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Posted (edited)

STEP 1 ORIGIN

Alicia Kojo | Missy | Millie | Edmund | Ramona

STEP 2 YOUTH

Alicia Kojo | Missy | Millie | Edmund | Ramona

STEP 3 FOCUS

Alicia Kojo | Missy | Millie | Edmund | Ramona

STEP 4 ROAD

Alicia Kojo | Missy | Millie | Edmund | Ramona

STEP 5 LIFE CHANGING EVENT

Alicia Kojo | Missy | Millie | Edmund | Ramona

  • Ramona: choose 2 specialties for Commissioner Gordon
  • Ramona: Choose to bump up either HONOR (in lieu of Duty) or Passion
  • Ramona: Choose New Distinction (SNEAKY or another)
  • Ramona: Choose a Resource to Step Up

STEP 6 PRIORITY

Alicia Kojo | Missy | Millie | Edmund | Ramona

STEP 7 MODUS OPERANDI

Alicia Kojo | Missy | Millie | Edmund | Ramona

STEP 8 MOTIVATION

Alicia Kojo | Missy | Millie | Edmund | Ramona

STEP 9 IDENTITY

Alicia Kojo | Missy | Millie | Edmund | Ramona

Edited by IsabellaRose
  • Love 2
Posted (edited)

Alicia von Vulf

Played by: Chiyako

Spoiler

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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."
  • d6 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."
  • d12 Power "Knowledge is power and power power often decides truth."
  • d12 Truth "Truth is knowledge and knowledge is the most important thing in this world."

Relationships

  • d4 I must be cautious of Edmund Blackwood.
  • d4 I want to discover if Kojo/Carlo Amankona and I are kin.
  • d6 I need to discover what Millicent 'Missy' Fisher really is.
  • d6 I must work with Millicent 'Millie' Gerenhart.
  • d4 I am worried Aldert Helsink might hurt me.
  • d6 I find Jack Beckett delightfully useful.
  • d4 I must unravel Kirsa Autenrieth's familial ties.

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: Regeneration, Immunity, Super Speed, Super Senses, Night Vision
Limit: Sunlight Sensitivity, Serum Dependency.

  • 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 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.

d4 Genius: You’re an intellectual giant. Either you’ve already established yourself in the scientific or academic community, or you demonstrate a great deal of promise. Roll the Distinction’s die when your analytical and logical skills would be of use in achieving a positive outcome, or when squaring off against somebody in a battle of the brains. Compare this Distinction to Clever, which is more about cunning and swift thinking, or Streetwise, which covers common sense.

  • d4: Spend a Plot Point to Reveal that you’ve studied a subject and know its basics.

Abilities

d8 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:

  • Step Up a die for one Test or Contest involving speed, endurance, or physical prowess. (Nostrum of Nike)
  • 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) (Elixir of Savitar)

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.

Resources

  • 2d12 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.
  • 2d8 Gwenael Auclair (Nobility, Science)
  • 2d4 Gearhart Repairs (Engineering, Inventions)

Pathways Steps

Spoiler

Step 1 Origin: Prodigy (Scientific genius on the run!)

  • Draw your Lead square.
  • Draw an arrow to a new circle (NEW NPC) and label it. Add this person to your Sheet as a d4 Relationship. d4 I'm afraid Aldert Helsink might hurt me.
  • Step up Glory or Truth twice, or step up each once. Truth x2
  • Add a Distinction OR add a new Ability. Bloodless Physiology Heritage d4
  • Add another Distinction or step up a Distinction. Mad Scientist d4
  • Step up a Relationship, Asset, or Resource. Mad Scientist to d6
  • Draw arrows from your square to all other squares (don’t label yet).

Step 2 Youth: Outsider

  • Draw an arrow from your square to a new diamond (NEW Location) The Laboratory
  • Draw an arrow from a circle or diamond that you added to any another circle or diamond Aldert and his men > Lincoln Palace Hotel
  • Add or Step Up a Distinction. Bloodless Physiology up to d6
  • Add or Step Up an Ability or Distinction. Added Rumored Vampire d4
  • Step up a Relationship, Distinction, Ability, or Resource. Mille up to d6

Step 3 Focus: Invention

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Jane >Dreams of meeting and perhaps spending the night with him! > Kojo
  • Draw an arrow from your square to a new or existing circle (NEW Extra or Relationship) or diamond (NEW Location) Jack Beckett 
  • Add an Ability with the Gear or Mad Science Limit. Alchemical Elixirs & Tonics d4
  • Add or step up a Distinction or Gear. Mad Scientist up to d8
  • Step up a Relationship, Distinction, Ability, or Resource. Alchemical Elixirs & Tonics to d6

Step 4 Road: The Backroads

  • Draw an arrow back to a Lead square. Jack Beckett > a great friend and perhaps more > Missy
  • Step up Truth OR Justice x2 or step up each x1. Truth up x2 to d12
  • Add or step up a Distinction. Bloodless Physiology to d8
  • Step up a Relationship. Jack Beckett to d6
  • Step up a Relationship, Asset, or Resource. Laboratory to d6

Step 5 Life-Changing Event: The Invention

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Alicia > I must unravel her familial ties > Kirsa
  • Draw an arrow back to a Lead square. Joshua Thane > Is superstitiously suspicious of the rumors about > Alicia
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship or 2d4 Resource and step up another Relationship or Resource. PASS
  • Step up Truth  or Power twice, or step up each once. Power up x2 to d8
  • Step up a Value of your choice. Honor up to d6
  • Add an Ability (preferably something related to the invention). Regeneration at d4
  • Step up an Ability or Distinction. Regeneration up to d6
  • Step up a Distinction. Rumored Vampire up to d6
  • Step up two Locations or one Location twice. Laboratory up to d10

Step 6 Priority: Work

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Alicia > A friendly scientific rival! > Gwenael Auclair (Nobility, Science)
  • Draw an arrow from any circle or diamond to another circle, diamond, or square. 'Judge' Holland Buck > I would shoot him if it were legal > Joshua Thane
  • Step up Power or Truth Power up to d10
  • Add or step up a new Distinction added Genius at d4
  • Step up a Location Laboratory up to d12

Step 7 Modus Operandi: The Tinker's Way

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Gwenael Auclair > a potential rival in poker or otherwise > Edmund
  • Draw an arrow from your square to an existing circle (NEW Relationship) or diamond (NEW Location). Alicia > If there is something I can't make, she probably can > Gearheart Repairs.
  • Step up Truth or Passion. Passion up to d6
  • Add or step up a Distinction. Mad Scientist up to d10
  • Step up a Relationship or Resource. Missy up to d6

Step 8 Motivation: The Greater Good

  • Draw an arrow back to a Lead square. The Blue Hour Lady > she acts like she knows something she shouldn't know about > Millie
  • Step up Honor or Power. Power to d10
  • Step up a Relationship, Asset, or Resource. Gwenael to d6

Step 9 Identity:

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Aldert Helsink > seeking to improve familial business ties with > Adelaide Montgomery 
  • Label your arrows to other Lead squares (copy these labels as your relationship statements for each relationship). DONE
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource (the same type you removed) at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship and step up another Relationship or Remove any 2d4 Resource and step up another Resource. PASS
  • Step up or add an Ability with the Gear Limit. Alchemical Elixirs & Tonics up to d8
  • Step up a Distinction. Mad Scientist up to d12
  • Step up a Relationship, Asset, or Resource. Gwenael up to d8

 

 

Edited by IsabellaRose
  • Love 2
Posted (edited)

Kojo - Carlo Amankona

Played by: AsBloodTurnsEverCold

Spoiler

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Values

  • d8 Honor "Promises are the only chains you put on yourself. They are not to be broken."
  • d12 Glory "This tale will become a Ballad that lasts the ages."
  • d6 Passion "Life, like any performance, is meant to be enjoyed to its fullest."
  • d8 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 I must learn Alicia Von Vulf's story.
  • d6 I respect Millie Gearheart's craftsmanship and dedication.
  • d6 I can't help but wonder what else Missy Fisher is about.
  • d6 I can work with Edmond Blackwood just fine.
  • d12 I don't understand Kirsa Autenrieth, but I'll accept her help while I'm stuck with her.
  • d6 I utterly despise Joshua Thane.

Distinctions

d10 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

d12 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 and the act of playing), Feedback (prolonged use inflicts Exhausted or Insecure Stress as the resonance feeds back into you)
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)
  • 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)

d4 The Other Body: Connection with the Antediluvian changes people in mind, body, and spirit. The mind expands, the spirit extends, and the body...shifts whether you like it or not. It is a blurring of the line between human and something less...or something more. The Noise chooses its instrument and that instrument must often shape itself to fit the whims of the primordial song. The flesh becomes malleable, shifting, barely able to contain the aria. A curse, and a blessing to be a little...more than frozen to a form.  Roll the Ability’s die when you use the aspects of your form to your advantage.
Effect: Enhancement
Descriptors: Flesh Molding
Limits: The Noise (Hitch: The Noise becomes overwhelming, "Make Beautiful Music" to regain control.), concentration, calories.
Special Effects: Spend a Plot Point to…

  • Duplicate a body part somewhere on your body. 

Resources

  • 2d10 Thane-Cash Rebirth Hall (Public Opinion, Secrecy) - A newly built music hall meant to bring in new blood to a growing town.
  • 2d6 Clayton Cash (Persuasion, Wealth)
  • 2d4 The Golden Seven Church (Religion, Influence)
  • 2d4 "The Blue Hour Lady" (Lore, Witchcraft) 

Pathways Steps

Spoiler

Step 1 Origin: Prodigy 

  • Draw your Lead square.
  • Draw an arrow to a new circle (NEW NPC) and label it. d4 Kirsa Autenrieth (I don't understand her but I'll accept her help for now while I'm stuck with her)
  • Step up Glory or Truth twice, or step up each once. Glory x1, Truth x1
  • Add a Distinction OR add a new Ability. d4 The Other Theory
  • Add another Distinction or step up a Distinction. d4 Virtuoso
  • Step up a Relationship, Asset, or Resource. The Other Theory to d6
  • Draw arrows from your square to all other squares (don’t label yet).

Step 2 Youth: Apprentice

  • Draw an arrow from your square to a new diamond (NEW Location) Thane-Cash Rebirth Hall
  • Draw an arrow from a circle or diamond that you added to any another circle or diamond Kirsa > Manipulating supply in return for special concoctions > The Laboratory
  • Add or Step Up a Distinction. Gunfighter
  • Step Up a Resource. Thane-Cash Rebirth Hall to d6
  • Step up a Relationship, Distinction, Ability, or Resource. Millie to d6

Step 3 Focus: Reputation

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Willis > Scheming against to make a real name for himself > Edmund
  • Draw an arrow from your square to a new or existing circle (NEW Extra or Relationship) or diamond (NEW Location). Joshua Thane
  • Step up a Distinction. Virtuoso to d6
  • Step up a Resource. Thane-Cash Rebirth Hall to d8
  • Step up a Relationship. Alicia to d6

Step 4 Road: Skyward Road

  • Draw an arrow back to a Lead square. Joshua Thane > hates but obsessed with > Millicent Fisher
  • Step up Glory or Truth. Glory x2 to d10
  • Add or step up a Distinction. Virtuoso to d8
  • Step up a Resource. Rebirth Hall to d10
  • Step up a Relationship, Asset, or Resource. Millie to d6

Step 5 Life-Changing Event: The Prophecy

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Added 2d4 Clayton Cash
  • Draw an arrow back to a Lead square. Clayton > He's been having Sinful thoughts about her > Millicent Gearhart
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship or 2d4 Resource and step up another Relationship or Resource. PASS
  • Step up Honor. Honor up to d6
  • Step up any Value by two steps or two Values by one step. Glory up to d12, Justice up to d6
  • Add or step up a Distinction, Heritage, or Ability. The Other Theory up to d8
  • Step up a Resource. Thane-Cash Rebirth Hall up to d12
  • Step up two Relationships once or one Relationship twice. Kirsa up to d6, Alicia to d8
  • Step up a Relationship, Asset, or Resource. Kirsa to d8

Step 6 Priority: Performance

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Kojo > She can help me but the price may be too heavy. > The Blue Hour Lady
  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Kirsa > whispers to > Otis Tully
  • Step up Honor or Glory Honor up to d8
  • Add or step up a new Distinction Virtuoso up to d10
  • Step up an Extra Clayton Cash to d6

Step 7 Modus Operandi: The Arcane Hand

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. added d4 The Golden Seven Church (Religion, Influence)
  • Draw an arrow from your square to an existing circle (NEW Relationship) or diamond (NEW Location). Joshua Thane > arranged to marry > Jane Montgomery
  • Step up Passion or Power. Passion up to d6
  • Add or step up a Distinction or Ability. The Other Theory up to d10
  • Step up a Relationship or Location tied to your practice. Kirsa up to d12

Step 8 Motivation: The Innocent

  • Draw an arrow back to a Lead square. Willis Sloan > wants her gone > Alicia
  • Step up Passion or Justice. Justice up to d8
  • Step up a Relationship, Asset, or Resource. Edmund up to d6

Step 9 Identity: The Champion

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Kirsa > her delusions may be a useful tool > Adelaide
  • Label your arrows to other Lead squares (copy these labels as your relationship statements for each relationship). DONE
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource (the same type you removed) at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship and step up another Relationship or Remove any 2d4 Resource and step up another Resource. PASS
  • Add or step up an Ability or an Ability with the Gear Limit. The Other Theory to d12
  • Step up an Ability or Ability with the Gear Limit. added The Other Body at d4
  • Step up a Relationship. Joshua Thane up to d6

Mentioned but not yet incorporated, Possible Future Use

Spoiler

2d4 The Cacophonous Cult (Wealth, Deception) - Money talks, and the shadows lie. Dedicated to the cause, a little request to Kirsa and she'll speak the only two true languages needed to get you what you need be it with the resources of old money, or the lies of dark unknowable faith. You may not know her true allegiance but it works regardless. 

2d4 Journalist Dan Worth (Rumors, Public Opinion) - A respected journalist and fan of Kojo's who keeps abreast of strange rumors coming in and out of the newsroom and helps spread his fame around.

 

Edited by IsabellaRose
  • Love 1
Posted (edited)

Millicent ‘Missy’ Fisher

Played by: WickedCadrach

Spoiler

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Values

  • d6 Honor "Caveat emptor. Contracts are like gravity: they’ll break your knees the second you forget they can."
  • d8 Glory "Everyone who’s brushed me aside is going to see how wrong they were."
  • d10 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 I need Millie Gearhart's skills.
  • d6 Kojo Amankona affects me in ways I don't understand.
  • d10 Alicia von Vulf needs a protector… just like I did.
  • d6 Edmund Blackwood is a viper and not to be trusted.
  • d6 Jack Beckett and I keep each others' secrets.
  • d4 I'm running out of ways to bribe Joshua Thane.

Distinctions/Traits

d10 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.

d6 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 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.

Resources

  • 2d8 Jane Montgomery (respectability, sympathy) drinks my lies like wine.
  • 2d8 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, (supernatural) Revenge) - I have to get control of her!
  • 2d8 "Judge" Holland Buck (Intimidation, Information)

Pathways Steps

Spoiler

Step 1 Origin: Outlandish

  • Draw your Lead square. 
  • Draw arrows from your square to all other squares (don’t label yet).
  • Draw an arrow to a new circle (NEW NPC) and label it. Jane Montgomery
  • Step up Glory or Power twice, or step up each once. Glory x1 Power x1
  • Add a Distinction. Velvet Voice
  • Add or Step up a Resource. Adelaide Montgomery
  • Step up a Relationship, Asset, or Resource. Alicia Von Vulf to d6

Step 2 Youth: Rebel

  • Draw an arrow from your square to a new diamond (NEW Location) Lincoln Palace Hotel NEED TO SELECT 2 SPECIALITIES FOR LINCOLN PALACE
  • Draw an arrow from a circle or diamond that you added to any another circle or diamond. Jane > Listening from her family's reserved box restores her anxious heart > Thane-Cash Rebirth Hall
  • Add a Distinction. Snake Oil Salesman
  • Step Up a Distinction. Velvet Voice to d6
  • Step up a Relationship, Distinction, Ability, or Resource. Millie to d6

Step 3 Focus: Reputation

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Aldert Helsink > Ever since he found the hole in the wall, he can't stop peeking > Gearhart Repairs
  • Draw an arrow from your square to a new or existing circle (NEW Extra or Relationship) or diamond (NEW Location). Red Jenny
  • Step up a Distinction. Velvet Voice
  • Step up a Resource. Adelaide Montgomery
  • Step up a Relationship. Jane Montgomery

Step 4 Road: The Backroads

  • Draw an arrow back to a Lead square. Red Jenny > She's been in his bed before > Edmund
  • Step up Truth OR Justice x2 or step up each x1. Truth up to d8
  • Add or step up a Distinction. Added Corset Tease at d4
  • Step up a Relationship. Jack Beckett up to d6
  • Step up a Relationship, Asset, or Resource. Alicia up to d8

Step 5 Life-Changing Event: The Reckoning

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Missy > I'm either going to kill him or kiss > "Judge" Holland Beck
  • Draw an arrow back to a Lead square. The Exchange > Whatever she's doing, it's bad for business > Alicia
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship or 2d4 Resource and step up another Relationship or Resource. PASS
  • Step up Justice or Honor twice, or step up each once. Justice up to d6, Honor up to d6
  • Step up a Value of your choice. Passion up to d6
  • Step up or Add a Distinction. Corset Tease up to d6
  • Step up two Relationships once, or one Relationship twice. Edmund up to d6, Millie up to d8
  • Step up an Extra (or Location, if no Extras exist). Lincoln Palace to d6
  • Step up a Relationship, Asset, or Resource. Jane Montgomery to d8

Step 6 Priority: Performance

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Missy > We keep each other's secrets > Jack Beckett
  • Draw an arrow from any circle or diamond to another circle, diamond, or square.  Joshua Thane > solves his 'problems' by burying them here > Silver Mines
  • Step up Honor or Glory Glory up to d8
  • Add or step up a new Distinction Corset Tease up to d8
  • Step up an Extra Adelaide Montgomery up to d8

Step 7 Modus Operandi: Smoke and Mirrors

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Adelaide Montgomery > Replacing Union Workers with Automatons > Railroad
  • Draw an arrow from your square to an existing circle (NEW Relationship) or diamond (NEW Location). Missy > I'm running out of ways to bribe him > Joshua Thane
  • Step up Glory or Passion. Passion up to d8
  • Add or step up a Distinction. Velvet Voice up to d10
  • Step up a Relationship or Extra. 'Judge' Holland Buck up to d6

Step 8 Motivation: The Innocent

  • Draw an arrow back to a Lead square. Clayton Cash > mistake or not, he can't forget that night > Alicia  
  • Step up Passion or Justice. Passion up to d10
  • Step up a Relationship, Asset, or Resource. Alicia up to d10

Step 9 Identity: The Mirror

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Otis 'Sparks' Tully > day after day, he can't keep away > Golden Seven Church
  • Label your arrows to other Lead squares (copy these labels as your relationship statements for each relationship). DONE
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource (the same type you removed) at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship and step up another Relationship or Remove any 2d4 Resource and step up another Resource. PASS
  • Step up a Distinction. Snake Oil Salesman up to d6
  • Step up an Extra or Relationship. Kojo up to d6
  • Step up a Relationship, Asset, or Resource. "Judge" Hollis Beck up to d8

 

Edited by IsabellaRose
  • Love 1
Posted (edited)

Millicent Gerenhart/ Millie Gearhart

Played by: StarlitSiren

Spoiler

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Values

  • d6 Honor "People can't be trusted. Sooner or later, they all let you down."
  • d6 Glory "We're all just cogs in a machine. Best to accept that."
  • d8 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."
  • d10 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

  • d8 Millicent 'Missy' Fisher is an itch I can't scratch.
  • d8 Edmund Blackwood is unsettling, but charming.
  • d4 I knew Alicia Von Vulf was trouble.
  • d6 Kojo/Carlo Amankona's music is enchanting.
  • d6 I'm helplessly fascinated by TIAL-V.

Distinctions/Traits

d12 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.”
  • d12 Spend a Plot Point to Reroll a die when using, repairing, or improvising with technology.

d8 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.
  • d8: Add a d6 to Trouble to Reveal that someone recognizes you... a hunter, admirer, or rival.

Abilities

d4 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)

d4 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.

d4 The Lady’s Regulator: At a glance, it resembles a slender wand of polished brass and lacquered wood, fitted with subtle filigree in gentle ridges and a softly humming core. In truth, it is a finely tuned device designed to generate precise, modulated vibrations. Explained to others as "a therapeutic instrument designed to relieve nervous agitation, hysteria, or lingering tension", its true purpose is the far more enthusiastic application used in private settings. When activated, the wand emits gentle to overwhelming vibrations that stimulate nerves, relax muscles, and induce waves of pleasure when properly applied. Though theoretically usable by anyone, its effects are especially pronounced for women, or at least, so Millie insists. The device delivers rapid relief from stress, pain, or arousal… often leaving its user flushed and profoundly unbothered by the world’s troubles. Roll this Ability’s die when using the device to relieve stress, distract from pain, center the body, or induce a state of calm, pleasure, or physical focus.
Effect: Relief
Descriptors: vibrational, sexual
Limits: Gear, Recharge
Special Effects: Spend a Plot Point to…

  • Decrease your own Aroused, Insecure, or Afraid Stress pool as tension melts away in moments.

Resources

  • 2d6 Willis Sloan (business, intimidating) is slimy, hard-edged, and dangerous
  • 2d12 Gearhart Repairs (Machining and repairs, Safe space) - a workshop near the train station trading in repairs, tinkering, and sometimes commissions for the townsfolk. Millie lives out back/upstairs.
  • 2d8 The Exchange (trade, outlaws) - 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.
  • 2d4 Otis "Sparks" Tully (communications, warning)

Pathways Steps

Spoiler

Step 1 Origin: Privileged

Draw your Lead square.
Draw arrows from your square to all other squares (don’t label yet).
Draw an arrow to a new circle (NEW NPC) and label it.
Willis Sloan
Step up Honor or Power twice, or step up each once. Power x2
Add a Distinction. Tinkerer
Add a Resource. Gearhart Repairs
Step up a Relationship, Asset, or Resource. Gearhart Repairs to d6

Step 2: Youth: Outsider

  • Draw an arrow from your square to a new diamond (NEW Location). Gearhart Repairs
  • Draw an arrow from a circle or diamond that you added to any another circle or diamond. Willis > has money invested in > Golden Stag
  • Add or Step Up a Distinction. Tinkerer to d6
  • Add or Step Up an Ability or Distinction. Tinkerer to d8
  • Step up a Relationship, Distinction, Ability, or Resource. Missy to d6

Step 3 Focus: Invention

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. TIAL-V > Has developed an obsession with > Alicia
  • Draw an arrow from your square to a new or existing circle (NEW Extra or Relationship) or diamond (NEW Location). The Exchange
    Add an Ability with the Gear or Mad Science Limit. Alchemascope
  • Add or step up a Distinction or Gear. Ferroburst Pistol
  • Step up a Relationship, Distinction, Ability, or Resource. Edmund to d6

Step 4: Road: The Backroads

  • Draw an arrow back to a Lead square. Red Jenny > obsession... perhaps a flame, or a new victim? > Kojo
  • Step up Truth OR Justice x2 or step up each x1.  Truth up to d8
  • Add or step up a Distinction.  added Wanted at d4
  • Step up a Relationship. Missy up t0 d8
  • Step up a Relationship, Asset, or Resource. Gearhart Repairs up to d8

Step 5 Life-Changing Event: The Reckoning

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Otis "Sparks" Tully
  • Draw an arrow back to a Lead square. The Exchange > has their eye on his investments > Edmund Blackwood
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship or 2d4 Resource and step up another Relationship or Resource. PASS
  • Step up Justice or Honor twice, or step up each once. Justice up to d6 and Honor up to d6
  • Step up a Value of your choice. Passion up to d6
  • Step up or Add a Distinction. Tinkerer up to d10
  • Step up two Relationships once, or one Relationship twice. Kojo up to d6, Edmund up to d8
  • Step up an Extra (or Location, if no Extras exist). The Exchange up to d6
  • Step up a Relationship, Asset, or Resource. Gearhart Repairs up to d10

Step 6 Priority: Work

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Millie > is fascinated by > TIAL-V
  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Otis Tully > sells information to > The Exchange
  • Step up Power or Truth Power up to d10
  • Add or step up a new Distinction Wanted up to d6
  • Step up a Location Willis up to d6

Step 7 Modus Operandi: The Tinker's Way

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Otis Tulley > is deathly afraid of > Red Jenny 
  • Draw an arrow from your square to an existing circle (NEW Relationship) or diamond (NEW Location). Millie Gearthart > Procures materials from > Silver Mines
  • Step up Truth or Passion. Passion up to d8
  • Add or step up a Distinction. Wanted up to d8
  • Step up a Relationship or Resource. The Exchange up to d8

Step 8 Motivation: Self

  • Draw an arrow back to a Lead square. Willis Sloan > getting some material together to blackmail > Missy
  • Step up Power or Glory. Glory up to d6
  • Step up a Relationship, Asset, or Resource. Gearhart Repairs up to d12

Step 9 Identity: The Specialist

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Judge 'Holland' Buck > is investigating > The Exchange
  • Label your arrows to other Lead squares (copy these labels as your relationship statements for each relationship). DONE
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource (the same type you removed) at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship and step up another Relationship or Remove any 2d4 Resource and step up another Resource. PASS
  • Step up or add an Ability with the Gear Limit.
  • Step up a Distinction. Tinkerer up to d12
  • Step up a Relationship, Asset, or Resource. TIAL-V up to d6

 

Edited by IsabellaRose
Posted (edited)

Name: Viscount Edmund Blackwood

Played By: MagnificentBastard

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

9k-11.jpg

Values

  • d4 Honor "Dishonour will not trouble me when I am dead, why should it trouble me when alive?"
  • d10 Glory "All glory begins with daring."
  • d10 Passion "Lust is a thing of the blood. It heeds neither head nor heart."
  • d4 Justice "Never mistake law for justice."
  • d12 Power "The power of my will is the only power that matters."
  • d4 Truth "Truth exists, lies are invented."

Relationships

  • d6 Alicia von Vulf could be a kindred spirit.
  • d6 Is the music the only thing Kojo Amankona has to offer?
  • d6 Millicent "Millie" Gearhart is innocent and mine to corrupt.
  • d6 Millicent "Missy" Fisher is a con woman, only after my money.
  • d10 TIAL-V is my trusted bodyguard and manservant

Distinctions

d10 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.

  • d4: Earn a Plot Point 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: 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.

d12 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.

d10 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, Healing (through intimacy)
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.

Resources

  • 2d6 Loyal Servants (charm, rumors) He has a loyal staff who assist him in his endeavors.
  • 2d8 The Golden Stag Casino & Saloon (gambling, seduction)
  • 2d8 Silver Mines (wealth, supernatural)
  • 2d4 Railroad (connections, trade)

Pathways Steps

Spoiler

Step 1 Origin: Privileged

  • Draw your Lead square.
  • Draw arrows from your square to all other squares (don’t label yet).
  • Draw an arrow to a new circle (NEW NPC) and label it. TIAL-V at d4
  • Step up Honor or Power twice, or step up each once. Power x2 to d8
  • Add a Distinction. Disciple of the Scarlet Path at d4
  • Add a Resource. Loyal Servants at d4
  • Step up a Relationship, Asset, or Resource. Millie up to d6

Step 2 Youth: Believer

  • Draw an arrow from your square to a new diamond (NEW Location). The Golden Stag at d4
  • Draw an arrow from a circle or diamond that you added to any another circle or diamond. Golden Stag > has agreement to send customers to > Lincoln Palace.
  • Add or Step Up a Distinction. +Shameless Flirt at d4
  • Step Up a Relationship. Missy up to d6
  • Step up a Relationship, Distinction, Ability, or Resource. Shameless Flirt up to d6

Step 3 Focus: Reputation

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Jane Montgomery > is besotted with > Edmund Blackwood
  • Draw an arrow from your square to a new or existing circle (NEW Extra or Relationship) or diamond (NEW Location). Silver Mines at d4
  • Step up a Distinction. Disciple of the Scarlet Path to d6
  • Step up a Resource. Golden Stag up to d6
  • Step up a Relationship. Alicia up to d6

Step 4 Road: Skyward Path

  • Draw an arrow back to a Lead square. Willis Sloan > business partner of > Edmund
  • Step up Glory OR Truth x2 or step up each x1. Glory x2 to d8
  • Add or step up a Distinction. Disciple of the Scarlet Path up to d8
  • Step up a Resource. Silver Mines to d6
  • Step up a Relationship, Asset, or Resource. TIAL-V up to d6

Step 5 Life-Changing Event: The Veil Parted

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Edmund > owns the deed to > The Laboratory
  • Draw an arrow back to a Lead square. Golden Stag > holds her debt > Missy
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship or 2d4 Resource and step up another Relationship or Resource. PASS
  • Step up Power. Power up to d10
  • Step up any Value twice or two Values once. Passion up x2 to d8
  • Add a Heritage (Recommended: Magical Heritage). Added Esoteric Sex Magician at d4
  • Step up an Ability or Distinction. Shameless Flirt up to d8
  • Step up a Distinction. Esoteric Sex Magician up to d6
  • Step up two Locations or one Location twice. Golden Stag up to d8, Silver Mines up to d8

Step 6 Priority: Performance

  • Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location). Edmund > moves his silver on > The Railroad
  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Judge Holland Beck > has debts at > Golden Stag
  • Step up Honor or Glory. Glory up to d10
  • Add or step up a new Distinction. Shameless Flirt up to d10
  • Step up an Extra. TIAL-V up to d8

Step 7 Modus Operandi: The Arcane Hand

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. Rebirth Hall > founded in part by > Edmund
  • Draw an arrow from your square to an existing circle (NEW Relationship) or diamond (NEW Location). Edmund > occasional allies > The Blue Hour Lady
  • Step up Passion or Power. Passion up to d10
  • Add or step up a Distinction or Ability. Esoteric Sex Magician up to d8
  • Step up a Relationship or Location tied to your practice. Kojo up to d6

Step 8 Motivation: Self

  • Draw an arrow back to a Lead square. "Judge" Holland Beck > has a mutually beneficial relationship with > Edmund
  • Step up Power or Glory. Power up to d12
  • Step up a Relationship, Asset, or Resource. Shameless Flirt up to d12

Step 9 Identity: The Hierophant

  • Draw an arrow from any circle or diamond to another circle, diamond, or square. TIAL-V > gets repaired at > Gearheart Repairs
  • Label your arrows to other Lead squares (copy these labels as your relationship statements for each relationship). DONE
  • Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource (the same type you removed) at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. PASS
  • Optional: Remove any d4 Relationship and step up another Relationship or Remove any 2d4 Resource and step up another Resource. Removed Blue Hour Lady, stepped TIAL-V up to d10
  • Add or step up an Ability. Esoteric Sex Magician up to d10
  • Step up a Distinction. Disciple of the Scarlet Path up to d10
  • Step up a Relationship, Asset, or Resource. Loyal Servants up to d6

Future Use

Spoiler

Signature Assets

D4 Blackwood Crest Pendant (A family heirloom bearing the crest of a stag amidst ancient oaks, rumored to pulse with otherworldly energy and be a conduit for Edmund's magicks. Effect: Once per session, Edmund can channel the pendant's energy to cast a powerful spell or ritual. This spell can have various effects, such as enhancing his magical abilities, providing protection, or manipulating the environment. Descriptor: Magical. Limits: Requires concentration, can only be used once per session. SFX: When using the Blackwood Crest Pendant, gain a bonus die on the roll, and the spell's effect is enhanced by +2.)

 

Edited by IsabellaRose
Posted (edited)

NPC List - Features

Kirsa Autenrieth

  • A hard-nosed German aristocrat from an old house, current operator of the Autenreith Talent Agency, and... cultist. She bought Kojo's contract years ago after an incident at one of his concerts and has acted as his manager and 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.
  • Kojo - I don't understand her but I'll accept her help for now while I'm stuck with her.
  • Kirsa is manipulating the supply of goods to the laboratory in return for special concoctions.
  • Alicia wants to unravel Kirsa's familial ties.
  • Kirsa has attempted to ingratiating herself with Otis Tully in an attempt to control the flow of information in and out of town for her own ends.
  • Kirsa believes that Adelaide's delusions may be a useful tool.

TIAL-V

  • (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.
  • Edmund - My trusted servant
  • Has developed an obsession with Alicia.
  • Millie is fascinated by TIAL-V.
  • Gets repaired at Gearhart repairs.

Jack Beckett 

  • A mortician in training who is also capable of acquiring difficult to obtain items, Jack grew up on the east coast and moved west with his father to setup the family funeral parlor.
  • Average sized and thin but slightly athletic, with unkempt, dirty blonde hair hazel eyes and a perpetual five o'clock shadow. Jack is intelligent, clever, and out for himself, but he does keep his word and is willing to put himself at risk for those considered allies, if not friends.
  • Alicia has considered taking him on as an apprentice.
  • Jack is great friends with Missy... and perhaps more... 
  • Missy and Jack keep each others' secrets.

Joshua Thane

  • Heir-apparent to the Thane family, a former soldier and current (corrupt) Lawman. He is a cruel man who puts on the facade of a kind man. As part of a formerly slave-owning family, he was raised to see others as lesser, fought to uphold that, and avoided punishment because of a favor. He became a lawman after the war and continues his violent ways. He is known for being overzealous in his duties and often demands gratuity, especially from the women he helps. Rumor has it he's in good with plenty of criminals. He's not someone you want to run into.
  • Kojo despises Joshua.
  • Is superstitiously suspicious of the rumors about Alicia.
  • Solves his 'problems' by burying them in the Silver Mines.
  • His marriage to Jane Montgomery has been arranged.
  • Missy is running out of ways to bribe Joshua.

 

NPC List - Extras

Aldert Helsink

  • Current heir to the Helsink noble clan. A large man in peak physical condition, only a little older than Alicia. He doesn't take 'no' lightly 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.
  • Alicia von Vulf - I worry he might hurt me
  • Ever since he found the hole in the wall, he can't stop peeking into Gearhart Repairs
  • If he or his men are going to visit they can probably be found at the Golden Stag.
  • Seeking to improve familial business ties with Adelaide Montgomery.

Jane Montgomery

  • 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.
  • Missy - Jane drinks my lies like wine
  • Listening from her family's reserved box at the Thane-Cash Rebirth Hall restores her anxious heart.
  • Dreams of meeting and perhaps spending the night with Kojo
  • is besotted with Edmund Blackwood.
  • her marriage to Joshua Thane has been arranged.

Willis Sloan

  • 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.
  • Millie - 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.
  • Scheming against Edmund Blackwood to make a real name for himself
  • Willis has money invested in The Golden Stag
  • Wants Alicia gone, because he believes in the rumors about her being a vampire and frankly, that's not good for business.
  • Willis Sloan is getting some material together to blackmail Missy.

Mr. Kay (aka Kyle Cruze)

  • The local pharmacist, and an agent for a government agency. The agency is focused on investigating the flow of "silver" in the town, and the alleged new element discovered in the silver mines. They want to know what is going on, and want a cut of the profits if they are there to be had.
  • Mr. Kay is watching The Golden Stag for the agency
  • Mr. Kay's sister is Red Jenny, though he has no idea why she's in town
  • Mr. Kays has read some of Alicia's research.

Red Jenny

  • 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?
  • Missy invented 'Red Jenny' for her show, thinking 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.
  • Missy feels she has to get control of Red Jenny.
  • Mr. Kay is Red Jenny's brother.
  • Red Jenny is obsessed with Kojo, but whether as a potential flame or a new victim remains to be seen.
  • She has been in Edmund Blackwood's bed.

Adelaide Montgomery

  • Automaton Heiress, rich and eccentric, she eagerly drinks in spiritualism that validates how special she is. Believes she was Cleopatra in a past life.
  • Adelaide is replacing Railroad Union workers with automatons.
  • Aldert is attempting to improve their familiar business connections.
  • Kirsa believes that Adelaide's delusions may be a useful tool.

Clayton Cash

  • 1/3 owner of the Thane-Cash Rebirth Hall.
  • Has been having sinful thoughts about Millie.
  • Mistake or not, Clayton can't forget that night with Alicia.

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. In his 70s, he loves telling old stories. 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.
  • Kirsa has been getting friendly with Otis in an attempt to control the flow of information in and out of town for her own ends.
  • Sells information to The Exchange.
  • Is deathly afraid of Red Jenny.
  • Day after day, he can't keep away from The Golden Seven Church.

'Judge' Holland Buck

  • 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.
  • He would shoot Joshua Thane if it were legal.
  • Owes a debt to the Golden Stag Casino.
  • Has a mutually beneficial relationship with Edmund.
  • He's investigating The Exchange.

Commissioner Gordon

  • Head of The Agency for which Ramona and Mr. Kay work
  • Ramona's adoptive father

Gwenael Auclair

  • An effeminate nobleman with long blonde hair, a thin frame, and eyes afflicted with a similar condition to Alicia's, Gwenael is a scientist she met briefly during her travels through France. The two were initially rivals who found their notes stolen and used by a charlatan who claimed the discovery for his own glory. They combined their efforts to destroy the charlatan's reputation and ended up hitting it off well, later collaborating on a few minor side projects.
  • Gwenael is interested in the oddities of Alicia's body, and their relationship grew a little warmer by the time she was chased out of France. After he finished his schooling, Gwenael decided to join in the pursuit of Alicia, albeit on much friendlier terms.
  • A friendly scientific rival of Alicia's.
  • Gwenael considers Edmund a potential rival in poker or otherwise.

The Blue Hour Lady

  • Rumors say she's a ghost, but she's human, if mysterious. Only ever seen in the time between sunset and full dark, she's unnerving but friendly. She knows a lot, but is know for her knowledge of things beyond human comprehension. She might share that knowledge for the right payment, but the payments are heavy, dark, and uncomfortable.
  • Kojo thinks she might be able to help him, but fears the price may be too high.
  • Acts like she knows something she shouldn't know about Millie.
Edited by IsabellaRose
  • Love 2
Posted (edited)

Location List

Thane-Cash Rebirth Hall - 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. It has two balcony floors with a central stage. It is designed to be homely and welcoming, built 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 can host concerts, stage performances, dinners, and 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.

  • Owned by
    • an Antebellum South family looking to "clean" its reputation after the outlawing of slavery
    • a hopeful proprietor named Clayton Cash
    • a secretive third fourth party
    • Edmund Blackwood
  • The Montgomery Family has a reserved box. Jane listens from there to restore her anxious heart.
  • Someone here knows Ramona's true identity.

The Lincoln Palace Hotel - While 'luxury' stretches the meaning of the word, the upscale hotel gives a place for more well-heeled travelers to stay in the rapidly growing town.

  • Missy performs and rents a room in the Palace.
  • The proprietor has a deal with the Golden Stag to send clients to them for entertainment.

The Golden Stag Casino & Saloon - a lavish establishment that caters to the town's elite and those seeking a night of pleasure and fortune, the casino is a hub of activity, where high-stakes poker games and seductive performances draw in a diverse crowd. The main gaming floor features a variety of tables, including poker, blackjack, and roulette, where fortunes are won and lost in the blink of an eye. Adjacent to the gaming floor is the saloon, a more relaxed area where patrons can enjoy a drink, a meal, or a performance by local musicians. Upstairs, the establishment transforms into a brothel, where beautiful and alluring women, ply their trade. These women are not just employees but often confidantes and allies to Edmund, providing him with valuable information and companionship. The basement of The Golden Stag is a secret area, known only to a select few. Here, Edmund conducts his occult rituals. The basement is decorated with arcane symbols and contains a hidden library of forbidden tomes, that Edmund often consults.

  • Majority owned by Viscount Edmund Blackwood
  • Willis Sloan owns a stake in the Golden Stag
  • Aldert Helsink and his men are loyal customers
  • Has a deal with the Lincoln Palace to send patrons seeking accommodations their way.
  • Mr. Kay is watching the Golden Stag for the agency
  • Holds a debt owed by Missy
  • Holds a debt owed by Judge Holland Beck

Kyles Cure All's - the town pharmacy, run by Kyle Cruze

  • Serves as Ramona's base of operations

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.

  • Millie owns this and it feels like home to her.
  • Ever since Aldert Helsink found the hole in the wall, he can't stop peeking in... but at the inventions, or at Millie?
  • TIAL-V gets repaired here.

The Exchange - Down in the cellar of an old house fronted by a family well paid off is The Exchange, a black market/fence where secrets and illegal goods or services can be sought out.

  • Millie is in debt to The Exchange.
  • Whoever runs The Exchange is investigating Edmund's investments.
  • Whatever Alicia is doing, the operators of The Exchange think it's bad for their business.
  • Pays Otis Tully for information.
  • "Judge" Holland Beck is investigating The Exchange.

Alicia's Laboratory - contained within the northern tower of Alicia's new home, what was once a simple observatory has become so much more.

  • Alicia uses this as her main space for inventing new elixirs and tonics.
  • Kirsa Autenrieth manipulates the supply to the laboratory in return for special concoctions.

The Silver Mines - the mines to the south of town are the site of a recent discovery, a new element with startling properties.

  • owned by Viscount Edmund Blackwood.
  • Joshua Thane solves his problems by burying them here.
  • Millie procures materials from here.

The Railroad - the major means of travel through and to the town. There are roads, but they are only traveled by horse or carriage, a trip that takes significantly longer than the rail.

  • moves Edward's silver.
  • Adelaide Montgomery is replacing the union workers with automatons

The Golden Seven Church - A small, unassuming, simple wood structure lacking in flair. The only notable thing is the cross on the wall...made of the same material that has caused a town to boom. The Seven Names Church is found where it is needed welcoming the needy of all sorts; it greets with open arms the gunfighter and the bandit, it does not turn away the whore, the hunter, or the thief. It welcomes in all...so long as they are willing to listen and accept grace. They will even advocate for those in need. They only ask that you listen and the doors to the sanctuary and kept wide open.  Rumors swirl that it is a ploy, kindness weaponized, their doors only open to assets and people its priests and sisters believe they can tame, a place where people are broken and made obedient, that they're not so humble, that their riches are just hidden and only for the deserving. This church popping up means that they've laid eyes on profit and anyone who would stand in their way will be tamed, or dealt with. 

  • A bit of a threat to Kojo (or anyone else).
  • Day after day, Otis Tully can't keep away from the church.
Edited by IsabellaRose
  • Love 2
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