Invisible Sun - We Begin at the End [2018!06!25]

WE BEGIN AT THE END CREDITS WRITER/DESIGNER MANAGING EDITOR EDITOR/PROOFREADER ART DIRECTOR/GRAPHIC DESIGNER Monte C

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WE BEGIN AT THE END

CREDITS WRITER/DESIGNER MANAGING EDITOR EDITOR/PROOFREADER ART DIRECTOR/GRAPHIC DESIGNER

Monte Cook Shanna Germain Tammie Webb Ryan Bear Weiter

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

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

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We Begin at the End

WE BEGIN AT THE END The clock resets. The moth crawls back into its cocoon. But the renewal promised by the Gold Sun is not always welcome. Sometimes things should just end. Can you stop the rebirth of the Illustrated Messiah who just wants to remain dead?

SETUP

Each player needs a character (one page for information, one page for background), a pools sheet, and the cards for their spells and ephemera. The following characters get the following cards: Eduare: Discarded Candles in the Dark (Incantation), Blink Thrice Before Dying (Incantation), Vanishing Powder (Ephemera Object) Ute: Infinity (Weaver Aggregate Card), Challenge (Weaver Aggregate Card), A Glimmer Hides in the Shadows (Incantation), Her Lips Awoke the Sleeping City (Incantation), Fingertips of Light (Ephemera Object) Ellian: Chromatic Strike (Spell), That Which Crawls on the Inside (Incantation), The Children Who Love Zero (Incantation), The Waiting Watcher (Ephemera Object) Nimuian: Emotional Inversion (Spell), object of power The Silent Expectations of Motherless Children (Incantation), the Red Potion (Ephemera Object), Rescission (Ephemera Object), Thunder Bullet (Ephemera Object) Iver: 1 spells, Escutcheon (Spell), Fingersnakes (Spell), Orientation Adjustment (Spell), Psychokinetic Hand (Spell), The Grasp for Something More than Power (Incantation), Draining the Essence of a Soul (Incantation), Statue’s Gift (Ephemera Object) Eduare the Vance also should have their Vance diagram and the following two Vance spells prepared: Eyes of the Overworld and Mordiv’s Egregious Etiquette. They also have Norham’s Sea of Words, Orrod’s Impossible Flood, Uriale’s Vecordious Action, and Formidable Fist of Fury on hand. (They probably won’t have time to re-prepare spells, but just in case…)

Although built according to the rules, a few of the characters are slightly more advanced than the others, but no one will notice. For simplicities’ sake, no characters have secrets or long-form magic. The characters, as presented, skip over most of their connections and do not have Hidden Knowledge. We’ll skip that for this session. Put out the Path of Suns board, the Testament of Suns, the Sooth Deck, and the dice. Also the bene and vex should be readied for each character’s pool sheet. Ready your notes and whatever handouts you need (the Effects by Level table is a good choice). You won’t need the Guiding Hand, the cloth maps, the pregenerated characters, the props, the rest of the cards, or anything else. Feel free to show these off at the end of the session if there’s time. Make sure you’ve got a good command of the rules of the game, how each PC’s order and forte abilities work. Have at least a passing familiarity of what happens when a vislae dies (because it could happen in the scenario!).

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RULES INTRODUCTION

You’re going to want to offer the following information to the players at the outset, even before you get into the introduction of the story or the specifics of the characters. These are the points you’ll want to cover.

EVERYONE USES MAGIC! All the PCs are vislae, which means they all use magic, but they use it in very different ways (explained with the character introductions to come).

CHALLENGES AND VENTURES The GM sets the challenge for any significant action. Usually this is on a scale of 1 to 10, although challenges can go higher. When a player attempts an action, they add together all their modifiers to create a venture. The GM subtracts the venture from the challenge. If the total is above 0, the player rolls a die. If it is 0 or below, no roll is needed. Modifications come from skills, connections, bene (see below), and the level of a tool, weapon, or ability (like a spell).

ROLLING DICE Players roll a ten-sided die to attempt an action, giving them a number between 0 and 9. They are trying to get the number determined by the GM or higher. 0 almost always implies failure (assuming a roll is needed at all). Characters can also use the bene in their Sortilege pool (which we’re about to get to) in order to roll an additional die, giving a greater chance of success, because now the player just needs the target number or higher on just one of the two dice. Sometimes a magical ability (like a spell) will offer a free bonus die. There are, however, actions where two successes will be required, so then both dice must show a success, and obviously, just rolling one die has no chance of success. These are all situations where the action is resisted by magic.

STAT POOLS (BENE AND VEX)

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Characters have eight stat pools, four physical (called Certes pools) and four mental/spiritual (called Qualia pools). Each pool has a certain number of “points” in it represented by tokens called bene. Players spend bene to improve their chances at an action or to activate an ability. Vex are like negative bene. They represent some hindrance. While bene are spent at a player’s discretion, if a character has a vex in their pool, it’s spent at the GM’s discretion. A player can choose to spend a bene to negate the effects of a vex. Pools can be refreshed, back up to their normal totals written in each circle.

SPELLS, EPHEMERA, AND OTHER ABILITIES Spells and other abilities cost Sorcery bene to activate. Players always add the level of the ability to the venture. Ephemera, whether they are Ephemera Objects or Incantations, can only be used once and then they’re gone, but they require no Sorcery to use.

THINGS WE’LL GET TO LATER Don’t worry about the following until they actually come up in the game. ✦✦ The Sooth Deck ✦✦ Suffering Damage ✦✦ Flux ✦✦ GM Shifts ✦✦ Joy, Despair, and Acumen

LONG INTRODUCTION

Hey GM. You’re going to do a much longer intro to this event than you’re used to. This is because Invisible Sun is about character and story and we’ve got to get the players to not only understand the rules but to get attached to their characters right away. You’re going to read the introduction below to the players (or paraphrase it, but keep all the salient points). At various points, you’re going to pause to allow a player to contribute information about their character. Their character sheets have the appropriate responses (which you also have, below). Normal Invisible Sun starts with a whole session devoted to fleshing out the characters. You’re going to accomplish a taste of it in just a few minutes. Keep in mind that these characters have been working together for a while, so they know each other and have accomplished quite a few impressive tasks already (remember, this is called We Begin at the End for a reason—well, many reasons, really). Lastly, note also that some characters might not have their entire suite of abilities or possibilities presented here. That’s to keep things simple. You won’t be dealing with Development Mode, vislae houses, Hidden Knowledge, or character foundations, and souls and connections will all but be ignored. The idea here is to give the players a taste of the game.

We Begin at the End READ THIS TO THE PLAYERS GM: You stand in a city square within the city of Satyrine, a place where surreal magic is common, but never routine. Long ago, you were trapped in what you call Shadow—which is our world of 21st Century nonsense—but you eventually escaped into the real world, called the Actuality. You are vislae, meaning that you wield magic in various ways, each according to the Order of magic to which you belong. Gesture to each character in turn, and have them read the following section from the background info on their character sheet. Eduare: My order of the Vance thinks of spells as living things that they keep stored in their mind until they are ready to be cast and let loose. Ute: As a Weaver, I weave magic like threads to create any number of wonders. Ellian: Like all those of the Goetic Order, I summon spiritual entities to provide protection and aid. Nimuian: I am a Maker and use my magic to craft items of mystic power. Iver: I reject magical orders and forge my own path into the world of magic. I am an Apostate. GM: Each character as a few different aspects to them that makes them unique. Each of you, for example, has a heart of a different flavor. Galants are quick witted and extemporaneous. Stoics are contemplative and careful. Empaths are in touch with the emotions of others. Ardents are full of passion and prone to impulsiveness. GM: Further, each of you has a unique magical talent called a forte. Ute: I breathe magical runes into the air. I can make a protective rune that helps me when I am next attacked. Iver: I call upon an entity known as the Serpent and can make them appear to attack a foe. Eduare: I converse with everything, and thus I can touch an object and learn about it, and speak with animals. Nimuian: I host a legion. I am possessed by many spirits and they make me stronger. Ellian: I shepherd minds. I can know the thoughts of a close person and I can speak telepathically. GM: You are close companions, and each of you is particularly bonded to at least one other character. Eduare and Iver: We are friendly rivals, and we gain motivation when the other does well, afraid to be shown

up. We gain +1 to our action immediately following when the other succeeds at an action. Ute and Nimuian: We share a mystical bond we cannot explain. If we are close, our magic is 1 level higher. If one of us suffers damage, we both suffer that damage. Ellian: I rent a room in Eduare’s house. GM: The being known as the Illustrated Messiah is an immortal entity covered in elaborate magical tattoos. She longs for a respite from her neverending life so that she can enter the realm of death, called the Pale Sun. You each have your own personal reasons to aid her in her goal. Eduare: I owe her a life debt that I swore to repay with death. Ute: I know her as a true friend. Ellian: I seek a secret she knows, and she can only provide it once she’s among the dead. Nimuian: My order has instructed me to help the messiah at all costs, and in return I will advance in their ranks. Iver: I want to help the messiah because Ute does. GM: Death in the Actuality is a very straightforward thing. A transition, really (and as vislae, one some can even reverse with the right secrets and spells). Dead spirits pass on to the Pale where they have a very different—but not necessarily unpleasant—existence. The Illustrated Messiah cannot kill herself, however, due to her nature, and doing so yourselves is not only distasteful but risky. As a messianic figure, killing her results in a powerful wasting, delirium-inducing curse upon the murderer. Four months ago, you all worked together to arrange for her to be crushed in the collapse of an aging building. But you failed in preventing her rebirth, and just a few weeks ago, you encountered her again, more distraught than ever. So you devised an even more elaborate plan. You tricked a powerful demon named Choronicoles (Cor-on-ick-oh-lees) into attacking and slaying the Illustrated Messiah, because it has a gem in its forehead that stores the souls of those it slays. Surely once cursed, the demon would not be able to resist your efforts to wrest the gem from it. You were sure that, gem in hand, you could perform a ritual that would send your friend to the Pale properly. But upon slaying the Illustrated Messiah, Choronicoles immediately disappeared. And now, as you stand over her body, there in the middle of a square in the city, surrounded by onlookers, her many tattoos begin to pull away as if they have a life of their own.

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GM INFO

Choronicoles was summoned by a powerful Goetic named Sanne just after it killed the Illustrated Messiah. She’s sent it on a mission, but because it is cursed with maladies both physical and mental, it does not return on time. The PCs may have to trace the demon back to Sanne, and then go find where she sent it. The tattoos are what bring the Illustrated Messiah back when she dies by storing her soul and repairing her body. With no soul to store, they act erratically, taking on a semblance of life, looking for their lost beloved, and causing all manner of havoc.

DEALING WITH THE TATTOOS

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

TATTOOS AND THE PCs Play the first Sooth card and explain briefly what it means regarding magical effects due to color and the effect it has on character hearts. Each PC must make a Dodge defense roll to avoid the many “arms” of the living tattoo swarm. ANIMATE TATTOO SWARM STATS Level: 3 Injuries: Wounds: Anguish: Defenses: Magic (two successes); +2 Dodge Emit angry waves of destruction: One creature or object suffers 3 points of damage. Traits: Confused, angry, single-minded

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Remember that to affect or resist an animate tattoo swarm, two successes are needed. Explain how damage works when a PC first suffers it. Explain how Armor can reduce damage, and how three Injuries become a

We Begin at the End Wound. Each Wound puts a scourge on all Certes pools, basically causing the PC to suffer a −1 on all physical actions. Three Wounds means the character is dead. Characters will likely deal damage to the tattoo swarm in various ways, or use magic to otherwise do away with them. Or they might just run away (which works, as the tattoo swarm just flitters off to menace someone else). Remember to play a new card each round.

BYSTANDERS AND GENERAL HAVOC The PCs are not the only ones menaced by the tattoos, of course. There are a dozen different tattoos or tattoo groupings moving about the square. People run quickly away from the wild tattoos, but by the time the PCs deal with their own problems, three bystanders are snatched by the tattoos (freeing them is a Physicality-based action that requires two successes if a PC wants to help). Plus, one tattoo has latched onto a wooden vendor’s stall and its shaking is bringing it down toward the poor vendor behind it (getting him safely out of the way is a Movement action, but only one success is needed). If altruistic PCs take time to help others, rescued victims are grateful, but have nothing special to offer beyond their thanks.

THE THAH Regardless of what the PCs do, after a bit (probably about 3–4 rounds or so, but do what seems to work best) the Thah arrive. The Thah work as self-appointed official public enforcers. They have gold skin and white hair, and they wear red coats, tall black boots, and nothing else. They inflict pain or pleasure with a touch, and many ride inanimate but floating stone horses. The Thah subdue, destroy, or chase off all the remaining tattoos quickly. The Thah are powerful and keep the peace, but they are not friendly. They do not engage in idle chitchat, and they do not investigate crimes. They just stop disruptive events and actions and move on as mysteriously as they arrived.

LOOKING FOR CHORONICOLES

The PCs probably need to find where the demon went. Give the players the following options/suggestions: 1. Go speak to a well-known expert on demons, Fedona 2. Go directly to the Goetic Hall of Records 3. Follow some of the tattoos clearly looking for the Illustrated Messiah 4. Ute the Weaver could attempt to trace Choronicoles using Understanding (from the Challenge aggregate) and Movement (from the Infinity aggregate) as a 6th level weaving

FEDONA Fedona is the person who gave them the information on Choronicoles to begin with. She’s an old woman who lives in a comfortable house in a sedate neighborhood. Fedona dresses sharply and still has a spring in her step despite her years. She once was a potent member of the Order Goetica, but she’s now retired. Fedona’s one of many renowned experts on demons from the order. Her home is pleasant, and smells of lavender, but here and there on the walls the PCs see disturbing artwork: a painting depicting a hideous demon with a skull-like face and a hundred pincer-like arms, a small sculpture on a shelf of a monstrosity with multiple bat-like wings and multiple hungry mouths. Despite her deep interest in demonkind and the realm of the Red Sun, Fedona is kind and pleasant. She does, however, believe that mortals just don’t truly understand demonkind, and that demons don’t deserve their reputation as the sum of all evil. (This goes against everything that the PCs, including Ellian the Goetic, believes). Fedona is level 8, should the PCs try to influence her or affect her with magic. If the PCs come to her, she will say that it sounds like Choronicoles’ sudden disappearance was the result of its being summoned by a Goetic. She only knows of one other Goetic that is familiar with Choronicoles—a woman named Sanne. Fedona doesn’t know much about her other than she can be difficult to deal with. The older woman also knows Sanne’s address and will give it to the PCs if they persuade her (an Interactionbased action, but the challenge is only 4). She won’t accompany the PCs or offer them any other useful aid, but she’ll make them cinnamon tea and offer them some ginger biscuits.

GOETIC HALL OF RECORDS Ellian the Goetic can get the PCs into the headquarters of their order. The Goetic Hall of Records is a foreboding, gothic structure with five towers (one of them is a clock tower), each decorated with carvings and statuary of leering demons, noble angels, and other spiritual beings. Once inside, they can attempt to persuade (challenge 5) a level 5 clerk named Giedona to help them look up information on Choronicoles. Giedona’s never heard of it herself, but she knows how to best find information among the records, and has access to most of the record rooms where the order keep extensive records on every demon, angel, and other entity that they have dealt with. Together, they learn that Choronicoles is a level 7 demon and, typical of its kind, it delights in bloodshed, pain, and combat. It has a gem in its forehead that

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stores the souls of those it slays. But they likely already knew all of that. Most importantly, they can learn this information was all cataloged by a single Goetic just a few years ago. Her name is Sanne, and her address is easily obtained in the Hall of Records as well.

FOLLOW THE TATTOOS Unlike the other choices, this is not a good strategy. The tattoos have no idea how to find the vanished demon, despite the fact that they want to find the messiah’s soul. They flitter about and cause trouble, but they are aimless, and this should become evident after following them for just a half hour or so.

WEAVING A TRACE If Ute the Weaver uses a woven spell to trace Choronicoles, they’ll have to make it a level 6 effect. The challenge will be 9, but the spell will add at least 6 to the venture, so they’re likely to succeed. The spell will lead them to Sanne’s house. But by the time the PCs arrive, the demon will be gone.

SANNE’S HOUSE

There should be at least an hour and a half left when the PCs make it to Sanne’s house.

Sanne lives in a strangely crooked house, with two stories. The windows on the upper level almost look like eyes, and if they were eyes, the house is looking at you and finding you wanting. The PCs probably have two courses of action. 1. Knock on the door and try to talk it through. 2. Try to get in through stealth or force.

KNOCK KNOCK A broad-shouldered thoughtform butler answers the door. His name is Randolf and he wears a white shirt and a black vest of perfect tailoring. The PCs will need to persuade him that they should see Sanne (challenge 6), or lie and try to fool him (challenge 8). RANDOLF Level: 6 Injuries: Wounds: Anguish: Defenses: +3 Withstand, +2 Resist, +2 Dodge Modifications: +2 perception, +2 resist deception Fisticuffs: Inflicts 6 points of damage Traits: Loyal, dedicated, watchful

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THE DIRECT APPROACH Sanne’s house is enchanted, so if anyone tries to force open a door or window, the perpetrator must resist (challenge 8, two successes required) or they appear stripped down to their underthings in the middle of the street in front of the house with a level 1 demon hovering above them on tiny wings, blowing a trumpet for three rounds. All the would-be intruder’s belongings appear in a box inside the house. Randolf comes out to deal with the threat after the three rounds, assuming the PCs are still around. If the PCs actually start fighting Randolf, Sanne herself will get involved a few rounds after. Obviously, this is all very bad for the PCs’ chances at success in (or for that matter, surviving) the scenario. In this case, a GM shift (awarding Joy) might allow Sanne to be magnanimous and demand to know why the PCs have intruded upon her home. And she still might tell them what they need to know, but the price would be all of their magic and money. SANNE Level: 8 Injuries: Wounds: Anguish: Defenses: Magic (two successes); +3 Resist Painful spell: Inflicts 8 points of damage upon a faraway target Aggression spell: Make one nearby target attack another for a round Paralysis spell: Target cannot move (1 rest) Invisibility spell: Disappear from sight Traits: Self-serving, devious, temperamental

TALKING TO SANNE Sanne is a Goetic that walks the Nightside Path. She is amoral, devious, and vengeful. Standing well over six feet tall, she is imposing with her elaborate headdress and gown that makes her appear to be wreathed in red and black flames (to complement, her long hair is streaked red and black and incorporated into the ensemble). It’s going to be next to impossible (challenge 9) to get any information out of Sanne without a bribe of some potent magic (an ephemera object, for example), but such an inducement reduces any persuasion attempt to challenge 4. Sanne summoned Choronicoles to spy upon her rival, a vislae named Shadov. However, the demon has not returned, and Sanne has no idea why. She says that she believes Shadov is meeting an important contact at a cafe called Garver’s, and in fact it was that meeting that she wanted Choronicoles to spy upon, invisibly as a spirit. She knows the location of the cafe.

We Begin at the End

THE DELIRIOUS DEMON

Choronicoles stands on the street in front of Garver’s, visible. It’s shouting at people nearby as well as beings that don’t appear to be there. It’s also striking out at other unseen foes. It’s delirious and weakened thanks to the curse upon it for slaying the Illustrated Messiah. An eight-foot tall humanoid with bright red skin covered in animate faces showing torment, the demon is hunched and visibly enervated. The eyes in its mannish face bulge like it’s mad, seeing terrifying things that only it is privy to. The gem still glistens with power in its forehead. Garver is a self-aware tree that owns and runs this cafe, and physically makes up at least half of it. Garver identifies as female and is chatty, welcoming, and pleasant. With animate branches, she cooks and serves at the same time. Garver and all her clientele are watching the spectacle of Choronicoles. (Shadov is no longer there, if he ever was.) The players might recognize that, like with the animate tattoos, the Thah might just show up to deal with the demon (although it doesn’t appear that Choronicoles has actually attacked anyone who isn’t a hallucination yet). But if anyone brings that up, you

might have them make an Intellect-based action (if they don’t come to this conclusion on their own) to recognize that the Thah will likely drive Choronicoles away or slay it, and either way, they won’t get the gem with the messiah’s soul in it. So the real truth is, the PCs need to deal with it before the Thah arrive. They’ve probably only got five or six rounds. You might present these options to the players: 1. Slay the demon outright. This will only help them if they have a plan to keep the gem safe—and you should warn them of that, because Fedona would have told them that (and she wouldn’t have matched them up with Choronicoles if she thought they would just kill it). 2. Get the gem somehow. Some kind of telekinesis? Snatching it in combat? 3. Using magic to incapacitate the demon and take the gem. 4. Somehow compel the demon to give up the gem. Choronicoles rambles on with nonsense until someone attempts to affect it with magic or touch it physically. Then, it reacts with violence, shouting paranoid, delusional things like “The host of the Demon Duke

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assails me!” or “My foe, the Queen of Languor has sent you to take my eyes!” At some point in the encounter, use a GM shift (awarding Despair) to have something complicate the PCs’ actions. Perhaps Choronicoles becomes lucid for a moment and uses a power chosen by you, not described in its stats. Without the gem, Choronicoles (still cursed) will remember that it can return to its purely spiritual form and flee the city magically, returning to its home in the realm of the Red Sun. CHORONICOLES (CURSED) Level: 6 Injuries: Wounds: X Anguish: X Defenses: Magic (two successes); +3 Resist Claw attack: Inflicts 4 points of damage Terrifying Roar: Inflicts 1 Anguish on all close beings and makes them freeze in shock and horror for a round Traits: Delusional, delirious, weakened

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

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

CHARACTER SUMMARIES

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

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EDUARE THE EREMETIC STOIC OF THE VANCIAN ORDER WHO CONVERSES WITH EVERYTHING Stoic Heart: Tied to the Mysteries family of the Sooth Deck. Vancian Spells: I think of spells as intelligent entities that live in my mind. I have a diagram that shows how many spells I can store in my mind at once (2 alpha spells or 1 beta spell). The spell is eager to be cast, so casting it requires no energy or effort. Just an action. However, if I want to retain the ability to cast that spell again without going through the hour-long preparation phase, I must pay Sorcery equal to the spell’s level—basically, I’m casting it, but metaphorically hanging on tight so I don’t lose it when I do. Psychometry (Level 1): When I touch a creature or object, I get a sense of something about its nature or past. The Language of Animals: I can speak to and understand any animal (this ability has no effect on people or understanding their languages). This ability does not grant me any particular influence over animals, nor does it compel them to speak. Skills and Connections: I have 1 level of each of the following skills: Understanding conventional magic Seeing Through Deception Withstand Connection with the Order of the Vance Possessions on hand: Nice clothing, including a tophat Knife hidden in coat sleeve (level 2, inflicts 2 points of damage) Satchel Binoculars Notebook and pen Breath mints 110 crystal orbs 5 glass orbs 1 magecoin Stats [Refer to your stat pools sheet and make sure you have this many bene in your stat pools.] Accuracy 1 Movement 3 Perception 3 Physicality 2 Interaction 1 Sorcery 8 Intellect 3 Sortilege 3

Health Injuries:

Wounds:

1 SC

2 SC

Anguish:

1 SQ

2 SQ

BACKGROUND INFO FOR YOU This information is for you: Some people think me aloof, and it’s true that I don’t have close connections to many people or organizations. I have a large house with a well-stocked library where I keep to myself most of the time. I can be contemplative and careful, even slow to act sometimes. My friend Iver and I are friendly rivals, always trying to one-up each other when we’re together. As a Vance, I’m scholarly and think of magic as a complex but understandable science. I’m not much of a talker, but I can “talk” to objects by touching them and learning facts about them, and I can speak to and understand most animals—it’s just a magical trait I’ve had for as long as I can remember. A few years ago, a mysterious and powerful entity named the Illustrated Messiah saved my life as I lay dying from a magical disease I caught while practicing spells that were beyond me. Now, she needs my help.

FOR THE GROUP This information is to be read aloud when the GM indicates it at the beginning: Order: My Order of the Vance thinks of spells as living things that they keep stored in their mind until they are ready to be cast and let loose. Forte: I converse with everything, and thus I can touch an object and learn about it, and speak with animals. Character Bond (said at the same time as the other player): We are friendly rivals, and we gain motivation when the other does well, afraid to be shown up. We gain +1 to our action immediately following when the other succeeds at an action. Character Arc: I owe the messiah a life debt that I swore to repay with death.

UTE THE ESTABLISHED GALANT OF THE ORDER OF WEAVERS WHO BREATHES RUNES Galant Heart: Tied to the Secrets family of the Sooth Deck. Weaving Spells: I can take two qualities from my Weaver aggregates and produce an effect I can imagine that fits both, like weaving two threads together. The GM determines the level, and the level determines the cost in Sorcery, just like with any spell. Breathing a Protective Rune (Level 1): I breathe a rune that hovers near my head. When I am next attacked, the rune grants me +1 to my defenses and then fades away. Breathing an Assisting Rune (Level 1): I name an action and breathe a rune that hovers near my head. When I next take that action, the rune grants +1 to my action and then fades away. Skills and Connections: I have 1 level of each of the following skills: Understanding nonconventional magic Climbing Searching Possessions on hand: Simple clothing Eye gloves (eyes woven into the backs of the hands)—2 bene Perception, 1 vex Interaction, already figured in Walking cane (if used as a weapon, level 1, inflicts 4 damage) 40 crystal orbs 9 glass orbs Health Stats [Refer to your stat pools sheet and make sure you have this many bene in your stat pools.] Accuracy 1 Movement 4 Perception 5 Physicality 2 Interaction 3 (+1 vex) Sorcery 6 Intellect 2 Sortilege 2

Injuries:

Wounds:

1 SC

2 SC

Anguish:

1 SQ

2 SQ

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

FOR THE GROUP This information is to be read aloud when the GM indicates it at the beginning: Order: As a Weaver, I weave magic like threads to create any number of wonders. Forte: I breathe magical runes into the air. I can make a protective rune that helps me when I am next attacked. Character Bond (said at the same time as the other player): We share a mystical bond we cannot explain. If we are close, our magic is 1 level higher. If one of us suffers damage, we both suffer that damage. Character Arc: I know the messiah as a true friend.

ELLIAN THE ITINERANT EMPATH OF THE ORDER GOETICA WHO SHEPHERDS MINDS Empath Heart: Tied to the Visions family of the Sooth Deck. Summoning Entities: I can summon a demon, angel, dead spirit, or conceptual spirit up to level 3. I must then go through an involved process of negotiation with them, but if successful I can ask them for advice, I can have them aid me on a nonviolent task, I can have them guard me, or I can have them go off and spy on a target within a mile. The task can take no more than an hour. The Sorcery cost is equal to the level of the entity. Know Mind (Level 2): I read the thoughts of someone within close range. Mental Speech (Level 4): I can speak telepathically with someone within close range for as long as I concentrate and do nothing else. If I spend 5 Sorcery, the range becomes long, and if I spend 6 Sorcery, the range is unlimited. Speak With Spirits: We can speak, read, and write the language of any but the most obscure spiritual entities. Create a Protective Circle: We inscribe a protective barrier that offers +2 defense against spiritual entities of the realm we choose when we create the circle. The circle is large enough to accommodate one person. Creating a circle requires ten minutes of work. Skills and Connections: I have 1 level of each of the following skills: Connection to the Order Goetica Resist Defense Persuasion Health Possessions on hand: Slightly old and worn but elegant clothing Fashionable eyeglasses 35 crystal orbs 12 glass orbs 2 magecoins Stats [Refer to your stat pools sheet and make sure you have this many bene in your stat pools.] Accuracy 1 Movement 2 Perception 3 Physicality 2 Interaction 4 Sorcery 7 Intellect 2 Sortilege 2

Injuries:

Wounds:

1 SC

2 SC

Anguish:

1 SQ

2 SQ

BACKGROUND INFO FOR YOU This information is for you: I rent a room in my friend Eduare’s large house, and sometimes secretly raid his library. I’m not much interested in material possessions, though. I’m more interested in people and beings like angels and demons. I’m so in tune with others than I can read minds and speak telepathically with others. Eduare had a party at his house not long ago and there I met a fascinating being called the Illustrated Messiah. I learned that she knows a secret that could help me conjure even more powerful entities, and she’s agreed to teach me if I help her in her current endeavor.

FOR THE GROUP This information is to be read aloud when the GM indicates it at the beginning: Order: Like all those of the Goetic Order, I summon spiritual entities to provide protection and aid. Forte: I shepherd minds. I can know the thoughts of a close person and I can speak telepathically. Character Bond: I rent a room in Eduare’s house. Character Arc: I seek a secret the messiah knows, and she can only provide it once she’s among the dead.

NIMUIAN THE STALWART ARDENT OF THE ORDER OF MAKERS WHO HOSTS A LEGION Ardent Heart: Tied to the Notions family of the Sooth Deck. Signature Object: Magical pistol that shoots fiery bullets. This is a level 4 pistol with very long range that inflicts 5 points of damage, 1 point of which is fire damage. Skills and Connections: I have the following skills: Connection to the Order of Makers 4 Understanding or assessing materials 1 Gunsmith 1 Metalworking 1 Climbing 1 Breaking objects 1 Armor: 1 Possessions on hand: Practical, but high-quality clothing Brawler’s jacket (+1 Armor) Signature pistol (see above) and 12 extra rounds A bag with a variety of tools 35 crystal orbs 6 glass orbs Stats [Refer to your stat pools sheet and make sure you have this many bene in your stat pools.] Accuracy 4 Movement 5 Health Perception 3 Physicality 5 Injuries: Interaction 1 Sorcery 5 Intellect 1 Wounds: 1 SC 2 SC Sortilege 2

Anguish:

1 SQ

2 SQ

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

FOR THE GROUP This information is to be read aloud when the GM indicates it at the beginning: Order: I am a Maker and use my magic to craft items of mystic power. Forte: I host a legion. I am possessed by many spirits and they make me stronger. Character Bond (said at the same time as the other player): We share a mystical bond we cannot explain. If we are close to each other, our magic is 1 level higher. If one of us suffers damage, we both suffer that damage. Character Arc: My order has instructed me to help the messiah at all costs, and in return I will advance in their ranks.

IVER THE ICONOCLASTIC GALANT APOSTATE WHO CALLS UPON THE SERPENT Galant Heart: Tied to the Secrets family of the Sooth Deck. Counterspell: As an action, I can cast a counterspell that unravels and dispels one active, ongoing spell or magical effect that is level 1 or level 2. The cost for the counterspell is the same as the cost for the original spell (almost always 1 Sorcery per level). Bite of the Serpent (Level 2 (+1 die)): I call upon the Serpent and its snake-like head appears and attacks a close creature, inflicting 2 points of damage and injecting venom that hinders the victim’s next action. Color: Red Skills and Connections: I have 1 level of each of the following skills: Magical Lore Dodge Defense Stealth Possessions on hand: Fashionable clothing Jeweled ring Satchel Pocketknife First aid kit 2 notebooks and a variety of pens 150 crystal orbs 9 glass orbs Stats [Refer to your stat pools sheet and make sure you have this many bene in your stat pools.] Accuracy 1 Movement 4 Perception 3 Physicality 1 Interaction 2 Sorcery 11 Intellect 2 Sortilege 2

Health Injuries:

Wounds:

1 SC

2 SC

Anguish:

1 SQ

2 SQ

BACKGROUND INFO FOR YOU This information is for you: I don’t want to have anything to do with an organization of any kind. My small circle of friends are all the connections I need, thank you. Take my friend Eduare the Vance. Sure, we like to one-up each other all the time, but we’re good friends. And Ute—I’d do anything to help them, and I understand that they are assisting someone called the Illustrated Messiah, and so I am too. I don’t hesitate to help those who deserve it. I think well on my feet, and enjoy action. And yet, I always find myself with my nose in a book all day. These magic spells won’t learn themselves. But it’s worth it. Magic’s always come easy to me, and maybe that’s thanks to the Serpent. When I was very young, a manifestation of living magic itself spoke to me. In the quiet hours when no one is around, I can hear it talking and it can hear me. Called the Serpent, I can ask it for help and it will come. For now, it will strike down my enemies, but maybe someday it can help me with my magic.

FOR THE GROUP This information is to be read aloud when the GM indicates it at the beginning: Order: I reject magical orders and forge my own path into the world of magic. I am an Apostate. Forte: I call upon an entity known as the Serpent and can make them appear in order to attack a foe. Character Bond (said at the same time as the other player): We are friendly rivals, and we gain motivation when the other does well, afraid to be shown up. We gain +1 to our action immediately after the other succeeds at an action. Character Arc: I want to help the messiah because Ute does.