You are on page 1of 7

Father Ignatius (Common Gothic: Luka)

Culture: Gothic
Home: Brezekstadt
Class: Peasant
Attribute: Faith 1, Intellect 1
Devotion: Idealism - Forgiveness
Reveler's Trait: Loquacious

Academics 1
Basic Studies: The Throne, The Church, History, Nobility, Law, Melandihim
Technique: Cooking
Brawl 1
Farming 3
Performance 1
Persuasion 1
Provocation 1
Sincerity 3
Stealth 1
Survival 2
Zeal 5

Perks:
Respected (1)
Pillar of the Community (3)
Hardy (5)
Spiritual Prodigy (5)
Natural Linguist (1) (Glory 3)
Classical Education (1) (Glory 3)
Holy Ordination (2) (Glory 10) (Melandihim)

Rituals;
-All High Canon
-The Path of Penitence
-Hospitality of the Lord
-Wind of Unseen Travel
-Judgment of Brothers
-Flagellation
-Censure
‍-Ceremony of the Crozier, the Shepherd’s Crook

Blessing of Dignity: May Exert to enter Posture

Traits: Venerable

Flaws:
Heavy Handed (3)
Honor Code (1); (Never speak a lie, Never have sex before marriage)
Memorable (3)
Maim (2) - Weak Grip
Maim (4) - One Eye
Pure of Heart (5)
Wyrd Loathing (5)
Dirt Poor (3)

Bonds;
Saga's a talented man. I will suggest others seek his work.
Ragnar is a blessing to the community. I should try and help him grow his forces
Academics
Rank 1: Literacy
The scholar may read and write. This offers a host of advantages, including being able to correspond with others using
letters and post. While it does allow the scholar to read the literal text of anything they find, it doesn’t always imply the
ability to make use of that information directly.
The scholar may also take physical notes on their ideas and observations, and gains the Research Action. They may submit
a Research Action using their own notes to review and think over what they have learned and ask a single question. If they
took detailed notes that might be relevant to their question, Staff will grant them a clue about how to think about their
problem or what to look for next.
Rank 2: Scholarly Acumen
The scholar is well-versed in academic books and understands the basic unifying concepts of academic study and research,
allowing them to quickly and easily take in new information. They are able to delve into books and quickly find and make
use of relevant information from them.
The scholar may roleplay carefully referencing a Book item that they have with them in order to make use of whatever Study
or Technique the book contains as if they knew it themselves for one specific upcoming use this Scene. This use does not
include using the book’s subject matter as a prerequisite to learn something else.
It is possible to use multiple books in this way at once, so long as the requisite referencing is performed.

Brawl
Rank 1: Brawling
The brawler may lay a hand on the opponent’s body and call a specific Combat Condition based on the location touched, or
may lock their opponent into a grapple.
• Punches to the limbs (arms or legs) cause Pain.
• Punches to the front of the torso cause Crash.
• Punches to the back of the torso cause Stun.
• Contacting the opponent on any location, the fighter may call Stagger.
• Contacting the opponent on any location, the fighter may call Grab.
Refresh: Brawling may be used once per Beat.

Farming
Sidebar: Accessibility
In order to better include those with mobility concerns, we will be placing all farming nodes and gatherable items in close
proximity to the tavern and cabin areas.
Rank 1, Harvesting: Harvest Common nodes, which typically produce Hemp and Vegetables.
Rank 2, Extraction: Harvest Uncommon nodes. Uncommon nodes typically produce Wool and Meat.
Rank 3, Hearthwise: You are Hearthwise. You know the lore of the hearth and home, and are knowledgeable of the tricks
and small rituals that keep your community safe and thriving. You also know how to bring your community together for
celebrations and holidays and are looked to for leadership for those festivities. See Folkwise for more information.
Rank 4, Yields: You may Exploit any gathering token that you Refine, stacking with any other source of Exploitation.
Additionally, whenever you gather from an Uncommon or Rare Farming Node, you become Inspired.
Persuasion
Persuasive characters have expertise at framing convincing arguments and, whether passionately or logically, convincing
others of their way of thinking. The Persuade Skill allows its user to add, remove, or change Bonds, Beliefs, and other
factors of another character. The Persuade Skill cannot directly force anyone to act, but it does slowly mold their basic
motivations – their Psyche and these changes will naturally influence the other character over time.

A target may resist gaining or losing Bonds or Beliefs using Discipline, including Discipline they would gain to resist
violating their existing Bonds or Beliefs.

Rank 1: Inquiry
In order to learn the motives and internal world of their associate, the speaker may use a series of Obey calls to gain
information in context:
• Obey: “Why are you doing ?”
• Obey: “What will you do about ?”
• Obey: “What Bond or Belief is driving you here?”
These calls may be used once per conversation, per action inquired about.
Rank 2:
The speaker can convince others of their point of view or inspire others to change their feelings about someone or
something. After making their points about a subject, the speaker may cause their associate to gain or lose a Bond around
the subject.
After at least 5 minutes of roleplay on a specific topic, or by gaining verbal agreement with their associate, the speaker may
call “Obey: Gain/Lose a Bond of (Emotion: Person/Place/Thing).”
While the speaker determines the emotion of the new Bond, the associate determines the vector, as always.

Provocation
Characters skilled in provocation are able to goad, inspire, pressure or spur other characters into actions based on their
existing Psyche. While they don’t make any changes to the psychological state of those around them, they are able to push
for action based on the deeper desires of those they speak with.
Provocation often draws a path from the target’s existing disposition toward some course of action, and by the nature of the
interaction, probably is not the path that the target would otherwise take. The skill of the speaker is enough to make the
path seem right and prudent to the person receiving the provocation, at least in the moment.
Rank 1: Intrigue
The speaker knows how to get and keep attention so that they can make their case. They may call Obey: “Hear me out”
once per conversation to a given person.
Rank 2:
By complimenting and justifying, or instead insulting or castigating their listener about a specific Depravity they have, the
speaker may goad them to either act in that way again, or resist doing so for the topic at hand.
Examples:
“This isn’t the first time you’ve dealt death when someone’s threatened your family. Death is the least they deserve – Obey:
If you have Mortal Wrath, kill this person.”
“You told me about what you did to those people and I know the guilt still haunts you – you can choose a better way –
Obey: If you have Mortal Wrath, spare this person.”
Sincerity
Sincere characters convince others of their forthright nature and earnest claims by projecting confidence. While such people
may be conmen, liars or charlatans, they could also be credible professionals, convincing demagogues, or trustworthy
counselors. Their true nature is second to their ability to induce trust and belief from those who speak with them.
Rank 1:
The speaker can put people at ease and get them to open up about their thoughts and inner world. When someone they are
speaking to expresses any kind of feeling or opinion the speaker may call “Obey: tell me all about that.”

Rank 2:
The speaker can inhabit their own circumstances to project confidence and belonging, especially when relying on the
expectations of others. The speaker may call “Obey: I am who I appear to be” to cause their listener to take them at face
value, such as their mode of dress or other appearance.
In addition, you may answer the following questions from Vigilance- “What is your social class and culture?” and “What is
your highest Skill?”- in any way appropriate to your current presentation.
Rank 3:
The speaker can get people to believe just about anything is true. They may simply call “Obey: Believe me – ” so long as
proof to the contrary isn’t immediately available. This ability can be used as often as the speaker wishes, though they may
still not repeat the same belief to the same person that Scene.
Obey commands that cause their target to believe something as true last indefinitely until they encounter direct proof to the
contrary.
This ability can be helpful in the context of other Social Skills, such as Provoke drawing a connection between a Bond and a
course of action as plausible, making cogent arguments to gain agreement for Persuade, or reinforcing the credibility of a
more subtle threat with Intimidation. Use of this ability should be sufficient to eradicate any lingering doubts.
Rank 4: Doubts
The Speaker can induce confusion into the feelings and arguments that are made against their claims. Whenever someone
uses a Bond or Belief about the speaker to resist one of their Sincerity abilities, the resistance counts, but then the Speaker
may call “Obey: lose that Bond/Belief.”

Performance
Rank 1: Comforts
The performer may do some simple task that is expressly for the comfort of another for a few minutes, such as strum and
hum, give a backrub, sketch a drawing, or cook a meal. At the end of a few minutes, the beneficiary may remove the
Traumatized Condition.
Rank 2: Dramatics
The performer knows how to put their all into whatever they are saying, swaying their audience with pure passion. When
acting dramatic and over the top to influence the performer may Exert in order to add Power to any Obey call.
Stealth
The character is somewhere nearby, unseen. Their player crosses their arms in the “Stealth” hand sign, and should be
ignored and not interacted with by most Game Effects.
• Characters in Stealth can observe without interacting. Further abilities in the Stealth Skill allow more interaction,
including attacks.
• Stealth is not effective against someone who sees them enter Stealth, so long as line of sight is not broken. That
character may call Reveal against them by interacting with them.
Resolution: The stealthed character is Revealed, or exits Stealth.
Rank 1: Hide
The character may enter the Stealth condition if they can crouch down low and meet any of the following conditions:
• In deep darkness
• Against a wall or other large surface
• Behind at least partial cover, like a table
Once in Stealth, the character may not take any steps or actions, but remains hidden until they do.

Survival
Rank 1: Trailblazing
The explorer may leave the roads and common areas to venture into the woods and may use areas marked as trails.
Rank 2: Woodsman
The explorer is comfortable in the wild, and can take care of themselves with ease. Whenever a plot would cause a game-
wide penalty based on poor weather, bad housing conditions, or a lack of food, the explorer is unaffected.
Additionally, they may spot Wilderness Trial Tags and may take companions along with them on those Trials. They can also
lead others through the Wilderness if they remain within Speaking Distance.
Rank 3: Foraging
In the Wilderness, the explorer is capable of identifying and locating many useful things. Useful or interesting clues and
items will be marked by the color bright orange. This will be at times obvious (three deep swipes along the bark of a tree,
the claws of some beast), and at times subtle (a faint mist of orange along blades of grass, perhaps a spray of blood). These
may be followed to interesting sites, secrets, or dangers. Only characters with this ability may notice or react to items
marked with bright orange colors, but they may inform their companions and act accordingly.
Herbs, marked with bright orange tags, may be located and harvested from the Wilderness. Each Herb has 3 traits on it,
and can be used by apothecaries to create drugs or poisons. Characters without equipment suited to it may only carry one
wild Herb at a time until they have processed it back in town. Herb bags increase this limit.
Zeal
Rank 1: Dogma
The words of their faith have special meaning to the worshiper, and when they use them as their own, the resonance is
powerful. If the worshiper makes a direct quote from the holy texts of their religion that is relevant to their cause, they may
immediately Exert to call Discipline to resist any Obey call.
Rank 2: Ardor
The worshiper’s personal fire is kindled more brightly. When the believer enters the Devoted state, their bonus affects a
second Skill.
Pragmatic Characters gain an one additional use of Discipline while Focused.
Additionally, after 15 minutes of performative praying or spiritual discussion the believer becomes Inspired. This time may
also be used to invoke the Prayer ability if they have it.
Rank 3: Conviction
The believer’s faith buoys them, and the desolation of grief or sadness can’t dim their light. Whenever the believer expends
Prayer or enters the Focused state, they also lose 1 Despair.
Rank 4: Fervor
The believer’s soul blazes with inner light. When the believer enters the Devoted state, their bonus affects a third Skill.
Pragmatic characters gain yet an additional use of Discipline while Focused.
Additionally, whenever the believer is Exhausted and would become Inspired they may recover from Exhausted. Like
Ardor, this may also be time spent to invoke the Prayer ability.
Rank 5: Epiphany
The believer’s faith is is an unquenchable flame. While Inspired, the believer may Exert to refresh a spent use of the
Prayer or Focus ability.
Respected (1)
You are seen as a forthright and earnest individual and are respected by local peasants. Local people listen carefully to your
opinion, and take your words and wisdom seriously. You know how to manage the uncomfortable class divide between
yourself and your betters – know when to show deference, and when to show backbone.
When presenting issues that affect Peasants to someone presenting themselves as a member of the Nobility, you may call
Obey: Trust me to speak for Peasants, and one Discipline to resist an Obey that would work against the better interest of
Peasants.

Pillar of the Community (3)


You are a well-known and distinguished member of the local community, when there is conflict, people look to you for
advice. Whenever you are attempting to mediate your peers or trying to bring the community together in unity, you may use
the Authority gesture, forcing everyone present to be silent and listen to you, unless they also use the Authority gesture.

Hardy (5)
Living off the land has made you tough and strong, and your family has been doing it for centuries. Normally, when
Downed, after 5 minutes a character will bleed out and die. Instead, after five minutes, you become Battered and may regain
consciousness. Furthermore, once per Event you may Exploit a single node once.

Spiritual Prodigy (5)


For as long as you can remember, your faith has been everything to you. It is one of the strong pillars that you have built
your entire life upon, and it impacts every decision you make. You may use the Prayer or the Focused ability an additional
time per day.

Cooking
Common
Effect: The cook gains access to the Cooking Crafting Action and well as all basic Cooking recipes. Unlike regular crafting,
Cooking recipes require no Effort, and the cook may make as many Cooking recipes as they have ingredients for.
Requirements: Performance 1

Meat, dried and salted to last a long time. Produces 1


Salted Meat 1 Meat, 1 Salt
Preserved Food
Requires an empty
Using fermented vinegar from vegetables to preserve
Barrel (submit as a 2-10 Vegetables
Pickled Vegetables vegetables. Produces 1 Preserved Food for every 2 Vegetable
material, but it is not per Barrel
used in crafting, up to 5 Preserved Food for 10 Vegetables
consumed).
One of the oldest forms of making jams, the honey lends its
1 Vegetable, 1
Honeyed Preserves incredible preservation powers to any fruits heated within it.
Honey
Produces 1 Preserved Food.
A traditional form of travel food made from dried meat and
2 Meat, 1
Pemmican berries pounded into a mash. If it stays dry it can last for
Vegetable
years. Recipe makes 1 Preserved Food
1 Meat, 1
Restores an Exhausted Character back to Fresh after a scene
Hearty Meal Vegetables, 1
long meal. Dated and expires at the end of the Event
Salt
Restores an Exhausted Character back to Fresh after a scene 3 Preserved
Hearty Meal
long meal. Dated and expires at the end of the Event Food
2 Meat, 3
Stretches fresh food further to feed more of the town. Expires
Bread and Stew Vegetables, 3
at the end of the event like fresh food, but is worth 10 Food.
Salt
3 Meat, 2
Feast Creates a Feast that can be served with the Etiquette Skill. Vegetables, 1
Spice

You might also like