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Alicia von Vulf
Origin: Prodigy (Scientific genius on the run!)
Youth: Outsider (Nobody trusted me, everyone feared me.)
Focus: Invention (What greater path in life than the path of knowledge?)
Road: The Backroads (Sometimes the safest path is the path within the shadows.)
Life-Changing Event: The Invention (Eureka! This shall change the world! Or at the very least, my world.)

Values

  • d6 Honor (Lies are locks and shields but to promise something is to give truth to that thing at a future date.)
  • d4 Glory (It is only occasionally useful to stand out, but sometimes it is necessary.)
  • d4 Passion (Love, affection, and lust are strange weaknesses of mine which both confuse, perplex, and excite me all the same.)
  • d4 Justice (Rarely is the law of man fair and often is it necessary to carry out the law by one's own hands.)
  • d8 Power (Knowledge is power and power is a very useful, often necessary tool.)
  • d12 Truth (Truth is knowledge and knowledge is the most important thing in this world.)

Relationships

  • d4 Aldert Helsink ("I am worried he might hurt me.")
    • Current heir to the Helsink noble clan. A large man in peak physical condition with well kept black hair and grey-blue eyes, only a little older than Alicia. He doesn't take 'no' lightly with whatever problems he might face and tends to get his way one way or another. Of decent intelligence. Courageous, albeit with some hesitation when it comes to monsters. He was raised to believe the von Vulfs as monsters. Taught skills to bring low the last 'Vampire' of the east. He has people at his disposal. While he seeks justice for the death of his grandfather and the debilitating injuries of his father, he is an honorable man who keeps his word, and not as evil as those who raised him. It is unknown what he might do if he actually managed to locate Alicia, although she has no intention of finding out.
  • d4 Edmund Blackwood ("I must be cautious of him.")
  • d6 Jack Beckett ("I find him delightfully useful!")
    • Both a mortician in training and a man capable of somehow acquiring items which might otherwise be difficult to acquire. An average sized man with a thinner build, if not on the slightly athletic side, with dirty blonde unkempt hair and hazel eyes, slightly younger than Alicia and generally seen with a five o'clock shadow. Fairly intelligent and even moreso clever. Out for himself but trusted to hold to his word and seemingly prepared to get into at least a little trouble for those considered allies, if not friends. He grew up on the eastern coast and only moved out west with his father, a man who currently works as a mortician with his own practice. Not exactly poor but not well off either, he has only what his father gives to him. He also appears to have some connections or outside of home business as he is often capable of acquiring items that people might ask for, including oddities and, at times, rarities. Alicia doesn't know how he acquires these things, and while she is curious she understands that asking might throw a wrench into their current working relationship. She met him during her initial arrival within her new home, having come upon the young man while out in the wilds. He had been bitten by a snake and she managed to save him, and while this hasn't resulted in free services it has at least resulted in something of a discount. His interest in her and her studies is occasionally rewarded with answers, although it often results in his being a willing (and sometimes unknowing) subject of some of her lighter experiments. The thought of taking the young man on as an interested apprentice has been floated and considered, although not as of yet acted upon.
  • d4 Kirsa Autenrieth ("I must unravel her familial ties.")
  • d4 Kojo/Carlo Amankona ("I want to discover if we are kin.")
  • d4 Millicent 'Missy' Fisher ("I need to discover what she really is.")
  • d6 Millicent 'Millie' Gerenhart ("I must work with her.")
  • d4 Ramona Hart ("I should be wary of her.")

Distinctions/Traits

  • (d8) Bloodless Physiology Heritage
    You have replaced your body’s natural functions with alchemical substitutes, various elixirs, serums, and distillates that circulate in place of blood. You are pallid, light-sensitive, yet strangely radiant. The rumors say you are a vampire… perhaps not entirely false. Roll this Heritage when your altered physiology helps you resist disease, survive blood loss, or endure poisons and toxins, or when your unnerving appearance commands awe or dread.
    • Connected Abilities: Immunity, Night Vision, Regeneration, Super Senses, Super Speed
    • Limit: Serum Dependency, Sunlight Sensitivity.
      • d4 Earn a Plot Point when your alchemical condition draws unwanted suspicion or fear, OR when you choose to worsen your Exhausted or Injured Stress due to exposure to sunlight or heat.
      • d8: Spend a Plot Point to gain a d8 Useful Detail such as “can see in the dark” or “moves silently under moonlight” OR to Recover your Injured Stress by drawing upon the strange alchemy flowing in your veins.
      • d12: Add a d6 to the Trouble pool to ignore Exhausted or Injured Stress caused by lack of serum or physical damage for the remainder of the scene. The effect fades when your serum wears off.
         
  • (d8) Mad Scientist
    Your mind is a lightning storm of invention, obsession, and dangerous brilliance. You see possibilities where others see only wreckage, and your experiments push the boundaries of science, morality, and sanity. Roll the Distinction’s die when your bizarre contraptions, reckless theories, or scientific fervor give you an edge, or get you into trouble.
    • d4: Earn a Plot Point when your obsession with an experiment causes chaos or distraction at the worst possible time.
    • d8: Spend a Plot Point to Reveal that you happen to have a strange device, concoction, or half-finished invention on you or nearby that provides a d8 Useful Detail in the scene.
    • d12: Add a d6 to Trouble to Reroll a die when your wild science bends reality, logic, or nature in your favor.
       
  • (d6) Rumored Vampire
    Your alabaster skin, burning eyes, and nocturnal habits have earned you the town’s fear and fascination alike.
    • d4: Earn a Plot Point when your unsettling appearance causes someone to fear or shun you, or when gossip about your condition costs you an opportunity.
    • d8: Spend a Plot Point to Reroll a die when using your reputation or mystique to intimidate, seduce, or awe others.
    • d12: Add a d6 to Trouble and Recover Insecure or Afraid Stress after a display that reinforces the rumor, like drinking a crimson elixir, emerging from shadow, etc.

Abilities/Powers

  • (d6) Alchemical Elixirs & Tonics:
    You’ve mastered the volatile art of brewing shimmering elixirs and tonics that push the boundaries of flesh, spirit, and reason. Each vial you carry is a gamble of science, a measured dose of brilliance and madness. Whether distilled in your hidden laboratory or hastily mixed in the field, your concoctions can sharpen reflexes, numb pain, heighten senses, or fortify the mind. Roll this Ability’s die when your physical tonics or restorative concoctions would give you an advantage. Examples include injecting yourself with an elixir to shrug off fatigue, using a stimulant to perform rapid manual work, concocting a tonic to resist poison or cold, or drinking a clarity draught to steady your nerves before danger.
    • Effect: Enhancement
    • Descriptors: alchemy, chemistry, concoctions, performance boosters, restorative tonics, stimulants
    • Limit: Gear
    • Special Effects: Spend a Plot Point to:
      • Agent of Aisyt: Step Up any die in a contest where the flush of health and glow of charm could help by radiating vitality and allure. The effect lasts until the end of the scene.
      • Elixir of Savitar: Perform multiple non-Test or non-Contest actions in the time it takes others to perform one (e.g., reloading, analyzing, tinkering, or treating allies).
      • Nostrum of Nike: Step Up a die for one Test or Contest involving speed, endurance, or physical prowess.
      • Philtre of Heimdall: Briefly perceive the invisible - see ghosts, residual energy, or aetheric fields for one exchange.
      • Solution of Shiva: Ignore the harmful effects of extreme environments such as arctic cold, desert heat, or volcanic conditions for the remainder of the scene.

 

  • (d6) Regeneration:
    Years of medical experimentations and studies have resulted in the pinnacle of medical breakthroughs! You can heal physical or mental trauma you’ve been subjected to. You can roll in your Ability’s die when your regenerative talents would let you successfully struggle through painful or harmful situations.
    • Effect: Defense
    • Descriptors: mental, physical
    • Limit: Vampirism
    • Special Effects: Spend a Plot Point to:
      • Recover Exhausted or Injured Stress.
      • Recover Afraid or Insecure Stress.
      • Grow back a severed limb or other body part.
      • Cure yourself from any ailment or disease.
      • Return from the dead. You must step this Ability back by a step as a consequence.

Signature Assets

  • d4 Signature Asset (die rating, effect, descriptor(s), limits, and SFX)

Resources

  • (2d10) The Laboratory (Experimentation, Research) - History's greatest experiments start here! - Contained within the northern tower of Alicia's new home, what was once a simple observatory has become so much more.
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Edited by Chiyako
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Posted (edited)
Spoiler

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Kojo - Carlo Amankona

Origin:
 Prodigy 

YouthApprentice 

Focus: Reputation 

Road: Skyward

Life-Changing Event: The Prophecy 

Values

  • d6 Honor ("Promises are the only chains you put on yourself. They are not to be broken.") 
  • d12 Glory ("This tale will become an eternally resounding ballad.")
  • d4 Passion ("Life, like any performance, is meant to be enjoyed to its fullest.")
  • d6 Justice ("Even evil may receive a Requiem. Ready for yours?")
  • d4 Power ("I live every day with this horrid aria. You are nothing compared. Listen.")
  • d6 Truth ("You don't need to hear Truth's melody. You dance to its tune anyway.") 

Relationships

  • d8 Alicia Von Vulf ("I must learn her story.") 
  • d4 Millicent Gearheart ("I respect her craftsmanship and dedication,") 
  • d6 Millicent Fisher ("I can't help but wonder what else she's about.") 
  • d4 Edmond Blackwood ("I can work with him just fine.") 
  • d6 Ramona Hart / Jolene Wright ("She's good company.") 
  • d4 Joshua Thane ("I utterly despise him.") 
    • Heir-apparent to the Thane family, a former soldier, current (corrupt) Lawman. He puts on the facade of a kind man but he is, in truth, as cruel as he could be. He, as part of a formerly slave-owning family, he was raised to see others as lesser and fought to uphold that and managed to avoid punishment because of a favor. He became a lawman after the war in order to continue his violent interests and has a habit for being overzealous in his duties or demanding more than a little gratuity especially from the women he helps although rumor has it he's in good with plenty of criminals. He's not someone you want to run into. Kojo sure doesn't. 
  • d8 Kirsa Autenrieth ("I don't understand her but I'll accept her help for now while I'm stuck with her".) 
    • A hard-nosed and cunning German aristocrat from an old and and very entrenched house, current operator of the Autenreith Talent Agency, and...cultist. She bought and holds Kojo's contract years ago after an incident at one of his concerts and has acted as his aid since then. She ensures he still has shows to play while vehemently refusing to release him out of "a great respect" effectively making sure he is stuck under her employ no matter what he does. She happily plays the part of a dutiful, well connected, and well meaning sponsor while furthering the cults own ends.  

Distinctions/Traits

d8 Virtuoso: Music is more than skill to you, it is breath, fire, and soul. Your hands move with instinctive grace over strings, keys, or pipes; your voice resonates with power that can hush a crowd or stir them to tears. Whether in a saloon, a cathedral, or around a campfire, your performance holds people spellbound. Even without supernatural influence, you know how to make your music heard.

  • d4: Earn a Plot Point when your music draws you unwanted attention (hecklers, rivals, over-eager fans).
  • d8: Spend a Plot Point to Reroll a die in a performance-related roll (whether calming a tense room, impressing an audience, or competing with another performer).

d4 Gunfighter: You’re quick and deadly with pistols, rifles, or shotguns. Roll when shooting or intimidating with firearms.

  • d4: Earn a Plot Point when you Choose to run out of ammunition.

Abilities/Powers

d8 THE OTHER THEORY: When you play, your music doesn’t just move hearts, it opens minds. You open yourself up to The Theory and perform with an uncanny and unearthly immensity. Notes spill from your instrument or voice like a bridge to the Other World, luring listeners into a state of suggestible reverie. Sometimes it’s a captivating distraction; other times it stirs deep emotion in the listener... calm, rage, longing, even lust. With focus, you can even plant a subtle idea, a whisper woven into melody that lingers long after the last chord fades. 
Effect: Influence
Descriptors: musical, emotional, resonance, otherworldly, hypnotic
Limits: Performance (requires an instrument (Voice included) and the act of preforming), Feedback (prolonged use inflicts Exhausted or Insecure Stress as the resonance feeds back into you), The Noise (Hitch: The Noise becomes overwhelming at times shutting down The Other Theory, "Make Beautiful Music" to quiet and regain ability to play.), Skill (A bad performance won't properly translate the Noise's intentions).
Special Effects: Spend a Plot Point to...

  • Captivate an entire audience, distracting them from events around them. (Musical Distraction)
  • Inflict a d8 Emotional Complication (Calm, Rage, Longing, Ecstasy, Despair) on all who can hear your music. (Resonant Performance)
  • Plant a fleeting idea or impulse within one listener’s mind. It feels like their own thought, fading after a few hours unless reinforced. (Subtle Suggestion)
  • Inflict d8 Stress as the emotional tone of your performance lingers beyond the scene, influencing those affected for the rest of the day (Angry - crowds riot, Aroused - friends become lovers, Insecure - soldiers lose heart, Afraid - people cower in their homes). (Lingering Echo)
  • Add your current Aroused or Exhausted Stress die to a roll OR Step Up your Effect Die. After, step that Stress up by one as the resonance tears through you.

Signature Assets

-

Resources

2d12 Thane-Cash Rebirth Hall (Public Opinion, Secrecy) - A newly built and, frankly, misplaced music hall meant to bring in new blood to a growing town. It is a medium-sized music hall, funded by an Antebellum South family looking to "clean" its reputation after the outlawing of slavery, a hopeful proprietor named Clayton Cash, and a secretive third party. It mimics the Boston Music Hall in Massachusetts in its structure and as such it has two balcony floors with a central stage. It is, however, designed to be more 'homely' and 'welcoming' and as such is built primarily out of old (polished) wood and decorated in pictures of the humble history of its benefactors and the nation. 
It is fairly opulent inside with clean polished floors, carpeted floors, and ivory lining. It is also meant to be a decently convertible space able to hold concerts, stage performances, dinners, and potentially more. There are also private rooms and a few off-beaten hallways giving the wealthy and...less open plenty of privacy which makes it a popular spot for business.

2d4 Clayton Cash (Persuasion, Wealth) - Family Man. Righteous Man. Pervert. A....bit of an oaf but with a generally good heart. Clayton is a buoyant man who used to own a mining company but after the mine collapsed bounced around from idea to idea accruing a string of businesses that have been...obviously destined to fail in the long run. Moved into town with his family in order to bring a little Cash Flow to the place starting up various branches of his business and going into a new venture with The Thane Family and a third party whose name he isn't allowed to speak. No skin off his back though, he's always in business and looking for more ways to grow his wealth and diversify his businesses.

Edited by AsBloodTurnsEverCold
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Posted (edited)

Millicent ‘Missy’ Fisher

Background: Outlandish
Youth: Rebel
Focus: Reputation
Road: Backroads
Life-Changing Event: The Reckoning

Values

  • d6 Honor (Caveat emptor. Contracts are like gravity: they’ll break your knees the second you forget they can.)
  • d6 Glory (Everyone who’s brushed me aside is going to see how wrong they were.)
  • d6 Passion (If I’m not having a good time, what’s the point of any of it?)
  • d6 Justice (When we’re both holding iron, we can talk about what’s fair.)
  • d6 Power (Everything in this room, it’s all mine—even you. Show me I’m wrong.)
  • d8 Truth (Truth is a cold bed and a flat beer. People don’t want the truth.)

Relationships

  • d8 Millie Gearhart (I need her skills.)
  • d4 Kojo Amankona (He affects me in ways I don't understand.)
  • d8 Alicia von Vulf (She needs a protector… just like I did.)
  • d6 Edmund Blackwood (A viper. Do not trust him.)
  • d6 Ramona Hart (She's my remedy.)
  • d8 Jane Montgomery (She drinks my lies like wine)
    • Daughter of Automaton Heiress, Adelaide Montgomery, Jane lives a privileged life. However, her controlling mother and the expectations of high society have left her anxious and adrift in a sea of contending voices. Private aura readings and spiritual healing sessions with Missy have given her a place to vent her fears.

Distinctions/Traits

  • d8 VELVET VOICE: Your voice, sultry, soothing, or commanding, makes others lean in close. Roll when your words seduce or sway.
    • d4: Earn a Plot Point when your alluring voice draws unwanted attention.
    • d8: Spend a Plot Point to Reroll a die when using your voice to persuade, soothe, or seduce.
    • d12: Add a d6 to Trouble to Reveal someone overhearing is now enchanted or obsessed.
  • d4 SNAKE OIL SALESMAN: You could sell anything with charm and fast talk. Roll when bluffing, pitching, or lying.
    • d4: Earn a Plot Point and Give your opposition a d6 when caught in a lie.
    • d8: Add a d6 to Trouble to Reroll a die in a Snake Oil roll.
    • d12: Spend a Plot Point to Reveal you’ve already conned your way into a resource or ally.
  • d6 CORSET TEASE: You weaponize clothing, posture, and innuendo. Roll when your charming outfits, teasing smile, and subtle innuendo sway others.
    • d4: Earn a Plot Point and Add a d6 to Trouble when you flirt with someone dangerous.
    • d8: Spend a Plot Point to Reveal that you’ve captured someone’s attention or obsession.
    • d12: Spend a Plot Point to Reroll a die when desire clouds an opponent’s judgment.

Abilities/Powers

  • d4 Ability (effect, descriptor(s), limits, and SFX)

Signature Assets

  • d4 Signature Asset (die rating, effect, descriptor(s), limits, and SFX)

Resources

  • 2d6 Automaton Heiress Adelaide Montgomery (Wealth, Connections) – Rich and eccentric, she eagerly drinks in spiritualism that validates how special she is. Believes she was Cleopatra in a past life
  • 2d6 Lincoln Palace Hotel (Shelter, Diversion) - An upscale hotel with a reputation for discretion. Fine enough for well-heeled travelers to stay in the rapidly growing town. Missy performs and rents a room in the Palace.
  • 2d4 Red Jenny (Secrets, Revenge)
    • The Scarlet Lady, The Veiled Ghost, Red Jenny... Some say she was a prospector, murdered for her claim after showing off a bit of the shine she'd found in the saloon one night. Others say she was a working girl, beaten and strangled in her bed by a drunken customer. The immigrant rail-workers claim she's a fox spirit, a vengeful specter who was never human at all, here to claim the souls of prideful men. No matter which version you hear, her description is the same: a woman in a ragged dress wearing a veil that clings to her hidden face by its wet, red stains. They say if you walk the streets at night and hear her humming behind you, close your eyes and pray, but do not look back—there's no fighting the devil. And when a phantom comes to claim the sinful, the arrogant, the greedy, and the violent... who is safe in a city like this? ... When Missy invented 'Red Jenny' for her show, she thought the homespun legend would make for a compelling bit of fun. The chemically treated candles would flare and her voice would quaver as she pretended to speak for the vengeful specter. It became decidedly less fun when actual victims began to appear in the streets, and the frightened working folk turned to Missy for answers.
  • 2d4 'Judge' Holland Buck (Intimidation, Information) 
    • A former scout for the US Cavalry, Holland took up as a lawman in one of the territories after the war. Rumor has it that it was his gambling debts that were his undoing. Others say it was a woman as wild and dangerous as the West itself that made the lawman give up his silver star. Either way, for three years, the hard-fighting and fearless gambler has lived bounty to bounty under the tried and true words "Have gun. Will travel."
    • What Holland and Missy did in that Texas jail cell was decidedly unprofessional for a sheriff and an (alleged) horse thief. What they did in the back of the monsignor's private train car was even more so—and not simply because Missy's escape plan included being disguised as a nun at the time. But now that Missy has dressed herself in the fragile trappings of respectability, the return of the rough gunman has drawn old feelings to the surface: the fear of losing all that she's built... and the temptation to burn it all down. 

Portrait

Spoiler

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Edited by WickedCadrach
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Posted (edited)

Millicent Gerenhart/ Millie Gearhart

Background: Privileged

Youth: Outsider

Focus: Invention

Road: Backroads

Life changing: Reckoning

 

Values

d6 Honor             ("People can't be trusted. Sooner or later, they all let you down.")

d4 Glory               ("We're all just cogs in a machine. Best to accept that.")

d6 Passion           ("No one understands me. I want someone to... it doesn't matter. Back to work.")

d6 Justice             ("The law's just a suggestion when some people can afford to ignore it.")

d8 Power              ("If I have the time and the resources, I can fix anything. I can fix this.")

d8 Truth               ("Ingenuity is the truest pursuit")

 

Relationships

Spoiler

Relationships

Players

d8 Millicent 'Missy' Fisher    (An itch I can't scratch)

d8 Edmund Blackwood        (Unsettling man, but charming)

d4 Alicia Von Vulf                 (I knew she was trouble)  

d6 Kojo/Carlo Amankona    (His music is enchanting)

d4 Ramona Hart                   (I don't trust her.)

 

 

 

 

Distinctions

Spoiler

Distinctions/Traits

d10 Tinkerer: Steam, brass, and clockwork are your passion. Roll when mechanical knowledge or invention is in your favor.

d4: Earn a Plot Point when you Choose to stop everything to admire or fiddle with a gadget.

d8  Spend a Plot Point to Reveal a small but useful device you were “working on.”

 

d4 WANTED: You’re notorious. Roll when your reputation as outlaw, fugitive, or rebel sways others.

d4: Earn a Plot Point and Give your opposition a d6 when your wanted status complicates things.

 

 

Abilities/Powers/Gear

Spoiler

Abilities/Powers

FERROBURST PISTOL: A single-shot “pistol” of brass, iron, and dangerously over-charged voltaic coils, the Ferroburst Pistol fires a disc of compressed magnetic force that detonates into a short-lived pulse field. It was never designed to kill, only to bend the laws of polarity. When the trigger is pulled, the air sings with metallic vibration and every scrap of iron within a dozen paces leaps to obey its magnetic tantrum. Roll this Ability’s die when manipulating ferrous metal or using magnetic bursts to shape the battlefield, deflecting incoming rounds, wrenching open iron doors, halting machinery, or scattering opponents behind a curtain of flying debris.
Effect: Control
Descriptors: magnetic, voltaic, polarity, iron, electromotive engineering
Limit: Gear, Reload Time, Ammo
Special Effects: Spend a Plot Point to:

- deflect a hail of bullets or metallic projectiles.

 

ALCHEMASCOPE: A brass-and-glass contraption of swiveling lenses, prism filters, and softly glowing alchemical vials, the Alchemascope transforms perception into science. It lets you peer beyond the mundane spectrum, seeing heat signatures, energy residue, hidden toxins, and the composition of metals and minerals in dazzling chromatic patterns. Every turn of its dials hums with potential discovery, but its lenses are fragile, and its chemical filters must be carefully recharged between uses. Roll this Ability’s die when analyzing materials, identifying compounds or toxins, discerning hidden mechanical flaws, or detecting the residue of alchemical processes. You might study the faint shimmer of an alloy to determine its source, detect poison on a goblet’s rim, or trace a chemical trail invisible to normal sight.
Effect: Sensory
Descriptors: materials, analysis, tinkering, craftsmanship, precision optics
Limit: Gear, Magic, Recharge
Special Effects: Spend a Plot Point to:

- Instantly identify the composition or purity of a substance or alloy (Spectral Analysis)

 

Signature Assets

d4 Signature Asset (die rating, effect, descriptor(s), limits, and SFX)

Resources

Spoiler

Resources

Locations

2d10 Gearhart Repairs: A small home by the train station Millie resides in, with a workshop trading in repairs, tinkering, and sometimes commissions for the townsfolk. It's well stocked with tools, and is the place she feels most comfortable (Machining and repairs, Safe space)

2d6 The Exchange: in the cellar of an old house fronted by an unassuming family is The Exchange, a black market/fence where secrets and illegal goods or services can be sought out. (Trade, Outlaws)

 

Extras

d4 Willis Sloan                     (Business/intimidating) ("Slimy, hard-edged, and dangerous. He's got me and half the town at his mercy, not at the barrel of a gun, but the signing of a contract... not that he's opposed to shooting if he has to.")

   - Willis Sloan is as close to an outlaw as you can get while still balancing on the right side of legality. He owns and operates a trading post in (town name), but is involved in shady dealings and has his fingers in a whole bunch of the town's business interests, from mining to the local whore-house. Millie was forced to borrow money from Willis a few months back, and the interest is piling up. Of course, she could pay him back in a heartbeat if she were still at home, or with the help of her family, but fuck that. And as months tick by, so too does his patience tick down.

 

d4 Otis 'Sparks' Tully          (Communication/ Warnings)  (Honest as he is old)

Otis 'Sparks' Tully lives on the other side of the railway in a small shack, where he manages the telegrams in and out of town. He's got to be in his 70s, loves telling old stories, and has a soft spot for Millie as 'You remind me of my Granddaughter,' He's sharp, kindly, and keeps an eye on the telegrams to lawmen in town just in case any mention of Millie comes in from the city. Not that he knows why she's asked him to keep that eye out.

 

Portrait

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Edited by StarlitSiren
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Posted (edited)

Name: Viscount Edmund Blackwood 

Aliases: Edmund "The Seducer"/Magister of the Hermetic Order of the Golden Dawn/Knight of the Rosicrucian Order

Background: Privileged

Youth: Believer

Focus: Reputation

Road: Skyward Path

Life Changing Event: The Veil Parted

Values:
D4 Honor    (Dishonour will not trouble me when I am dead, why should it trouble me when alive?)
D8 Glory      (All glory begins with daring)
D8 Passion (Lust is a thing of the blood. It heeds neither head nor heart)
D4 Justice  (Never mistake law for justice.)
D10 Power    (The power of my will is the only power that matters)
D4 Truth      (Truth exists, lies are invented)

Relationships:
D6 Alicia von Vulf (She may be a kindred spirit)
D4 Kojo Amankona (Is music the only thing this man has to offer?)
D6 Millicent "Millie" Gearhart (Innocent and mine to corrupt)
D6 Millicent "Missy" Fisher.  (She is a con woman, only after my money)
D4 Ramona Hart ()

 

Distinctions/Traits:

Distinction:

D8 Disciple of the Scarlet Path

You follow the forbidden teachings of esoteric masters, alchemy of the body, sorcery of the flesh. Desire is your medium, ecstasy your fuel. In ritual or passion, you channel occult forces through the mingling of breath, touch, and will. But indulgence is a dangerous path: every spell leaves you hungrier, every ritual risks binding you as much as your target.

Possible SFX

SFX: Ecstatic Power
Spend 1 PP to Step Up a die when casting a spell fueled by intimacy, temptation, or seduction. If you fail, Step Up your Stress.

SFX: Shared Ecstasy
Spend 1 PP to create an Asset on an ally (Empowered by Ritual d8, Enflamed Desire d8) after drawing them into a ritual or act of passion.

SFX: Overindulgence
Gain 1 PP when your pursuit of pleasure, ritual, or lustful energy complicates the scene, whether it’s unwanted attention, suspicion, or your own craving clouding your judgment.

D8 Shameless Flirt

You just can’t help yourself... a wink, a touch, a bold line whispered in someone’s ear. Trouble follows your teasing. Roll when flirtation, innuendo, or bawdy humor sway things.

d4: Earn a Plot Point and Add a d6 to Trouble when you flirt with someone you shouldn’t.

d8: Spend a Plot Point to Reveal a detail from your “worldly experience” that impresses or tempts.

d12: Spend a Plot Point to Reroll any die in a Shameless Flirt roll when teasing or innuendo takes center stage.

Magical Heritage:

D4 Magical Legacy 

Heritage Distinction: Esoteric Sex Magician: You draw your power from desire itself... lust, devotion, and the charged spaces where the body meets the spirit. Whether a disciple of forbidden texts, a practitioner of occult tantra, or a devotee of Crowley’s new Aeon, your very heritage is steeped in sex magic. This power is potent but perilous: as intoxicating to you as it is to those who cross your path.
Connected Abilities: Illusion, Persuasion, Hypnosis, Precognition
Limits: Abstinence: If you are denied intimacy, desire, or indulgence for too long, your Abilities are Shutdown until you indulge again; Sanctified Wards: Your Abilities can be Shutdown in the presence of wards, relics, or holy symbols that suppress lust or bind desire.

d4: Add a d6 to Trouble to Reroll any die due to your magical “luck.”

d8: Add a d10 to Trouble to use a Special Effect from an Ability you do not have, connected or not.

d12: Add a d10 to Trouble to Reveal that you know a spirit, demon, or sorcerer with information you need.

Signature Assets:
 

Resources:

2D6 TIAL-V (Bodyguard, Assistance)

Short for Ti-6Al-4V, this automaton serves as Edmund's butler, servant, and confidant. TIAL-V is a state-of-the-art construct, crafted from a durable titanium alloy, making it both strong and resilient. Its advanced programming allows it to perform a wide range of tasks, from serving tea to providing strategic advice. TIAL-V is equipped with a variety of tools and gadgets, to make sure even in the harshness of the West, Edmund can enjoy the lavish lifestyle he has grown accustomed to. Despite its mechanical nature, TIAL-V has developed a unique personality, often displaying a dry wit and a penchant for sarcasm, which Edmund finds both amusing and endearing.

2D4 Loyal Servants (Charm, Rumours)

He has a loyal staff, including TIAL-V, who assist him in his endeavors. SFX: Once per session, when making a roll related to support or assistance, gain a bonus die.)

2D8 The Golden Stag Casino & Saloon (Gambling, Seduction)

2D8 Silver Mines (Supernatural, Wealth)

Edited by MagnificentBastard
  • Love 5
  • 2 weeks later...
Posted (edited)

Name: Ramona Hart

Aliases:  Jolene wright

Background: Prodigy

Youth: Abandoned

Focus: The Mission

Values:

Spoiler

4 Honor                    (all that matters is that your the last one standing, not how you make others fall)    
d4 Glory                                             (I work in secrets and lies, I better left unknown
d4 Passion                               (love is a tool, I use it liberally, but never fall for it on my own.)
d4 Justice                                     (the world is not fair, you must fight for your place in it)
d4 Power            (Strength is fleeting, I have seen strong men fall before simple words, and a sweet touch)
d12 Truth                              (truth is the most valuable tool, thats why ill never tell it carelessly)

Relationships:

Spoiler

d4 Alicia von Vulf
d4 Edmund Blackwood
d6 Kojo Amankona "a useful "in" for parties"
d4 Millie Gearhart
d4 Missy Fisher

d6 Mr. Kay AKA "Kyle cruze"

Distinctions/Traits:

d6 Pherosol Multitool

Spoiler

SFX - Reveal a previously unseen function of the Multitool appropriate to the situation (e.g., “Extendable Mirror Lens,” “Telescopic Armature,” “Micro-Welder,” or “Steam Torch”). (Adaptive Mechanism)

d6 Pherotech (atmomizer)

Spoiler

PHEROTECH: Through a blend of alchemy, bio-mechanical glands, and chemistry, you can exude a subtle haze of engineered pheromones that tweak emotions and instincts. The effect is invisible, almost imperceptible until it’s far too late.
Effect: Influence
Descriptors: chemical, scent, alchemy, manipulation
Limit: Gear
SFX (Spend a Plot Point to...)

  • Flood a scene with tailored pheromones to shift mood or influence behavior, calming rage, sparking desire, inspiring trust, or inciting panic, as a sweep effect.
  • Inflict d8 Aroused stress on a single target.
  • Create or step up a d8 Relationship or “Swayed by Scent” Asset with one person for the rest of the scene, representing their unconscious attraction or trust toward you.
  • “Read” the target’s biochemistry or emotions, learning their dominant mood, attraction, or secret (e.g., “fear response indicates deception” or “increased pulse when they look at X”).
  • Make your pheromones persist beyond the scene. For the rest of the session, those exposed to your scent recall you with fascination, guilt, or longing (which may create Complications later).
  • Weaponize your scent: induce nausea, confusion, or distraction instead of charm. Inflict Exhausted or Insecure Stress on a small group as a “chemical flashbang.”
  • Mask your own scent entirely. For the rest of the scene, you cannot be tracked by animals, alchemical sensors, or other pheromone-based abilities.
  • Decrease another character’s Afraid or Insecure Stress pool. Your pheromones act as a calming influence, lowering tension and restoring confidence.
  • Heighten emotions to fever pitch, seduction, jealousy, or obsession takes hold of everyone nearby, creating a d8 “Distracted by Desire” Complication for affected NPCs.

d4 parasol Flight

Spoiler

SFX - Spend a Plot Point to glide safely from any fall, no matter the height.

 

d10 Honeypot: You know how to make people want you and how to turn that desire into opportunity. Whether through calculated charm, feigned affection, or dangerous intimacy, you lure others into vulnerability and extract what you need: secrets, access, or obedience. You can fake love, but the danger lies in sometimes feeling it for real. Roll this Distinction’s die when romantic, sexual, or emotional manipulation could give you an advantage.
SFX

  • d4: Earn a Plot Point when your false relationship becomes emotionally complicated for you OR when someone discovers your deception and turns your tactics against you.
  • d8: Spend a Plot Point to Reveal (or begin without resistance) a romantic or sexual connection (past or present) with an NPC, granting you temporary leverage or access.
  • d12: Add a d8 to Trouble to Step up your Effect die when manipulating a target who already desires or trusts you.

Signature Assets:

Kyles cure alls 2d6 (Gadgets, Alchemical)

Resources:
WIP

Spoiler

large.RamonaHart.png.058376770494b9cf845857937ba6da4d.png

Edited by DreamsnThings
  • Love 3
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