Spirits of Europa, an Exorcist Quest

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A quest about ghost-busting in an alternate pre-WW1 Europe.
Introduction
Location
New Mexico, USA
Pronouns
He/They
The year is 1907. The once-slumbering giant of the continent, the Allemand Empire, has risen like a phoenix from its seemingly unstoppable demise. Its former vassals and subjects, independent in the last few centuries, have built the Bronze Entente to contain the Allemanni, and in response the Empire has allied with the dissaffected neighbors of the Entente to form the Central Alliance. The powder keg of Europa is filling, and someday soon a spark will light it.

This has little to do with you, as the nations overhead posture and prepare for war. You are an aspiring exorcist: a time-honored profession meant to keep the accumulation of spirits down. Spirits, while as old as recorded history, are mysterious-- perhaps the only true masters of their art are the dark and mysterious rulers of the Mixtec Empire, a land few Europans have seen-- and fewer still have lived to tell about.

Yours will be the daily grind, vanquishing the vengeance of the dead by night and returning to your boarding house to sleep the sun away. Can you find fame and fortune as you improve your skills, or will you fall into poverty or madness? The choice is up to you.
 
Mechanics
Exorcism is accomplished through one of four general schools:

The Brawler-- while being Aware allows Spirits to influence and even touch you, the same goes in reverse-- and sometimes the best solution is to just sock a specter.
The Trapper-- Luring spirits into magic circles or other ritual cages can be difficult, but rewarding.
The Talker-- The most dangerous spirits are likewise the most intelligent, and all spirits have a modicum of thought, though alien to our own. If you can lay their concerns to rest (or offer them a satisfying sacrifice) they can pass on without violence or trickery.
The Mystic-- Faith and tradition have brought many rumored ways of dealing with spirits. Not all work, but you know which ones do.

As you gain experience, you can advance your knowledge of your starting form, as well as branch out into other schools of thought. Advancements will bring you general bonuses, resistance to effects, and perhaps even unique powers.

The exorcism can take one of three forms:

Dissipation-- This is effectively "killing" the spirit. While straightforward, residual spiritual energy can sometimes remain.
Dispelling-- Trapping and removing a spirit to dedicated ground or within a special artifact.
Satisfying-- Solving the concerns of the spirit causes their disappearance through mechanisms unknown. The most complete but also often the hardest to accomplish.

Checks will take place in the form of a D20 with a DC. Each level in a school adds +3 to your roll.

As an exorcist, you will have a skill level from 0 to 5 in each of the schools of exorcism, as well as four personal stats:

Coin-- Self-explanatory. Bills coming due? Is there a book or artifact that caught your eye? You'll need Coin to get it.
Health-- Many things can cause physical harm, from illness, overexertion, spirits, or enemies more mundane.
Dread-- Spirits are things not meant to be. Without sufficient will, anyone can break.
Fascination-- Spirits wear the fabric of reality thin. Be careful not to fall between the threads, or you might never escape.

Letting Coin or Health fall to zero signifies your unceremonious demotion to one of the masses of urban beggars or an invalid doomed to spend the last years of your life in hospital.
On the other hand, Dread and Fascination are generated by your investigation and exorcism of spirits, and allowing them to rise to a critical level will drive you mad. Take care to balance which jobs and how many you take to keep yourself sane but also in money.

You also have three other categories of interest: Jobs, Contacts, and Locations.

Jobs are where your services are required, and they're willing to pay. Will stay on the "job board" for a certain number of turns determined at creation. Each job you take on will start an investigation, and failing to complete that investigation can cause various penalties.
Contacts are people you meet in your travel and strike up a friendship or other acquaintance with. Perhaps a seller of artifacts, or your landlord, or a rival exorcist group.
Locations are places that merit repeating. Whether the site of previous jobs, stores you frequent, or important local landmarks, you can always return here.


Each turn will occur over the span of a week, and consist of two phases: your Personal life, where you can explore, study, stock up on supplies, and prepare your heart and mind; and the Investigation, where you attempt to see a job through and exorcise a spirit. Rent is due each month.
 
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You
Details:

Name: Gertrude Rossi
Age: 23
Pronouns: She/Her

Born in the northern Po holdings of Cantonia, you grew up from an early age dedicated to the Twins, and eagerly became a servant of the church at 12. However, your unorthodox methods of exorcism (nuns were not supposed to roundhouse spirits, you'd been told more than once) and curiosity about the anti-spirit practices of other faiths had aroused the ire of your superiors, and combined with you would call envy of your skills-- and others your abrasive personality-- left you with no groundswell of support against them. This led to you being stripped of your habit and decade of service six months ago. In your time as a sister, however, you'd earned her state license as an exorcist, and that was not tied to the church in any way. With little more than the clothes on your back, and the habit you'd bought with your own money and steadfastly refused to give back to the church, you've struck out on your own to found an independent exorcism firm. You've managed to last your first month in business, which is often the hardest.

Possessions:
  • A Watchmaker's Tools-- This set of implements was once used for building and maintaining the delicate machinery of pocketwatches. But tools so fine have other uses, as well.. Can be sold at the Pawn Shop or kept for a bonus to repair or lockpicking work.
  • Silverware-- Nothing special, but you could most definitely sell it for a pretty penny, or eat from them yourself. Can be sold at the Pawn Shop or used in your home.
  • Nice Shoes-- A comfortable pair of shoes personalized to your feet and gait. You find yourself moving faster without noticing, and rarer are the days your travelling leaves your soles sore. +1 Action on Personal Turns. Cannot be sold.
  • A Meyers' Watch-- This pocketwatch was one of the last watches built by the old man before his retirement, and it is in fact a well-crafted piece of work. But more than that, you're interested in the strange symbol hidden within. Cannot be sold.
  • A Rattle-- this held the spirit of a parent and child, gruesomely intertwined. Now it plays host to a symbol gifted to you by their murderer. Cannot be sold.
Current Jobs:



Personal Stats:

Coin: 2 coin in personal savings. Your pocketbook is looking rather thin.
Health: 4/4 -- You're in excellent shape.
Dread: 0/5 -- Your mood is sanguine.
Fascination: 1/8 -- You find your grasp on reality solid-- but what's that in the candle's glow?.

The Schools of Exorcism:
Two fragments collected.
Brawler (Starting School):
Level 1-- Talking with your fists often works just as well as words. May use Brawl instead of Talk on any action, can Brawl with non-spiritual subjects without penalty.
Level 2-- A constant exercise regime keeps you fit and hale. +1 to Health resist checks, +2 to original Brawler checks.
Level 3-- ??? Cost: 14 Fragments

Talker:
Level 1-- In the end, many mystical prayers and chants are just words to those that don't believe. On the other hand, if you believe hard enough, anything can become a prayer. May use Talk instead of Mysticism on any action. Those not of your beliefs have a reduced advantage against you.
Level 2-- ??? Cost: 10 Fragments

Trapper:
Level 0-- You'd probably try to use a bear trap on a spirit, if you could. But that doesn't exactly work.
Level 1-- ??? Cost: 5 Fragments

Mystic:
Level 1-- You've found that some rites can keep their power given the right medium. Arranging those in certain patterns can build a wall of faith spirits hesitate to challenge. May use Mystic instead of Trap on any action. All basic spiritual traps can be substituted with mystical objects.
Level 2-- Your faith keeps you grounded. +1 to Fascination resist checks, +2 to original Mystic checks.
Level 3-- ??? Cost: 20 Fragments
 
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Locations and Contacts
Locations of Interest:

Home: Your new residence and business all in one, you think the first floor used to house a restaurant or bakery from the faint odor of grease on rainy days. You've ordered a nice sign for the front, which will help bring in incidental business from passersby. At the moment, it's rather basic-- a desk and a few chairs just inside the entrance, shelving with your books and other materials in the back room, and a bare-bones bedframe and reading chair upstairs. The MacCoulloughs are renting the floor above you-- thankfully, they seem well-behaved.

The City Library: A repository of common and scientific knowledge, Zurich's main branch also holds the city's architectural records and other archives. As an exorcist, you are allowed limited access to these with proof of a job.

The Pawn Shop: You can buy or sell artifacts here, but at the moment there are only useless trinkets and fakes.

515 Brehmgartnerstrasse: A townhome that has been abandoned and slated for demolition for decades yet remains standing. The locals and city officials alike seem to have put a great amount of effort into discouraging curious citizens from entering. But you are no ordinary citizen.

Contacts:

Evan MacCoullough: a Hebridan foreigner and day laborer. He still treats you warily-- the kingdoms of the Hebrides have a long and bloody history with the Church, and few are fans. You've met his wife, Sorcha, and learned a little bit about his family. His oldest son is an aspiring carpenter and looking to earn some money to help his apprenticeship. Their family still holds to traditional Hebridan folk beliefs, a rarity this far from home.
 
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Character Creation Part I
The elderly man looks up from his weathered desk. "So, who's this upstart you've hired, Charles?" he asks his partner, sitting with hat in his lap across.
"They're new in town, and spread the word around they're looking to make a name for themselves as an exorcist," Charles replies.
"How do you know they'll be able to solve our problem?" the old man demands. "They're a complete unknown!"
"Not quite, sir. We know a couple things about them:"

[ ] Pronouns
-[ ] He: There are always opportunities for someone Aware.
-[ ] She: Even in ancient times, Aware women were accorded the status of men, and many legendary exorcists were of the female persuasion.
-[ ] They: Who you are matters little, and you've made it a point of concealing it. What are you? An exorcist, nothing more.

"and as for qualifications, I enquired and found that--"

[ ] Qualifications
-[ ] You're Licensed: You've shown the aptitude (or the coin) to be granted an Exorcist's License by the state. Requires Prodigal Child, Priest, or Researcher backgrounds
-[ ] You're Cheap: Legality doesn't matter to you at the moment, only cold hard coin. Requires Orphan or Soldier backgrounds

"Hmph, fair enough. If they fail, won't have to pay them anyway." The old man leans back and folds his arms.

-----


Who are you, in the end?
[ ] Nationality
-[ ] Bergundian-- You grew up in the rising star of the Kingdom of Bergund, having only recently conquered the Riviera from the fading Balancearics. Tensions between you and your former overlord, the Allemands, remain simmering.
-[ ] Cantonian-- The merchant nation of Cantonia has long relied on its mountainous borders to deter invasion, but now finds itself caught between the two great pacts of Europa, trying to maintain neutrality in a world that may no longer allow it.
-[ ] Allemand-- Once the greatest empire of Europa, the Allemand Empire is only now coming out of a centuries-long slump that lost it much of its western and southern holdings. But few wish to see the slumbering beast regain its old glory, and it faces enemies on all sides.

[ ] Background
-[ ] Orphan-- You never knew your parents, or at least don't remember them. At 18, you've been put out of the orphanage, and your fascination with the occult led you to the only natural position-- exorcist. Dread resistance, 5 Coin
-[ ] Prodigal Child-- You lived in the lap of luxury, but chafed at the expectations of taking on your parents' responsibilities. Instead, you took your inheritance and earned an Exorcism License, handily getting yourself disowned in the process. 20 Coin, poor Dread and Fascination resistance.
-[ ] Priest-- A servant of the Church, you spent your teenage years learning the ins and outs of exorcism to serve the divine. But your studies into the occult grew too deep, and you were expelled for heresy-- but you retain your credentials. 5 Coin, Fascination resistance.
-[ ] Soldier-- You enlisted at 16, and spent 5 years in the service of your nation. But without a war ongoing, it was time to move on. 10 Coin, Extra Health, and Dread Resistance.
-[ ] Researcher-- Your doctoral study is unique; you propose to gain the materials for your thesis through hands-on experimentation. Your advisor approved, but insisted in your licensing before heading into the field. 15 Coin, poor Fascination resistance.

[ ] Name
-[ ] Write-in
 
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[x] Plan Soldier
-[X] Pronouns
--[x] She: Even in ancient times, Aware women were accorded the status of men, and many legendary exorcists were of the female persuasion.
-[X] Qualifications
--[x] You're Cheap: Legality doesn't matter to you at the moment, only cold hard coin. Requires Orphan or Soldier backgrounds
-[X] Nationality
--[x] Bergundian-- You grew up in the rising star of the Kingdom of Bergund, having only recently conquered the Riviera from the fading Balancearics. Tensions between you and your former overlord, the Allemands, remain simmering.
-[X] Background
--[x] Soldier-- You enlisted at 16, and spent 5 years in the service of your nation. But without a war ongoing, it was time to move on. 10 Coin, Extra Health, and Dread Resistance.
-[X] Name
--[x] Anastasia
 
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[X] Plan Best Starter
-[X] She: Even in ancient times, Aware women were accorded the status of men, and many legendary exorcists were of the female persuasion.
-[X] You're Licensed: You've shown the aptitude (or the coin) to be granted an Exorcist's License by the state. Requires Prodigal Child, Priest, or Researcher backgrounds
-[X] Cantonian-- The merchant nation of Cantonia has long relied on its mountainous borders to deter invasion, but now finds itself caught between the two great pacts of Europa, trying to maintain neutrality in a world that may no longer allow it.
-[X] Priest-- A servant of the Church, you spent your teenage years learning the ins and outs of exorcism to serve the divine. But your studies into the occult grew too deep, and you were expelled for heresy-- but you retain your credentials. 5 Coin, Fascination resistance.
-[X] Gertrude "Sis" Rossi

The Priest seems to have the most exorcism experience already, as well as the most knowledge on the subject. It also looks like the best fit for the schools I like the most, namely every one but the Brawler. And the Fascination resistance is the cherry on top.
 
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[X] Plan Berber Ancestry
- [X] She
- [X] You're Licensed
- [X] Cantonian
- [X] Researcher
- [X] Maryem Rabia bint Orhan ibn Katrine al-Shams
 
[x] Plan: Toss A Coin To Your Witcher
-[x] He: There are always opportunities for someone Aware.
-[x] You're Cheap: Legality doesn't matter to you at the moment, only cold hard coin. Requires Orphan or Soldier backgrounds
-[x] Bergundian-- You grew up in the rising star of the Kingdom of Bergund, having only recently conquered the Riviera from the fading Balancearics. Tensions between you and your former overlord, the Allemands, remain simmering.
-[x] Soldier-- You enlisted at 16, and spent 5 years in the service of your nation. But without a war ongoing, it was time to move on. 10 Coin, Extra Health, and Dread Resistance.
-[x] Adrien
 
[x] Plan: Toss A Coin To Your Witcher
-[x] He: There are always opportunities for someone Aware.
-[x] You're Cheap: Legality doesn't matter to you at the moment, only cold hard coin. Requires Orphan or Soldier backgrounds
-[x] Bergundian-- You grew up in the rising star of the Kingdom of Bergund, having only recently conquered the Riviera from the fading Balancearics. Tensions between you and your former overlord, the Allemands, remain simmering.
-[x] Soldier-- You enlisted at 16, and spent 5 years in the service of your nation. But without a war ongoing, it was time to move on. 10 Coin, Extra Health, and Dread Resistance.
-[x] Adrien
 
Is this based off something?
Hmm, one of the tags is "lovecraftian setting" so...

And looks like the Priest keeps being ahead for now!
Adhoc vote count started by SilentSpaniard on Nov 16, 2020 at 2:14 PM, finished with 9 posts and 8 votes.

  • [X] Plan Best Starter
    -[x] She: Even in ancient times, Aware women were accorded the status of men, and many legendary exorcists were of the female persuasion.
    -[X] You're Licensed: You've shown the aptitude (or the coin) to be granted an Exorcist's License by the state. Requires Prodigal Child, Priest, or Researcher backgrounds
    -[X] Cantonian-- The merchant nation of Cantonia has long relied on its mountainous borders to deter invasion, but now finds itself caught between the two great pacts of Europa, trying to maintain neutrality in a world that may no longer allow it.
    -[X] Priest-- A servant of the Church, you spent your teenage years learning the ins and outs of exorcism to serve the divine. But your studies into the occult grew too deep, and you were expelled for heresy-- but you retain your credentials. 5 Coin, Fascination resistance.
    -[X] Gertrude "Sis" Rossi
    [x] Plan: Toss A Coin To Your Witcher
    -[x] He: There are always opportunities for someone Aware.
    -[x] You're Cheap: Legality doesn't matter to you at the moment, only cold hard coin. Requires Orphan or Soldier backgrounds
    -[x] Bergundian-- You grew up in the rising star of the Kingdom of Bergund, having only recently conquered the Riviera from the fading Balancearics. Tensions between you and your former overlord, the Allemands, remain simmering.
    -[x] Soldier-- You enlisted at 16, and spent 5 years in the service of your nation. But without a war ongoing, it was time to move on. 10 Coin, Extra Health, and Dread Resistance.
    -[x] Adrien
    [X] Pronouns
    -[x] She: Even in ancient times, Aware women were accorded the status of men, and many legendary exorcists were of the female persuasion.
    [X] Qualifications
    -[x] You're Cheap: Legality doesn't matter to you at the moment, only cold hard coin. Requires Orphan or Soldier backgrounds
    [X] Nationality
    -[x] Bergundian-- You grew up in the rising star of the Kingdom of Bergund, having only recently conquered the Riviera from the fading Balancearics. Tensions between you and your former overlord, the Allemands, remain simmering.
    [X] Background
    -[x] Soldier-- You enlisted at 16, and spent 5 years in the service of your nation. But without a war ongoing, it was time to move on. 10 Coin, Extra Health, and Dread Resistance.
    [X] Name
    -[x] Anastasia
    [X] Plan Berber Ancestry
    - [X] She
    - [X] You're Licensed
    - [X] Cantonian
    - [X] Researcher
    - [X] Maryem Rabia bint Orhan ibn Katrine al-Shams
    [X] Plan: Totally not Tanya
    - [X] She
    - [X] You're Cheap
    - [X] Allemand
    - [X] Soldier
    - [X] Greta Schwarzkopf
 
Ok, thought this was original based but someone made that "not Tanya" comment that made me think this was based off a show I hadn't seen XD
 
Character Creation Part II
Adhoc vote count started by Cyanblackstone on Nov 17, 2020 at 11:29 PM, finished with 15 posts and 9 votes.

  • [X] Plan Best Starter
    -[X] She: Even in ancient times, Aware women were accorded the status of men, and many legendary exorcists were of the female persuasion.
    -[X] You're Licensed: You've shown the aptitude (or the coin) to be granted an Exorcist's License by the state. Requires Prodigal Child, Priest, or Researcher backgrounds
    -[X] Cantonian-- The merchant nation of Cantonia has long relied on its mountainous borders to deter invasion, but now finds itself caught between the two great pacts of Europa, trying to maintain neutrality in a world that may no longer allow it.
    -[X] Priest-- A servant of the Church, you spent your teenage years learning the ins and outs of exorcism to serve the divine. But your studies into the occult grew too deep, and you were expelled for heresy-- but you retain your credentials. 5 Coin, Fascination resistance.
    -[X] Gertrude "Sis" Rossi
    [X] Plan Berber Ancestry
    - [X] She
    - [X] You're Licensed
    - [X] Cantonian
    - [X] Researcher
    - [X] Maryem Rabia bint Orhan ibn Katrine al-Shams
    [x] Plan: Toss A Coin To Your Witcher
    -[x] He: There are always opportunities for someone Aware.
    -[x] You're Cheap: Legality doesn't matter to you at the moment, only cold hard coin. Requires Orphan or Soldier backgrounds
    -[x] Bergundian-- You grew up in the rising star of the Kingdom of Bergund, having only recently conquered the Riviera from the fading Balancearics. Tensions between you and your former overlord, the Allemands, remain simmering.
    -[x] Soldier-- You enlisted at 16, and spent 5 years in the service of your nation. But without a war ongoing, it was time to move on. 10 Coin, Extra Health, and Dread Resistance.
    -[x] Adrien
    [x] Plan Soldier
    -[X] Pronouns
    --[x] She: Even in ancient times, Aware women were accorded the status of men, and many legendary exorcists were of the female persuasion.
    -[X] Qualifications
    --[x] You're Cheap: Legality doesn't matter to you at the moment, only cold hard coin. Requires Orphan or Soldier backgrounds
    -[X] Nationality
    --[x] Bergundian-- You grew up in the rising star of the Kingdom of Bergund, having only recently conquered the Riviera from the fading Balancearics. Tensions between you and your former overlord, the Allemands, remain simmering.
    -[X] Background
    --[x] Soldier-- You enlisted at 16, and spent 5 years in the service of your nation. But without a war ongoing, it was time to move on. 10 Coin, Extra Health, and Dread Resistance.
    -[X] Name
    --[x] Anastasia
    [X] Plan: Totally not Tanya
    - [X] She
    - [X] You're Cheap
    - [X] Allemand
    - [X] Soldier
    - [X] Greta Schwarzkopf


The small carriage rolls to a stop next to an unassuming two-story farmhouse and barn as the sun starts its turn to the horizon, afternoon just beginning. The coachman offers a hand to assist you from the carriage, but you have no need of it.
Waiting inside is your patron, Charles. A distinctly average man in nearly every way, you suspect that quality is exactly what he's worked to cultivate.
"Ah, Ms. Rossi," he says, standing and greeting you. "The trip was not too arduous, I trust?"
You shake your head. "A bit long, but nothing out of the ordinary."
"Very good," he replies with a smile. "To business, then." He moves to the front window and motions you over.
"Your task for today is to clear a particularly annoying spirit out of that barn there." He wipes at his eyes with a handkerchief. "Not long ago, an unfortunate... incident led to a large number of sheep dying inside, and ever since it's been impossible to use at night, or even clean properly. Our personal exorcist is currently indisposed-- nasty case of pneumonia-- so we need someone skilled and discreet to take care of it."
"Shouldn't be a problem," you reply confidently. "I'll just need to fetch my equipment, then begin posthaste."

--

What do you pull out of your trunk? This will determine your starting school of exorcism. Starting schools of exorcism receive a discount to further progression, and a +1 in the discipline.

[X] School of Exorcism
-[ ] Your trusty handwraps, and a just-on-this-side-of-legal improvised brass knuckle-- you're a Brawler through and through.
-[ ] Chalk, salt, and charms, as well as a host of noisemakers, a cage with rats, and camouflaged paints-- as a Trapper, you'll be luring this spirit right where you want it.
-[ ] A variety of trinkets and baubles, as well as a lozenge-- Talkers don't need much equipment, but it never hurts to have some trivial sacrifices and a way to keep your voice from going exactly when you don't want it to.
-[ ] Candles, incense, your old hymnbook, and an assortment of aromatic herbs for use in your rituals-- as a Mystic, some basic rites of exorcism in the right spots will serve you well.

[X] Strengths-- You have three points to assign among the schools as you wish. You cannot add more than 2 points to a school at this time. Please write in the style [school1][number1], [school2][number2], etc.
-[ ]

--

As you cross the threshold of the barn, the hairs on the back of your neck stand on end. This is stronger than your usual petty animal spirit, to be felt so during the day. But in this case its strength is counterproductive-- you can use it to seek out its haunts and foci and methodically quiet them, one by one.

The first foci, unsurprisingly, is on the ground floor near the center of the barn. A large, irregular splotch of blood stains the dirt here, the area around it sunk slightly compared to the rest of the floor, and you recall Charles' initial briefing. Someone had indeed attempted to clean this stain, removing the bloodied dirt from the barn, only to have it mysteriously reappear. Clear signs of a foci, and likely the primary one. Here is where you will face the spirit when night comes.

But for now, you busy yourself investigating every nook and cranny of the barn, searching for other foci or spiritual activity, silencing the minor few you find with basic sigils scratched in the dirt. Something more permanent shouldn't be required, as long as you finish your task tonight.

Your preparations are over. All that's left is to wait for nightfall.
As you wait, you mull over some worn maps and brochures. The coin from this job will be enough to allow you your own small home and office, but where should you ply your trade?

--

[ ] Location: This will determine what kinds of exorcisms are easily available to you early in your career and determines possible contacts and locations in the area.
-[ ] A small country town in the Cantonian highlands. Quiet, but not too far from Genoa either.
-[ ] Zurich, the capital of the Canton of the same name. A bustling location and center of trade with the Allemanni.
- [ ] Albenga, a coastal town near Genoa. A happy balance between pastorality and urban life, this town also offers regular ferry service to Corsica.
 
@Cyanblackstone , are all our schools of exorcism ratings at 0 to start with? I mean before applying the +1 from our starting school pick and the +3 free points to assign however we wish (with a +2 limit).
 
[X] The Power of Christ compels you!!!
[X] School of Exorcism
-[X] Candles, incense, your old hymnbook, and an assortment of aromatic herbs for use in your rituals-- as a Mystic, some basic rites of exorcism in the right spots will serve you well.
[X] Strengths
- [X] [Mystic][2], [Talker][1]

The Mystic school seems the most in line with our background.
 
[X] The Power of Christ compels you!!!
[X] School of Exorcism
-[X] Candles, incense, your old hymnbook, and an assortment of aromatic herbs for use in your rituals-- as a Mystic, some basic rites of exorcism in the right spots will serve you well.
[X] Strengths
- [X] [Mystic][2], [Talker][1]
 
[x] Plan Combat Nun
-[X] School of Exorcism
--[x] Your trusty handwraps, and a just-on-this-side-of-legal improvised brass knuckle-- you're a Brawler through and through.
-[X] Strengths
--[x] [Mystic][2]
--[x] [Brawler][1]
-[x] Location: This will determine what kinds of exorcisms are easily available to you early in your career and determines possible contacts and locations in the area.
--[x] Zurich, the capital of the Canton of the same name. A bustling location and center of trade with the Allemanni.
 
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