinds of territories. For instance, if you've got the technology domain and you're fighting a robot you will get an extra dice.
Sometimes things go wrong. When they do, you'll build up //(text-colour:red)[stress]// in various areas. Maybe it's stress on your mind, maybe it's stress on you supplies. Maybe your body will just break down under the weight of the abuse it takes.
Eventually //(text-colour:red)[stress]// turns into //(text-colour:red)[fallout]//, which will be an ongoing limitation like you've run out of food or bullets, like you've broken a leg or gone mad.
(text-colour:red)[''Protections''] reduce the chances of you experiencing fallout. (text-colour:red)[Cleaver] - somewhere between tank and fighter, depending on your choices.
(text-colour:red)[Deadwalker] - scout with some support stuff
(text-colour:red)[Deep Apiarist] - mage with support stuff in some upgrades
(text-colour:red)[Heretic] - support/cleric
(text-colour:red)[Hound] - fighter with some scout stuff
(text-colour:red)[Incarnidine] - a cleric rogue? Some support stuff too, if you want it.
(text-colour:red)[Junk Mage] - Mage but lots of customisation options
(text-colour:red)[Vermissian Knight] - tank/fighter
(text-colour:red)[Witch] - I mean, witch but also some rogue/support stuff
The abilities allow for pretty decent flexibility. A cleaver can be a stealthy ranger type or a full on brawler. A deadwalker can be more of a mage or rogue, depending on what you pick for their abilities.
[[Okay I sort of get it, but not really->class]]You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "BLOODBOUND BEAST") [(set: $major1 to "BLOODBOUND BEAST")(goto: "CleaverMinor1")]
//You are accompanied by a ragged cryptid that follows your commands – an ancient stone-browed stag, a razor toothed heartsblood hound or something stranger. You feed it your blood, and it fights for you.//
You gain the Bloodbound tag on all weapons as you and your companion work in concert.
(link: "CHIMERIC STRAIN") [(set: $major1 to "CHIMERIC STRAIN")(goto: "CleaverMinor1")]
//With the sound of cracking muscle and twisting tendon, your form is transmuted into something terrifying.//
When you activate this power, mark D4 stress to Echo. For the remainder of the current situation, all melee attacks you make gain the Brutal and Wyrd tags.
(link: "EXTINCTION BOW") [(set: $major1 to "EXTINCTION BOW")(set: $equipment3 to "Extinction Bow (Kill D10, Tiring, Ranged, Expensive)")(goto: "CleaverMinor1")]
//You carry a huge bow capable of launching specially made arrows at your prey – the mark of a true hearts‐blooded hunter. //
When you take this ability, you gain access to (or build) an enormous ranged weapon with the following profile: (Kill D10, Tiring, Ranged, Expensive)
(link: "MONSTROUS APPETITE") [(set: $major1 to "MONSTROUS APPETITE")(goto: "CleaverMinor1")]
//When you eat, you unhinge your jaw and wolf down anything within reach until your belly is distended and you are resplendent with power.//
When you use THE RED FEAST to consume a resource that has a domain you can access, remove stress from Blood or Echo equal to the amount rolled on the dice instead.
(link: "THE WILD HUNT") [(set: $major1 to "THE WILD HUNT")(goto: "CleaverMinor1")]
//The Heart sings of flesh and plenty; you echo that sickening song. //
You may lead a group in communion with the Heart. This requires you to pass an Endure+Cursed roll, and the check is Risky if you’re in an area with the Haven tag. (If you fail the check, you can try again later this session.) Those who commune gain the Hunt skill if they don’t already have it, and increase the stress they inflict on delves by 1 step until the end of the current delve.The old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry a (text-colour:red)[Hunting Knife (Kill D6)] and . . .
(link: "- A cleaver (Kill D8, Brutal, Tiring)") [(set: $equipment1 to "Hunting Knife (Kill D6)")(set: $equipment2 to "Cleaver (Kill D8, Brutal, Tiring)") (goto: "CleaverMajor1")]
(link: " - Bone charms and animal-gut sutures (Mend, Blood D6)") [(set: $equipment1 to "Hunting Knife (Kill D6)")(set: $equipment2 to "Bone charms and animal-gut sutures (Mend, Blood D6)")(goto: "CleaverMajor1")]
(link: "- Heavy-draw bow (Kill D8, Ranged, Tiring)") [(set: $equipment1 to "Hunting Knife (Kill D6)")(set: $equipment2 to "Heavy-draw bow (Kill D8, Ranged, Tiring)") (goto: "CleaverMajor1")]
Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
(link: "CALL OF THE WILD") [(set: $minor1 to "CALL OF THE WILD")(set: $wild to it + 1)(goto: "CleaverMinor2")]
//With an almighty howl or a resounding blast on your horn, you pitch the area around you into disarray.//
Gain the Wild domain. Once per session, you can summon a chaotic horde of beasts (or just one big one) that throws the area around you into bestial chaos to conceal an escape, make communication nigh-impossible or create a distraction.
(link: "DARKLING EYES") [(set: $minor1 to "DARKLING EYES")(set: $delve to it + 1)(goto: "CleaverMinor2")]
//Years of exploring the City Beneath have rid you of the need for creature comforts such as warmth, light and shelter.//
Gain the Delve skill. Your jet-black eyes allow you to see in pitch blackness as though it were full daylight.
(link: "DESPERATE MEASURES") [(set: $minor1 to "DESPERATE MEASURES")(set: $desolate to it + 1)(goto: "CleaverMinor2")]
//You’ve eaten people. Sometimes to survive; other times to prosper. //
Gain the Desolate domain. You can consume the flesh of something or someone that you have recently killed and gain a skill associated with them for the remainder of the situation.
DOMINION
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "DOMINION")(set: $cursed to it + 1)(goto: "CleaverMinor2")]
(link: "Desolate") [(set: $minor1 to "DOMINION")(set: $desolate to it + 1)(goto: "CleaverMinor2")]
(link: "Occult") [(set: $minor1 to "DOMINION")(set: $occult to it + 1)(goto: "CleaverMinor2")]
(link: "Religion") [(set: $minor1 to "DOMINION")(set: $religion to it + 1)(goto: "CleaverMinor2")]
(link: "Technology") [(set: $minor1 to "DOMINION")(set: $technology to it + 1)(goto: "CleaverMinor2")]
(link: "Wild") [(set: $minor1 to "DOMINION")(set: $wild to it + 1)(goto: "CleaverMinor2")]
(link: "Warren") [(set: $minor1 to "DOMINION")(set: $warren to it + 1)(goto: "CleaverMinor2")]
You can take this advance more than once.
(link: "FELL METABOLISM") [(set: $minor1 to "FELL METABOLISM")(set: $endure to it + 1)(goto: "CleaverMinor2")]
//Food is just fuel to stoke the fire undying within you.//
Gain the Endure skill. When you use THE RED FEAST ability, you may choose to have your attacks gain the Brutal tag for a number of actions equal to the amount rolled on the resource dice instead of gaining a domain.
(link: "FRACTURED FORM") [(set: $minor1 to "FRACTURED FORM")(set: $evade to it + 1)(goto: "CleaverMinor2")]
//Your flesh glistens with mirror shards that twitch and glitter to blur your silhouette. //
Gain the Evade skill. Small animals and insects are drawn to you and will perform your bidding to their best of their limited ability. Once per delve, you may use your adoring swarm as a piece of equipment (Delve D8).
GUT INSTINCT
Gain access to one of the following skills:
(link: "Compel") [(set: $minor1 to "GUT INSTINCT")(set: $compel to it + 1)(goto: "CleaverMinor2")]
(link: "Delve") [(set: $minor1 to "GUT INSTINCT")(set: $delve to it + 1)(goto: "CleaverMinor2")]
(link: "Discern") [(set: $minor1 to "GUT INSTINCT")(set: $discern to it + 1)(goto: "CleaverMinor2")]
(link: "Endure") [(set: $minor1 to "GUT INSTINCT")(set: $endure to it + 1)(goto: "CleaverMinor2")]
(link: "Evade") [(set: $minor1 to "GUT INSTINCT")(set: $evade to it + 1)(goto: "CleaverMinor2")]
(link: "Hunt") [(set: $minor1 to "GUT INSTINCT")(set: $hunt to it + 1)(goto: "CleaverMinor2")]
(link: "Kill") [(set: $minor1 to "GUT INSTINCT")(set: $kill to it + 1)(goto: "CleaverMinor2")]
(link: "Mend") [(set: $minor1 to "GUT INSTINCT")(set: $mend to it + 1)(goto: "CleaverMinor2")]
You can take this advance more than once.
INHUMAN
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "INHUMAN")(set: $blood to it + 1)(goto: "CleaverMinor2")], (link: "Echo") [(set: $minor1 to "INHUMAN")(set: $echo to it + 1)(goto: "CleaverMinor2")], (link: "Fortune") [(set: $minor1 to "INHUMAN")(set: $fortune to it + 1)(goto: "CleaverMinor2")] or (link: "Supplies") [(set: $minor1 to "INHUMAN")(set: $supplies to it + 1)(goto: "CleaverMinor2")] resistance.
You can take this advance more than once.
(link: "PITCHSKIN") [(set: $minor1 to "PITCHSKIN")(set: $sneak to it + 1)(goto: "CleaverMinor2")]
//Your skin bubbles and shifts into night-black tones as tar
seeps through the pores. //
Gain the Sneak skill. The secretions from your skin are flammable and adhesive, acting as a sort of volatile glue you can exude at will.
(link: "SYMBIOTIC") [(set: $minor1 to "SYMBIOTIC")(set: $fortune to it + 2)(goto: "CleaverMinor2")]
//You place a hand on awall of flesh and feel the heartbeat of the City Beneath.//
Gain +2 Fortune protection.
(link: "TWISTING TERRITORY") [(set: $minor1 to "TWISTING TERRITORY")(set: $warren to it + 1)(goto: "CleaverMinor2")]
//You’ve fought tooth and nail in tunnels and pits to defend what’s yours.//
Gain the Warren domain. Once per situation, you can ask the GM who’s in charge of the immediate area around you. By smell, sight or some other esoteric sense, you gain an intuitive understanding of the apex predator or alpha creature (whether that’s a person or a beast) in the local area. When you use this power, the target gets the uncanny feeling that they’re under threat.
(link: "UNMAKING CLAWS") [(set: $minor1 to "UNMAKING CLAWS")(set: $kill to it + 1)(goto: "CleaverMinor2")]
//Your hands, anointed in the blood of angels, flicker in and out of reality. //
Gain the Kill skill. Your unarmed attacks gain the Piercing tag.
(link: "VESSEL") [(set: $minor1 to "VESSEL")(set: $echo to it + 2)(goto: "CleaverMinor2")]
//You let the energies of the Heart wash through you and fill you with glory, rather than struggling against them. //
Gain +2 Echo protectionYour current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
(link: "CALL OF THE WILD") [(set: $minor2 to "CALL OF THE WILD")(set: $wild to it + 1)(goto: "CleaverMinor3")]
//With an almighty howl or a resounding blast on your horn, you pitch the area around you into disarray.//
Gain the Wild domain. Once per session, you can summon a chaotic horde of beasts (or just one big one) that throws the area around you into bestial chaos to conceal an escape, make communication nigh-impossible or create a distraction.
(link: "DARKLING EYES") [(set: $minor2 to "DARKLING EYES")(set: $delve to it + 1)(goto: "CleaverMinor3")]
//Years of exploring the City Beneath have rid you of the need for creature comforts such as warmth, light and shelter.//
Gain the Delve skill. Your jet-black eyes allow you to see in pitch blackness as though it were full daylight.
(link: "DESPERATE MEASURES") [(set: $minor2 to "DESPERATE MEASURES")(set: $desolate to it + 1)(goto: "CleaverMinor3")]
//You’ve eaten people. Sometimes to survive; other times to prosper. //
Gain the Desolate domain. You can consume the flesh of something or someone that you have recently killed and gain a skill associated with them for the remainder of the situation.
DOMINION
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "DOMINION")(set: $cursed to it + 1)(goto: "CleaverMinor3")]
(link: "Desolate") [(set: $minor2 to "DOMINION")(set: $desolate to it + 1)(goto: "CleaverMinor3")]
(link: "Occult") [(set: $minor2 to "DOMINION")(set: $occult to it + 1)(goto: "CleaverMinor3")]
(link: "Religion") [(set: $minor2 to "DOMINION")(set: $religion to it + 1)(goto: "CleaverMinor3")]
(link: "Technology") [(set: $minor2 to "DOMINION")(set: $technology to it + 1)(goto: "CleaverMinor3")]
(link: "Wild") [(set: $minor2 to "DOMINION")(set: $wild to it + 1)(goto: "CleaverMinor3")]
(link: "Warren") [(set: $minor2 to "DOMINION")(set: $warren to it + 1)(goto: "CleaverMinor3")]
You can take this advance more than once.
(link: "FELL METABOLISM") [(set: $minor2 to "FELL METABOLISM")(set: $endure to it + 1)(goto: "CleaverMinor3")]
//Food is just fuel to stoke the fire undying within you.//
Gain the Endure skill. When you use THE RED FEAST ability, you may choose to have your attacks gain the Brutal tag for a number of actions equal to the amount rolled on the resource dice instead of gaining a domain.
(link: "FRACTURED FORM") [(set: $minor2 to "FRACTURED FORM")(set: $evade to it + 1)(goto: "CleaverMinor3")]
//Your flesh glistens with mirror shards that twitch and glitter to blur your silhouette. //
Gain the Evade skill. Small animals and insects are drawn to you and will perform your bidding to their best of their limited ability. Once per delve, you may use your adoring swarm as a piece of equipment (Delve D8).
GUT INSTINCT
Gain access to one of the following skills:
(link: "Compel") [(set: $minor2 to "GUT INSTINCT")(set: $compel to it + 1)(goto: "CleaverMinor3")]
(link: "Delve") [(set: $minor2 to "GUT INSTINCT")(set: $delve to it + 1)(goto: "CleaverMinor3")]
(link: "Discern") [(set: $minor2 to "GUT INSTINCT")(set: $discern to it + 1)(goto: "CleaverMinor3")]
(link: "Endure") [(set: $minor2 to "GUT INSTINCT")(set: $endure to it + 1)(goto: "CleaverMinor3")]
(link: "Evade") [(set: $minor2 to "GUT INSTINCT")(set: $evade to it + 1)(goto: "CleaverMinor3")]
(link: "Hunt") [(set: $minor2 to "GUT INSTINCT")(set: $hunt to it + 1)(goto: "CleaverMinor3")]
(link: "Kill") [(set: $minor2 to "GUT INSTINCT")(set: $kill to it + 1)(goto: "CleaverMinor3")]
(link: "Mend") [(set: $minor2 to "GUT INSTINCT")(set: $mend to it + 1)(goto: "CleaverMinor3")]
You can take this advance more than once.
INHUMAN
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "INHUMAN")(set: $blood to it + 1)(goto: "CleaverMinor3")], (link: "Echo") [(set: $minor2 to "INHUMAN")(set: $echo to it + 1)(goto: "CleaverMinor3")], (link: "Fortune") [(set: $minor2 to "INHUMAN")(set: $fortune to it + 1)(goto: "CleaverMinor3")] or (link: "Supplies") [(set: $minor2 to "INHUMAN")(set: $supplies to it + 1)(goto: "CleaverMinor3")] resistance.
You can take this advance more than once.
(link: "PITCHSKIN") [(set: $minor2 to "PITCHSKIN")(set: $sneak to it + 1)(goto: "CleaverMinor3")]
//Your skin bubbles and shifts into night-black tones as tar
seeps through the pores. //
Gain the Sneak skill. The secretions from your skin are flammable and adhesive, acting as a sort of volatile glue you can exude at will.
(link: "SYMBIOTIC") [(set: $minor2 to "SYMBIOTIC")(set: $fortune to it + 2)(goto: "CleaverMinor3")]
//You place a hand on awall of flesh and feel the heartbeat of the City Beneath.//
Gain +2 Fortune protection.
(link: "TWISTING TERRITORY") [(set: $minor2 to "TWISTING TERRITORY")(set: $warren to it + 1)(goto: "CleaverMinor3")]
//You’ve fought tooth and nail in tunnels and pits to defend what’s yours.//
Gain the Warren domain. Once per situation, you can ask the GM who’s in charge of the immediate area around you. By smell, sight or some other esoteric sense, you gain an intuitive understanding of the apex predator or alpha creature (whether that’s a person or a beast) in the local area. When you use this power, the target gets the uncanny feeling that they’re under threat.
(link: "UNMAKING CLAWS") [(set: $minor2 to "UNMAKING CLAWS")(set: $kill to it + 1)(goto: "CleaverMinor3")]
//Your hands, anointed in the blood of angels, flicker in and out of reality. //
Gain the Kill skill. Your unarmed attacks gain the Piercing tag.
(link: "VESSEL") [(set: $minor2 to "VESSEL")(set: $echo to it + 2)(goto: "CleaverMinor3")]
//You let the energies of the Heart wash through you and fill you with glory, rather than struggling against them. //
Gain +2 Echo protectionYour current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
(link: "CALL OF THE WILD") [(set: $minor3 to "CALL OF THE WILD")(set: $wild to it + 1)(goto: "Calling")]
//With an almighty howl or a resounding blast on your horn, you pitch the area around you into disarray.//
Gain the Wild domain. Once per session, you can summon a chaotic horde of beasts (or just one big one) that throws the area around you into bestial chaos to conceal an escape, make communication nigh-impossible or create a distraction.
(link: "DARKLING EYES") [(set: $minor3 to "DARKLING EYES")(set: $delve to it + 1)(goto: "Calling")]
//Years of exploring the City Beneath have rid you of the need for creature comforts such as warmth, light and shelter.//
Gain the Delve skill. Your jet-black eyes allow you to see in pitch blackness as though it were full daylight.
(link: "DESPERATE MEASURES") [(set: $minor3 to "DESPERATE MEASURES")(set: $desolate to it + 1)(goto: "Calling")]
//You’ve eaten people. Sometimes to survive; other times to prosper. //
Gain the Desolate domain. You can consume the flesh of something or someone that you have recently killed and gain a skill associated with them for the remainder of the situation.
DOMINION
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "DOMINION")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "DOMINION")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "DOMINION")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "DOMINION")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "DOMINION")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "DOMINION")(set: $wild to it + 1)(goto: "calling")]
(link: "Warren") [(set: $minor3 to "DOMINION")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "FELL METABOLISM") [(set: $minor3 to "FELL METABOLISM")(set: $endure to it + 1)(goto: "Calling")]
//Food is just fuel to stoke the fire undying within you.//
Gain the Endure skill. When you use THE RED FEAST ability, you may choose to have your attacks gain the Brutal tag for a number of actions equal to the amount rolled on the resource dice instead of gaining a domain.
(link: "FRACTURED FORM") [(set: $minor3 to "FRACTURED FORM")(set: $evade to it + 1)(goto: "Calling")]
//Your flesh glistens with mirror shards that twitch and glitter to blur your silhouette. //
Gain the Evade skill. Small animals and insects are drawn to you and will perform your bidding to their best of their limited ability. Once per delve, you may use your adoring swarm as a piece of equipment (Delve D8).
GUT INSTINCT
Gain access to one of the following skills:
(link: "Compel") [(set: $minor3 to "GUT INSTINCT")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "GUT INSTINCT")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "GUT INSTINCT")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "GUT INSTINCT")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "GUT INSTINCT")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor1 to "GUT INSTINCT")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "GUT INSTINCT")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "GUT INSTINCT")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
INHUMAN
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "INHUMAN")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "INHUMAN")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "INHUMAN")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "INHUMAN")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
(link: "PITCHSKIN") [(set: $minor3 to "PITCHSKIN")(set: $sneak to it + 1)(goto: "Calling")]
//Your skin bubbles and shifts into night-black tones as tar
seeps through the pores. //
Gain the Sneak skill. The secretions from your skin are flammable and adhesive, acting as a sort of volatile glue you can exude at will.
(link: "SYMBIOTIC") [(set: $minor3 to "SYMBIOTIC")(set: $fortune to it + 2)(goto: "Calling")]
//You place a hand on awall of flesh and feel the heartbeat of the City Beneath.//
Gain +2 Fortune protection.
(link: "TWISTING TERRITORY") [(set: $minor3 to "TWISTING TERRITORY")(set: $warren to it + 1)(goto: "Calling")]
//You’ve fought tooth and nail in tunnels and pits to defend what’s yours.//
Gain the Warren domain. Once per situation, you can ask the GM who’s in charge of the immediate area around you. By smell, sight or some other esoteric sense, you gain an intuitive understanding of the apex predator or alpha creature (whether that’s a person or a beast) in the local area. When you use this power, the target gets the uncanny feeling that they’re under threat.
(link: "UNMAKING CLAWS") [(set: $minor3 to "UNMAKING CLAWS")(set: $kill to it + 1)(goto: "Calling")]
//Your hands, anointed in the blood of angels, flicker in and out of reality. //
Gain the Kill skill. Your unarmed attacks gain the Piercing tag.
(link: "VESSEL") [(set: $minor3 to "VESSEL")(set: $echo to it + 2)(goto: "Calling")]
//You let the energies of the Heart wash through you and fill you with glory, rather than struggling against them. //
Gain +2 Echo protectionThe old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry a (text-colour:red)[Hive Tool (Kill D4, Brutal)] and . . .
(link: "- A Dimensional barometer (Delve D6)") [(set: $equipment1 to "Hive Tool (Kill D4, Brutal)") (set: $equipment2 to "Dimensional barometer (Delve D6)") (goto: "ApiaristMajor1")]
(link: " - A Hunting Rifle (Kill D6, Reload, Extreme Range)") [(set: $equipment1 to "Hive Tool (Kill D4, Brutal)") (set: $equipment2 to "A Hunting Rifle (Kill D6, Reload, Extreme Range)")(goto: "ApiaristMajor1")]
(link: "- A Smoker (Kill D4, Debilitating, Smoke)") [(set: $equipment1 to "Hive Tool (Kill D4, Brutal)") (set: $equipment2 to "Smoker (Kill D4, Debilitating, Smoke)") (goto: "ApiaristMajor1")]You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "ANNIHILATION") [(set: $major1 to "ANNIHILATION")(goto: "ApiaristMinor1")]
//Your body is unHeart; it burns through the parasitic
world of meat and bone. //
Against heartsblooded people or creatures, your touch functions as a (Kill D8) weapon. As you use it, your flesh roils and cracks, but the swarm repairs it as quickly as it is unmade; your opponent doesn’t have that luxury. Against any other target, it functions as a (Kill D6) weapon.
(link: "BLESSED TOXIN") [(set: $major1 to "BLESSED TOXIN")(goto: "ApiaristMinor1")]
//The swarm within you offers up its members as sacrifices to your cause, just like you offer yourself up to the Hive. //
Some of the bees inside you develop a sting that soothes the mind when injected (as well as being an addictive narcotic). Your body functions as a (Mend, Mind D6) item; you can mark D4 stress to Blood to have it function as a (Mend, Mind D8) item on your next action.
(link: "DELiRIUM SPIKE") [(set: $major1 to "DELiRIUM SPIKE")(goto: "ApiaristMinor1")]
//The sacred majesty of the Hive fills you with fizzing, unstable power.//
The stress inflicted by your RELEASE THE SWARM ability increases to D6.
The first time you inflict stress using RELEASE THE SWARM in a situation, add your Mind stress to the stress inflicted on the target. After the
action is resolved, reduce your Mind stress to 0. This supersedes the normal limitations on removing Mind stress outlined in THE HIVE (p. 37).
(link: "SACRED GEOMETRY") [(set: $major1 to "SACRED GEOMETRY")(goto: "ApiaristMinor1")]
//Multiple futures swim about your head, and you pick that which is most advantageous; to an outside observer, you move unopposed and uncanny.//
When you are rolling to inflict stress on a delve or adversary, or remove stress from yourself or an ally, and you roll a 6 (a number sacred to Apiarists), roll an additional D6 and add it to your total.
(link: "UNCHAOS") [(set: $major1 to "UNCHAOS")(goto: "ApiaristMinor1")]
//The Heart is a chaotic place, and you seek to undo that with ancient magic. //
Roll Mend+Occult to cast this spell. On a success, for the remainder of the situation, you or one nearby ally treats Risky actions as Standard actions (keep the highest rolled dice) as probability coalesces around you and crystallizes at your feet.
Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
(link: "A PERFECT MACHINE") [(set: $minor1 to "A PERFECT MACHINE")(set: $technology to it + 1)(goto: "ApiaristMinor2")]
//You see that cogs, gears and engines are just echoes of the infinite, staggering majesty that is the Hive. //
Gain the Technology domain. Given time, you can repair technological devices even if you don’t have the right parts: you synthesise them from wax and extruded bone.
(link: "APISAMBULATIONE") [(set: $minor1 to "APISAMBULATION")(set: $delve to it + 1)(goto: "ApiaristMinor2")]
//Your body sleeps while your mind, riddled with industrious bees, marches on. //
Gain access to the Delve skill. Once per session, while on a delve, you can opt to fall asleep and let the bees inside your body steer you. In this state, the bees speak for you and perform actions on your behalf – roleplay accordingly (the GM can use Fortune fallout to represent your inhuman pilots). Assuming you get a few hours’ rest and progress on the delve, refresh D6 from any of your resistances.
(link: "HIVEBORN") [(set: $minor1 to "HIVEBORN")(set: $warren to it + 1)(goto: "ApiaristMinor2")]
//You were reborn in one of the Great Hives; your body, though still mortal, is waxen and papery. //
Gain the Warren domain. You can fit yourself through any gap small enough for a bee by having your swarm chew up and reform your body on the other side. This process takes upwards of six hours. You can rush to get it done in an hour instead, but mark D8 stress to Blood as a result.
(link: "HUNTER OF THE DAMNED") [(set: $minor1 to "HUNTER OF THE DAMNED")(set: $hunt to it + 1)(goto: "ApiaristMinor2")]
//You bring order to the Heart with sword and shot. //
Gain the Hunt skill. Once per session, when you eliminate a heartsblooded creature, remove D6 stress from any of your resistances.
(link: "INTOXICANT") [(set: $minor1 to "INTOXICANT")(set: $compel to it + 1)(goto: "ApiaristMinor2")]
//Pheromone glands pucker and blossom on your wrists and neck; you are alluring, irresistible, almost soporific.//
Gain the Compel skill. Once per session, when you talk to someone for five minutes or more, you convince them to revert to their basest impulses. They become driven solely by lust, hunger or a need for shelter – whichever they desire most right now.
(link: "INTRUSION") [(set: $minor1 to "INTRUSION")(set: $wild to it + 1)(goto: "ApiaristMinor2")]
//Your swarm grants you the power to overwhelm and control rudimentary minds. //
Gain the Wild domain. You learn the following spell: send your swarm to occupy and control the body of a wild animal that you can see with a successful Compel+Wild roll. You can now direct the animal to perform basic tasks, but the swarm’s control is imperfect. For the duration of this spell, your unconscious body slumps to the floor; you come to when the swarm returns to you. At the end of the situation, the animal you controlled dies.
(link: "MANY EYES") [(set: $minor1 to "MANY EYES")(set: $discern to it + 1)(goto: "ApiaristMinor2")]
//Each of your companions is a vessel for your sight. //
Gain the Discern skill. When you stand still and close your eyes, you can see through the eyes of any of your bees, allowing you to spy around corners or look into closed spaces. You can’t control the bees directly, but you have enough at your disposal to cover the area around you.
(link: "PERFECT STRUCTURE") [(set: $minor1 to "PERFECT STRUCTURE")(set: $echo to it + 2)(goto: "ApiaristMinor2")]
//Your body eschews treacherous meat in favour of a sturdy waxen comb.//
Gain +2 Echo Protection.
(link: "THRICE-WARDED") [(set: $minor1 to "THRICE-WARDED")(set: $cursed to it + 1)(goto: "ApiaristMinor2")]
//Your bees are marked with auspicious glyphs and you are able to brave theworst of the Heart unscathed.//
Gain the Cursed domain. Each session, the first time you would take Minor Fortune fallout, avoid the fallout and do not remove stress from Fortune.
(link: "UNCANNY BIOLOGY") [(set: $minor1 to "UNCANNY BIOLOGY")(set: $blood to it + 2)(goto: "ApiaristMinor2")]
//Aside from the Queen nestled inside your heart, every part of your body is replaceable by the swarm.//
Gain +2 Blood Protection.
WAXEN SIGILS
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "WAXEN SIGILS")(set: $blood to it + 1)(goto: "ApiaristMinor2")], (link: "Echo") [(set: $minor1 to "WAXEN SIGILS")(set: $echo to it + 1)(goto: "ApiaristMinor2")], (link: "Fortune") [(set: $minor1 to "WAXEN SIGILS")(set: $fortune to it + 1)(goto: "ApiaristMinor2")] or (link: "Supplies") [(set: $minor1 to "WAXEN SIGILS")(set: $supplies to it + 1)(goto: "ApiaristMinor2")] resistance.
You can take this advance more than once.
WHISPERS OF THE HIVE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "WHISPERS OF THE HIVE")(set: $cursed to it + 1)(goto: "ApiaristMinor2")]
(link: "Desolate") [(set: $minor1 to "WHISPERS OF THE HIVE")(set: $desolate to it + 1)(goto: "ApiaristMinor2")]
(link: "Occult") [(set: $minor1 to "WHISPERS OF THE HIVE")(set: $occult to it + 1)(goto: "ApiaristMinor2")]
(link: "Religion") [(set: $minor1 to "WHISPERS OF THE HIVE")(set: $religion to it + 1)(goto: "ApiaristMinor2")]
(link: "Technology") [(set: $minor1 to "WHISPERS OF THE HIVE")(set: $technology to it + 1)(goto: "ApiaristMinor2")]
(link: "Wild") [(set: $minor1 to "WHISPERS OF THE HIVE")(set: $wild to it + 1)(goto: "ApiaristMinor2")]
(link: "Warren") [(set: $minor1 to "WHISPERS OF THE HIVE")(set: $warren to it + 1)(goto: "ApiaristMinor2")]
You can take this advance more than once.
WISDOM FLOWS SO SWEET
Gain access to one of the following skills:
(link: "Compel") [(set: $minor1 to "WISDOM FLOWS SO SWEET")(set: $compel to it + 1)(goto: "ApiaristMinor2")]
(link: "Delve") [(set: $minor1 to "WISDOM FLOWS SO SWEET")(set: $delve to it + 1)(goto: "ApiaristMinor2")]
(link: "Discern") [(set: $minor1 to "WISDOM FLOWS SO SWEET")(set: $discern to it + 1)(goto: "ApiaristMinor2")]
(link: "Endure") [(set: $minor1 to "WISDOM FLOWS SO SWEET")(set: $endure to it + 1)(goto: "ApiaristMinor2")]
(link: "Evade") [(set: $minor1 to "WISDOM FLOWS SO SWEET")(set: $evade to it + 1)(goto: "ApiaristMinor2")]
(link: "Hunt") [(set: $minor1 to "WISDOM FLOWS SO SWEET")(set: $hunt to it + 1)(goto: "ApiaristMinor2")]
(link: "Kill") [(set: $minor1 to "WISDOM FLOWS SO SWEET")(set: $kill to it + 1)(goto: "ApiaristMinor2")]
(link: "Mend") [(set: $minor1 to "WISDOM FLOWS SO SWEET")(set: $mend to it + 1)(goto: "ApiaristMinor2")]
You can take this advance more than once.
The old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry . . .
(link: "- A Hunting Rifle (Kill D6, Reload, Extreme Range)") [(set: $equipment1 to "Hunting Rifle (Kill D6, Reload, Extreme Range)") (goto: "DeadwalkerMajor1")]
(link: " - A Greatsword (Kill D10, Tiring)") [(set: $equipment1 to "Greatsword (Kill D10, Tiring)")(goto: "DeadwalkerMajor1")]
(link: "- Bootleg Ambrosia (Mend, Mind, D6, Potent, Expensive) and ritual blade (Kill D6)") [(set: $equipment1 to "Bootleg Ambrosia (Mend, Mind, D6, Potent, Expensive) and ritual blade (Kill D6)") (goto: "DeadwalkerMajor1")]You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "DESCENT") [(set: $major1 to "DESCENT")(goto: "DeadwalkerMinor1")]
//You push through purgatory into the storied lands of the dead.//
When you are in the Grey (see above), you may undertake a delve to one of the eight heavens listed in the landmark section. Choose which one you have access to when you take this advance.
The delve will be Risky unless you and your companions dress in ritual garb and make suitable preparations to enter the heaven in question. Returning to the Grey requires another delve, which can be harder or easier than the initial one depending on whether the heaven wants to keep you there.
(link: "ECHOES") [(set: $major1 to "ECHOES")(goto: "DeadwalkerMinor1")]
//You can glimpse the remnants of what has come before.//
Roll Discern + Domain to witness ghostly recreations of the past in your current location.This will generally show the most interesting or dramatic thing that occured within recent memory.
(link: "INVIDIOUS SPECTRE") [(set: $major1 to "INVIDIOUS SPECTRE")(goto: "DeadwalkerMinor1")]
//Your death has got your back – right up until it can claim you for itself.//
Your death manifests as poltergeist activity and other supernatural phenomena that distresses and confuses your enemies. Any weapon you carry is considered to have the Conduit tag, and as such, you can mark D4 stress to Mind to roll with mastery when you attack for the remainder of the current situation.
(link: "REAPER’S STRIKE") [(set: $major1 to "REAPER’S STRIKE")(goto: "DeadwalkerMinor1")]
//You forsake defence for a single, decisive blow. //
When you attack an adversary, you can choose to lose your Blood protection for the attack before you roll. If you do so and succeed or partially succeed, add your Blood protection value to the stress inflicted.
(link: "SUDDEN DEATH") [(set: $major1 to "SUDDEN DEATH")(goto: "DeadwalkerMinor1")]
//Your soul is so poorly attached to your body that you can dive headlong into the Grey without warning. //
ENTER THE GREY no longer takes ten minutes to cast – it is instantaneous. Bringing others along with you when you cast it in this manner makes the action Risky.
Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
ADEPT
Gain access to one of the following domains:
(link: "Compel") [(set: $minor1 to "ADEPT")(set: $compel to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Delve") [(set: $minor1 to "ADEPT")(set: $delve to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Discern") [(set: $minor1 to "ADEPT")(set: $discern to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Endure") [(set: $minor1 to "ADEPT")(set: $endure to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Evade") [(set: $minor1 to "ADEPT")(set: $evade to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Hunt") [(set: $minor1 to "ADEPT")(set: $hunt to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Kill") [(set: $minor1 to "ADEPT")(set: $kill to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Mend") [(set: $minor1 to "ADEPT")(set: $mend to it + 1)(goto: "DeadwalkerMinor2")]
You can take this advance more than once.
(link: "DEATHLESS") [(set: $minor1 to "DEATHLESS")(set: $endure to it + 1)(goto: "DeadwalkerMinor2")]
//You’ve already died once; you can suffer through this.//
Gain the Endure skill. Roll Endure+Religion to ignore the effects of ongoing Minor Blood or Echo fallout until the end of the situation.
(link: "DIRT UNDER THE FINGERNAILS") [(set: $minor1 to "DIRT UNDER THE FINGERNAILS")(set: $warren to it + 1)(goto: "DeadwalkerMinor2")]
//You dug your way out of your own grave. //
Gain the Warren domain. You can dig through earth and mud with your bare hands as though you had a shovel; your fingernails are always stained with a little soil, and you cannot clean it off.
EXPLORER
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "EXPLORER")(set: $cursed to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Desolate") [(set: $minor1 to "EXPLORER")(set: $desolate to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Occult") [(set: $minor1 to "EXPLORER")(set: $occult to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Religion") [(set: $minor1 to "EXPLORER")(set: $religion to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Technology") [(set: $minor1 to "EXPLORER")(set: $technology to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Wild") [(set: $minor1 to "EXPLORER")(set: $wild to it + 1)(goto: "DeadwalkerMinor2")]
(link: "Warren") [(set: $minor1 to "EXPLORER")(set: $warren to it + 1)(goto: "DeadwalkerMinor2")]
You can take this advance more than once.
(link: "GRAIL ARMOUR") [(set: $minor1 to "GRAIL ARMOUR")(set: $blood to it + 2)(goto: "DeadwalkerMinor2")]
//You wear patchwork platemail scavenged from the bodies of dead heroes.//
Gain +2 Blood Protection.
(link: "GRIM REAPER") [(set: $minor1 to "GRIM REAPER")(set: $equipment3 to "Death (Kill D8, Ranged, One-Shot)")(goto: "DeadwalkerMinor2")]
//Your death has long whispered to you about the proper methods ofexecution; on occasion,it helps directly.//
Gain the Kill skill. Your death’s attentions now function as the following weapon: (Kill D8, Ranged, One-Shot).
(link: "THE HARVEST") [(set: $minor1 to "THE HARVEST")(set: $wild to it + 1)(goto: "DeadwalkerMinor2")]
//The people of the Eastern Domain call Death the Harvest – an untamed god-beast of endings that you pray to for a quick demise. //
Gain the Wild domain. Wild animals are scared of you and will not attack you if other targets are available.
(link: "LAST RITES") [(set: $minor1 to "LAST RITES")(set: $religion to it + 1)(goto: "DeadwalkerMinor2")]
//You know enough about death rituals to be sworn in as a priest in three major faiths. //
Gain the Religion domain. When you touch the brow of a recently dead person, you can ask their spirit a single question before it fades away.
(link: "MARKED FOR DEATH") [(set: $minor1 to "MARKED FOR DEATH")(set: $hunt to it + 1)(goto: "DeadwalkerMinor2")]
//Your death tells you stories of dark spectres that swarm the land in search of doomed souls. //
Gain the Hunt skill. In addition, you can mark prey. When you mark prey, you spend ten minutes or so observing your target from hiding and whispering words of death over your weapon. When you hunt prey you have marked,roll with mastery.Your mark endures until your target dies or you mark another creature.
(link: "SHADOW") [(set: $minor1 to "SHADOW")(set: $sneak to it + 1)(goto: "DeadwalkerMinor2")]
//Your body, unmoored from the lands of the living, can become shadowy and indistinct.//
Gain the Sneak skill. By blowing out a lit candle and focusing, you can extinguish all light sources nearby. Sources that cannot be easily extinguished (magelights, glowworms, etc) are temporarily muted instead.
SURVIVOR
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "SURVIVOR")(set: $blood to it + 1)(goto: "DeadwalkerMinor2")], (link: "Echo") [(set: $minor1 to "SURVIVOR")(set: $echo to it + 1)(goto: "DeadwalkerMinor2")], (link: "Fortune") [(set: $minor1 to "SURVIVOR")(set: $fortune to it + 1)(goto: "DeadwalkerMinor2")] or (link: "Supplies") [(set: $minor1 to "SURVIVOR")(set: $supplies to it + 1)(goto: "DeadwalkerMinor2")] resistance.
You can take this advance more than once.
(link: "TATTERED SOUL") [(set: $minor1 to "TATTERED SOUL")(set: $cursed to it + 1)(set: $echo to it + 1)(goto: "DeadwalkerMinor2")]
Your eternal spirit has been warped and torn by your experiences, leaving you with an affinity with the notquite-real.
Gain the Cursed domain and +1 Echo protection.
(link: "WALKING RELIQUARY") [(set: $minor1 to "WALKING RELIQUARY")(set: $supplies to it + 2)(goto: "DeadwalkerMinor2")]
Your pack clinks and jingles with a dozen minor totems of the dead; in a pinch, the meagre power within can save your life.
Gain +2 Supplies Protection.Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
(link: "A PERFECT MACHINE") [(set: $minor2 to "A PERFECT MACHINE")(set: $technology to it + 1)(goto: "ApiaristMinor3")]
//You see that cogs, gears and engines are just echoes of the infinite, staggering majesty that is the Hive. //
Gain the Technology domain. Given time, you can repair technological devices even if you don’t have the right parts: you synthesise them from wax and extruded bone.
(link: "APISAMBULATIONE") [(set: $minor2 to "APISAMBULATION")(set: $delve to it + 1)(goto: "ApiaristMinor3")]
//Your body sleeps while your mind, riddled with industrious bees, marches on. //
Gain access to the Delve skill. Once per session, while on a delve, you can opt to fall asleep and let the bees inside your body steer you. In this state, the bees speak for you and perform actions on your behalf – roleplay accordingly (the GM can use Fortune fallout to represent your inhuman pilots). Assuming you get a few hours’ rest and progress on the delve, refresh D6 from any of your resistances.
(link: "HIVEBORN") [(set: $minor2 to "HIVEBORN")(set: $warren to it + 1)(goto: "ApiaristMinor3")]
//You were reborn in one of the Great Hives; your body, though still mortal, is waxen and papery. //
Gain the Warren domain. You can fit yourself through any gap small enough for a bee by having your swarm chew up and reform your body on the other side. This process takes upwards of six hours. You can rush to get it done in an hour instead, but mark D8 stress to Blood as a result.
(link: "HUNTER OF THE DAMNED") [(set: $minor2 to "HUNTER OF THE DAMNED")(set: $hunt to it + 1)(goto: "ApiaristMinor3")]
//You bring order to the Heart with sword and shot. //
Gain the Hunt skill. Once per session, when you eliminate a heartsblooded creature, remove D6 stress from any of your resistances.
(link: "INTOXICANT") [(set: $minor2 to "INTOXICANT")(set: $compel to it + 1)(goto: "ApiaristMinor3")]
//Pheromone glands pucker and blossom on your wrists and neck; you are alluring, irresistible, almost soporific.//
Gain the Compel skill. Once per session, when you talk to someone for five minutes or more, you convince them to revert to their basest impulses. They become driven solely by lust, hunger or a need for shelter – whichever they desire most right now.
(link: "INTRUSION") [(set: $minor2 to "INTRUSION")(set: $wild to it + 1)(goto: "ApiaristMinor3")]
//Your swarm grants you the power to overwhelm and control rudimentary minds. //
Gain the Wild domain. You learn the following spell: send your swarm to occupy and control the body of a wild animal that you can see with a successful Compel+Wild roll. You can now direct the animal to perform basic tasks, but the swarm’s control is imperfect. For the duration of this spell, your unconscious body slumps to the floor; you come to when the swarm returns to you. At the end of the situation, the animal you controlled dies.
(link: "MANY EYES") [(set: $minor2 to "MANY EYES")(set: $discern to it + 1)(goto: "ApiaristMinor3")]
//Each of your companions is a vessel for your sight. //
Gain the Discern skill. When you stand still and close your eyes, you can see through the eyes of any of your bees, allowing you to spy around corners or look into closed spaces. You can’t control the bees directly, but you have enough at your disposal to cover the area around you.
(link: "PERFECT STRUCTURE") [(set: $minor2 to "PERFECT STRUCTURE")(set: $echo to it + 2)(goto: "ApiaristMinor3")]
//Your body eschews treacherous meat in favour of a sturdy waxen comb.//
Gain +2 Echo Protection.
(link: "THRICE-WARDED") [(set: $minor2 to "THRICE-WARDED")(set: $cursed to it + 1)(goto: "ApiaristMinor3")]
//Your bees are marked with auspicious glyphs and you are able to brave theworst of the Heart unscathed.//
Gain the Cursed domain. Each session, the first time you would take Minor Fortune fallout, avoid the fallout and do not remove stress from Fortune.
(link: "UNCANNY BIOLOGY") [(set: $minor2 to "UNCANNY BIOLOGY")(set: $blood to it + 2)(goto: "ApiaristMinor3")]
//Aside from the Queen nestled inside your heart, every part of your body is replaceable by the swarm.//
Gain +2 Blood Protection.
WAXEN SIGILS
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "WAXEN SIGILS")(set: $blood to it + 1)(goto: "ApiaristMinor3")], (link: "Echo") [(set: $minor2 to "WAXEN SIGILS")(set: $echo to it + 1)(goto: "ApiaristMinor3")], (link: "Fortune") [(set: $minor2 to "WAXEN SIGILS")(set: $fortune to it + 1)(goto: "ApiaristMinor3")] or (link: "Supplies") [(set: $minor2 to "WAXEN SIGILS")(set: $supplies to it + 1)(goto: "ApiaristMinor3")] resistance.
You can take this advance more than once.
WHISPERS OF THE HIVE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "WHISPERS OF THE HIVE")(set: $cursed to it + 1)(goto: "ApiaristMinor3")]
(link: "Desolate") [(set: $minor2 to "WHISPERS OF THE HIVE")(set: $desolate to it + 1)(goto: "ApiaristMinor3")]
(link: "Occult") [(set: $minor2 to "WHISPERS OF THE HIVE")(set: $occult to it + 1)(goto: "ApiaristMinor3")]
(link: "Religion") [(set: $minor2 to "WHISPERS OF THE HIVE")(set: $religion to it + 1)(goto: "ApiaristMinor3")]
(link: "Technology") [(set: $minor2 to "WHISPERS OF THE HIVE")(set: $technology to it + 1)(goto: "ApiaristMinor3")]
(link: "Wild") [(set: $minor2 to "WHISPERS OF THE HIVE")(set: $wild to it + 1)(goto: "ApiaristMinor3")]
(link: "Warren") [(set: $minor2 to "WHISPERS OF THE HIVE")(set: $warren to it + 1)(goto: "ApiaristMinor3")]
You can take this advance more than once.
WISDOM FLOWS SO SWEET
Gain access to one of the following skills:
(link: "Compel") [(set: $minor2 to "WISDOM FLOWS SO SWEET")(set: $compel to it + 1)(goto: "ApiaristMinor3")]
(link: "Delve") [(set: $minor2 to "WISDOM FLOWS SO SWEET")(set: $delve to it + 1)(goto: "ApiaristMinor3")]
(link: "Discern") [(set: $minor2 to "WISDOM FLOWS SO SWEET")(set: $discern to it + 1)(goto: "ApiaristMinor3")]
(link: "Endure") [(set: $minor2 to "WISDOM FLOWS SO SWEET")(set: $endure to it + 1)(goto: "ApiaristMinor3")]
(link: "Evade") [(set: $minor2 to "WISDOM FLOWS SO SWEET")(set: $evade to it + 1)(goto: "ApiaristMinor3")]
(link: "Hunt") [(set: $minor2 to "WISDOM FLOWS SO SWEET")(set: $hunt to it + 1)(goto: "ApiaristMinor3")]
(link: "Kill") [(set: $minor2 to "WISDOM FLOWS SO SWEET")(set: $kill to it + 1)(goto: "ApiaristMinor3")]
(link: "Mend") [(set: $minor2 to "WISDOM FLOWS SO SWEET")(set: $mend to it + 1)(goto: "ApiaristMinor3")]
You can take this advance more than once.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
ADEPT
Gain access to one of the following domains:
(link: "Compel") [(set: $minor2 to "ADEPT")(set: $compel to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Delve") [(set: $minor2 to "ADEPT")(set: $delve to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Discern") [(set: $minor2 to "ADEPT")(set: $discern to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Endure") [(set: $minor2 to "ADEPT")(set: $endure to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Evade") [(set: $minor2 to "ADEPT")(set: $evade to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Hunt") [(set: $minor2 to "ADEPT")(set: $hunt to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Kill") [(set: $minor2 to "ADEPT")(set: $kill to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Mend") [(set: $minor2 to "ADEPT")(set: $mend to it + 1)(goto: "DeadwalkerMinor3")]
You can take this advance more than once.
(link: "DEATHLESS") [(set: $minor2 to "DEATHLESS")(set: $endure to it + 1)(goto: "DeadwalkerMinor3")]
//You’ve already died once; you can suffer through this.//
Gain the Endure skill. Roll Endure+Religion to ignore the effects of ongoing Minor Blood or Echo fallout until the end of the situation.
(link: "DIRT UNDER THE FINGERNAILS") [(set: $minor2 to "DIRT UNDER THE FINGERNAILS")(set: $warren to it + 1)(goto: "DeadwalkerMinor3")]
//You dug your way out of your own grave. //
Gain the Warren domain. You can dig through earth and mud with your bare hands as though you had a shovel; your fingernails are always stained with a little soil, and you cannot clean it off.
EXPLORER
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "EXPLORER")(set: $cursed to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Desolate") [(set: $minor2 to "EXPLORER")(set: $desolate to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Occult") [(set: $minor2 to "EXPLORER")(set: $occult to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Religion") [(set: $minor2 to "EXPLORER")(set: $religion to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Technology") [(set: $minor2 to "EXPLORER")(set: $technology to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Wild") [(set: $minor2 to "EXPLORER")(set: $wild to it + 1)(goto: "DeadwalkerMinor3")]
(link: "Warren") [(set: $minor2 to "EXPLORER")(set: $warren to it + 1)(goto: "DeadwalkerMinor3")]
You can take this advance more than once.
(link: "GRAIL ARMOUR") [(set: $minor2 to "GRAIL ARMOUR")(set: $blood to it + 2)(goto: "DeadwalkerMinor3")]
//You wear patchwork platemail scavenged from the bodies of dead heroes.//
Gain +2 Blood Protection.
(link: "GRIM REAPER") [(set: $minor2 to "GRIM REAPER")(set: $equipment3 to "Death (Kill D8, Ranged, One-Shot)")(goto: "DeadwalkerMinor3")]
//Your death has long whispered to you about the proper methods ofexecution; on occasion,it helps directly.//
Gain the Kill skill. Your death’s attentions now function as the following weapon: (Kill D8, Ranged, One-Shot).
(link: "THE HARVEST") [(set: $minor2 to "THE HARVEST")(set: $wild to it + 1)(goto: "DeadwalkerMinor3")]
//The people of the Eastern Domain call Death the Harvest – an untamed god-beast of endings that you pray to for a quick demise. //
Gain the Wild domain. Wild animals are scared of you and will not attack you if other targets are available.
(link: "LAST RITES") [(set: $minor2 to "LAST RITES")(set: $religion to it + 1)(goto: "DeadwalkerMinor3")]
//You know enough about death rituals to be sworn in as a priest in three major faiths. //
Gain the Religion domain. When you touch the brow of a recently dead person, you can ask their spirit a single question before it fades away.
(link: "MARKED FOR DEATH") [(set: $minor2 to "MARKED FOR DEATH")(set: $hunt to it + 1)(goto: "DeadwalkerMinor3")]
//Your death tells you stories of dark spectres that swarm the land in search of doomed souls. //
Gain the Hunt skill. In addition, you can mark prey. When you mark prey, you spend ten minutes or so observing your target from hiding and whispering words of death over your weapon. When you hunt prey you have marked,roll with mastery.Your mark endures until your target dies or you mark another creature.
(link: "SHADOW") [(set: $minor2 to "SHADOW")(set: $sneak to it + 1)(goto: "DeadwalkerMinor3")]
//Your body, unmoored from the lands of the living, can become shadowy and indistinct.//
Gain the Sneak skill. By blowing out a lit candle and focusing, you can extinguish all light sources nearby. Sources that cannot be easily extinguished (magelights, glowworms, etc) are temporarily muted instead.
SURVIVOR
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "SURVIVOR")(set: $blood to it + 1)(goto: "DeadwalkerMinor3")], (link: "Echo") [(set: $minor2 to "SURVIVOR")(set: $echo to it + 1)(goto: "DeadwalkerMinor3")], (link: "Fortune") [(set: $minor2 to "SURVIVOR")(set: $fortune to it + 1)(goto: "DeadwalkerMinor3")] or (link: "Supplies") [(set: $minor2 to "SURVIVOR")(set: $supplies to it + 1)(goto: "DeadwalkerMinor3")] resistance.
You can take this advance more than once.
(link: "TATTERED SOUL") [(set: $minor2 to "TATTERED SOUL")(set: $cursed to it + 1)(set: $echo to it + 1)(goto: "DeadwalkerMinor3")]
Your eternal spirit has been warped and torn by your experiences, leaving you with an affinity with the notquite-real.
Gain the Cursed domain and +1 Echo protection.
(link: "WALKING RELIQUARY") [(set: $minor2 to "WALKING RELIQUARY")(set: $supplies to it + 2)(goto: "DeadwalkerMinor3")]
Your pack clinks and jingles with a dozen minor totems of the dead; in a pinch, the meagre power within can save your life.
Gain +2 Supplies Protection.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
(link: "A PERFECT MACHINE") [(set: $minor3 to "A PERFECT MACHINE")(set: $technology to it + 1)(goto: "Calling")]
//You see that cogs, gears and engines are just echoes of the infinite, staggering majesty that is the Hive. //
Gain the Technology domain. Given time, you can repair technological devices even if you don’t have the right parts: you synthesise them from wax and extruded bone.
(link: "APISAMBULATIONE") [(set: $minor3 to "APISAMBULATION")(set: $delve to it + 1)(goto: "Calling")]
//Your body sleeps while your mind, riddled with industrious bees, marches on. //
Gain access to the Delve skill. Once per session, while on a delve, you can opt to fall asleep and let the bees inside your body steer you. In this state, the bees speak for you and perform actions on your behalf – roleplay accordingly (the GM can use Fortune fallout to represent your inhuman pilots). Assuming you get a few hours’ rest and progress on the delve, refresh D6 from any of your resistances.
(link: "HIVEBORN") [(set: $minor3 to "HIVEBORN")(set: $warren to it + 1)(goto: "Calling")]
//You were reborn in one of the Great Hives; your body, though still mortal, is waxen and papery. //
Gain the Warren domain. You can fit yourself through any gap small enough for a bee by having your swarm chew up and reform your body on the other side. This process takes upwards of six hours. You can rush to get it done in an hour instead, but mark D8 stress to Blood as a result.
(link: "HUNTER OF THE DAMNED") [(set: $minor3 to "HUNTER OF THE DAMNED")(set: $hunt to it + 1)(goto: "Calling")]
//You bring order to the Heart with sword and shot. //
Gain the Hunt skill. Once per session, when you eliminate a heartsblooded creature, remove D6 stress from any of your resistances.
(link: "INTOXICANT") [(set: $minor3 to "INTOXICANT")(set: $compel to it + 1)(goto: "Calling")]
//Pheromone glands pucker and blossom on your wrists and neck; you are alluring, irresistible, almost soporific.//
Gain the Compel skill. Once per session, when you talk to someone for five minutes or more, you convince them to revert to their basest impulses. They become driven solely by lust, hunger or a need for shelter – whichever they desire most right now.
(link: "INTRUSION") [(set: $minor3 to "INTRUSION")(set: $wild to it + 1)(goto: "Calling")]
//Your swarm grants you the power to overwhelm and control rudimentary minds. //
Gain the Wild domain. You learn the following spell: send your swarm to occupy and control the body of a wild animal that you can see with a successful Compel+Wild roll. You can now direct the animal to perform basic tasks, but the swarm’s control is imperfect. For the duration of this spell, your unconscious body slumps to the floor; you come to when the swarm returns to you. At the end of the situation, the animal you controlled dies.
(link: "MANY EYES") [(set: $minor3 to "MANY EYES")(set: $discern to it + 1)(goto: "Calling")]
//Each of your companions is a vessel for your sight. //
Gain the Discern skill. When you stand still and close your eyes, you can see through the eyes of any of your bees, allowing you to spy around corners or look into closed spaces. You can’t control the bees directly, but you have enough at your disposal to cover the area around you.
(link: "PERFECT STRUCTURE") [(set: $minor3 to "PERFECT STRUCTURE")(set: $echo to it + 2)(goto: "Calling")]
//Your body eschews treacherous meat in favour of a sturdy waxen comb.//
Gain +2 Echo Protection.
(link: "THRICE-WARDED") [(set: $minor3 to "THRICE-WARDED")(set: $cursed to it + 1)(goto: "Calling")]
//Your bees are marked with auspicious glyphs and you are able to brave theworst of the Heart unscathed.//
Gain the Cursed domain. Each session, the first time you would take Minor Fortune fallout, avoid the fallout and do not remove stress from Fortune.
(link: "UNCANNY BIOLOGY") [(set: $minor3 to "UNCANNY BIOLOGY")(set: $blood to it + 2)(goto: "Calling")]
//Aside from the Queen nestled inside your heart, every part of your body is replaceable by the swarm.//
Gain +2 Blood Protection.
WAXEN SIGILS
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "WAXEN SIGILS")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "WAXEN SIGILS")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "WAXEN SIGILS")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "WAXEN SIGILS")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
WHISPERS OF THE HIVE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "WHISPERS OF THE HIVE")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "WHISPERS OF THE HIVE")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "WHISPERS OF THE HIVE")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "WHISPERS OF THE HIVE")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "WHISPERS OF THE HIVE")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "WHISPERS OF THE HIVE")(set: $wild to it + 1)(goto: "Calling")]
(link: "Warren") [(set: $minor3 to "WHISPERS OF THE HIVE")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
WISDOM FLOWS SO SWEET
Gain access to one of the following skills:
(link: "Compel") [(set: $minor3 to "WISDOM FLOWS SO SWEET")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "WISDOM FLOWS SO SWEET")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "WISDOM FLOWS SO SWEET")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "WISDOM FLOWS SO SWEET")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "WISDOM FLOWS SO SWEET")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor3 to "WISDOM FLOWS SO SWEET")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "WISDOM FLOWS SO SWEET")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "WISDOM FLOWS SO SWEET")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
The old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry . . .
(link: "- A Spireblack brazier (Unlit- Kill D6 / Lit- Kill D8, Obscuring, Dangerous)") [(set: $equipment1 to "Spireblack brazier (Unlit: Kill D6 Lit: Kill D8, Obscuring, Dangerous)") (goto: "HereticMajor1")]
(link: " - A Breech-loading pistol (Kill D6, Ranged, Reload) and Seeker’s blade (Kill D6, Brutal)") [(set: $equipment1 to "Breech-loading pistol (Kill D6, Ranged, Reload) and Seeker’s blade (Kill D6, Brutal)")(goto: "HereticMajor1")]
(link: "- Scripture-etched bandages and blessed oils (Mend Blood/Mind D6) and staff (Kill D6)") [(set: $equipment1 to "Scripture-etched bandages and blessed oils (Mend Blood/Mind D6) and staff (Kill D6)") (goto: "HereticMajor1")]The old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry . . .
(link: "- A Pneumatic hammer (Kill D8, Brutal, Loud, Tiring)") [(set: $equipment1 to "Pneumatic hammer (Kill D8, Brutal, Loud, Tiring)") (goto: "VermissianMajor1")]
(link: " - A Scrapsword (Kill D6) and Magelight rig (Delve D6)") [(set: $equipment1 to "Scrapsword (Kill D6) and Magelight rig (Delve D6)")(goto: "VermissianMajor1")]
(link: "- A Steel door shield (KillD6, Block)") [(set: $equipment1 to "Bootleg Ambrosia (Mend, Mind, D6, Potent, Expensive) and ritual blade (Kill D6)") (goto: "VermissianMajor1")]The old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry . . .
(link: "- A Sacred Blade (Kill D6, Bloodbound)") [(set: $equipment1 to "Sacred Blade (Kill D6, Bloodbound)") (goto: "WitchMajor1")]
(link: " - A Goat’s Leg Carbine (Kill D6, Ranged, Reload)") [(set: $equipment1 to "Goat’s Leg Carbine (Kill D6, Ranged, Reload)")(goto: "WitchMajor1")]
(link: "- A Physiker’s bag (Mend Blood D6)") [(set: $equipment1 to "Physiker’s bag (Mend Blood D6)") (goto: "WitchMajor1")]The old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry . . .
(link: "- A Standard-issue Legrande rifle (Kill D8, Ranged, Piercing, Expensive)") [(set: $equipment1 to "Standard-issue Legrande rifle (Kill D8, Ranged, Piercing, Expensive)") (goto: "HoundMajor1")]
(link: " - Repeater Sidearm (Kill D6, Ranged, Brutal, Reload) and knife (Kill D6)") [(set: $equipment1 to "Repeater Sidearm (Kill D6, Ranged, Brutal, Reload) and knife (Kill D6)")(goto: "HoundMajor1")]
(link: "- Well-stocked Haversack (Mend Supplies D6) and cudgel (Kill D6)") [(set: $equipment1 to "Bootleg Ambrosia (Mend, Mind, D6, Potent, Expensive) and ritual blade (Kill D6)") (goto: "HoundMajor1")]The old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry a (text-colour:red)[Hooked Blade (Kill D6)] and . . .
(link: "- A Filigreed Revolver (Kill D8, Ranged, Expensive)") [(set: $equipment1 to "Hooked Blade (Kill D6)") (set: $equipment2 to "Filigreed Revolver (Kill D8, Ranged, Expensive)")(goto: "IncarnadineMajor1")]
(link: "- A Bailiff ’s Iron Cudgel (Kill D8, Tiring)") [(set: $equipment1 to "Hooked Blade (Kill D6)") (set: $equipment2 to "Bailiff ’s Iron Cudgel (Kill D8, Tiring)") (goto: "IncarnadineMajor1")]
(link: "- Home-made Spireblack Pipe Bombs (Kill D6, Ranged, Spread, One-Shot)") [(set: $equipment1 to "Hooked Blade (Kill D6)") (set: $equipment2 to "Home-made Spireblack Pipe Bombs (Kill D6, Ranged, Spread, One-Shot)") (goto: "IncarnadineMajor1")]The old drunk eyes you up. "Yes," he says. "You have the look of a (print: $class) all right. Should have known from the gear you're carrying."
You carry . . .
(link: "- Two old-fashioned pistols (Kill D8, Ranged, Loud, One-Shot)") [(set: $equipment1 to "Two old-fashioned pistols (Kill D8, Ranged, Loud, One-Shot)") (goto: "JunkMageMajor1")]
(link: " - A Hungry knife (Kill D6, Brutal, Bloodbound, Dangerous)") [(set: $equipment1 to "Hungry knife (Kill D6, Brutal, Bloodbound, Dangerous)")(goto: "JunkMageMajor1")]
(link: "- Overstuffed coat (Mend Supplies D6) and blunderbuss (Kill D4, Spread, Pointblank, One-shot)") [(set: $equipment1 to "Overstuffed coat (Mend Supplies D6) and blunderbuss (Kill D4, Spread, Pointblank, One-shot)") (goto: "JunkMageMajor1")]You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "OATH OF COMMUNITY") [(set: $major1 to "OATH OF COMMUNITY")(set: $blood to it + 1)(goto: "HereticMinor1")]
//You are scarred and battered from defending the defence‐ less,and you bear a sacred shield adorned with the wisdom of the Goddesses.//
Gain +1 Blood protection. When a nearby ally is attacked and you’re ready to defend them, their Blood Protection increases by 1.
(link: "OATH OF FURY") [(set: $major1 to "OATH OF FURY")(goto: "HereticMinor1")]
//You are but a vessel for the goddesses three to enact their will on the world through your hand. //
Roll Endure+Religion to beseech Damnou to lend you Her fury as you adorn yourself with sacred silver symbols. On a success, until the end of the session, you gain the Kill skill and your attacks gain the Brutal tag. If you already possess the Kill skill, gain a knack relevant to an intended target. At the end of the session, if you have not taken the life of a worthy creature, mark D6 stress to Mind.
(link: "OATH OF SAGACITY") [(set: $major1 to "OATH OF SAGACITY") (set: $equipment3 to "SAGACITY (Kill D6, Spread, Debilitating, Maddening, One-Shot)")(goto: "HereticMinor1")]
//You have learned one of the secret names of Three-Fold Damnou, and when you speak it aloud your enemies are struck senseless by its power. //
The name of the Goddess functions as the following weapon: (Kill D6, Spread, Debilitating, Maddening, One-Shot)
(link: "OATH OF TENACITY") [(set: $major1 to "OATH OF TENACITY")(goto: "HereticMinor1")]
//She laid a kiss of stars and secrets upon your forehead, and you are infused with her tremendous determination.//
When you succeed at a Risky action, increase the size of the stress dice you inflict by 1 step. When you succeed at a Dangerous action, increase the size of the stress dice you inflict by 2 steps. You can choose to make an action Risky or Dangerous, even if it’s Standard, to gain access to this benefit.
(link: "RITE OF VIGILANCE") [(set: $major1 to "RITE OF VIGILANCE")(goto: "HereticMinor1")]
//You look upon the world through the six sacred eyes of the Goddess and see beyond the realm of flesh and stone. //
When you attune your mind to the glory of the Moon Beneath, roll Discern+Religion. On a success, when you close your eyes, you can see the souls of creatures around you in your immediate area. These are visible regardless of physical obstructions.You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "CONDEMN") [(set: $major1 to "CONDEMN")(goto: "HoundMinor1")]
//You have the authority to declare someone as a wanted criminal. //
Once per session, when you find evid‐
ence of someone’s (or something’s) crimes, you
can publicly condemn them. When you or
another Hound tracks down a condemned target,
roll with mastery.
(link: "FOREWARNED AND FOREARMED") [(set: $major1 to "FOREWARNED AND FOREARMED")(goto: "HoundMinor1")]
Never get into a fight you can’t win. Once per session, when you have an hour or two to spare in a landmark, you can make preparations for the coming challenges. Pick one of the benefits from the list below. You and all other characters who choose to take part in preparations gain this benefit until they next enter a landmark.
''Whetstone and Weapon Drill''. One piece of Kill equipment gains the Brutal tag.
''Checked and Triple-Checked''. One piece of Delve equipment gains the Trusty tag.
''Toughen Up''. Gain +1 Blood protection.
''One for the Road''. Gain +1 Mind protection.
''Creative Acquisitions''. Gain +1S upplies protection.
(link: "STARE DOWN") [(set: $major1 to "STARE DOWN")(goto: "HoundMinor1")]
//You have areputation as a terrifying enforcer; just looking at some folk is enough to get them to throw down their weapons. //
Your gaze functions as a weapon (Kill D6, ranged). It only works when your target can see you and if they have the capacity to be scared of you – so criminals are fair game, but heartsblood predators aren’t. You can use this“weapon” in a haven or other landmark without causing a huge ruckus. Your gaze won’t kill people–it’s disheartening, and if you reduce an opponent’s resistance to 0 with it they surrender, try to bargain their way out or trip and incapacitate themselves whilst fleeing.
(link: "TRENCH-FIGHTER") [(set: $major1 to "TRENCH-FIGHTER")(goto: "HoundMinor1")]
//Your mind is scarred with mud, gore and screams from a century before your birth. //
When you attack at close range, your attacks gain the Piercing tag, even if you’re unarmed.
(link: "UNSTOPPABLE") [(set: $major1 to "UNSTOPPABLE")(goto: "HoundMinor1")]
//You are filled with the spirits of those Hounds who have come before you.//
When you are suffering from ongoing Blood fallout, increase your Kill stress dice size by one step.You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "BACKSTAB") [(set: $major1 to "BACKSTAB")(goto: "IncarnadineMinor1")]
//They were fools to have trusted you. //
When you attack a target who is unaware of your position with a
one-handed melee weapon, your attacks gain the Piercing tag.
(link: "BROKER") [(set: $major1 to "BROKER")(goto: "IncarnadineMinor1")]
//You beseech Incarne for aid. //
Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.
(link: "CRAVE") [(set: $major1 to "CRAVE")(goto: "IncarnadineMinor1")]
//Debt is just quantified want; you cut out the middleman. //
Roll Compel+Haven to cast this spell on an NPC you’re speaking to; on a success, you can instill a great desire for something in them. If the thing they want is unusual for them, casting this spell is Risky. On a success, they now fiercely want whatever it is you’ve specified until the end of the current situation.
(link: "DEBTOR’S REDS") [(set: $major1 to "DEBTOR’S REDS")(goto: "IncarnadineMinor1")]
//Incarne’s presence thrums through you; you are resplendent, terrible, and hard to look at directly.//
When you wear the sacred robes of Incarne and a myriad of holy symbols, ledgers and freshly-minted coins, you may automatically cause 1 stress to
an adversary who can see you each time you act.
(link: "KARMIC LEDGER") [(set: $major1 to "KARMIC LEDGER")(goto: "IncarnadineMinor1")]
//Once you know what’s keeping someone awake at night, it’s much easier to take advantage of them. //
Roll Discern+Haven to cast this spell on a target you can see and hear. On a success, you determine their deepest karmic debt: the greatest thing that they’ve taken from someone else (money, valuables, freedom, a son, etc). When you act on this information, roll with mastery.
(link: "NETWORK") [(set: $major1 to "NETWORK")(goto: "IncarnadineMinor1")]
//You draw the faithful –those whose lives have been scarred by debt – around a symbol of Incarne, and harvest the bounty they offer up to your god. //
When in a landmark with the Haven domain, roll Mend+Religion to cast this spell as you build a shrine to Incarne; on a success, you add the landmark to your trade network. When you enter a haven that you have added to your trade network, gain a D4 (Haven) resource. Increase the dice size of this resource by one step for every additional haven in the network after the first to a maximum of D10.You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "CURSE OF THE SKY COURT") [(set: $major1 to "CURSE OF THE SKY COURT")(goto: "JunkMageMinor1")]
//These fae spirits of air, long-banished from their birth realm, are in a zealous and perpetual quest for pleasure.//
Roll Compel+Occult to cast this spell by drinking strong liquor or taking narcotics and intoning an ancient contract. On a success, all those nearby are compelled to seek immediate pleasure: drink, drugs, dance, wild creation of art, music, general hedonism and miscellaneous frivolity. The alien creatures of the Heart may have an unusual definition of “pleasure” that defies mortal minds.
(link: "FIRE OF THE RED KING") [(set: $major1 to "FIRE OF THE RED KING")(goto: "JunkMageMinor1")]
//You have tasted the dreams of the Red King: his breath as fire, his blood as molten gold.//
This spell causes your unarmed attacks to gain the Ranged tag as you conjure flames on the clothing and bodies of those nearby. Each successive unarmed attack you inflict on the same target increases the size of your stress dice against that target by one step until the end of the situation.
(link: "FRENZY OF THE SKY COURT") [(set: $major1 to "FRENZY OF THE SKY COURT")(goto: "JunkMageMinor1")]
//The Court had their memories stripped away and their brains filled with nothing but air; though all of genius level intelligence, they exist purely in a single, frantic moment. //
Roll Evade+Occult to cast this spell. On a success, you are filled with the mercurial energy of the Sky Court, and you gain +1 Protection to all resistances for the remainder of the situation. However, until the spell ends (and you can’t end it early), any actions that require more than a couple of seconds’ attention become Risky.
(link: "GREED OF THE RED KING") [(set: $major1 to "GREED OF THE RED KING")(goto: "JunkMageMinor1")]
//The Red King’s one desire is wealth; he was so devoted to the pursuit of gold that he dreamed himself a reality of infinite splendour.//
Roll Discern+Occult to cast the spell. On a success, you determine what a target you can see wants most of all right now. In addition, you can smell money, or anything of particular value.
(link: "KISS OF THE DROWNED QUEEN") [(set: $major1 to "KISS OF THE DROWNED QUEEN")(goto: "JunkMageMinor1")]
//You have glimpsed the sunken Court of the Drowned Queen, where she slumbers and awaits the resurgence of her line. //
With a touch, you can conjure salt water in the lungs of those who oppose you. This spell functions as the following weapon: (Kill D6, Piercing.) If the target is at least shin-deep in water, it inflicts D8 damage.
(link: "SANCTUM OF THE STONE CHORUS") [(set: $major1 to "SANCTUM OF THE STONE CHORUS")(goto: "JunkMageMinor1")]
//They claim, in a hundred voices like the scraping of tectonic plates, that they are the Old Gods, imprisoned in the Heart by upstart deities.//
Roll Discern+Religion to cast this spell. On a success, you find (or spontaneously create) a path to one of the parasitic temples of the Old Gods, which sucks existence from the world like ticks. When you meditate here, remove D6 stress from Echo; your allies may use the temple in the same way. You may not open more than one path to a temple at any one time. After an hour or so, the path will seal shut – but not without warning, so you’ll have time to leave.You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "AETHERIC FIELD") [(set: $major1 to "AETHERIC FIELD")(goto: "VermissianMinor1")]
//Your armour buzzes with static that makes your hair stand on end; this discharge can keep you safe from the body-warping effects of the Vermissian. //
Once per session, activate this power. You gain +3 Echo protection until the end of the current situation.
(link: "DRAGON-KILLER") [(set: $major1 to "DRAGON-KILLER") (set: $equipment3 to "Dragon-Killer Greatsword (Kill D6, Tiring) or (Kill D10, Tiring)")(goto: "VermissianMinor1")]
//You have been entrusted with a greatblade from the order’s vaults – an ancient weapon designed to slay the fiercest abominations within the Vermissian network. //
A greatblade has two profiles: one when used against human-sized targets (Kill D6, Tiring), and one when used against targets significantly larger than yourself (Kill D10, Tiring).
(link: "GET BEHIND ME") [(set: $major1 to "GET BEHIND ME")(goto: "VermissianMinor1")]
//You know that you can’t explore the world alone, so you’ve learned to keep your team alive. //
Any ally within arm’s reach of you gains +1 Blood protection thanks to your interventions. Once per situation, you can bellow an order and remove D4 Blood or Mind stress from a nearby ally
(link: "OVERCLOCK") [(set: $major1 to "OVERCLOCK")(goto: "VermissianMinor1")]
//You push your Vermissian Plate up to, and honestly beyond, its limits. //
You may activate this ability at any time. When you do, make an immediate melee attack; your weapon gains the Brutal tag. After using the ability, mark D4 stress to Fortune as you push your luck and strain your engines
(link: "TRAILBLAZER") [(set: $major1 to "TRAILBLAZER")(goto: "VermissianMinor1")]
//Leading teams of explorers to lost sites and distant stations have taught you how best tomove through the City Beneath – even at a cost to your own health. //
When you lead a party on a delve, you may activate this ability. When active, increase the stress dice inflicted on the delve (and that the delve inflicts on you) by one step.You have other abilities too, of course. One big one. Three smaller, but very useful ones.
Your major ability is . . .
(link: "ASCENDANCY") [(set: $major1 to "ASCENDANCY")(goto: "WitchMinor1")]
//You know the secret of singing the City Beneath into different shapes.//
Roll Compel+Occult to cast this spell and draw the Heart Itself into the area around you. The area you’re in gains the Occult domain, and reacts appropriately: magic circles blossom on the floor and thrum with dark power, mist floods the air and so on. This lasts until the end of your current situation.
(link: "CRIMSON MIRROR") [(set: $major1 to "CRIMSON MIRROR")(goto: "WitchMinor1")]
//You bleed onto an upturned mirror, and omens swim within the crimson.//
Roll Discern+Occult to cast this spell before you embark on a delve. On a success, you see three omens; describe them. You don’t have to be too specific – in fact, the more vague you are, the better. These are fated to come up on the delve. The first time you interact with whatever you find that relates to each omen, you roll with mastery.
(link: "EXSANGUINATE") [(set: $major1 to "EXSANGUINATE")(goto: "WitchMinor1")]
//You pluck a target’s blood out of its mouth and nose, choking it on its own viscera. //
This spell functions as a weapon with the following tags: (Kill D6, ranged). You can mark stress accrued as a result of using this spell to Echo.
(link: "FAMILIAR") [(set: $major1 to "FAMILIAR")(goto: "WitchMinor1")]
//You have developed a special relationship with a creature; you feed it your blood, and in return it accepts the monstrous changes of your magic.//
You are accompanied by a small creature – no bigger than a dog – that is
cowardly and strange to look at. Describe it. When you take stress from magical sources (including your own), you may assign that stress to your familiar instead of your own resistances. When you mark 4 total stress to your familiar, it is unavailable until the start of the next session. It returns changed; describe what aspect of it has been transformed by the magical energy coursing through it. At the start of each session, remove all stress marked against your familiar.
(link: "GREAT AND TERRIBLE") [(set: $major1 to "GREAT AND TERRIBLE")(goto: "WitchMinor1")]
//You unlock the power of your true form – an awe-inspiring union of magic and flesh. //
You are no longer forced to assume your true form (see TRUE FORM, above) when you take Major fallout. When you choose to enter your true form, all adversaries who can see you take D4 stress.
(link: "LAIR") [(set: $major1 to "LAIR")(goto: "WitchMinor1")]
//You adopt or create a predatory building and claim it as your own; it still eats people, but it doesn’t eat you.//
The building in question is no larger than a small shop or study. Inside, the shadows crawl and scurry, the walls creak and whisper and a maddening heartbeat thuds at the back of your consciousness – perfect for you, but unsettling for anyone else. Any non-witch who enters your lair must roll Resist+Occult and mark D6 stress to Echo on a failure or D4 stress to Echo on a partial success. When you are in a landmark, roll Mend+Occult to summon your lair. On a success, it’s always been here, as far as anyone knows. Your lair acts as a bond (p. 98) – if it suffers fallout, it’s either eaten someone who’ll be missed or been damaged by suspicious locals.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
ADEPT
Gain access to one of the following domains:
(link: "Compel") [(set: $minor3 to "ADEPT")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "ADEPT")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "ADEPT")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "ADEPT")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "ADEPT")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor3 to "ADEPT")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "ADEPT")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "ADEPT")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "DEATHLESS") [(set: $minor3 to "DEATHLESS")(set: $endure to it + 1)(goto: "Calling")]
//You’ve already died once; you can suffer through this.//
Gain the Endure skill. Roll Endure+Religion to ignore the effects of ongoing Minor Blood or Echo fallout until the end of the situation.
(link: "DIRT UNDER THE FINGERNAILS") [(set: $minor3 to "DIRT UNDER THE FINGERNAILS")(set: $warren to it + 1)(goto: "Calling")]
//You dug your way out of your own grave. //
Gain the Warren domain. You can dig through earth and mud with your bare hands as though you had a shovel; your fingernails are always stained with a little soil, and you cannot clean it off.
EXPLORER
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "EXPLORER")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "EXPLORER")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "EXPLORER")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "EXPLORER")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "EXPLORER")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "EXPLORER")(set: $wild to it + 1)(goto: "Calling")]
(link: "Warren") [(set: $minor3 to "EXPLORER")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "GRAIL ARMOUR") [(set: $minor3 to "GRAIL ARMOUR")(set: $blood to it + 2)(goto: "Calling")]
//You wear patchwork platemail scavenged from the bodies of dead heroes.//
Gain +2 Blood Protection.
(link: "GRIM REAPER") [(set: $minor3 to "GRIM REAPER")(set: $equipment3 to "Death (Kill D8, Ranged, One-Shot)")(goto: "Calling")]
//Your death has long whispered to you about the proper methods ofexecution; on occasion,it helps directly.//
Gain the Kill skill. Your death’s attentions now function as the following weapon: (Kill D8, Ranged, One-Shot).
(link: "THE HARVEST") [(set: $minor3 to "THE HARVEST")(set: $wild to it + 1)(goto: "Calling")]
//The people of the Eastern Domain call Death the Harvest – an untamed god-beast of endings that you pray to for a quick demise. //
Gain the Wild domain. Wild animals are scared of you and will not attack you if other targets are available.
(link: "LAST RITES") [(set: $minor3 to "LAST RITES")(set: $religion to it + 1)(goto: "Calling")]
//You know enough about death rituals to be sworn in as a priest in three major faiths. //
Gain the Religion domain. When you touch the brow of a recently dead person, you can ask their spirit a single question before it fades away.
(link: "MARKED FOR DEATH") [(set: $minor3 to "MARKED FOR DEATH")(set: $hunt to it + 1)(goto: "Calling")]
//Your death tells you stories of dark spectres that swarm the land in search of doomed souls. //
Gain the Hunt skill. In addition, you can mark prey. When you mark prey, you spend ten minutes or so observing your target from hiding and whispering words of death over your weapon. When you hunt prey you have marked,roll with mastery.Your mark endures until your target dies or you mark another creature.
(link: "SHADOW") [(set: $minor3 to "SHADOW")(set: $sneak to it + 1)(goto: "Calling")]
//Your body, unmoored from the lands of the living, can become shadowy and indistinct.//
Gain the Sneak skill. By blowing out a lit candle and focusing, you can extinguish all light sources nearby. Sources that cannot be easily extinguished (magelights, glowworms, etc) are temporarily muted instead.
SURVIVOR
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "SURVIVOR")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "SURVIVOR")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "SURVIVOR")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "SURVIVOR")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
(link: "TATTERED SOUL") [(set: $minor3 to "TATTERED SOUL")(set: $cursed to it + 1)(set: $echo to it + 1)(goto: "Calling")]
Your eternal spirit has been warped and torn by your experiences, leaving you with an affinity with the notquite-real.
Gain the Cursed domain and +1 Echo protection.
(link: "WALKING RELIQUARY") [(set: $minor3 to "WALKING RELIQUARY")(set: $supplies to it + 2)(goto: "Calling")]
Your pack clinks and jingles with a dozen minor totems of the dead; in a pinch, the meagre power within can save your life.
Gain +2 Supplies Protection.
Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
(link: "BLESSED DEPRIVATION") [(set: $minor1 to "BLESSED DEPRIVATION")(goto: "HereticMinor2")]
//In your darkest hour, She will bless you with her immaculate grace. Gain the Desolate domain.//
When you are suffering from ongoing Supplies fallout, gain the Trusty tag when you roll to inflict stress on delves.
(link: "GRAVE DUTY") [(set: $minor1 to "GRAVE DUTY")(set: $warren to it + 1)(goto: "HereticMinor2")]
//You spent time amongst the dead in the sepulchres, and time
amongst the living at the funerals. //
Gain the Warren domain. Once per session, when you console or bolster an ally in times of fear and uncertainty, they gain +1 Mind protection until the end ofthe session.
THE GODDESS’ GIFTS
Gain access to one of the following skills:
(link: "Compel") [(set: $minor1 to "THE GODDESS’ GIFTS")(set: $compel to it + 1)(goto: "HereticMinor2")]
(link: "Delve") [(set: $minor1 to "THE GODDESS’ GIFTS")(set: $delve to it + 1)(goto: "HereticMinor2")]
(link: "Discern") [(set: $minor1 to "THE GODDESS’ GIFTS")(set: $discern to it + 1)(goto: "HereticMinor2")]
(link: "Endure") [(set: $minor1 to "THE GODDESS’ GIFTS")(set: $endure to it + 1)(goto: "HereticMinor2")]
(link: "Evade") [(set: $minor1 to "THE GODDESS’ GIFTS")(set: $evade to it + 1)(goto: "HereticMinor2")]
(link: "Hunt") [(set: $minor1 to "THE GODDESS’ GIFTS")(set: $hunt to it + 1)(goto: "HereticMinor2")]
(link: "Kill") [(set: $minor1 to "THE GODDESS’ GIFTS")(set: $kill to it + 1)(goto: "HereticMinor2")]
(link: "Mend") [(set: $minor1 to "THE GODDESS’ GIFTS")(set: $mend to it + 1)(goto: "HereticMinor2")]
You can take this advance more than once.
(link: "THE LEFT HAND OF THE GODDESS") [(set: $minor1 to "THE LEFT HAND OF THE GODDESS")(set: $blood to it + 1)(set: $kill to it + 1)(goto: "HereticMinor2")]
//The faithful are a bountiful garden, and it is your task to excise disease and corruption at the root. //
Gain the Kill skill and +1 Blood Protection.
(link: "LIAR’S BURDEN") [(set: $minor1 to "LIAR’S BURDEN")(set: $discern to it + 1)(goto: "HereticMinor2")]
//The moon beneath does not tolerate the wicked words of sinners.//
Gain the Discern skill. If you suspect an NPC is lying to you, roll Discern+Religion. On a success, if they were lying, they mark D4 stress; their mouth streams with blood as though they had attempted to chew on broken glass.
(link: "INCANDESCENT COMMUNION") [(set: $minor1 to "INCANDESCENT COMMUNION")(set: $cursed to it + 1)(goto: "HereticMinor2")]
//In the tear between worlds, She blessed you with night black eyes that resonate with Her Eternal Light. //
Gain the Cursed domain. You can see in total darkness as though the area was illuminated by candle-light.
(link: "RIGHTEOUS RHETORIC") [(set: $minor1 to "RIGHTEOUS RHETORIC")(set: $compel to it + 1)(goto: "HereticMinor2")]
//You have argued over the interpretation of scripture with the temple elders time and time again.//
Gain the Compel skill. When you invoke your holy texts in conversation with another member of yourfaith, roll with mastery.
(link: "RITE OF PLACIDITY") [(set: $minor1 to "RITE OF PLACIDITY")(set: $mind to it + 2)(goto: "HereticMinor2")]
//Scholars who search for the Lady often find her immense majesty hard to bear, but you arewell versed in the sacred canticles that allow you to weather her revelations. //
Gain +2 Mind Protection.
(link: "SACRED TATTOO") [(set: $minor1 to "SACRED TATTOO")(set: $cursed to it + 1)(goto: "HereticMinor2")]
//You carry your holy text inked onto yourskin, a litany of pain endured in the name of Her Cthonic Majesty.//
Gain +2 Fortune Protection.
(link: "SHARD OF THE TEMPLE DOOR") [(set: $minor1 to "SHARD OF THE TEMPLE DOOR")(set: $endure to it + 1)(goto: "HereticMinor2")]
//The great doors of the Moon Ascendant temple were smashed to pieces on the night of the purge. //
You carry a shard of the door, reminding you that your faith is eternal. Gain the Endure skill. Once per session, when you touch the shard to a closed door,it will not open for at least an hour (unless it is destroyed).
TOMES OF KNOWLEDGE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "TOMES OF KNOWLEDGE")(set: $cursed to it + 1)(goto: "HereticMinor2")]
(link: "Desolate") [(set: $minor1 to "TOMES OF KNOWLEDGE")(set: $desolate to it + 1)(goto: "HereticMinor2")]
(link: "Occult") [(set: $minor1 to "TOMES OF KNOWLEDGE")(set: $occult to it + 1)(goto: "HereticMinor2")]
(link: "Religion") [(set: $minor1 to "TOMES OF KNOWLEDGE")(set: $religion to it + 1)(goto: "HereticMinor2")]
(link: "Technology") [(set: $minor1 to "TOMES OF KNOWLEDGE")(set: $technology to it + 1)(goto: "HereticMinor2")]
(link: "Wild") [(set: $minor1 to "TOMES OF KNOWLEDGE")(set: $wild to it + 1)(goto: "HereticMinor2")]
(link: "Warren") [(set: $minor1 to "TOMES OF KNOWLEDGE")(set: $warren to it + 1)(goto: "HereticMinor2")]
You can take this advance more than once.
UNWAVERING FAITH
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "UNWAVERING FAITH")(set: $blood to it + 1)(goto: "HereticMinor2")], (link: "Echo") [(set: $minor1 to "UNWAVERING FAITH")(set: $echo to it + 1)(goto: "HereticMinor2")], (link: "Fortune") [(set: $minor1 to "UNWAVERING FAITH")(set: $fortune to it + 1)(goto: "HereticMinor2")] or (link: "Supplies") [(set: $minor1 to "UNWAVERING FAITH")(set: $supplies to it + 1)(goto: "HereticMinor2")] resistance.
You can take this advance more than once.
(link: "WORDS OF GRACE") [(set: $minor1 to "SACRED TATTOO")(set: $haven to it + 1)(goto: "HereticMinor2")]
//As you shine Her light into dark places, you are filled with her glory.//
Gain the Haven domain. Once per session, when you lead the community in an act of mercy and grace, refresh D6.
Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
ADVANCED TRAINING
Gain access to one of the following skills:
(link: "Compel") [(set: $minor1 to "ADVANCED TRAINING")(set: $compel to it + 1)(goto: "HoundMinor2")]
(link: "Delve") [(set: $minor1 to "ADVANCED TRAINING")(set: $delve to it + 1)(goto: "HoundMinor2")]
(link: "Discern") [(set: $minor1 to "ADVANCED TRAINING")(set: $discern to it + 1)(goto: "HoundMinor2")]
(link: "Endure") [(set: $minor1 to "ADVANCED TRAINING")(set: $endure to it + 1)(goto: "HoundMinor2")]
(link: "Evade") [(set: $minor1 to "ADVANCED TRAINING")(set: $evade to it + 1)(goto: "HoundMinor2")]
(link: "Hunt") [(set: $minor1 to "ADVANCED TRAINING")(set: $hunt to it + 1)(goto: "HoundMinor2")]
(link: "Kill") [(set: $minor1 to "ADVANCED TRAINING")(set: $kill to it + 1)(goto: "HoundMinor2")]
(link: "Mend") [(set: $minor1 to "ADVANCED TRAINING")(set: $mend to it + 1)(goto: "HoundMinor2")]
You can take this advance more than once.
(link: "THE BETTER PART OF VALOUR") [(set: $minor1 to "THE BETTER PART OF VALOUR")(set: $evade to it + 1)(goto: "HoundMinor2")]
//You’ll get everyone out alive, if not intact.//
Gain the Evade skill. If you succeed on an Evade roll, all nearby allies roll with mastery when trying to evade until you next act.
(link: "CLOSE QUARTERS") [(set: $minor1 to "CLOSE QUARTERS")(set: $warren to it + 1)(goto: "HoundMinor2")]
//You like things to be up-close and personal.//
Gain the Warren domain. When in areas with the Warren domain, gain +1 Blood protection.
(link: "CUSTODIAN") [(set: $minor1 to "CUSTODIAN")(set: $mend to it + 1)(goto: "HoundMinor2")]
//You–and those who wore the badge before you – have spent so much time rebuilding shattered lives and shattered homes that everyone welcomes you.//
Gain the Mend skill. If you are in a populated location you can always find someone willing to take you in, give you somewhere to sleep and maybe even some warm food.
ECHOES OF THE 33RD
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "ECHOES OF THE 33RD")(set: $cursed to it + 1)(goto: "HoundMinor2")]
(link: "Desolate") [(set: $minor1 to "ECHOES OF THE 33RD")(set: $desolate to it + 1)(goto: "HoundMinor2")]
(link: "Occult") [(set: $minor1 to "ECHOES OF THE 33RD")(set: $occult to it + 1)(goto: "HoundMinor2")]
(link: "Religion") [(set: $minor1 to "ECHOES OF THE 33RD")(set: $religion to it + 1)(goto: "HoundMinor2")]
(link: "Technology") [(set: $minor1 to "ECHOES OF THE 33RD")(set: $technology to it + 1)(goto: "HoundMinor2")]
(link: "Wild") [(set: $minor1 to "ECHOES OF THE 33RD")(set: $wild to it + 1)(goto: "HoundMinor2")]
(link: "Warren") [(set: $minor1 to "ECHOES OF THE 33RD")(set: $warren to it + 1)(goto: "HoundMinor2")]
You can take this advance more than once.
HARD AS NAILS
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "HARD AS NAILS")(set: $blood to it + 1)(goto: "HoundMinor2")], (link: "Echo") [(set: $minor1 to "HARD AS NAILS")(set: $echo to it + 1)(goto: "HoundMinor2")], (link: "Fortune") [(set: $minor1 to "HARD AS NAILS")(set: $fortune to it + 1)(goto: "HoundMinor2")] or (link: "Supplies") [(set: $minor1 to "HARD AS NAILS")(set: $supplies to it + 1)(goto: "HoundMinor2")] resistance.
You can take this advance more than once.
(link: "KILL COUNT") [(set: $minor1 to "KILL COUNT")(set: $kill to it + 1)(goto: "HoundMinor2")]
//Your weapons are cross-hatched with kill-marks; a testament to what you’ve done to protect others. //
Gain the Kill skill. Whenever you kill a person or creature, remove 1 stress from any resistance.
(link: "LIQUID COURAGE") [(set: $minor1 to "LIQUID COURAGE")(set: $mind to it + 1)(goto: "HoundMinor2")]
//You have developed a drinking habit to stay sane, because the booze isn’t going to be what kills you. //
+1 Mind Protection. When you go drinking to remove Mind stress or fallout, treat the resource you spend as one dice size higher.
(link: "MARSHAL") [(set: $minor1 to "MARSHAL")(set: $compel to it + 1)(goto: "HoundMinor2")]
//You find out what’s wrong and do your level best to fix it; if you can get paid in the process, so much the better.//
Gain the Compel skill. Once per session, when you enter a landmark, you learn of an injustice, threat or danger that’s worrying the people there. Some folks might be able to pay you if you help them.
(link: "OUR GLORIOUS LADY") [(set: $minor1 to "OUR GLORIOUS LADY")(set: $religion to it + 1)(goto: "HoundMinor2")]
//You found the goddess at the bottom of a bottle; she turned your life around. //
Gain the Religion domain. Once per session, clear D4 Blood stress from an ally as you beseech the goddess for their protection.
(link: "QUARTERMASTER TRAINING") [(set: $minor1 to "QUARTERMASTER TRAINING")(set: $supplies to it + 1)(goto: "HoundMinor2")]
//You have studied under the Quartermasters of the Hounds, learning the valuable skill of creative acquisition. //
+1 Supplies Protection. You don’t like to be unarmed – you steal, build and improvise what you need. Your “unarmed” attacks become (D6, Brutal, Unreliable); on a failure, it breaks and your unarmed attacks are D4 as standard.
(link: "ROUND THE NEXT CORNER") [(set: $minor1 to "ROUND THE NEXT CORNER")(set: $delve to it + 1)(goto: "HoundMinor2")]
//You can find a place to shelter, smoke a roll-up and let things blow over. //
Gain the Delve skill. Once per delve, you find an out-of-the-way location where you can catch your breath and recuperate without fear of being discovered by your enemies. You can take your time and heal here without incurring a bane.
(link: "SERGEANT") [(set: $minor1 to "SERGEANT")(set: $blood to it + 1)(goto: "HoundMinor2")]
//You wear the trademark heavy long-coat of a Sergeant of the Hounds, designed to mark you out as a protector of the people. //
+1 Blood Protection. Once per situation, when an adversary or NPC directs their attention towards an ally, declare that they pay attention to you instead.Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
(link: "A RED AND BLOODY BUSINESS") [(set: $minor1 to "A RED AND BLOODY BUSINESS")(set: $kill to it + 1)(goto: "IncarnadineMinor2")]
//You are well versed in the oldest transaction in the world – blood for blood. //
Gain the Kill skill. If you’re killing someone or something that’s shed your blood before, your attack gains the Brutal tag.
(link: "AN EYE FOR THE STRANGE") [(set: $minor1 to "AN EYE FOR THE STRANGE")(set: $occult to it + 1)(goto: "IncarnadineMinor2")]
//Years of exposure to unnatural energies from the items you’ve bought and sold has left a dirty handprint on your soul.//
Gain the Occult domain. Once per session, you may exchange one domain on one resource for any other.
BETTER SAFE THAN SORRY
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "BETTER SAFE THAN SORRY")(set: $blood to it + 1)(goto: "IncarnadineMinor2")], (link: "Echo") [(set: $minor1 to "BETTER SAFE THAN SORRY")(set: $echo to it + 1)(goto: "IncarnadineMinor2")], (link: "Fortune") [(set: $minor1 to "BETTER SAFE THAN SORRY")(set: $fortune to it + 1)(goto: "IncarnadineMinor2")] or (link: "Supplies") [(set: $minor1 to "BETTER SAFE THAN SORRY")(set: $supplies to it + 1)(goto: "IncarnadineMinor2")] resistance.
You can take this advance more than once.
(link: "CREATIVE ACQUISITIONS") [(set: $minor1 to "CREATIVE ACQUISITIONS")(set: $sneak to it + 1)(goto: "IncarnadineMinor2")]
//You know that the best price for any item is free.//
Gain the Sneak skill. When you attemptto steal a resource or equipment of D10 value or higher, roll with mastery.
(link: "CREATIVE BOOK-KEEPING") [(set: $minor1 to "CREATIVE BOOK-KEEPING")(set: $supplies to it + 2)(goto: "IncarnadineMinor2")]
//A flexible grasp on reality means you have something for every occasion on hand.//
Gain +2 Supplies Protection.
(link: "EYES IN THE BACK OF YOUR HEAD") [(set: $minor1 to "EYES IN THE BACK OF YOUR HEAD")(set: $discern to it + 1)(goto: "IncarnadineMinor2")]
//You’ve set up enough crooked deals to know when you’re about to be suckered into one. //
Gain the Discern skill. When you stand still and concentrate, you can quite literally see behind you as though you had eyes in the back of your head. Doing this for too long causes headaches and nausea.
JACK OF ALL TRADES
Gain access to one of the following skills:
(link: "Compel") [(set: $minor1 to "JACK OF ALL TRADES")(set: $compel to it + 1)(goto: "IncarnadineMinor2")]
(link: "Delve") [(set: $minor1 to "JACK OF ALL TRADES")(set: $delve to it + 1)(goto: "IncarnadineMinor2")]
(link: "Discern") [(set: $minor1 to "JACK OF ALL TRADES")(set: $discern to it + 1)(goto: "IncarnadineMinor2")]
(link: "Endure") [(set: $minor1 to "JACK OF ALL TRADES")(set: $endure to it + 1)(goto: "IncarnadineMinor2")]
(link: "Evade") [(set: $minor1 to "JACK OF ALL TRADES")(set: $evade to it + 1)(goto: "IncarnadineMinor2")]
(link: "Hunt") [(set: $minor1 to "JACK OF ALL TRADES")(set: $hunt to it + 1)(goto: "IncarnadineMinor2")]
(link: "Kill") [(set: $minor1 to "JACK OF ALL TRADES")(set: $kill to it + 1)(goto: "IncarnadineMinor2")]
(link: "Mend") [(set: $minor1 to "JACK OF ALL TRADES")(set: $mend to it + 1)(goto: "IncarnadineMinor2")]
You can take this advance more than once.
(link: "LOST IT ALL") [(set: $minor1 to "LOST IT ALL")(set: $wild to it + 1)(goto: "IncarnadineMinor2")]
//You understand – truly – the wretched sensation of having less than nothing. //
Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.
(link: "MAKE DO") [(set: $minor1 to "MAKE DO")(set: $mend to it + 1)(goto: "IncarnadineMinor2")]
//Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. //
Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.
(link: "ON THE RUN") [(set: $minor1 to "ON THE RUN")(set: $evade to it + 1)(goto: "IncarnadineMinor2")]
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive.
Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.
(link: "PRIEST OF INCARNE") [(set: $minor1 to "PRIEST OF INCARNE")(set: $religion to it + 1)(goto: "IncarnadineMinor2")]
//Most Incarnadines pay lip service to their god whilst paying off their debt; you’ve bought in wholesale, and you understand the terrible power of your patron.//
Gain the Religion domain. Once per session, when you visit a shrine of Incarne and preach to the faithful, refresh equal to the size of the shrine (D4 for cupboard-sized devotionals, D12 for a glorious temple).
The Red Market is too fractious and shifting to act as a shrine for the purposes of this ability.
(link: "RED MARKETEER") [(set: $minor1 to "RED MARKETEER")(set: $warren to it + 1)(goto: "IncarnadineMinor2")]
//For a while, you were bold enough to trade blood and souls in the shifting alleyways of the Red Market. //
Gain the Warren domain. If someone tries to take what’s yours, your attacks gain the Brutal tag when you attempt to stop them.
(link: "VALUABLE ASSET") [(set: $minor1 to "VALUABLE ASSET")(set: $fortune to it + 2)(goto: "IncarnadineMinor2")]
//Incarne won’t let you die, because then they can’t collect what they’re owed. //
Gain +2 Fortune Protection.
AREAS OF OPPORTUNITY
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "AREAS OF OPPORTUNITY")(set: $cursed to it + 1)(goto: "IncarnadineMinor2")]
(link: "Desolate") [(set: $minor1 to "AREAS OF OPPORTUNITY")(set: $desolate to it + 1)(goto: "IncarnadineMinor2")]
(link: "Occult") [(set: $minor1 to "AREAS OF OPPORTUNITY")(set: $occult to it + 1)(goto: "IncarnadineMinor2")]
(link: "Religion") [(set: $minor1 to "AREAS OF OPPORTUNITY")(set: $religion to it + 1)(goto: "IncarnadineMinor2")]
(link: "Technology") [(set: $minor1 to "AREAS OF OPPORTUNITY")(set: $technology to it + 1)(goto: "IncarnadineMinor2")]
(link: "Wild") [(set: $minor1 to "AREAS OF OPPORTUNITY")(set: $wild to it + 1)(goto: "IncarnadineMinor2")]
(link: "Warren") [(set: $minor1 to "AREAS OF OPPORTUNITY")(set: $warren to it + 1)(goto: "IncarnadineMinor2")]
You can take this advance more than once.Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
(link: "BACK POCKET ARCANA") [(set: $minor1 to "BACK POCKET ARCANA")(set: $supplies to it + 2)(goto: "JunkMageMinor2")]
//Your satchel is overstuffed with occult leftovers –shavings of spireblack amber here, cursed squid-ink there, nails from wrongful crucifictions – that you can press into service.//
+2 Supplies Protection.
BEEN EVERYWHERE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "BEEN EVERYWHERE")(set: $cursed to it + 1)(goto: "JunkMageMinor2")]
(link: "Desolate") [(set: $minor1 to "BEEN EVERYWHERE")(set: $desolate to it + 1)(goto: "JunkMageMinor2")]
(link: "Occult") [(set: $minor1 to "BEEN EVERYWHERE")(set: $occult to it + 1)(goto: "JunkMageMinor2")]
(link: "Religion") [(set: $minor1 to "BEEN EVERYWHERE")(set: $religion to it + 1)(goto: "JunkMageMinor2")]
(link: "Technology") [(set: $minor1 to "BEEN EVERYWHERE")(set: $technology to it + 1)(goto: "JunkMageMinor2")]
(link: "Wild") [(set: $minor1 to "BEEN EVERYWHERE")(set: $wild to it + 1)(goto: "JunkMageMinor2")]
(link: "Warren") [(set: $minor1 to "BEEN EVERYWHERE")(set: $warren to it + 1)(goto: "JunkMageMinor2")]
You can take this advance more than once.
BY ANY MEANS
Gain access to one of the following skills:
(link: "Compel") [(set: $minor1 to "BY ANY MEANS")(set: $compel to it + 1)(goto: "JunkMageMinor2")]
(link: "Delve") [(set: $minor1 to "BY ANY MEANS")(set: $delve to it + 1)(goto: "JunkMageMinor2")]
(link: "Discern") [(set: $minor1 to "BY ANY MEANS")(set: $discern to it + 1)(goto: "JunkMageMinor2")]
(link: "Endure") [(set: $minor1 to "BY ANY MEANS")(set: $endure to it + 1)(goto: "JunkMageMinor2")]
(link: "Evade") [(set: $minor1 to "BY ANY MEANS")(set: $evade to it + 1)(goto: "JunkMageMinor2")]
(link: "Hunt") [(set: $minor1 to "BY ANY MEANS")(set: $hunt to it + 1)(goto: "JunkMageMinor2")]
(link: "Kill") [(set: $minor1 to "BY ANY MEANS")(set: $kill to it + 1)(goto: "JunkMageMinor2")]
(link: "Mend") [(set: $minor1 to "BY ANY MEANS")(set: $mend to it + 1)(goto: "JunkMageMinor2")]
You can take this advance more than once.
(link: "FRONTIER ETIQUETTE") [(set: $minor1 to "FRONTIER ETIQUETTE")(set: $haven to it + 1)(goto: "JunkMageMinor2")]
//Your time in the City Above wasn’t for naught; you learned how to hold a conversation, smile and nod in all the right places and read a room to avoid offence. //
Gain the Haven domain. The first time each session that you use a haunt, your spent resource counts as one dice size higher.
(link: "LITANIES OF FALSE POWER") [(set: $minor1 to "LITANIES OF FALSE POWER")(set: $religion to it + 1)(goto: "JunkMageMinor2")]
//You know that the gods of the world are distant, dead or disinterested; but you pay attention, for they may reveal useful secrets.//
Gain the Religion domain. When you use the SACRIFICE ability above, you may also consume resources with the Religion domain.
(link: "MARK OF HUNGER") [(set: $minor1 to "MARK OF HUNGER")(set: $delve to it + 1)(goto: "JunkMageMinor2")]
//You can taste the power slumbering in the City Beneath, and you want it more than anything. //
Gain the Delve skill. You can smell sources of magical power – the more potent and active, the more pungent the smell. Different types of magic have different scents: relics of the Moon Beneath have the aroma of wine and butter, necromancy smells like nujabian kafee and the occult technology of the Vermissian resembles malt and rich tannins.
(link: "MARK OF THE PHANTOM") [(set: $minor1 to "MARK OF THE PHANTOM")(set: $evade to it + 1)(goto: "JunkMageMinor2")]
//Silver-grey skinspells and litanies of obfuscation wind their way over your body; you are an aberration in space and time, glitching through the City Beneath.//
Gain the Evade skill. Once per situation, when you mark stress due to physical harm or detection, you may make the GM reroll the stress dice. Keep the second result, even if it’s higher.
(link: "MARK OF SHADOW") [(set: $minor1 to "MARK OF SHADOW")(set: $sneak to it + 1)(goto: "JunkMageMinor2")]
//You conceal your activities from rivals and superstitious fools with a mark etched on your skin; when you speak the right words, you become hard to notice. //
Gain the Sneak skill. Hiding from someone or something is always a Standard action for you, and never Risky or Dangerous.
(link: "MARK OF THE WEAVER") [(set: $minor1 to "MARK OF THE WEAVER")(set: $mend to it + 1)(goto: "JunkMageMinor2")]
//Your hands are covered in spiderweb ink; you have the capacity to stitch, fix and bind with a thought. //
Gain the Mend skill. Once per session, you can fix someone or something in a matter of seconds, even if it would usually take hours of careful work.
(link: "RUST AND IRON") [(set: $minor1 to "RUST AND IRON")(set: $technology to it + 1)(goto: "JunkMageMinor2")]
//You know of pathways that are clockwork and galvanic, shifting and malevolent, and were built by no mortal hand. //
Gain the Technology domain. Learn the following spell: roll Mend+Technology to improve a piece of equipment that has moving parts using a ritual that takes around half an hour. On a success, increase the equipment’s quality by 1 step (standard becomes good, good becomes excellent) and give it the Dangerous and Unreliable tags. Once you have improved a piece of equipment with this spell, you can’t improve it again.
(link: "SIPHON OF FORTUNE") [(set: $minor1 to "SIPHON OF FORTUNE")(set: $fortune to it + 2)(goto: "JunkMageMinor2")]
//There are places where you can wager more than cash on a game of cards; your stake of choice is good luck.//
+2 Fortune Protection.
WARDING SPELLS
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "WARDING SPELLS")(set: $blood to it + 1)(goto: "JunkMageMinor2")], (link: "Echo") [(set: $minor1 to "WARDING SPELLS")(set: $echo to it + 1)(goto: "JunkMageMinor2")], (link: "Fortune") [(set: $minor1 to "WARDING SPELLS")(set: $fortune to it + 1)(goto: "JunkMageMinor2")] or (link: "Supplies") [(set: $minor1 to "WARDING SPELLS")(set: $supplies to it + 1)(goto: "JunkMageMinor2")] resistance.
You can take this advance more than once.
(link: "WRETCHED AND GLORIOUS") [(set: $minor1 to "WRETCHED AND GLORIOUS")(set: $cursed to it + 1)(goto: "JunkMageMinor2")]
//Your body is a prison, and when it blurs or breaks, you feel
closer to your patrons.//
Gain the Cursed domain. When you use the SACRIFICE ability above, you may also consume resources with the Cursed domain.Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
(link: "ARCANE REBREATHER") [(set: $minor1 to "ARCANE REBREATHER")(set: $echo to it + 2)(goto: "VermissianMinor2")]
//You possess a gas mask that filters out airborne infectants from the Heart. //
+2 Echo Protection.
(link: "ARMOUR PLATING") [(set: $minor1 to "ARMOUR PLATING")(set: $blood to it + 2)(goto: "VermissianMinor2")]
//Retro-engineered from train carriages, this trademark chest armour still bears the symbols of therail networks that built the Vermissian.//
+2 Blood Protection.
(link: "BLACK KNIGHT") [(set: $minor1 to "BLACK KNIGHT")(set: $occult to it + 1)(goto: "VermissianMinor2")]
//You have spent time studying the forbidden arts with the sages of your order. //
Gain the Occult domain. Once per session, when you enter a landmark, you can intuit the location of an occult sect who are hiding information that will aid you in your quest.
(link: "Knight Protector") [(set: $minor1 to "Knight Protector")(set: $kill to it + 1)(goto: "VermissianMinor2")]
//You are willing to kill and die to ensure that the Vermissian is safe.//
Gain the Kill skill. Once per situation, when an ally within arm’s reach would mark stress to Blood, you mark an equivalent amount to Blood instead.
(link: "HELLWALKER") [(set: $minor1 to "HELLWALKER")(set: $cursed to it + 1)(goto: "VermissianMinor2")]
You have been anointed with the sacred oils that protect you from the nightmare energies of the Heart.
Gain the Cursed domain. You can use a resource with the Cursed domain to activate your VERMISSIAN PLATE core ability.
(link: "PHANTOM LENS") [(set: $minor1 to "PHANTOM LENS")(set: $hunt to it + 1)(goto: "VermissianMinor2")]
//Various blood, ichors and spittles have been used to treat these lenses, allowing you to see into dimensions other than the material.//
Gain the Hunt skill. While you wear these lenses, you can track anything – even if it doesn’t leave a tangible trail.
(link: "PROTECTOR’S GAUNTLET") [(set: $minor1 to "PROTECTOR’S GAUNTLET")(set: $blood to it + 1)(set: $fortune to it + 1)(goto: "VermissianMinor2")]
//A heavy metal gauntlet bearing the emblem of your house: The Lords Galvanic, The Free Wheels, The Cross Countrymen.//
+1 Blood Protection, +1 Fortune protection.
(link: "SANGUINARY ARRAY") [(set: $minor1 to "SANGUINARY ARRAY")(set: $discern to it + 1)(goto: "VermissianMinor2")]
//Your inefficient mortal heart is supplemented by a rig that extracts, filters and nourishes your vital fluids.//
One side effect of this is that your blood acts as an antenna for the scattershot electrical impulses of the Heart. Gain the Discern skill. If one of your senses becomes damaged or unusable, you can replace it with the weird echoes that shudder through your exposed blood – it’s not perfect, but it’ll do.
STALWART
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "STALWART")(set: $blood to it + 1)(goto: "VermissianMinor2")], (link: "Echo") [(set: $minor1 to "STALWART")(set: $echo to it + 1)(goto: "VermissianMinor2")], (link: "Fortune") [(set: $minor1 to "STALWART")(set: $fortune to it + 1)(goto: "VermissianMinor2")] or (link: "Supplies") [(set: $minor1 to "STALWART")(set: $supplies to it + 1)(goto: "VermissianMinor2")] resistance.
You can take this advance more than once.
(link: "STEELBONES") [(set: $minor1 to "STEELBONES")(set: $endure to it + 1)(goto: "VermissianMinor2")]
//Your armour bolts onto special implants that absorb harmful energy and distribute it through your body.//
Gain the Endure skill. You can fall distances of up to 3 storeys without taking damage.
STUDENT OF THE SAGES
Gain access to one of the following skills:
(link: "Compel") [(set: $minor1 to "STUDENT OF THE SAGES")(set: $compel to it + 1)(goto: "VermissianMinor2")]
(link: "Delve") [(set: $minor1 to "STUDENT OF THE SAGES")(set: $delve to it + 1)(goto: "VermissianMinor2")]
(link: "Discern") [(set: $minor1 to "STUDENT OF THE SAGES")(set: $discern to it + 1)(goto: "VermissianMinor2")]
(link: "Endure") [(set: $minor1 to "STUDENT OF THE SAGES")(set: $endure to it + 1)(goto: "VermissianMinor2")]
(link: "Evade") [(set: $minor1 to "STUDENT OF THE SAGES")(set: $evade to it + 1)(goto: "VermissianMinor2")]
(link: "Hunt") [(set: $minor1 to "STUDENT OF THE SAGES")(set: $hunt to it + 1)(goto: "VermissianMinor2")]
(link: "Kill") [(set: $minor1 to "STUDENT OF THE SAGES")(set: $kill to it + 1)(goto: "VermissianMinor2")]
(link: "Mend") [(set: $minor1 to "STUDENT OF THE SAGES")(set: $mend to it + 1)(goto: "VermissianMinor2")]
You can take this advance more than once.
(link: "TUNNEL RAT") [(set: $minor1 to "TUNNEL RAT")(set: $warren to it + 1)(goto: "VermissianMinor2")]
//You have performed the Rite of Suffocation, and know ways of slowing your breathing to survive longer. //
Gain the Warren domain. You can hold your breath for a very long time, allowing you to stay underwater or in toxic areas for extended periods.
WELL TRAVELLED
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "WELL TRAVELLED")(set: $cursed to it + 1)(goto: "VermissianMinor2")]
(link: "Desolate") [(set: $minor1 to "WELL TRAVELLED")(set: $desolate to it + 1)(goto: "VermissianMinor2")]
(link: "Occult") [(set: $minor1 to "WELL TRAVELLED")(set: $occult to it + 1)(goto: "VermissianMinor2")]
(link: "Religion") [(set: $minor1 to "WELL TRAVELLED")(set: $religion to it + 1)(goto: "VermissianMinor2")]
(link: "Technology") [(set: $minor1 to "WELL TRAVELLED")(set: $technology to it + 1)(goto: "VermissianMinor2")]
(link: "Wild") [(set: $minor1 to "WELL TRAVELLED")(set: $wild to it + 1)(goto: "VermissianMinor2")]
(link: "Warren") [(set: $minor1 to "WELL TRAVELLED")(set: $warren to it + 1)(goto: "VermissianMinor2")]
You can take this advance more than once.Abilities will boost your skills, the domains you have influence in and your protections. It is better to have a wide spread. You can have two points in a skill and a domain and five in a protection.
//(if you mess up, I'll fix it after)//
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your first minor ability is . . .
(link: "A MIND OF MANY DOORWAYS") [(set: $minor1 to "A MIND OF MANY DOORWAYS")(set: $mind to it + 2)(goto: "WitchMinor2")]
//Mortal concerns fade in comparison to the majesty of the blood-song that resonates within you.//
Gain +2 Mind Protection.
(link: "BLOOD-QUIET") [(set: $minor1 to "BLOOD-QUIET")(set: $sneak to it + 1)(goto: "WitchMinor2")]
//The darkness of the City Beneath beats black within your veins. //
Gain the Sneak skill. When you enter your TRUE FORM, Sneak and Evade rolls are no longer considered Risky.
BOOKS OF LORE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor1 to "BOOKS OF LORE")(set: $cursed to it + 1)(goto: "WitchMinor2")]
(link: "Desolate") [(set: $minor1 to "BOOKS OF LORE")(set: $desolate to it + 1)(goto: "WitchMinor2")]
(link: "Occult") [(set: $minor1 to "BOOKS OF LORE")(set: $occult to it + 1)(goto: "WitchMinor2")]
(link: "Religion") [(set: $minor1 to "BOOKS OF LORE")(set: $religion to it + 1)(goto: "WitchMinor2")]
(link: "Technology") [(set: $minor1 to "BOOKS OF LORE")(set: $technology to it + 1)(goto: "WitchMinor2")]
(link: "Wild") [(set: $minor1 to "BOOKS OF LORE")(set: $wild to it + 1)(goto: "WitchMinor2")]
(link: "Warren") [(set: $minor1 to "BOOKS OF LORE")(set: $warren to it + 1)(goto: "WitchMinor2")]
You can take this advance more than once.
CHARMS AND WARDS
Gain +1 protection in the (link: "Blood") [(set: $minor1 to "CHARMS AND WARDS")(set: $blood to it + 1)(goto: "WitchMinor2")], (link: "Echo") [(set: $minor1 to "CHARMS AND WARDS")(set: $echo to it + 1)(goto: "WitchMinor2")], (link: "Fortune") [(set: $minor1 to "CHARMS AND WARDS")(set: $fortune to it + 1)(goto: "WitchMinor2")] or (link: "Supplies") [(set: $minor1 to "CHARMS AND WARDS")(set: $supplies to it + 1)(goto: "WitchMinor2")] resistance.
You can take this advance more than once.
(link: "DISTINGUISHED LINEAGE") [(set: $minor1 to "DISTINGUISHED LINEAGE")(set: $wild to it + 1)(goto: "WitchMinor2")]
//Your blood-mothers have operated in the City Beneath for centuries; you carry the weight of their actions (and their promises) on your back.//
Gain the Haven domain. Once per session, when you mark stress to a bond, do not roll for fallout.
(link: "DIVINITY") [(set: $minor1 to "DIVINITY")(set: $religion to it + 1)(goto: "WitchMinor2")]
//You were inducted into a coven who believe that witches are blessed by the gods; you recognise a second heartbeat, unknowable and sacred, inside you. //
Gain the Religion domain.Roll Discern+Religion tofollowthe secret signs in an inhabited landmark that lead to the hidden places of worship where you are revered as a messenger of the Heart Itself.
HEART-WISE
Gain access to one of the following skills:
(link: "Compel") [(set: $minor1 to "HEART-WISE")(set: $compel to it + 1)(goto: "WitchMinor2")]
(link: "Delve") [(set: $minor1 to "HEART-WISE")(set: $delve to it + 1)(goto: "WitchMinor2")]
(link: "Discern") [(set: $minor1 to "HEART-WISE")(set: $discern to it + 1)(goto: "WitchMinor2")]
(link: "Endure") [(set: $minor1 to "HEART-WISE")(set: $endure to it + 1)(goto: "WitchMinor2")]
(link: "Evade") [(set: $minor1 to "HEART-WISE")(set: $evade to it + 1)(goto: "WitchMinor2")]
(link: "Hunt") [(set: $minor1 to "HEART-WISE")(set: $hunt to it + 1)(goto: "WitchMinor2")]
(link: "Kill") [(set: $minor1 to "HEART-WISE")(set: $kill to it + 1)(goto: "WitchMinor2")]
(link: "Mend") [(set: $minor1 to "HEART-WISE")(set: $mend to it + 1)(goto: "WitchMinor2")]
You can take this advance more than once.
(link: "IMPLACABLE") [(set: $minor1 to "IMPLACABLE")(set: $endure to it + 1)(goto: "WitchMinor2")]
//You have with stood worse torments, and you will go on to do so again; through your blood you are stable, eternal, unwavering. //
Gain the Endure skill. Once per session, add 1 to a resistance of your choice. Remove the +1 at the end of the session.
(link: "THE OLD BLOOD") [(set: $minor1 to "THE OLD BLOOD")(set: $discern to it + 1)(goto: "WitchMinor2")]
//You inherited the disease from an ancient bloodline; you are strange, and powerful, and can see echoes of things that others can’t. //
Gain the Discern skill. When you observe someone for a few seconds, you can read their aura and discern their surface-level emotions – whether they’re angry, happy, frustrated and so on.
(link: "RAMBLEWYRD") [(set: $minor1 to "RAMBLEWYRD")(set: $cursed to it + 1)(goto: "WitchMinor2")]
//You are well-versed in exploring and surviving the places most connected to the Heart Itself; sometimes you do it for pleasure. Gain the Cursed domain. //
Once per session, when you are in an area with the Cursed domain, remove D6 stress from resistances of your choice.
(link: "RED DOMINION") [(set: $minor1 to "RED DOMINION")(set: $blood to it + 2)(goto: "WitchMinor2")]
//You don’t bleed unless you want to; when you’re angry, your veins pulse visibly beneath your skin. //
Gain +2 Blood protection.
(link: "WILD-WITCH") [(set: $minor1 to "WILD-WITCH")(set: $wild to it + 1)(goto: "WitchMinor2")]
//You know the secrets of the wild things of the world, and are skilled at distilling their essences. //
Gain the Wild domain. When you’re in a landmark and have time to prepare, you can turn a resource with the Wild domain into a healing draught. When drunk, this draught removes Blood or Mind stress equal to its dice size minus one step – choose whether it’s Blood or Mind when you create it.
(link: "WITCH-SPIT") [(set: $minor1 to "WITCH-SPIT")(set: $mend to it + 1)(goto: "WitchMinor2")]
//They say that the spittle of witches can cure minor ailments, repair broken trinkets and soothe an aching heart. Yours closes up exit wounds.//
Gain the Mend skill. When you want it to be, your spit becomes adhesive and can harden into a tarry, sticky substance.
You hear what the Heartsick drunk is saying. Under the words. The meanings implied. No one normal does what you do. No one sane. Even the desperate try something else first.
What gets a person to crawl in under the skin of the world, walk down and down and down into the swirling maelstrom of realities? What calls someone into the mutating Heart of unreality itself?
[[ADVENTURE->ADVENTURE]]: You yearn for dangerous pleasures that the City Above cannot provide.
[[ENLIGHTENMENT->ENLIGHTENMENT]]: Seeking to achieve the impossible, you hunt for solutions in the undercity.
[[FORCED->FORCED]]: You’ve been coerced into coming down here against your will.
[[HEARTSONG->HEARTSONG]]: Cursed with dreams of the Heart, you delve in search of revelations.
[[PENITENT->PENITENT]]: You are seeking to atone for crimes you committed against your order.
The old drunk staggers away from you towards the Vermissian tracks across from the bench and suddenly you hear the impossible sound of a huge machine running, rushing down the disused tunnels infected with malign realities and you think, ah fuck.
This is going to be a whole thing, isn't it?
"Of course it is," the drunk agrees, like you said it out loud. There's a grinding, screaming metallic noise and then you see a light in the tunnel. Not the good kind of light. Green and sickly and rushing forward and you think of grabbing your (text-colour:red)[(print:$equipment1)] but it's probably well past that because there's a huge ethereal train running out of the tunnel, across the tracks through the plaza now. The people down here with you scatter away from it but the drunk just laughs, teetering on the edge of the platform and as the train screams by he turns and looks at you and your hear him say, "Be seeing you."
Right before he drops into the path of the train and there's a flash and the train careens by and away back into the nowhere it came from.
And of course, the drunk is no more. Not dead, not splattered by the ghost train across the old tracks.
Just . . . gone. That, at least, is a relief.
You nod to yourself. Sure, this might as well happen. Why not.
This fucking place will be the death of you, you think.
But then again, that's [[the story of your life, isn't it?->Character Summary]]The reason you are down defines how you fail or succeed, the kind of experience that will help you grow into your potential. It suggests the path you will take to the end of this journey. And this journey will end. "In blood and bone and screams," the drunk tells you, with a frantic kind of laugh.
//The City Above holds no more excitement for you. In the City Beneath, on the knife-edge between real and unreal, you can be who you really are.//
[[You are not here for adventure.->callingOptions]]
There is power in what called you here. What drives you. You use it.
(text-colour:red)[''Core Ability'']
LEGENDARY
//You strive to live up to the stories that they’ll tell of your exploits. //
When you gain a minor advance, refresh D6. When you gain a major advance, refresh D8.
You have a trinket on you that speaks to you of why you are doing this. Whispers why you are down here, risking your mind, your soul, your entire reality, for an uncertain future.
//(Choose one or roll a d10)//
0. (checkbox: 2bind $adventuretrinket1,"Pulp novel loosely based on your exploits")
0. (checkbox: 2bind $adventuretrinket2,"Mouth organ")
0. (checkbox: 2bind $adventuretrinket3,"Spidersilk scarf in a dashing colour")
0. (checkbox: 2bind $adventuretrinket4,"Inaccurate map of the Heart you bought off some guy in Derelictus")
0. (checkbox: 2bind $adventuretrinket5,"Copy of “RAVENOUS SHE-WITCHES OF HALLOW”, a best-selling sensationalist book")
0. (checkbox: 2bind $adventuretrinket6,"Paper and sketching charcoal")
0. (checkbox: 2bind $adventuretrinket7,"Fake “Abomination-hunting” license")
0. (checkbox: 2bind $adventuretrinket8,"Unpunched Vermissian ticket used as a goodluck charm")
0. (checkbox: 2bind $adventuretrinket9,"Letters from your mum asking when you’re going to come home")
0. (checkbox: 2bind $adventuretrinket10,"Expensive kohl eyeliner and pocket-mirror")
You are (Link: "here for adventure")[(set: $calling to "Adventure")(set: $callingcore to "LEGENDARY") (goto: "adventurebeats")], to delve into wet red meat of eternity and come out with a legend worthy of eternity. The reason you are down defines how you fail or succeed, the kind of experience that will help you grow into your potential. It suggests the path you will take to the end of this journey. And this journey will end. "In blood and bone and screams," the drunk tells you, with a frantic kind of laugh.
//Everyone said that what you intended to do was impossible, but you’ve never let “possibility” slow you down. You’re looking for secrets hidden deep within the earth. You know that the Heart holds the answers to all your questions; no matter what it takes, you’ll get them.//
[[You are not here for enlightenment.->callingOptions]]
There is power in what called you here. What drives you. You use it.
(text-colour:red)[''Core Ability'']
UNORTHODOX METHODS
//You blend together method and madness in pursuit of your goals.//
Gain the Discern skill. Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.
You have a trinket on you that speaks to you of why you are doing this. Whispers why you are down here, risking your mind, your soul, your entire reality, for an uncertain future.
//(Choose one or roll a d10)//
0. (checkbox: 2bind $enlightenmenttrinket1,"Set of fragile magnifying lenses")
0. (checkbox: 2bind $enlightenmenttrinket2,"Book of handwritten theories and observations")
0. (checkbox: 2bind $enlightenmenttrinket3,"Portable alchemy kit in a leather box")
0. (checkbox: 2bind $enlightenmenttrinket4,"Dried dream-mushrooms")
0. (checkbox: 2bind $enlightenmenttrinket5,"Heady incense sticks that burn dirty-blue smoke")
0. (checkbox: 2bind $enlightenmenttrinket6,"Bundled-up red-string-and-pins collage identifying the fools who tried to stop you")
0. (checkbox: 2bind $enlightenmenttrinket7,"List of people who are Going To Pay, some names crossed out")
0. (checkbox: 2bind $enlightenmenttrinket8,"Bag of heavy glass fortune stones")
0. (checkbox: 2bind $enlightenmenttrinket9,"Taxidermied owl (name them)")
0. (checkbox: 2bind $enlightenmenttrinket10,"Imported book of meditative stances and recipes to cleanse your spirit")
You are (Link: "seeking enlightenment")[(set: $calling to "Enlightenment")(set: $discern to it + 1)(set: $callingcore to "UNORTHODOX METHODS") (goto: "enlightenmentbeats")], to delve into the beating stuff of everything and come away with the most precious knowledge. The reason you are down defines how you fail or succeed, the kind of experience that will help you grow into your potential. It suggests the path you will take to the end of this journey. And this journey will end. "In blood and bone and screams," the drunk tells you, with a frantic kind of laugh.
//You don’t want to be down here, but you don’t have any choice. You’re a prisoner, an initiate to a cult or someone’s blackmailing you.//
[[You are not here by force.->callingOptions]]
There is power in what called you here. What drives you. You use it.
(text-colour:red)[''Core Ability'']
COLLATERAL
//You have a knack for getting behind someone else when things kick off.//
Once per session, allocate stress to the nearest friendly target (PC or
NPC) instead of marking it yourself.
You have a trinket on you that speaks to you of why you are doing this. Whispers why you are down here, risking your mind, your soul, your entire reality, for an uncertain future.
//(Choose one or roll a d10)//
0. (checkbox: 2bind $forcedtrinket1,"Daguerreotype of your son")
0. (checkbox: 2bind $forcedtrinket2,"Moonsilver collar")
0. (checkbox: 2bind $forcedtrinket3,"Signed contract detailing your “employment”")
0. (checkbox: 2bind $forcedtrinket4,"Matchbook from The Manticore, an up-Spire casino ")
0. (checkbox: 2bind $forcedtrinket5,"Subjugation sliver implanted in your neck")
0. (checkbox: 2bind $forcedtrinket6,"Guild brand on your upper arm")
0. (checkbox: 2bind $forcedtrinket7,"Deed to an apartment in Ivory Row up-Spire ")
0. (checkbox: 2bind $forcedtrinket8,"Mark on your chest where your soul used to be, before you sold it ")
0. (checkbox: 2bind $forcedtrinket9,"Your master’s sigil, wrought from iron ")
0. (checkbox: 2bind $forcedtrinket10,"Codebook showing you how and where to make your reports")
You are (Link: "forced to be down here")[(set: $calling to "Enlightenment")(set: $callingcore to "COLLATERAL") (goto: "forcedbeats")], to delve into this weight of encroaching chaos and destruction, hoping to walk out with precious freedom. The reason you are down defines how you fail or succeed, the kind of experience that will help you grow into your potential. It suggests the path you will take to the end of this journey. And this journey will end. "In blood and bone and screams," the drunk tells you, with a frantic kind of laugh.
//TWhen you sleep, you dream of the Heart. You’re half-mad with glimpses of knowledge; mad enough to go ever deeper into the undercity, looking for revelations.//
[[You are not here for the song.->callingOptions]]
There is power in what called you here. What drives you. You use it.
(text-colour:red)[''Core Ability'']
IN THE BLOOD
//You move through the Heart as if blessed. //
+1 Echo Protection. Once per situation, when you take stress to any resistance other than Echo, allocate it to Echo.
You have a trinket on you that speaks to you of why you are doing this. Whispers why you are down here, risking your mind, your soul, your entire reality, for an uncertain future.
//(Choose one or roll a d10)//
0. (checkbox: 2bind $heartsongtrinket1,"Ink-blotted dream journal with maps of places you saw when you were asleep")
0. (checkbox: 2bind $heartsongtrinket2,"Bag of bitter stimulant pastilles")
0. (checkbox: 2bind $heartsongtrinket3,"Steel syringe and opiate powder")
0. (checkbox: 2bind $heartsongtrinket4,"The word “THEOLOSIAN” growing over your upper chest")
0. (checkbox: 2bind $heartsongtrinket5,"Barely-viable homonculus you shamefully coughed up or excised (name it)")
0. (checkbox: 2bind $heartsongtrinket6,"Twenty sketches of the man you’re convinced you’re going to meet down here, all made by different artists")
0. (checkbox: 2bind $heartsongtrinket7,"Signed copy of BEYOND THE EDGE OF MADNESS: A Year In The Heart by Gris Hanneman")
0. (checkbox: 2bind $heartsongtrinket8,"Mandala made from hollow crow bones")
0. (checkbox: 2bind $heartsongtrinket9,"Mad, impressionist votive image of a Witch")
0. (checkbox: 2bind $heartsongtrinket10," Greenish candles that help you sleep a dreamless sleep (sometimes)")
You are (Link: "here for the Heart")[(set: $calling to "Heartsong")(set: $callingcore to "IN THE BLOOD")(set: $echo to it + 1) (goto: "heartbeats")], to delve into wet red song, hoping it will turn you into the perfect dancer. The reason you are down defines how you fail or succeed, the kind of experience that will help you grow into your potential. It suggests the path you will take to the end of this journey. And this journey will end. "In blood and bone and screams," the drunk tells you, with a frantic kind of laugh.
//You betrayed the trust of your order. Due to negligence, cowardice or malice, you caused them great harm. Now, wracked with guilt, you have sworn to make amends by venturing deep into the Heart and performing acts in service of your order.//
[[You are not here for penance.->callingOptions]]
There is power in what called you here. What drives you. You use it.
(text-colour:red)[''Core Ability'']
NOT YET
//Your willpower, fuelled with guilt, is legendary. //
Once per session, activate this ability to avoid suffering negative effects from Blood or Mind fallout for the remainder of the situation.
You have a trinket on you that speaks to you of why you are doing this. Whispers why you are down here, risking your mind, your soul, your entire reality, for an uncertain future.
//(Choose one or roll a d10)//
0. (checkbox: 2bind $penitenttrinket1,"Absolution chains (heavy)")
0. (checkbox: 2bind $penitenttrinket2,"Vellum scroll bearing a record of your crimes")
0. (checkbox: 2bind $penitenttrinket3,"Still-itching tattoo depicting your sins")
0. (checkbox: 2bind $penitenttrinket4,"The skull of someone you loved")
0. (checkbox: 2bind $penitenttrinket5," Vial of ashes with a name on it")
0. (checkbox: 2bind $penitenttrinket6,"Paper and sketching charcoal")
0. (checkbox: 2bind $penitenttrinket7,"Masonry fragment from a destroyed statue")
0. (checkbox: 2bind $penitenttrinket8,"Locket depicting a beautiful one-eyed drow")
0. (checkbox: 2bind $penitenttrinket9,"Ceremonial bronze Watchful Eye")
0. (checkbox: 2bind $penitenttrinket10,"Brand identifying you as one of the secretive knights of the Covenant of the Fallen Tower")
You are (Link: "here for forgiveness")[(set: $calling to "Penitent")(set: $callingcore to "NOT YET") (goto: "penitentbeats")], to delve into the broken red shards of eternity and try to leave you sin buried there. The drunk reaches out a hand, caked in . . . in the Heart. In dirt and red and just all of what's down there in the red mess at the end of everything. He's soaked in it, aged in it and dried off again. With those fingers he touches your face.
"The Heart sees you," he whispers. Hot breath in your face. "Sees the paths you can take. Sees the things you want to be. It can help you get there."
(text-colour:red)[Beats] (of the Heart) will help you grow into your potential. When these things come to pass, the experience will make you more than you are.
Choose two for the first session. Minor beats lead to minor advances but are easier to achieve. Major beats have significant advantages but might take two or three sessions to achieve. The Heart will listen to whatever you want to grow into.
=|=
(text-colour:red)[Minor]
(checkbox: 2bind $adventureminor1,"Charm someone with tales of your exploits.")
(checkbox: 2bind $adventureminor2,"Engage in reckless abandon with drink, drugs or sex.")
(checkbox: 2bind $adventureminor3,"Slay a beast that drops resources of D10 or higher.")
(checkbox: 2bind $adventureminor4,"Access a haven in tier 2 of the Heart.")
(checkbox: 2bind $adventureminor5,"Take Major Blood fallout.")
(checkbox: 2bind $adventureminor21,"Help an important or influential figure in a haven.")
(checkbox: 2bind $adventureminor6,"Take Major Fortune fallout.")
(checkbox: 2bind $adventureminor7,"Defeat a powerful foe one-on-one.")
(checkbox: 2bind $adventureminor8,"Refuse to back down when it would be beneficial to do so.")
(checkbox: 2bind $adventureminor9,"Establish a connection.")
(checkbox: 2bind $adventureminor10,"Get in trouble with the Hounds.")
(checkbox: 2bind $adventureminor11,"Rescue someone from peril.")
(checkbox: 2bind $adventureminor12,"Make a dramatic entrance that’s a Risky action.")
(checkbox: 2bind $adventureminor13,"Claim a resource of at least D10 from a dangerous location.")
(checkbox: 2bind $adventureminor14,"Defend a haven from attack.")
(checkbox: 2bind $adventureminor15,"Have at least three havens know your name, for good or ill.")
(checkbox: 2bind $adventureminor16,"Rush into danger before anyone else.")
(checkbox: 2bind $adventureminor17,"Have a cocktail, fighting move or legendary beast named after you.")
(checkbox: 2bind $adventureminor18,"Go somewhere where no-one else has stepped foot for at least a century.")
(checkbox: 2bind $adventureminor19,"Win an unarmed brawl in a haven.")
(checkbox: 2bind $adventureminor20,"Kick someone off a tall structure (they really deserved it).")
=|=
(text-colour:red)[Major]
(checkbox: 2bind $adventuremajor1,"Acquire a rare or powerful (D12 value) item, preferably magic.")
(checkbox: 2bind $adventuremajor2,"Slay a beast that’s at least five times your size.")
(checkbox: 2bind $adventuremajor3,"Upgrade a haunt to D12.")
(checkbox: 2bind $adventuremajor4,"Save a haven from destruction or doom.")
(checkbox: 2bind $adventuremajor5,"Connect three havens to one another with permanent paths.")
(checkbox: 2bind $adventuremajor6,"Successfully perform a Dangerous action that saves the day.")
(checkbox: 2bind $adventuremajor7,"Catalogue your exploits for an extended period; either do it yourself or hire a bard.")
(checkbox: 2bind $adventuremajor8,"Upgrade a haunt to D12.")
(checkbox: 2bind $adventuremajor9,"Lead a group or organisation (other than your delving party).")
(checkbox: 2bind $adventuremajor10,"Successfully lead, and take full credit for, a delve that takes you to Tier 3 or deeper.")
|==|
"Yes," says the old drunk. "I know who you are now, what you'll be." He lurches wildly away from you. "Oh yeah," he laughs. "The Heart does enjoy a good mess, you know. [[It's nice to have you here->Plot]]."The drunk reaches out a hand, caked in . . . in the Heart. In dirt and red and just all of what's down there in the red mess at the end of everything. He's soaked in it, aged in it and dried off again. With those fingers he touches your face.
"The Heart sees you," he whispers. Hot breath in your face. "Sees the paths you can take. Sees the things you want to be. It can help you get there."
(text-colour:red)[Beats] (of the Heart) will help you grow into your potential. When these things come to pass, the experience will make you more than you are.
Choose two for the first session. Minor beats lead to minor advances but are easier to achieve. Major beats have significant advantages but might take two or three sessions to achieve. The Heart will listen to whatever you want to grow into.
=|=
(text-colour:red)[Minor]
(checkbox: 2bind $enlightenmentminor1,"Allude to the events that led you to seek forbidden knowledge to achieve an impossible task.")
(checkbox: 2bind $enlightenmentminor2,"Put the acquisition of knowledge above preserving the lives of your allies.")
(checkbox: 2bind $enlightenmentminor3,"Gain access to knowledge that someone tried to conceal.")
(checkbox: 2bind $enlightenmentminor4,"Gain favour with a faction that can help you learn more about your goal.")
(checkbox: 2bind $enlightenmentminor5,"Take Minor Mind fallout.")
(checkbox: 2bind $enlightenmentminor6,"Destroy evidence or rhetoric that proves your task to be impossible.")
(checkbox: 2bind $enlightenmentminor7,"Sell or sacrifice a D8 or higher resource to secure a secret.")
(checkbox: 2bind $enlightenmentminor8,"Reach a landmark on tier 3 of the Heart.")
(checkbox: 2bind $enlightenmentminor9,"Find a helpful text.")
(checkbox: 2bind $enlightenmentminor10,"Succeed at a task that someone else has recently failed to achieve.")
(checkbox: 2bind $enlightenmentminor11,"Mark D8 stress to an NPC bond and describe what happens.")
(checkbox: 2bind $enlightenmentminor12,"Acquire an NPC bond who has access to useful information.")
(checkbox: 2bind $enlightenmentminor13,"Establish a connection on a delve.")
(checkbox: 2bind $enlightenmentminor14,"Take Minor Supplies fallout.")
(checkbox: 2bind $enlightenmentminor15,"Flee from combat or a similarly dangerous situation, or hide until it all blows over.")
(checkbox: 2bind $enlightenmentminor16,"Release your shocking findings in a journal published in the City Above.")
(checkbox: 2bind $enlightenmentminor17,"Meet someone from your old life who’s trying to get you to give up on your quest.")
(checkbox: 2bind $enlightenmentminor18,"Dissect something or interrogate someone that can shed light on your task.")
(checkbox: 2bind $enlightenmentminor19,"Buy some cutting-edge, experimental or finely-made equipment and use it on a delve.")
=|=
(text-colour:red)[Major]
(checkbox: 2bind $enlightenmentmajor1,"Take Major Mind fallout.")
(checkbox: 2bind $enlightenmentmajor2,"Kill someone who is trying to stop you from claiming knowledge.")
(checkbox: 2bind $enlightenmentmajor3,"Sell or sacrifice a D12 resource to secure a secret.")
(checkbox: 2bind $enlightenmentmajor4,"Destroy a haunt to learn more about your task.")
(checkbox: 2bind $enlightenmentmajor5,"Gain authority within a faction that you can use to learn more about your goal.")
(checkbox: 2bind $enlightenmentmajor6,"Find a source of knowledge on Tier 3 of the Heart.")
(checkbox: 2bind $enlightenmentmajor7,"Take Major Supplies fallout.")
(checkbox: 2bind $enlightenmentmajor8,"Acquire a renowned piece of equipment.")
(checkbox: 2bind $enlightenmentmajor9,"Attract a protégé who’s read your work and is determined to learn more.")
(checkbox: 2bind $enlightenmentmajor10,"Explore a mysterious tower whilst on a delve (this increases the difficulty of the delve by D12).")
|==|
"Yes," says the old drunk. "I know who you are now, what you'll be." He lurches wildly away from you. "Oh yeah," he laughs. "The Heart does enjoy a good mess, you know. [[It's nice to have you here->Plot]]."
The drunk reaches out a hand, caked in . . . in the Heart. In dirt and red and just all of what's down there in the red mess at the end of everything. He's soaked in it, aged in it and dried off again. With those fingers he touches your face.
"The Heart sees you," he whispers. Hot breath in your face. "Sees the paths you can take. Sees the things you want to be. It can help you get there."
(text-colour:red)[Beats] (of the Heart) will help you grow into your potential. When these things come to pass, the experience will make you more than you are.
Choose two for the first session. Minor beats lead to minor advances but are easier to achieve. Major beats have significant advantages but might take two or three sessions to achieve. The Heart will listen to whatever you want to grow into.
=|=
(text-colour:red)[Minor]
(checkbox: 2bind $forcedminor1,"Receive orders from your masters.")
(checkbox: 2bind $forcedminor2,"Follow orders from your masters, even though they put you at risk.")
(checkbox: 2bind $forcedminor3,"Rebel against your orders, even though this puts you at risk.")
(checkbox: 2bind $forcedminor4,"Forge a friendship or romantic relationship with an NPC.")
(checkbox: 2bind $forcedminor5,"Get into trouble as someone discovers your chequered past.")
(checkbox: 2bind $forcedminor6,"Betray someone because of your true nature.")
(checkbox: 2bind $forcedminor7,"Take Minor Fortune fallout.")
(checkbox: 2bind $forcedminor8,"Do something dangerous to conceal your past.")
(checkbox: 2bind $forcedminor9,"Invoke your masters’ name to get what you want.")
(checkbox: 2bind $forcedminor10,"As a result of using the COLLATERAL ability, an NPC is taken out of action or a PC suffers fallout.")
(checkbox: 2bind $forcedminor11,"Find a sanctuary where your masters cannot reach you.")
(checkbox: 2bind $forcedminor12,"Rescue an NPC from trouble that you caused.")
(checkbox: 2bind $forcedminor13,"Receive a time-critical mission that leads you away from your other objectives.")
(checkbox: 2bind $forcedminor14,"Receive aid from someone reprehensible who’s in the employ of your master.")
(checkbox: 2bind $forcedminor15,"Send a requested resource (D8 or higher) back to your master rather than using it yourself.")
(checkbox: 2bind $forcedminor16,"Perform a seemingly unconnected action for your masters that has grim consequences.")
(checkbox: 2bind $forcedminor17,"Cover up a crime that someone else committed on behalf of your masters.")
(checkbox: 2bind $forcedminor18,"Claim you’re doing something on behalf of your masters when in fact it’s for your own ends.")
(checkbox: 2bind $forcedminor19,"Involve an NPC in your master’s schemes.")
(checkbox: 2bind $forcedminor20,"Do a favour for someone to gain leverage over them.")
=|=
(text-colour:red)[Major]
(checkbox: 2bind $forcedmajor1,"Destroy something important to your masters.")
(checkbox: 2bind $forcedmajor2,"Learn or possess something that lessens the control your masters have over you.")
(checkbox: 2bind $forcedmajor3,"Perform a truly reprehensible act on behalf of your masters.")
(checkbox: 2bind $forcedmajor4,"Suffer the consequences of refusing to perform an important act on behalf of your masters.")
(checkbox: 2bind $forcedmajor5,"Take Major Fortune fallout.")
(checkbox: 2bind $forcedmajor6,"An important or beloved NPC dies after you bring them into your master’s schemes.")
(checkbox: 2bind $forcedmajor7,"Thanks to your actions, a haven is pitched into deadly chaos.")
(checkbox: 2bind $forcedmajor8,"Coerce an important or beloved NPC into undertaking a task they don’t want to do.")
(checkbox: 2bind $forcedmajor9," Aid another person, who you know and hate, that is also in the employ of your masters.")
(checkbox: 2bind $forcedmajor10," Complete a major objective for your master – something taking at least two sessions to achieve.")
|==|
"Yes," says the old drunk. "I know who you are now, what you'll be." He lurches wildly away from you. "Oh yeah," he laughs. "The Heart does enjoy a good mess, you know. [[It's nice to have you here->Plot]]."
The drunk reaches out a hand, caked in . . . in the Heart. In dirt and red and just all of what's down there in the red mess at the end of everything. He's soaked in it, aged in it and dried off again. With those fingers he touches your face.
"The Heart sees you," he whispers. Hot breath in your face. "Sees the paths you can take. Sees the things you want to be. It can help you get there."
(text-colour:red)[Beats] (of the Heart) will help you grow into your potential. When these things come to pass, the experience will make you more than you are.
Choose two for the first session. Minor beats lead to minor advances but are easier to achieve. Major beats have significant advantages but might take two or three sessions to achieve. The Heart will listen to whatever you want to grow into.
=|=
(text-colour:red)[Minor]
(checkbox: 2bind $heartminor1,"Following a long ritual, name The Heart. Only refer to it by this name from now on.")
(checkbox: 2bind $heartminor2,"Take Minor Echo fallout.")
(checkbox: 2bind $heartminor3," See something from your dreams in the real world.")
(checkbox: 2bind $heartminor4,"Consume something of the Heart (eat the flesh of a heartsblood beast, etc)")
(checkbox: 2bind $heartminor5,"Be rendered helpless in the Heart for an hour or more.")
(checkbox: 2bind $heartminor6,"Perform a rite at a place of power (Tier 2 or deeper).")
(checkbox: 2bind $heartminor7,"Damage or sabotage a haven, letting the Heart in.")
(checkbox: 2bind $heartminor8,"Sacrifice something you love to the Heart.")
(checkbox: 2bind $heartminor9,"Allow something dangerous of the Heart to live when you could have killed it.")
(checkbox: 2bind $heartminor10,"Let your curiosity lead you into danger.")
(checkbox: 2bind $heartminor11,"Undergo a trance-like vision that lasts for hours.")
(checkbox: 2bind $heartminor12,"Communicate with something of the Heart.")
(checkbox: 2bind $heartminor13,"Witness an emissary of the Heart Itself.")
(checkbox: 2bind $heartminor14,"Experience a pulse – the changing of the Heart from one state to another – first-hand.")
(checkbox: 2bind $heartminor15,"Receive insight from a witch, a heartsblooded person or something stranger still.")
(checkbox: 2bind $heartminor16,"Gain information on why you have been chosen by the Heart.")
(checkbox: 2bind $heartminor17,"Receive a strange surgical implant or heartsblood transfusion.")
(checkbox: 2bind $heartminor18,"Build a shrine to the Heart somewhere important.")
(checkbox: 2bind $heartminor19,"Terrify or intrigue an NPC with your obsession.")
(checkbox: 2bind $heartminor20,"Perform an act of service to an NPC witch.")
(checkbox: 2bind $heartminor21,"Shelter someone touched by the Heart from persecution.")
(checkbox: 2bind $heartminor22,"Find a heart-touched sapling on a delve and bring it back to a haven for planting.")
(checkbox: 2bind $heartminor23," Convince the party to collect Cursed resources on a delve, adding D6 to the delve’s resistance.")
=|=
(text-colour:red)[Major]
(checkbox: 2bind $heartmajor1,"Take Major Echo fallout.")
(checkbox: 2bind $heartmajor2,"Perform a rite at a place of power (Tier 3 or deeper).")
(checkbox: 2bind $heartmajor3,"Sacrifice someone important to the Heart.")
(checkbox: 2bind $heartmajor4,"Establish a bond with a hearts-blood beast (Tier 2 or deeper).")
(checkbox: 2bind $heartmajor5,"Show the truth of the Heart’s majesty to an outsider (Tier 2 or deeper).")
(checkbox: 2bind $heartmajor6,"Meet and learn from an emissary of the Heart.")
(checkbox: 2bind $heartmajor7,"Destroy a haven, returning the land to the Heart.")
(checkbox: 2bind $heartmajor8,"One of your bonds takes Critical fallout thanks to your actions.")
(checkbox: 2bind $heartmajor9,"Deliver a crucial message on behalf of the Heart.")
(checkbox: 2bind $heartmajor10,"Visit three Vermissian Stations.")
|==|
"Yes," says the old drunk. "I know who you are now, what you'll be." He lurches wildly away from you. "Oh yeah," he laughs. "The Heart does enjoy a good mess, you know. [[It's nice to have you here->Plot]]."
The drunk reaches out a hand, caked in . . . in the Heart. In dirt and red and just all of what's down there in the red mess at the end of everything. He's soaked in it, aged in it and dried off again. With those fingers he touches your face.
"The Heart sees you," he whispers. Hot breath in your face. "Sees the paths you can take. Sees the things you want to be. It can help you get there."
(text-colour:red)[Beats] (of the Heart) will help you grow into your potential. When these things come to pass, the experience will make you more than you are.
Choose two for the first session. Minor beats lead to minor advances but are easier to achieve. Major beats have significant advantages but might take two or three sessions to achieve. The Heart will listen to whatever you want to grow into.
=|=
(text-colour:red)[Minor]
(checkbox: 2bind $penitentminor1,"Help someone vulnerable with no expectation of repayment.")
(checkbox: 2bind $penitentminor2,"Repair something physical – a bridge, a door, a wall, etc. – that someone needs.")
(checkbox: 2bind $penitentminor3,"De-escalate a situation that would have led to bloodshed.")
(checkbox: 2bind $penitentminor4,"Spare someone’s life.")
(checkbox: 2bind $penitentminor5,"Make penance at a site that is important to your order.")
(checkbox: 2bind $penitentminor6,"Punish an NPC for wrongdoing..")
(checkbox: 2bind $penitentminor7,"Meet an NPC who hates you for what you’ve done.")
(checkbox: 2bind $penitentminor8,"Perform an act in service to your order.")
(checkbox: 2bind $penitentminor9,"Bring bodily harm to those who stand against your order.")
(checkbox: 2bind $penitentminor10,"Sabotage the assets of those who stand against your order.")
(checkbox: 2bind $penitentminor11,"Establish a connection to a landmark that’s important to your order.")
(checkbox: 2bind $penitentminor12,"Witness first-hand the tragic extent of your
failings.")
(checkbox: 2bind $penitentminor13,"Donate needed supplies to your order.")
(checkbox: 2bind $penitentminor14,"Teach someone the value of your order’s philosophies.")
(checkbox: 2bind $penitentminor15,"Put yourself in great danger to protect your companions.")
(checkbox: 2bind $penitentminor16,"Make reparations to an NPC that you have personally wronged.")
(checkbox: 2bind $penitentminor17,"Do something your order would frown upon.")
(checkbox: 2bind $penitentminor18,"Rescue or assist an NPC who belongs to your order.")
(checkbox: 2bind $penitentminor19,"Openly attack the enemies of your order.")
(checkbox: 2bind $penitentminor20,"Refuse a desirable offer due to the restrictions of your penance.")
=|=
(text-colour:red)[Major]
(checkbox: 2bind $penitentmajor1,"Take Major Blood fallout.")
(checkbox: 2bind $penitentmajor2,"Convert animportantNPCto your order’s cause.")
(checkbox: 2bind $penitentmajor3,"Establish continual connections between two landmarks on different tiers that are important to your order.")
(checkbox: 2bind $penitentmajor4,"Perform an act that, if your order discovered it, would undo your penance.")
(checkbox: 2bind $penitentmajor5,"Betray someone who really trusts you.")
(checkbox: 2bind $penitentmajor6,"Save a landmark dedicated to your order.")
(checkbox: 2bind $penitentmajor7,"Attack the enemies of your order when the odds are massively stacked against you.")
(checkbox: 2bind $penitentmajor8,"Eliminate or completely undermine a faction that is opposed to your order.")
(checkbox: 2bind $penitentmajor9,"Your order suffers a devastating setback, and you believe that it’s your fault.")
(checkbox: 2bind $penitentmajor10,"A member of your order begs you to perform an undesirable task; to refuse would be disgraceful.")
|==|
"Yes," says the old drunk. "I know who you are now, what you'll be." He lurches wildly away from you. "Oh yeah," he laughs. "The Heart does enjoy a good mess, you know. [[It's nice to have you here->Plot]]."Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
(link: "BLESSED DEPRIVATION") [(set: $minor2 to "BLESSED DEPRIVATION")(goto: "HereticMinor3")]
//In your darkest hour, She will bless you with her immaculate grace. Gain the Desolate domain.//
When you are suffering from ongoing Supplies fallout, gain the Trusty tag when you roll to inflict stress on delves.
(link: "GRAVE DUTY") [(set: $minor2 to "GRAVE DUTY")(set: $warren to it + 1)(goto: "HereticMinor3")]
//You spent time amongst the dead in the sepulchres, and time
amongst the living at the funerals. //
Gain the Warren domain. Once per session, when you console or bolster an ally in times of fear and uncertainty, they gain +1 Mind protection until the end ofthe session.
THE GODDESS’ GIFTS
Gain access to one of the following skills:
(link: "Compel") [(set: $minor2 to "THE GODDESS’ GIFTS")(set: $compel to it + 1)(goto: "HereticMinor3")]
(link: "Delve") [(set: $minor2 to "THE GODDESS’ GIFTS")(set: $delve to it + 1)(goto: "HereticMinor3")]
(link: "Discern") [(set: $minor2 to "THE GODDESS’ GIFTS")(set: $discern to it + 1)(goto: "HereticMinor3")]
(link: "Endure") [(set: $minor2 to "THE GODDESS’ GIFTS")(set: $endure to it + 1)(goto: "HereticMinor3")]
(link: "Evade") [(set: $minor2 to "THE GODDESS’ GIFTS")(set: $evade to it + 1)(goto: "HereticMinor3")]
(link: "Hunt") [(set: $minor2 to "THE GODDESS’ GIFTS")(set: $hunt to it + 1)(goto: "HereticMinor3")]
(link: "Kill") [(set: $minor2 to "THE GODDESS’ GIFTS")(set: $kill to it + 1)(goto: "HereticMinor3")]
(link: "Mend") [(set: $minor2 to "THE GODDESS’ GIFTS")(set: $mend to it + 1)(goto: "HereticMinor3")]
You can take this advance more than once.
(link: "THE LEFT HAND OF THE GODDESS") [(set: $minor2 to "THE LEFT HAND OF THE GODDESS")(set: $blood to it + 1)(set: $kill to it + 1)(goto: "HereticMinor3")]
//The faithful are a bountiful garden, and it is your task to excise disease and corruption at the root. //
Gain the Kill skill and +1 Blood Protection.
(link: "LIAR’S BURDEN") [(set: $minor2 to "LIAR’S BURDEN")(set: $discern to it + 1)(goto: "HereticMinor3")]
//The moon beneath does not tolerate the wicked words of sinners.//
Gain the Discern skill. If you suspect an NPC is lying to you, roll Discern+Religion. On a success, if they were lying, they mark D4 stress; their mouth streams with blood as though they had attempted to chew on broken glass.
(link: "INCANDESCENT COMMUNION") [(set: $minor2 to "INCANDESCENT COMMUNION")(set: $cursed to it + 1)(goto: "HereticMinor3")]
//In the tear between worlds, She blessed you with night black eyes that resonate with Her Eternal Light. //
Gain the Cursed domain. You can see in total darkness as though the area was illuminated by candle-light.
(link: "RIGHTEOUS RHETORIC") [(set: $minor2 to "RIGHTEOUS RHETORIC")(set: $compel to it + 1)(goto: "HereticMinor3")]
//You have argued over the interpretation of scripture with the temple elders time and time again.//
Gain the Compel skill. When you invoke your holy texts in conversation with another member of yourfaith, roll with mastery.
(link: "RITE OF PLACIDITY") [(set: $minor2 to "RITE OF PLACIDITY")(set: $mind to it + 2)(goto: "HereticMinor3")]
//Scholars who search for the Lady often find her immense majesty hard to bear, but you arewell versed in the sacred canticles that allow you to weather her revelations. //
Gain +2 Mind Protection.
(link: "SACRED TATTOO") [(set: $minor2 to "SACRED TATTOO")(set: $cursed to it + 1)(goto: "HereticMinor3")]
//You carry your holy text inked onto yourskin, a litany of pain endured in the name of Her Cthonic Majesty.//
Gain +2 Fortune Protection.
(link: "SHARD OF THE TEMPLE DOOR") [(set: $minor2 to "SHARD OF THE TEMPLE DOOR")(set: $endure to it + 1)(goto: "HereticMinor3")]
//The great doors of the Moon Ascendant temple were smashed to pieces on the night of the purge. //
You carry a shard of the door, reminding you that your faith is eternal. Gain the Endure skill. Once per session, when you touch the shard to a closed door,it will not open for at least an hour (unless it is destroyed).
TOMES OF KNOWLEDGE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "TOMES OF KNOWLEDGE")(set: $cursed to it + 1)(goto: "HereticMinor3")]
(link: "Desolate") [(set: $minor2 to "TOMES OF KNOWLEDGE")(set: $desolate to it + 1)(goto: "HereticMinor3")]
(link: "Occult") [(set: $minor2 to "TOMES OF KNOWLEDGE")(set: $occult to it + 1)(goto: "HereticMinor3")]
(link: "Religion") [(set: $minor2 to "TOMES OF KNOWLEDGE")(set: $religion to it + 1)(goto: "HereticMinor3")]
(link: "Technology") [(set: $minor2 to "TOMES OF KNOWLEDGE")(set: $technology to it + 1)(goto: "HereticMinor3")]
(link: "Wild") [(set: $minor2 to "TOMES OF KNOWLEDGE")(set: $wild to it + 1)(goto: "HereticMinor3")]
(link: "Warren") [(set: $minor2 to "TOMES OF KNOWLEDGE")(set: $warren to it + 1)(goto: "HereticMinor3")]
You can take this advance more than once.
UNWAVERING FAITH
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "UNWAVERING FAITH")(set: $blood to it + 1)(goto: "HereticMinor3")], (link: "Echo") [(set: $minor2 to "UNWAVERING FAITH")(set: $echo to it + 1)(goto: "HereticMinor3")], (link: "Fortune") [(set: $minor2 to "UNWAVERING FAITH")(set: $fortune to it + 1)(goto: "HereticMinor3")] or (link: "Supplies") [(set: $minor2 to "UNWAVERING FAITH")(set: $supplies to it + 1)(goto: "HereticMinor3")] resistance.
You can take this advance more than once.
(link: "WORDS OF GRACE") [(set: $minor2 to "SACRED TATTOO")(set: $haven to it + 1)(goto: "HereticMinor3")]
//As you shine Her light into dark places, you are filled with her glory.//
Gain the Haven domain. Once per session, when you lead the community in an act of mercy and grace, refresh D6.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
(link: "BLESSED DEPRIVATION") [(set: $minor3 to "BLESSED DEPRIVATION")(goto: "Calling")]
//In your darkest hour, She will bless you with her immaculate grace. Gain the Desolate domain.//
When you are suffering from ongoing Supplies fallout, gain the Trusty tag when you roll to inflict stress on delves.
(link: "GRAVE DUTY") [(set: $minor3 to "GRAVE DUTY")(set: $warren to it + 1)(goto: "Calling")]
//You spent time amongst the dead in the sepulchres, and time
amongst the living at the funerals. //
Gain the Warren domain. Once per session, when you console or bolster an ally in times of fear and uncertainty, they gain +1 Mind protection until the end ofthe session.
THE GODDESS’ GIFTS
Gain access to one of the following skills:
(link: "Compel") [(set: $minor3 to "THE GODDESS’ GIFTS")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "THE GODDESS’ GIFTS")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "THE GODDESS’ GIFTS")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "THE GODDESS’ GIFTS")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "THE GODDESS’ GIFTS")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor3 to "THE GODDESS’ GIFTS")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "THE GODDESS’ GIFTS")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "THE GODDESS’ GIFTS")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "THE LEFT HAND OF THE GODDESS") [(set: $minor3 to "THE LEFT HAND OF THE GODDESS")(set: $blood to it + 1)(set: $kill to it + 1)(goto: "Calling")]
//The faithful are a bountiful garden, and it is your task to excise disease and corruption at the root. //
Gain the Kill skill and +1 Blood Protection.
(link: "LIAR’S BURDEN") [(set: $minor3 to "LIAR’S BURDEN")(set: $discern to it + 1)(goto: "Calling")]
//The moon beneath does not tolerate the wicked words of sinners.//
Gain the Discern skill. If you suspect an NPC is lying to you, roll Discern+Religion. On a success, if they were lying, they mark D4 stress; their mouth streams with blood as though they had attempted to chew on broken glass.
(link: "INCANDESCENT COMMUNION") [(set: $minor3 to "INCANDESCENT COMMUNION")(set: $cursed to it + 1)(goto: "Calling")]
//In the tear between worlds, She blessed you with night black eyes that resonate with Her Eternal Light. //
Gain the Cursed domain. You can see in total darkness as though the area was illuminated by candle-light.
(link: "RIGHTEOUS RHETORIC") [(set: $minor3 to "RIGHTEOUS RHETORIC")(set: $compel to it + 1)(goto: "Calling")]
//You have argued over the interpretation of scripture with the temple elders time and time again.//
Gain the Compel skill. When you invoke your holy texts in conversation with another member of yourfaith, roll with mastery.
(link: "RITE OF PLACIDITY") [(set: $minor3 to "RITE OF PLACIDITY")(set: $mind to it + 2)(goto: "Calling")]
//Scholars who search for the Lady often find her immense majesty hard to bear, but you arewell versed in the sacred canticles that allow you to weather her revelations. //
Gain +2 Mind Protection.
(link: "SACRED TATTOO") [(set: $minor3 to "SACRED TATTOO")(set: $cursed to it + 1)(goto: "Calling")]
//You carry your holy text inked onto yourskin, a litany of pain endured in the name of Her Cthonic Majesty.//
Gain +2 Fortune Protection.
(link: "SHARD OF THE TEMPLE DOOR") [(set: $minor3 to "SHARD OF THE TEMPLE DOOR")(set: $endure to it + 1)(goto: "Calling")]
//The great doors of the Moon Ascendant temple were smashed to pieces on the night of the purge. //
You carry a shard of the door, reminding you that your faith is eternal. Gain the Endure skill. Once per session, when you touch the shard to a closed door,it will not open for at least an hour (unless it is destroyed).
TOMES OF KNOWLEDGE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "TOMES OF KNOWLEDGE")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "TOMES OF KNOWLEDGE")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "TOMES OF KNOWLEDGE")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "TOMES OF KNOWLEDGE")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "TOMES OF KNOWLEDGE")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "TOMES OF KNOWLEDGE")(set: $wild to it + 1)(goto: "Calling")]
(link: "Warren") [(set: $minor3 to "TOMES OF KNOWLEDGE")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
UNWAVERING FAITH
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "UNWAVERING FAITH")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "UNWAVERING FAITH")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "UNWAVERING FAITH")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "UNWAVERING FAITH")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
(link: "WORDS OF GRACE") [(set: $minor3 to "SACRED TATTOO")(set: $haven to it + 1)(goto: "Calling")]
//As you shine Her light into dark places, you are filled with her glory.//
Gain the Haven domain. Once per session, when you lead the community in an act of mercy and grace, refresh D6.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
ADVANCED TRAINING
Gain access to one of the following skills:
(link: "Compel") [(set: $minor2 to "ADVANCED TRAINING")(set: $compel to it + 1)(goto: "HoundMinor3")]
(link: "Delve") [(set: $minor2 to "ADVANCED TRAINING")(set: $delve to it + 1)(goto: "HoundMinor3")]
(link: "Discern") [(set: $minor2 to "ADVANCED TRAINING")(set: $discern to it + 1)(goto: "HoundMinor3")]
(link: "Endure") [(set: $minor2 to "ADVANCED TRAINING")(set: $endure to it + 1)(goto: "HoundMinor3")]
(link: "Evade") [(set: $minor2 to "ADVANCED TRAINING")(set: $evade to it + 1)(goto: "HoundMinor3")]
(link: "Hunt") [(set: $minor2 to "ADVANCED TRAINING")(set: $hunt to it + 1)(goto: "HoundMinor3")]
(link: "Kill") [(set: $minor2 to "ADVANCED TRAINING")(set: $kill to it + 1)(goto: "HoundMinor3")]
(link: "Mend") [(set: $minor2 to "ADVANCED TRAINING")(set: $mend to it + 1)(goto: "HoundMinor3")]
You can take this advance more than once.
(link: "THE BETTER PART OF VALOUR") [(set: $minor2 to "THE BETTER PART OF VALOUR")(set: $evade to it + 1)(goto: "HoundMinor3")]
//You’ll get everyone out alive, if not intact.//
Gain the Evade skill. If you succeed on an Evade roll, all nearby allies roll with mastery when trying to evade until you next act.
(link: "CLOSE QUARTERS") [(set: $minor2 to "CLOSE QUARTERS")(set: $warren to it + 1)(goto: "HoundMinor3")]
//You like things to be up-close and personal.//
Gain the Warren domain. When in areas with the Warren domain, gain +1 Blood protection.
(link: "CUSTODIAN") [(set: $minor2 to "CUSTODIAN")(set: $mend to it + 1)(goto: "HoundMinor3")]
//You–and those who wore the badge before you – have spent so much time rebuilding shattered lives and shattered homes that everyone welcomes you.//
Gain the Mend skill. If you are in a populated location you can always find someone willing to take you in, give you somewhere to sleep and maybe even some warm food.
ECHOES OF THE 33RD
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "ECHOES OF THE 33RD")(set: $cursed to it + 1)(goto: "HoundMinor3")]
(link: "Desolate") [(set: $minor2 to "ECHOES OF THE 33RD")(set: $desolate to it + 1)(goto: "HoundMinor3")]
(link: "Occult") [(set: $minor2 to "ECHOES OF THE 33RD")(set: $occult to it + 1)(goto: "HoundMinor3")]
(link: "Religion") [(set: $minor2 to "ECHOES OF THE 33RD")(set: $religion to it + 1)(goto: "HoundMinor3")]
(link: "Technology") [(set: $minor2 to "ECHOES OF THE 33RD")(set: $technology to it + 1)(goto: "HoundMinor3")]
(link: "Wild") [(set: $minor2 to "ECHOES OF THE 33RD")(set: $wild to it + 1)(goto: "HoundMinor3")]
(link: "Warren") [(set: $minor2 to "ECHOES OF THE 33RD")(set: $warren to it + 1)(goto: "HoundMinor3")]
You can take this advance more than once.
HARD AS NAILS
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "HARD AS NAILS")(set: $blood to it + 1)(goto: "HoundMinor3")], (link: "Echo") [(set: $minor2 to "HARD AS NAILS")(set: $echo to it + 1)(goto: "HoundMinor3")], (link: "Fortune") [(set: $minor2 to "HARD AS NAILS")(set: $fortune to it + 1)(goto: "HoundMinor3")] or (link: "Supplies") [(set: $minor2 to "HARD AS NAILS")(set: $supplies to it + 1)(goto: "HoundMinor3")] resistance.
You can take this advance more than once.
(link: "KILL COUNT") [(set: $minor2 to "KILL COUNT")(set: $kill to it + 1)(goto: "HoundMinor3")]
//Your weapons are cross-hatched with kill-marks; a testament to what you’ve done to protect others. //
Gain the Kill skill. Whenever you kill a person or creature, remove 1 stress from any resistance.
(link: "LIQUID COURAGE") [(set: $minor2 to "LIQUID COURAGE")(set: $mind to it + 1)(goto: "HoundMinor3")]
//You have developed a drinking habit to stay sane, because the booze isn’t going to be what kills you. //
+1 Mind Protection. When you go drinking to remove Mind stress or fallout, treat the resource you spend as one dice size higher.
(link: "MARSHAL") [(set: $minor2 to "MARSHAL")(set: $compel to it + 1)(goto: "HoundMinor3")]
//You find out what’s wrong and do your level best to fix it; if you can get paid in the process, so much the better.//
Gain the Compel skill. Once per session, when you enter a landmark, you learn of an injustice, threat or danger that’s worrying the people there. Some folks might be able to pay you if you help them.
(link: "OUR GLORIOUS LADY") [(set: $minor2 to "OUR GLORIOUS LADY")(set: $religion to it + 1)(goto: "HoundMinor3")]
//You found the goddess at the bottom of a bottle; she turned your life around. //
Gain the Religion domain. Once per session, clear D4 Blood stress from an ally as you beseech the goddess for their protection.
(link: "QUARTERMASTER TRAINING") [(set: $minor2 to "QUARTERMASTER TRAINING")(set: $supplies to it + 1)(goto: "HoundMinor3")]
//You have studied under the Quartermasters of the Hounds, learning the valuable skill of creative acquisition. //
+1 Supplies Protection. You don’t like to be unarmed – you steal, build and improvise what you need. Your “unarmed” attacks become (D6, Brutal, Unreliable); on a failure, it breaks and your unarmed attacks are D4 as standard.
(link: "ROUND THE NEXT CORNER") [(set: $minor2 to "ROUND THE NEXT CORNER")(set: $delve to it + 1)(goto: "HoundMinor3")]
//You can find a place to shelter, smoke a roll-up and let things blow over. //
Gain the Delve skill. Once per delve, you find an out-of-the-way location where you can catch your breath and recuperate without fear of being discovered by your enemies. You can take your time and heal here without incurring a bane.
(link: "SERGEANT") [(set: $minor2 to "SERGEANT")(set: $blood to it + 1)(goto: "HoundMinor3")]
//You wear the trademark heavy long-coat of a Sergeant of the Hounds, designed to mark you out as a protector of the people. //
+1 Blood Protection. Once per situation, when an adversary or NPC directs their attention towards an ally, declare that they pay attention to you instead.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
ADVANCED TRAINING
Gain access to one of the following skills:
(link: "Compel") [(set: $minor3 to "ADVANCED TRAINING")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "ADVANCED TRAINING")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "ADVANCED TRAINING")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "ADVANCED TRAINING")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "ADVANCED TRAINING")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor3 to "ADVANCED TRAINING")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "ADVANCED TRAINING")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "ADVANCED TRAINING")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "THE BETTER PART OF VALOUR") [(set: $minor3 to "THE BETTER PART OF VALOUR")(set: $evade to it + 1)(goto: "Calling")]
//You’ll get everyone out alive, if not intact.//
Gain the Evade skill. If you succeed on an Evade roll, all nearby allies roll with mastery when trying to evade until you next act.
(link: "CLOSE QUARTERS") [(set: $minor3 to "CLOSE QUARTERS")(set: $warren to it + 1)(goto: "Calling")]
//You like things to be up-close and personal.//
Gain the Warren domain. When in areas with the Warren domain, gain +1 Blood protection.
(link: "CUSTODIAN") [(set: $minor3 to "CUSTODIAN")(set: $mend to it + 1)(goto: "Calling")]
//You–and those who wore the badge before you – have spent so much time rebuilding shattered lives and shattered homes that everyone welcomes you.//
Gain the Mend skill. If you are in a populated location you can always find someone willing to take you in, give you somewhere to sleep and maybe even some warm food.
ECHOES OF THE 33RD
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "ECHOES OF THE 33RD")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "ECHOES OF THE 33RD")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "ECHOES OF THE 33RD")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "ECHOES OF THE 33RD")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "ECHOES OF THE 33RD")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "ECHOES OF THE 33RD")(set: $wild to it + 1)(goto: "Calling")]
(link: "Warren") [(set: $minor3 to "ECHOES OF THE 33RD")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
HARD AS NAILS
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "HARD AS NAILS")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "HARD AS NAILS")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "HARD AS NAILS")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "HARD AS NAILS")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
(link: "KILL COUNT") [(set: $minor3 to "KILL COUNT")(set: $kill to it + 1)(goto: "Calling")]
//Your weapons are cross-hatched with kill-marks; a testament to what you’ve done to protect others. //
Gain the Kill skill. Whenever you kill a person or creature, remove 1 stress from any resistance.
(link: "LIQUID COURAGE") [(set: $minor3 to "LIQUID COURAGE")(set: $mind to it + 1)(goto: "Calling")]
//You have developed a drinking habit to stay sane, because the booze isn’t going to be what kills you. //
+1 Mind Protection. When you go drinking to remove Mind stress or fallout, treat the resource you spend as one dice size higher.
(link: "MARSHAL") [(set: $minor3 to "MARSHAL")(set: $compel to it + 1)(goto: "Calling")]
//You find out what’s wrong and do your level best to fix it; if you can get paid in the process, so much the better.//
Gain the Compel skill. Once per session, when you enter a landmark, you learn of an injustice, threat or danger that’s worrying the people there. Some folks might be able to pay you if you help them.
(link: "OUR GLORIOUS LADY") [(set: $minor3 to "OUR GLORIOUS LADY")(set: $religion to it + 1)(goto: "Calling")]
//You found the goddess at the bottom of a bottle; she turned your life around. //
Gain the Religion domain. Once per session, clear D4 Blood stress from an ally as you beseech the goddess for their protection.
(link: "QUARTERMASTER TRAINING") [(set: $minor3 to "QUARTERMASTER TRAINING")(set: $supplies to it + 1)(goto: "Calling")]
//You have studied under the Quartermasters of the Hounds, learning the valuable skill of creative acquisition. //
+1 Supplies Protection. You don’t like to be unarmed – you steal, build and improvise what you need. Your “unarmed” attacks become (D6, Brutal, Unreliable); on a failure, it breaks and your unarmed attacks are D4 as standard.
(link: "ROUND THE NEXT CORNER") [(set: $minor3 to "ROUND THE NEXT CORNER")(set: $delve to it + 1)(goto: "Calling")]
//You can find a place to shelter, smoke a roll-up and let things blow over. //
Gain the Delve skill. Once per delve, you find an out-of-the-way location where you can catch your breath and recuperate without fear of being discovered by your enemies. You can take your time and heal here without incurring a bane.
(link: "SERGEANT") [(set: $minor3 to "SERGEANT")(set: $blood to it + 1)(goto: "Calling")]
//You wear the trademark heavy long-coat of a Sergeant of the Hounds, designed to mark you out as a protector of the people. //
+1 Blood Protection. Once per situation, when an adversary or NPC directs their attention towards an ally, declare that they pay attention to you instead.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
(link: "A RED AND BLOODY BUSINESS") [(set: $minor2 to "A RED AND BLOODY BUSINESS")(set: $kill to it + 1)(goto: "IncarnadineMinor3")]
//You are well versed in the oldest transaction in the world – blood for blood. //
Gain the Kill skill. If you’re killing someone or something that’s shed your blood before, your attack gains the Brutal tag.
(link: "AN EYE FOR THE STRANGE") [(set: $minor2 to "AN EYE FOR THE STRANGE")(set: $occult to it + 1)(goto: "IncarnadineMinor3")]
//Years of exposure to unnatural energies from the items you’ve bought and sold has left a dirty handprint on your soul.//
Gain the Occult domain. Once per session, you may exchange one domain on one resource for any other.
BETTER SAFE THAN SORRY
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "BETTER SAFE THAN SORRY")(set: $blood to it + 1)(goto: "IncarnadineMinor3")], (link: "Echo") [(set: $minor2 to "BETTER SAFE THAN SORRY")(set: $echo to it + 1)(goto: "IncarnadineMinor3")], (link: "Fortune") [(set: $minor2 to "BETTER SAFE THAN SORRY")(set: $fortune to it + 1)(goto: "IncarnadineMinor3")] or (link: "Supplies") [(set: $minor2 to "BETTER SAFE THAN SORRY")(set: $supplies to it + 1)(goto: "IncarnadineMinor3")] resistance.
You can take this advance more than once.
(link: "CREATIVE ACQUISITIONS") [(set: $minor2 to "CREATIVE ACQUISITIONS")(set: $sneak to it + 1)(goto: "IncarnadineMinor3")]
//You know that the best price for any item is free.//
Gain the Sneak skill. When you attemptto steal a resource or equipment of D10 value or higher, roll with mastery.
(link: "CREATIVE BOOK-KEEPING") [(set: $minor2 to "CREATIVE BOOK-KEEPING")(set: $supplies to it + 2)(goto: "IncarnadineMinor3")]
//A flexible grasp on reality means you have something for every occasion on hand.//
Gain +2 Supplies Protection.
(link: "EYES IN THE BACK OF YOUR HEAD") [(set: $minor2 to "EYES IN THE BACK OF YOUR HEAD")(set: $discern to it + 1)(goto: "IncarnadineMinor3")]
//You’ve set up enough crooked deals to know when you’re about to be suckered into one. //
Gain the Discern skill. When you stand still and concentrate, you can quite literally see behind you as though you had eyes in the back of your head. Doing this for too long causes headaches and nausea.
JACK OF ALL TRADES
Gain access to one of the following skills:
(link: "Compel") [(set: $minor2 to "JACK OF ALL TRADES")(set: $compel to it + 1)(goto: "IncarnadineMinor3")]
(link: "Delve") [(set: $minor2 to "JACK OF ALL TRADES")(set: $delve to it + 1)(goto: "IncarnadineMinor3")]
(link: "Discern") [(set: $minor2 to "JACK OF ALL TRADES")(set: $discern to it + 1)(goto: "IncarnadineMinor3")]
(link: "Endure") [(set: $minor2 to "JACK OF ALL TRADES")(set: $endure to it + 1)(goto: "IncarnadineMinor3")]
(link: "Evade") [(set: $minor2 to "JACK OF ALL TRADES")(set: $evade to it + 1)(goto: "IncarnadineMinor3")]
(link: "Hunt") [(set: $minor2 to "JACK OF ALL TRADES")(set: $hunt to it + 1)(goto: "IncarnadineMinor3")]
(link: "Kill") [(set: $minor2 to "JACK OF ALL TRADES")(set: $kill to it + 1)(goto: "IncarnadineMinor3")]
(link: "Mend") [(set: $minor2 to "JACK OF ALL TRADES")(set: $mend to it + 1)(goto: "IncarnadineMinor3")]
You can take this advance more than once.
(link: "LOST IT ALL") [(set: $minor2 to "LOST IT ALL")(set: $wild to it + 1)(goto: "IncarnadineMinor3")]
//You understand – truly – the wretched sensation of having less than nothing. //
Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.
(link: "MAKE DO") [(set: $minor2 to "MAKE DO")(set: $mend to it + 1)(goto: "IncarnadineMinor3")]
//Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. //
Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.
(link: "ON THE RUN") [(set: $minor2 to "ON THE RUN")(set: $evade to it + 1)(goto: "IncarnadineMinor3")]
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive.
Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.
(link: "PRIEST OF INCARNE") [(set: $minor2 to "PRIEST OF INCARNE")(set: $religion to it + 1)(goto: "IncarnadineMinor3")]
//Most Incarnadines pay lip service to their god whilst paying off their debt; you’ve bought in wholesale, and you understand the terrible power of your patron.//
Gain the Religion domain. Once per session, when you visit a shrine of Incarne and preach to the faithful, refresh equal to the size of the shrine (D4 for cupboard-sized devotionals, D12 for a glorious temple).
The Red Market is too fractious and shifting to act as a shrine for the purposes of this ability.
(link: "RED MARKETEER") [(set: $minor2 to "RED MARKETEER")(set: $warren to it + 1)(goto: "IncarnadineMinor3")]
//For a while, you were bold enough to trade blood and souls in the shifting alleyways of the Red Market. //
Gain the Warren domain. If someone tries to take what’s yours, your attacks gain the Brutal tag when you attempt to stop them.
(link: "VALUABLE ASSET") [(set: $minor2 to "VALUABLE ASSET")(set: $fortune to it + 2)(goto: "IncarnadineMinor3")]
//Incarne won’t let you die, because then they can’t collect what they’re owed. //
Gain +2 Fortune Protection.
AREAS OF OPPORTUNITY
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "AREAS OF OPPORTUNITY")(set: $cursed to it + 1)(goto: "IncarnadineMinor3")]
(link: "Desolate") [(set: $minor2 to "AREAS OF OPPORTUNITY")(set: $desolate to it + 1)(goto: "IncarnadineMinor3")]
(link: "Occult") [(set: $minor2 to "AREAS OF OPPORTUNITY")(set: $occult to it + 1)(goto: "IncarnadineMinor3")]
(link: "Religion") [(set: $minor2 to "AREAS OF OPPORTUNITY")(set: $religion to it + 1)(goto: "IncarnadineMinor3")]
(link: "Technology") [(set: $minor2 to "AREAS OF OPPORTUNITY")(set: $technology to it + 1)(goto: "IncarnadineMinor3")]
(link: "Wild") [(set: $minor2 to "AREAS OF OPPORTUNITY")(set: $wild to it + 1)(goto: "IncarnadineMinor3")]
(link: "Warren") [(set: $minor2 to "AREAS OF OPPORTUNITY")(set: $warren to it + 1)(goto: "IncarnadineMinor3")]
You can take this advance more than once.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
(link: "A RED AND BLOODY BUSINESS") [(set: $minor3 to "A RED AND BLOODY BUSINESS")(set: $kill to it + 1)(goto: "Calling")]
//You are well versed in the oldest transaction in the world – blood for blood. //
Gain the Kill skill. If you’re killing someone or something that’s shed your blood before, your attack gains the Brutal tag.
(link: "AN EYE FOR THE STRANGE") [(set: $minor3 to "AN EYE FOR THE STRANGE")(set: $occult to it + 1)(goto: "Calling")]
//Years of exposure to unnatural energies from the items you’ve bought and sold has left a dirty handprint on your soul.//
Gain the Occult domain. Once per session, you may exchange one domain on one resource for any other.
BETTER SAFE THAN SORRY
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "BETTER SAFE THAN SORRY")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "BETTER SAFE THAN SORRY")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "BETTER SAFE THAN SORRY")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "BETTER SAFE THAN SORRY")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
(link: "CREATIVE ACQUISITIONS") [(set: $minor3 to "CREATIVE ACQUISITIONS")(set: $sneak to it + 1)(goto: "Calling")]
//You know that the best price for any item is free.//
Gain the Sneak skill. When you attemptto steal a resource or equipment of D10 value or higher, roll with mastery.
(link: "CREATIVE BOOK-KEEPING") [(set: $minor3 to "CREATIVE BOOK-KEEPING")(set: $supplies to it + 2)(goto: "Calling")]
//A flexible grasp on reality means you have something for every occasion on hand.//
Gain +2 Supplies Protection.
(link: "EYES IN THE BACK OF YOUR HEAD") [(set: $minor3 to "EYES IN THE BACK OF YOUR HEAD")(set: $discern to it + 1)(goto: "Calling")]
//You’ve set up enough crooked deals to know when you’re about to be suckered into one. //
Gain the Discern skill. When you stand still and concentrate, you can quite literally see behind you as though you had eyes in the back of your head. Doing this for too long causes headaches and nausea.
JACK OF ALL TRADES
Gain access to one of the following skills:
(link: "Compel") [(set: $minor3 to "JACK OF ALL TRADES")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "JACK OF ALL TRADES")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "JACK OF ALL TRADES")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "JACK OF ALL TRADES")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "JACK OF ALL TRADES")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor3 to "JACK OF ALL TRADES")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "JACK OF ALL TRADES")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "JACK OF ALL TRADES")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "LOST IT ALL") [(set: $minor3 to "LOST IT ALL")(set: $wild to it + 1)(goto: "Calling")]
//You understand – truly – the wretched sensation of having less than nothing. //
Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.
(link: "MAKE DO") [(set: $minor3 to "MAKE DO")(set: $mend to it + 1)(goto: "Calling")]
//Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. //
Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.
(link: "ON THE RUN") [(set: $minor3 to "ON THE RUN")(set: $evade to it + 1)(goto: "Calling")]
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive.
Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.
(link: "PRIEST OF INCARNE") [(set: $minor3 to "PRIEST OF INCARNE")(set: $religion to it + 1)(goto: "Calling")]
//Most Incarnadines pay lip service to their god whilst paying off their debt; you’ve bought in wholesale, and you understand the terrible power of your patron.//
Gain the Religion domain. Once per session, when you visit a shrine of Incarne and preach to the faithful, refresh equal to the size of the shrine (D4 for cupboard-sized devotionals, D12 for a glorious temple).
The Red Market is too fractious and shifting to act as a shrine for the purposes of this ability.
(link: "RED MARKETEER") [(set: $minor3 to "RED MARKETEER")(set: $warren to it + 1)(goto: "Calling")]
//For a while, you were bold enough to trade blood and souls in the shifting alleyways of the Red Market. //
Gain the Warren domain. If someone tries to take what’s yours, your attacks gain the Brutal tag when you attempt to stop them.
(link: "VALUABLE ASSET") [(set: $minor3 to "VALUABLE ASSET")(set: $fortune to it + 2)(goto: "Calling")]
//Incarne won’t let you die, because then they can’t collect what they’re owed. //
Gain +2 Fortune Protection.
AREAS OF OPPORTUNITY
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "AREAS OF OPPORTUNITY")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "AREAS OF OPPORTUNITY")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "AREAS OF OPPORTUNITY")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "AREAS OF OPPORTUNITY")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "AREAS OF OPPORTUNITY")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "AREAS OF OPPORTUNITY")(set: $wild to it + 1)(goto: "Calling")]
(link: "Warren") [(set: $minor3 to "AREAS OF OPPORTUNITY")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
(link: "BACK POCKET ARCANA") [(set: $minor2 to "BACK POCKET ARCANA")(set: $supplies to it + 2)(goto: "JunkMageMinor3")]
//Your satchel is overstuffed with occult leftovers –shavings of spireblack amber here, cursed squid-ink there, nails from wrongful crucifictions – that you can press into service.//
+2 Supplies Protection.
BEEN EVERYWHERE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "BEEN EVERYWHERE")(set: $cursed to it + 1)(goto: "JunkMageMinor3")]
(link: "Desolate") [(set: $minor2 to "BEEN EVERYWHERE")(set: $desolate to it + 1)(goto: "JunkMageMinor3")]
(link: "Occult") [(set: $minor2 to "BEEN EVERYWHERE")(set: $occult to it + 1)(goto: "JunkMageMinor3")]
(link: "Religion") [(set: $minor2 to "BEEN EVERYWHERE")(set: $religion to it + 1)(goto: "JunkMageMinor3")]
(link: "Technology") [(set: $minor2 to "BEEN EVERYWHERE")(set: $technology to it + 1)(goto: "JunkMageMinor3")]
(link: "Wild") [(set: $minor2 to "BEEN EVERYWHERE")(set: $wild to it + 1)(goto: "JunkMageMinor3")]
(link: "Warren") [(set: $minor2 to "BEEN EVERYWHERE")(set: $warren to it + 1)(goto: "JunkMageMinor3")]
You can take this advance more than once.
BY ANY MEANS
Gain access to one of the following skills:
(link: "Compel") [(set: $minor2 to "BY ANY MEANS")(set: $compel to it + 1)(goto: "JunkMageMinor3")]
(link: "Delve") [(set: $minor2 to "BY ANY MEANS")(set: $delve to it + 1)(goto: "JunkMageMinor3")]
(link: "Discern") [(set: $minor2 to "BY ANY MEANS")(set: $discern to it + 1)(goto: "JunkMageMinor3")]
(link: "Endure") [(set: $minor2 to "BY ANY MEANS")(set: $endure to it + 1)(goto: "JunkMageMinor3")]
(link: "Evade") [(set: $minor2 to "BY ANY MEANS")(set: $evade to it + 1)(goto: "JunkMageMinor3")]
(link: "Hunt") [(set: $minor2 to "BY ANY MEANS")(set: $hunt to it + 1)(goto: "JunkMageMinor3")]
(link: "Kill") [(set: $minor2 to "BY ANY MEANS")(set: $kill to it + 1)(goto: "JunkMageMinor3")]
(link: "Mend") [(set: $minor2 to "BY ANY MEANS")(set: $mend to it + 1)(goto: "JunkMageMinor3")]
You can take this advance more than once.
(link: "FRONTIER ETIQUETTE") [(set: $minor2 to "FRONTIER ETIQUETTE")(set: $haven to it + 1)(goto: "JunkMageMinor3")]
//Your time in the City Above wasn’t for naught; you learned how to hold a conversation, smile and nod in all the right places and read a room to avoid offence. //
Gain the Haven domain. The first time each session that you use a haunt, your spent resource counts as one dice size higher.
(link: "LITANIES OF FALSE POWER") [(set: $minor2 to "LITANIES OF FALSE POWER")(set: $religion to it + 1)(goto: "JunkMageMinor3")]
//You know that the gods of the world are distant, dead or disinterested; but you pay attention, for they may reveal useful secrets.//
Gain the Religion domain. When you use the SACRIFICE ability above, you may also consume resources with the Religion domain.
(link: "MARK OF HUNGER") [(set: $minor2 to "MARK OF HUNGER")(set: $delve to it + 1)(goto: "JunkMageMinor3")]
//You can taste the power slumbering in the City Beneath, and you want it more than anything. //
Gain the Delve skill. You can smell sources of magical power – the more potent and active, the more pungent the smell. Different types of magic have different scents: relics of the Moon Beneath have the aroma of wine and butter, necromancy smells like nujabian kafee and the occult technology of the Vermissian resembles malt and rich tannins.
(link: "MARK OF THE PHANTOM") [(set: $minor2 to "MARK OF THE PHANTOM")(set: $evade to it + 1)(goto: "JunkMageMinor3")]
//Silver-grey skinspells and litanies of obfuscation wind their way over your body; you are an aberration in space and time, glitching through the City Beneath.//
Gain the Evade skill. Once per situation, when you mark stress due to physical harm or detection, you may make the GM reroll the stress dice. Keep the second result, even if it’s higher.
(link: "MARK OF SHADOW") [(set: $minor2 to "MARK OF SHADOW")(set: $sneak to it + 1)(goto: "JunkMageMinor3")]
//You conceal your activities from rivals and superstitious fools with a mark etched on your skin; when you speak the right words, you become hard to notice. //
Gain the Sneak skill. Hiding from someone or something is always a Standard action for you, and never Risky or Dangerous.
(link: "MARK OF THE WEAVER") [(set: $minor2 to "MARK OF THE WEAVER")(set: $mend to it + 1)(goto: "JunkMageMinor3")]
//Your hands are covered in spiderweb ink; you have the capacity to stitch, fix and bind with a thought. //
Gain the Mend skill. Once per session, you can fix someone or something in a matter of seconds, even if it would usually take hours of careful work.
(link: "RUST AND IRON") [(set: $minor2 to "RUST AND IRON")(set: $technology to it + 1)(goto: "JunkMageMinor3")]
//You know of pathways that are clockwork and galvanic, shifting and malevolent, and were built by no mortal hand. //
Gain the Technology domain. Learn the following spell: roll Mend+Technology to improve a piece of equipment that has moving parts using a ritual that takes around half an hour. On a success, increase the equipment’s quality by 1 step (standard becomes good, good becomes excellent) and give it the Dangerous and Unreliable tags. Once you have improved a piece of equipment with this spell, you can’t improve it again.
(link: "SIPHON OF FORTUNE") [(set: $minor2 to "SIPHON OF FORTUNE")(set: $fortune to it + 2)(goto: "JunkMageMinor3")]
//There are places where you can wager more than cash on a game of cards; your stake of choice is good luck.//
+2 Fortune Protection.
WARDING SPELLS
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "WARDING SPELLS")(set: $blood to it + 1)(goto: "JunkMageMinor3")], (link: "Echo") [(set: $minor2 to "WARDING SPELLS")(set: $echo to it + 1)(goto: "JunkMageMinor3")], (link: "Fortune") [(set: $minor2 to "WARDING SPELLS")(set: $fortune to it + 1)(goto: "JunkMageMinor3")] or (link: "Supplies") [(set: $minor2 to "WARDING SPELLS")(set: $supplies to it + 1)(goto: "JunkMageMinor3")] resistance.
You can take this advance more than once.
(link: "WRETCHED AND GLORIOUS") [(set: $minor2 to "WRETCHED AND GLORIOUS")(set: $cursed to it + 1)(goto: "JunkMageMinor3")]
//Your body is a prison, and when it blurs or breaks, you feel
closer to your patrons.//
Gain the Cursed domain. When you use the SACRIFICE ability above, you may also consume resources with the Cursed domain.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
(link: "BACK POCKET ARCANA") [(set: $minor3 to "BACK POCKET ARCANA")(set: $supplies to it + 2)(goto: "Calling")]
//Your satchel is overstuffed with occult leftovers –shavings of spireblack amber here, cursed squid-ink there, nails from wrongful crucifictions – that you can press into service.//
+2 Supplies Protection.
BEEN EVERYWHERE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "BEEN EVERYWHERE")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "BEEN EVERYWHERE")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "BEEN EVERYWHERE")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "BEEN EVERYWHERE")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "BEEN EVERYWHERE")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "BEEN EVERYWHERE")(set: $wild to it + 1)(goto: "Calling")]
(link: "Warren") [(set: $minor3 to "BEEN EVERYWHERE")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
BY ANY MEANS
Gain access to one of the following skills:
(link: "Compel") [(set: $minor3 to "BY ANY MEANS")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "BY ANY MEANS")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "BY ANY MEANS")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "BY ANY MEANS")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "BY ANY MEANS")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor3 to "BY ANY MEANS")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "BY ANY MEANS")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "BY ANY MEANS")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "FRONTIER ETIQUETTE") [(set: $minor3 to "FRONTIER ETIQUETTE")(set: $haven to it + 1)(goto: "Calling")]
//Your time in the City Above wasn’t for naught; you learned how to hold a conversation, smile and nod in all the right places and read a room to avoid offence. //
Gain the Haven domain. The first time each session that you use a haunt, your spent resource counts as one dice size higher.
(link: "LITANIES OF FALSE POWER") [(set: $minor3 to "LITANIES OF FALSE POWER")(set: $religion to it + 1)(goto: "Calling")]
//You know that the gods of the world are distant, dead or disinterested; but you pay attention, for they may reveal useful secrets.//
Gain the Religion domain. When you use the SACRIFICE ability above, you may also consume resources with the Religion domain.
(link: "MARK OF HUNGER") [(set: $minor3 to "MARK OF HUNGER")(set: $delve to it + 1)(goto: "Calling")]
//You can taste the power slumbering in the City Beneath, and you want it more than anything. //
Gain the Delve skill. You can smell sources of magical power – the more potent and active, the more pungent the smell. Different types of magic have different scents: relics of the Moon Beneath have the aroma of wine and butter, necromancy smells like nujabian kafee and the occult technology of the Vermissian resembles malt and rich tannins.
(link: "MARK OF THE PHANTOM") [(set: $minor3 to "MARK OF THE PHANTOM")(set: $evade to it + 1)(goto: "Calling")]
//Silver-grey skinspells and litanies of obfuscation wind their way over your body; you are an aberration in space and time, glitching through the City Beneath.//
Gain the Evade skill. Once per situation, when you mark stress due to physical harm or detection, you may make the GM reroll the stress dice. Keep the second result, even if it’s higher.
(link: "MARK OF SHADOW") [(set: $minor3 to "MARK OF SHADOW")(set: $sneak to it + 1)(goto: "Calling")]
//You conceal your activities from rivals and superstitious fools with a mark etched on your skin; when you speak the right words, you become hard to notice. //
Gain the Sneak skill. Hiding from someone or something is always a Standard action for you, and never Risky or Dangerous.
(link: "MARK OF THE WEAVER") [(set: $minor3 to "MARK OF THE WEAVER")(set: $mend to it + 1)(goto: "Calling")]
//Your hands are covered in spiderweb ink; you have the capacity to stitch, fix and bind with a thought. //
Gain the Mend skill. Once per session, you can fix someone or something in a matter of seconds, even if it would usually take hours of careful work.
(link: "RUST AND IRON") [(set: $minor3 to "RUST AND IRON")(set: $technology to it + 1)(goto: "Calling")]
//You know of pathways that are clockwork and galvanic, shifting and malevolent, and were built by no mortal hand. //
Gain the Technology domain. Learn the following spell: roll Mend+Technology to improve a piece of equipment that has moving parts using a ritual that takes around half an hour. On a success, increase the equipment’s quality by 1 step (standard becomes good, good becomes excellent) and give it the Dangerous and Unreliable tags. Once you have improved a piece of equipment with this spell, you can’t improve it again.
(link: "SIPHON OF FORTUNE") [(set: $minor3 to "SIPHON OF FORTUNE")(set: $fortune to it + 2)(goto: "Calling")]
//There are places where you can wager more than cash on a game of cards; your stake of choice is good luck.//
+2 Fortune Protection.
WARDING SPELLS
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "WARDING SPELLS")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "WARDING SPELLS")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "WARDING SPELLS")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "WARDING SPELLS")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
(link: "WRETCHED AND GLORIOUS") [(set: $minor3 to "WRETCHED AND GLORIOUS")(set: $cursed to it + 1)(goto: "Calling")]
//Your body is a prison, and when it blurs or breaks, you feel
closer to your patrons.//
Gain the Cursed domain. When you use the SACRIFICE ability above, you may also consume resources with the Cursed domain.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
(link: "ARCANE REBREATHER") [(set: $minor2 to "ARCANE REBREATHER")(set: $echo to it + 2)(goto: "VermissianMinor3")]
//You possess a gas mask that filters out airborne infectants from the Heart. //
+2 Echo Protection.
(link: "ARMOUR PLATING") [(set: $minor2 to "ARMOUR PLATING")(set: $blood to it + 2)(goto: "VermissianMinor3")]
//Retro-engineered from train carriages, this trademark chest armour still bears the symbols of therail networks that built the Vermissian.//
+2 Blood Protection.
(link: "BLACK KNIGHT") [(set: $minor2 to "BLACK KNIGHT")(set: $occult to it + 1)(goto: "VermissianMinor3")]
//You have spent time studying the forbidden arts with the sages of your order. //
Gain the Occult domain. Once per session, when you enter a landmark, you can intuit the location of an occult sect who are hiding information that will aid you in your quest.
(link: "Knight Protector") [(set: $minor2 to "Knight Protector")(set: $kill to it + 1)(goto: "VermissianMinor3")]
//You are willing to kill and die to ensure that the Vermissian is safe.//
Gain the Kill skill. Once per situation, when an ally within arm’s reach would mark stress to Blood, you mark an equivalent amount to Blood instead.
(link: "HELLWALKER") [(set: $minor2 to "HELLWALKER")(set: $cursed to it + 1)(goto: "VermissianMinor3")]
You have been anointed with the sacred oils that protect you from the nightmare energies of the Heart.
Gain the Cursed domain. You can use a resource with the Cursed domain to activate your VERMISSIAN PLATE core ability.
(link: "PHANTOM LENS") [(set: $minor2 to "PHANTOM LENS")(set: $hunt to it + 1)(goto: "VermissianMinor3")]
//Various blood, ichors and spittles have been used to treat these lenses, allowing you to see into dimensions other than the material.//
Gain the Hunt skill. While you wear these lenses, you can track anything – even if it doesn’t leave a tangible trail.
(link: "PROTECTOR’S GAUNTLET") [(set: $minor2 to "PROTECTOR’S GAUNTLET")(set: $blood to it + 1)(set: $fortune to it + 1)(goto: "VermissianMinor3")]
//A heavy metal gauntlet bearing the emblem of your house: The Lords Galvanic, The Free Wheels, The Cross Countrymen.//
+1 Blood Protection, +1 Fortune protection.
(link: "SANGUINARY ARRAY") [(set: $minor2 to "SANGUINARY ARRAY")(set: $discern to it + 1)(goto: "VermissianMinor3")]
//Your inefficient mortal heart is supplemented by a rig that extracts, filters and nourishes your vital fluids.//
One side effect of this is that your blood acts as an antenna for the scattershot electrical impulses of the Heart. Gain the Discern skill. If one of your senses becomes damaged or unusable, you can replace it with the weird echoes that shudder through your exposed blood – it’s not perfect, but it’ll do.
STALWART
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "STALWART")(set: $blood to it + 1)(goto: "VermissianMinor3")], (link: "Echo") [(set: $minor2 to "STALWART")(set: $echo to it + 1)(goto: "VermissianMinor3")], (link: "Fortune") [(set: $minor2 to "STALWART")(set: $fortune to it + 1)(goto: "VermissianMinor3")] or (link: "Supplies") [(set: $minor2 to "STALWART")(set: $supplies to it + 1)(goto: "VermissianMinor3")] resistance.
You can take this advance more than once.
(link: "STEELBONES") [(set: $minor2 to "STEELBONES")(set: $endure to it + 1)(goto: "VermissianMinor3")]
//Your armour bolts onto special implants that absorb harmful energy and distribute it through your body.//
Gain the Endure skill. You can fall distances of up to 3 storeys without taking damage.
STUDENT OF THE SAGES
Gain access to one of the following skills:
(link: "Compel") [(set: $minor2 to "STUDENT OF THE SAGES")(set: $compel to it + 1)(goto: "VermissianMinor3")]
(link: "Delve") [(set: $minor2 to "STUDENT OF THE SAGES")(set: $delve to it + 1)(goto: "VermissianMinor3")]
(link: "Discern") [(set: $minor2 to "STUDENT OF THE SAGES")(set: $discern to it + 1)(goto: "VermissianMinor3")]
(link: "Endure") [(set: $minor2 to "STUDENT OF THE SAGES")(set: $endure to it + 1)(goto: "VermissianMinor3")]
(link: "Evade") [(set: $minor2 to "STUDENT OF THE SAGES")(set: $evade to it + 1)(goto: "VermissianMinor3")]
(link: "Hunt") [(set: $minor2 to "STUDENT OF THE SAGES")(set: $hunt to it + 1)(goto: "VermissianMinor3")]
(link: "Kill") [(set: $minor2 to "STUDENT OF THE SAGES")(set: $kill to it + 1)(goto: "VermissianMinor3")]
(link: "Mend") [(set: $minor2 to "STUDENT OF THE SAGES")(set: $mend to it + 1)(goto: "VermissianMinor3")]
You can take this advance more than once.
(link: "TUNNEL RAT") [(set: $minor2 to "TUNNEL RAT")(set: $warren to it + 1)(goto: "VermissianMinor3")]
//You have performed the Rite of Suffocation, and know ways of slowing your breathing to survive longer. //
Gain the Warren domain. You can hold your breath for a very long time, allowing you to stay underwater or in toxic areas for extended periods.
WELL TRAVELLED
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "WELL TRAVELLED")(set: $cursed to it + 1)(goto: "VermissianMinor3")]
(link: "Desolate") [(set: $minor2 to "WELL TRAVELLED")(set: $desolate to it + 1)(goto: "VermissianMinor3")]
(link: "Occult") [(set: $minor2 to "WELL TRAVELLED")(set: $occult to it + 1)(goto: "VermissianMinor3")]
(link: "Religion") [(set: $minor2 to "WELL TRAVELLED")(set: $religion to it + 1)(goto: "VermissianMinor3")]
(link: "Technology") [(set: $minor2 to "WELL TRAVELLED")(set: $technology to it + 1)(goto: "VermissianMinor3")]
(link: "Wild") [(set: $minor2 to "WELL TRAVELLED")(set: $wild to it + 1)(goto: "VermissianMinor3")]
(link: "Warren") [(set: $minor2 to "WELL TRAVELLED")(set: $warren to it + 1)(goto: "VermissianMinor3")]
You can take this advance more than once.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
(link: "ARCANE REBREATHER") [(set: $minor3 to "ARCANE REBREATHER")(set: $echo to it + 2)(goto: "Calling")]
//You possess a gas mask that filters out airborne infectants from the Heart. //
+2 Echo Protection.
(link: "ARMOUR PLATING") [(set: $minor3 to "ARMOUR PLATING")(set: $blood to it + 2)(goto: "Calling")]
//Retro-engineered from train carriages, this trademark chest armour still bears the symbols of therail networks that built the Vermissian.//
+2 Blood Protection.
(link: "BLACK KNIGHT") [(set: $minor3 to "BLACK KNIGHT")(set: $occult to it + 1)(goto: "Calling")]
//You have spent time studying the forbidden arts with the sages of your order. //
Gain the Occult domain. Once per session, when you enter a landmark, you can intuit the location of an occult sect who are hiding information that will aid you in your quest.
(link: "Knight Protector") [(set: $minor3 to "Knight Protector")(set: $kill to it + 1)(goto: "Calling")]
//You are willing to kill and die to ensure that the Vermissian is safe.//
Gain the Kill skill. Once per situation, when an ally within arm’s reach would mark stress to Blood, you mark an equivalent amount to Blood instead.
(link: "HELLWALKER") [(set: $minor3 to "HELLWALKER")(set: $cursed to it + 1)(goto: "Calling")]
You have been anointed with the sacred oils that protect you from the nightmare energies of the Heart.
Gain the Cursed domain. You can use a resource with the Cursed domain to activate your VERMISSIAN PLATE core ability.
(link: "PHANTOM LENS") [(set: $minor3 to "PHANTOM LENS")(set: $hunt to it + 1)(goto: "Calling")]
//Various blood, ichors and spittles have been used to treat these lenses, allowing you to see into dimensions other than the material.//
Gain the Hunt skill. While you wear these lenses, you can track anything – even if it doesn’t leave a tangible trail.
(link: "PROTECTOR’S GAUNTLET") [(set: $minor3 to "PROTECTOR’S GAUNTLET")(set: $blood to it + 1)(set: $fortune to it + 1)(goto: "Calling")]
//A heavy metal gauntlet bearing the emblem of your house: The Lords Galvanic, The Free Wheels, The Cross Countrymen.//
+1 Blood Protection, +1 Fortune protection.
(link: "SANGUINARY ARRAY") [(set: $minor3 to "SANGUINARY ARRAY")(set: $discern to it + 1)(goto: "Calling")]
//Your inefficient mortal heart is supplemented by a rig that extracts, filters and nourishes your vital fluids.//
One side effect of this is that your blood acts as an antenna for the scattershot electrical impulses of the Heart. Gain the Discern skill. If one of your senses becomes damaged or unusable, you can replace it with the weird echoes that shudder through your exposed blood – it’s not perfect, but it’ll do.
STALWART
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "STALWART")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "STALWART")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "STALWART")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "STALWART")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
(link: "STEELBONES") [(set: $minor3 to "STEELBONES")(set: $endure to it + 1)(goto: "Calling")]
//Your armour bolts onto special implants that absorb harmful energy and distribute it through your body.//
Gain the Endure skill. You can fall distances of up to 3 storeys without taking damage.
STUDENT OF THE SAGES
Gain access to one of the following skills:
(link: "Compel") [(set: $minor3 to "STUDENT OF THE SAGES")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "STUDENT OF THE SAGES")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "STUDENT OF THE SAGES")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "STUDENT OF THE SAGES")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "STUDENT OF THE SAGES")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor3 to "STUDENT OF THE SAGES")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "STUDENT OF THE SAGES")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "STUDENT OF THE SAGES")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "TUNNEL RAT") [(set: $minor3 to "TUNNEL RAT")(set: $warren to it + 1)(goto: "Calling")]
//You have performed the Rite of Suffocation, and know ways of slowing your breathing to survive longer. //
Gain the Warren domain. You can hold your breath for a very long time, allowing you to stay underwater or in toxic areas for extended periods.
WELL TRAVELLED
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "WELL TRAVELLED")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "WELL TRAVELLED")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "WELL TRAVELLED")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "WELL TRAVELLED")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "WELL TRAVELLED")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "WELL TRAVELLED")(set: $wild to it + 1)(goto: "Calling")]
(link: "Warren") [(set: $minor3 to "WELL TRAVELLED")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your second minor ability is . . .
(link: "A MIND OF MANY DOORWAYS") [(set: $minor2 to "A MIND OF MANY DOORWAYS")(set: $mind to it + 2)(goto: "WitchMinor3")]
//Mortal concerns fade in comparison to the majesty of the blood-song that resonates within you.//
Gain +2 Mind Protection.
(link: "BLOOD-QUIET") [(set: $minor2 to "BLOOD-QUIET")(set: $sneak to it + 1)(goto: "WitchMinor3")]
//The darkness of the City Beneath beats black within your veins. //
Gain the Sneak skill. When you enter your TRUE FORM, Sneak and Evade rolls are no longer considered Risky.
BOOKS OF LORE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor2 to "BOOKS OF LORE")(set: $cursed to it + 1)(goto: "WitchMinor3")]
(link: "Desolate") [(set: $minor2 to "BOOKS OF LORE")(set: $desolate to it + 1)(goto: "WitchMinor3")]
(link: "Occult") [(set: $minor2 to "BOOKS OF LORE")(set: $occult to it + 1)(goto: "WitchMinor3")]
(link: "Religion") [(set: $minor2 to "BOOKS OF LORE")(set: $religion to it + 1)(goto: "WitchMinor3")]
(link: "Technology") [(set: $minor2 to "BOOKS OF LORE")(set: $technology to it + 1)(goto: "WitchMinor3")]
(link: "Wild") [(set: $minor2 to "BOOKS OF LORE")(set: $wild to it + 1)(goto: "WitchMinor3")]
(link: "Warren") [(set: $minor2 to "BOOKS OF LORE")(set: $warren to it + 1)(goto: "WitchMinor3")]
You can take this advance more than once.
CHARMS AND WARDS
Gain +1 protection in the (link: "Blood") [(set: $minor2 to "CHARMS AND WARDS")(set: $blood to it + 1)(goto: "WitchMinor3")], (link: "Echo") [(set: $minor2 to "CHARMS AND WARDS")(set: $echo to it + 1)(goto: "WitchMinor3")], (link: "Fortune") [(set: $minor2 to "CHARMS AND WARDS")(set: $fortune to it + 1)(goto: "WitchMinor3")] or (link: "Supplies") [(set: $minor2 to "CHARMS AND WARDS")(set: $supplies to it + 1)(goto: "WitchMinor3")] resistance.
You can take this advance more than once.
(link: "DISTINGUISHED LINEAGE") [(set: $minor2 to "DISTINGUISHED LINEAGE")(set: $wild to it + 1)(goto: "WitchMinor3")]
//Your blood-mothers have operated in the City Beneath for centuries; you carry the weight of their actions (and their promises) on your back.//
Gain the Haven domain. Once per session, when you mark stress to a bond, do not roll for fallout.
(link: "DIVINITY") [(set: $minor2 to "DIVINITY")(set: $religion to it + 1)(goto: "WitchMinor3")]
//You were inducted into a coven who believe that witches are blessed by the gods; you recognise a second heartbeat, unknowable and sacred, inside you. //
Gain the Religion domain.Roll Discern+Religion tofollowthe secret signs in an inhabited landmark that lead to the hidden places of worship where you are revered as a messenger of the Heart Itself.
HEART-WISE
Gain access to one of the following skills:
(link: "Compel") [(set: $minor2 to "HEART-WISE")(set: $compel to it + 1)(goto: "WitchMinor3")]
(link: "Delve") [(set: $minor2 to "HEART-WISE")(set: $delve to it + 1)(goto: "WitchMinor3")]
(link: "Discern") [(set: $minor2 to "HEART-WISE")(set: $discern to it + 1)(goto: "WitchMinor3")]
(link: "Endure") [(set: $minor2 to "HEART-WISE")(set: $endure to it + 1)(goto: "WitchMinor3")]
(link: "Evade") [(set: $minor2 to "HEART-WISE")(set: $evade to it + 1)(goto: "WitchMinor3")]
(link: "Hunt") [(set: $minor2 to "HEART-WISE")(set: $hunt to it + 1)(goto: "WitchMinor3")]
(link: "Kill") [(set: $minor2 to "HEART-WISE")(set: $kill to it + 1)(goto: "WitchMinor3")]
(link: "Mend") [(set: $minor2 to "HEART-WISE")(set: $mend to it + 1)(goto: "WitchMinor3")]
You can take this advance more than once.
(link: "IMPLACABLE") [(set: $minor2 to "IMPLACABLE")(set: $endure to it + 1)(goto: "WitchMinor3")]
//You have with stood worse torments, and you will go on to do so again; through your blood you are stable, eternal, unwavering. //
Gain the Endure skill. Once per session, add 1 to a resistance of your choice. Remove the +1 at the end of the session.
(link: "THE OLD BLOOD") [(set: $minor2 to "THE OLD BLOOD")(set: $discern to it + 1)(goto: "WitchMinor3")]
//You inherited the disease from an ancient bloodline; you are strange, and powerful, and can see echoes of things that others can’t. //
Gain the Discern skill. When you observe someone for a few seconds, you can read their aura and discern their surface-level emotions – whether they’re angry, happy, frustrated and so on.
(link: "RAMBLEWYRD") [(set: $minor2 to "RAMBLEWYRD")(set: $cursed to it + 1)(goto: "WitchMinor3")]
//You are well-versed in exploring and surviving the places most connected to the Heart Itself; sometimes you do it for pleasure. Gain the Cursed domain. //
Once per session, when you are in an area with the Cursed domain, remove D6 stress from resistances of your choice.
(link: "RED DOMINION") [(set: $minor2 to "RED DOMINION")(set: $blood to it + 2)(goto: "WitchMinor3")]
//You don’t bleed unless you want to; when you’re angry, your veins pulse visibly beneath your skin. //
Gain +2 Blood protection.
(link: "WILD-WITCH") [(set: $minor2 to "WILD-WITCH")(set: $wild to it + 1)(goto: "WitchMinor3")]
//You know the secrets of the wild things of the world, and are skilled at distilling their essences. //
Gain the Wild domain. When you’re in a landmark and have time to prepare, you can turn a resource with the Wild domain into a healing draught. When drunk, this draught removes Blood or Mind stress equal to its dice size minus one step – choose whether it’s Blood or Mind when you create it.
(link: "WITCH-SPIT") [(set: $minor2 to "WITCH-SPIT")(set: $mend to it + 1)(goto: "WitchMinor3")]
//They say that the spittle of witches can cure minor ailments, repair broken trinkets and soothe an aching heart. Yours closes up exit wounds.//
Gain the Mend skill. When you want it to be, your spit becomes adhesive and can harden into a tarry, sticky substance.
Your current points are:
=|=
(text-colour:red)[Skills]
Compel: (print: $compel)
Delve: (print: $delve)
Discern: (print: $discern)
Endure: (print: $endure)
Evade: (print: $evade)
Hunt: (print: $hunt)
Kill: (print: $kill)
Mend: (print: $mend)
Sneak: (print: $sneak)
=|=
(text-colour:red)[Domains]
Cursed: (print: $cursed)
Desolate: (print: $desolate)
Haven: (print: $haven)
Occult: (print: $occult)
Religion: (print: $religion)
Technology: (print: $technology)
Warren: (print: $warren)
Wild: (print: $wild)
=|=
(text-colour:red)[Protections]
Blood: (print: $blood)
Mind: (print: $mind)
Echo: (print: $echo)
Fortune: (print: $fortune)
Supplies: (print: $supplies)
|==|
Your third minor ability is . . .
(link: "A MIND OF MANY DOORWAYS") [(set: $minor3 to "A MIND OF MANY DOORWAYS")(set: $mind to it + 2)(goto: "Calling")]
//Mortal concerns fade in comparison to the majesty of the blood-song that resonates within you.//
Gain +2 Mind Protection.
(link: "BLOOD-QUIET") [(set: $minor3 to "BLOOD-QUIET")(set: $sneak to it + 1)(goto: "Calling")]
//The darkness of the City Beneath beats black within your veins. //
Gain the Sneak skill. When you enter your TRUE FORM, Sneak and Evade rolls are no longer considered Risky.
BOOKS OF LORE
Gain access to one of the following domains:
(link: "Cursed") [(set: $minor3 to "BOOKS OF LORE")(set: $cursed to it + 1)(goto: "Calling")]
(link: "Desolate") [(set: $minor3 to "BOOKS OF LORE")(set: $desolate to it + 1)(goto: "Calling")]
(link: "Occult") [(set: $minor3 to "BOOKS OF LORE")(set: $occult to it + 1)(goto: "Calling")]
(link: "Religion") [(set: $minor3 to "BOOKS OF LORE")(set: $religion to it + 1)(goto: "Calling")]
(link: "Technology") [(set: $minor3 to "BOOKS OF LORE")(set: $technology to it + 1)(goto: "Calling")]
(link: "Wild") [(set: $minor3 to "BOOKS OF LORE")(set: $wild to it + 1)(goto: "Calling")]
(link: "Warren") [(set: $minor3 to "BOOKS OF LORE")(set: $warren to it + 1)(goto: "Calling")]
You can take this advance more than once.
CHARMS AND WARDS
Gain +1 protection in the (link: "Blood") [(set: $minor3 to "CHARMS AND WARDS")(set: $blood to it + 1)(goto: "Calling")], (link: "Echo") [(set: $minor3 to "CHARMS AND WARDS")(set: $echo to it + 1)(goto: "Calling")], (link: "Fortune") [(set: $minor3 to "CHARMS AND WARDS")(set: $fortune to it + 1)(goto: "Calling")] or (link: "Supplies") [(set: $minor3 to "CHARMS AND WARDS")(set: $supplies to it + 1)(goto: "Calling")] resistance.
You can take this advance more than once.
(link: "DISTINGUISHED LINEAGE") [(set: $minor3 to "DISTINGUISHED LINEAGE")(set: $wild to it + 1)(goto: "Calling")]
//Your blood-mothers have operated in the City Beneath for centuries; you carry the weight of their actions (and their promises) on your back.//
Gain the Haven domain. Once per session, when you mark stress to a bond, do not roll for fallout.
(link: "DIVINITY") [(set: $minor3 to "DIVINITY")(set: $religion to it + 1)(goto: "Calling")]
//You were inducted into a coven who believe that witches are blessed by the gods; you recognise a second heartbeat, unknowable and sacred, inside you. //
Gain the Religion domain.Roll Discern+Religion tofollowthe secret signs in an inhabited landmark that lead to the hidden places of worship where you are revered as a messenger of the Heart Itself.
HEART-WISE
Gain access to one of the following skills:
(link: "Compel") [(set: $minor3 to "HEART-WISE")(set: $compel to it + 1)(goto: "Calling")]
(link: "Delve") [(set: $minor3 to "HEART-WISE")(set: $delve to it + 1)(goto: "Calling")]
(link: "Discern") [(set: $minor3 to "HEART-WISE")(set: $discern to it + 1)(goto: "Calling")]
(link: "Endure") [(set: $minor3 to "HEART-WISE")(set: $endure to it + 1)(goto: "Calling")]
(link: "Evade") [(set: $minor3 to "HEART-WISE")(set: $evade to it + 1)(goto: "Calling")]
(link: "Hunt") [(set: $minor3 to "HEART-WISE")(set: $hunt to it + 1)(goto: "Calling")]
(link: "Kill") [(set: $minor3 to "HEART-WISE")(set: $kill to it + 1)(goto: "Calling")]
(link: "Mend") [(set: $minor3 to "HEART-WISE")(set: $mend to it + 1)(goto: "Calling")]
You can take this advance more than once.
(link: "IMPLACABLE") [(set: $minor3 to "IMPLACABLE")(set: $endure to it + 1)(goto: "Calling")]
//You have with stood worse torments, and you will go on to do so again; through your blood you are stable, eternal, unwavering. //
Gain the Endure skill. Once per session, add 1 to a resistance of your choice. Remove the +1 at the end of the session.
(link: "THE OLD BLOOD") [(set: $minor3 to "THE OLD BLOOD")(set: $discern to it + 1)(goto: "Calling")]
//You inherited the disease from an ancient bloodline; you are strange, and powerful, and can see echoes of things that others can’t. //
Gain the Discern skill. When you observe someone for a few seconds, you can read their aura and discern their surface-level emotions – whether they’re angry, happy, frustrated and so on.
(link: "RAMBLEWYRD") [(set: $minor3 to "RAMBLEWYRD")(set: $cursed to it + 1)(goto: "Calling")]
//You are well-versed in exploring and surviving the places most connected to the Heart Itself; sometimes you do it for pleasure. Gain the Cursed domain. //
Once per session, when you are in an area with the Cursed domain, remove D6 stress from resistances of your choice.
(link: "RED DOMINION") [(set: $minor3 to "RED DOMINION")(set: $blood to it + 2)(goto: "Calling")]
//You don’t bleed unless you want to; when you’re angry, your veins pulse visibly beneath your skin. //
Gain +2 Blood protection.
(link: "WILD-WITCH") [(set: $minor3 to "WILD-WITCH")(set: $wild to it + 1)(goto: "Calling")]
//You know the secrets of the wild things of the world, and are skilled at distilling their essences. //
Gain the Wild domain. When you’re in a landmark and have time to prepare, you can turn a resource with the Wild domain into a healing draught. When drunk, this draught removes Blood or Mind stress equal to its dice size minus one step – choose whether it’s Blood or Mind when you create it.
(link: "WITCH-SPIT") [(set: $minor3 to "WITCH-SPIT")(set: $mend to it + 1)(goto: "Calling")]
//They say that the spittle of witches can cure minor ailments, repair broken trinkets and soothe an aching heart. Yours closes up exit wounds.//
Gain the Mend skill. When you want it to be, your spit becomes adhesive and can harden into a tarry, sticky substance.