From Darkness Against Demons: Volume 1: The City of Today and the City of Mages

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Welcome to Vagarsville and Shadegate.

(More to come!)
Part 0-1: Character Creation, Stage 1

Random Tale

The Story-Bound
From Darkness Against Demons: Volume 1: The City of Today and the City of Mages

"Cities," intoned a man's voice. "Civilization built up through the ages. Humankind has grown fond of its creature comforts, even at a cost to itself. Those in the light, having forgotten the flow of mana, were strong and resourceful. They built buildings, and from there built cities, and then built ever greater machines. Unknowingly, they choke the darkness, those few that remain that still wield mana and preserve the world."

"The mages, now born into an unforgiving world, sought an alternate method of survival. To preserve their core code, their council willingly united and broke one of their 'guidelines', and tore open a portal to a parallel world they called 'Shade'. In this new world, there were no other humans, so they were free to act as they pleased, openly using magic that had been hidden, or even outright squashed, for over a century. Encouraged by their findings, mages from all over the world started moving to a small city in North America, which became a staging area for them to immigrate to Shade. The city, Vagarsville, allowed easy access to supplies and materials, which allowed those moving across to Shade to build up a 'shadow town' of 'Shadegate' and prepare for the day when they'd be able to leave Earth behind to its own fate."

"But Shade, despite lacking the guaranteed death to mages on Earth, is not a forgiving world itself. Monsters the older generations call 'demons' roam the new world, threatening to snuff out the new spark of hope. These beasts oppose the mages, even as the newcomers ever so slowly push out from their arrival point, expanding their territory."

"So, build up your little city, plunder the old ones, forge into the wilderness of Shade, and multiply, but take heed: there will be no victory in mere strength."

"But maybe there will be," a woman's voice countered. "As long as your own strength is that which is turned against you."


LOADING...

Starting Character Creation: Stage 0: Concepts and Plans


To start with, you get to decide a few key factors for your character. Keep in mind, they are MALE, BOY, MAN. Teenage boy, 11th grade, 17 years of age.

[X] Plan: (Write-In)

First of all, a name for them, First and Last/Family. Middle is optional, but not required.
- [X] Name: (Write-In)

Secondly, an image of the young man. To keep with the theme of other images that will appear, an anime boy is preferred. Only the first poster needs to post the actual image, and a title of the image (like 'Smiling Charmer', or 'Soulless Watcher'); those that are interested in that image for the character merely need to post the title of the image (this helps keep the excess images down in the thread).

- [X] Image: (Write-In Title)

For Part 3, we grant a more limited choice… Your character will be a mage of some sort, yes, but there are two questions… how are they a mage, and how do they use magic?

- [X] Intro: New Blood
At the beginning of Junior High, they followed a pretty girl down an empty hall. Turned out, she was a mage, and the two of them wound up in Shadegate. It took a few years of rapid, frantic training, but eventually, he was able to stand enough on his own to feet alongside his peers of a similar age. He has friends among other teenagers, and connections back in Vagarsville, and while he has earned a stay of execution, the adults are still watching like a hawk.
Beginning Drawbacks: Addiction (Mild, Computer Use), Bad Reputation, Dark Destiny (BOUND, Major)
Beginning Feat: Spirit Advisor (BOUND, Player Choice)

- [X] Intro: Mage Descendant
While he isn't new blood, the family he comes from is far from the oldest family in Shadegate. One, two, or possibly even three generations ago, his ancestors became mages in a more forgiving period of time. Due to this, he was indoctrinated into the masquerade from birth, making him more trustworthy in the eyes of others.
Beginning Drawbacks: Dark Destiny (BOUND, Major)
Beginning Feat: Spirit Advisor (BOUND, Player Choice)

- [X] Intro: Old Blood
He comes from an old line of mages, long stepped in the blood-soaked culture that mages of built up through the ages. He gets along with the rest of the rest of the new generation, but there are some things he simply does not understand. Who's this Weird Chuck, and does he know Beethoven?
Beginning Drawbacks: Dark Destiny (BOUND, Major), Prejudice (Common, Biased: Computer Users)
Beginning Feat: Spirit Advisor (BOUND, Player Choice)

(Note: BOUND Feats and Drawbacks will only be able to be dealt with in-story; no matter how much experience is gained, they will not be able to be bought off. Other Drawbacks and Feats can be dealt with normally.)

We see, we see… Now, as for a last part, how does your character use magic?

- [X] Magic: Internal
They channel their magic inward, improving themselves beyond the standard human. It may not be flashy at first glance, but most tricks of it are usually subtle enough to be ignored.
Benefit: Choose from a set of powers that are 'always on', permanently improving Abilities and Skills, or granting a benefit that ties into one of them. As the powers are always on, there is no need to pay any mana costs for them.
Downside: Once powers are chosen, they can't be changed, and one can forget using mana to affect the world externally beyond the character's grasp outside of rituals.

-[X] Magic: External, Caster
They channel their magic outward, casting balls of fire, disappearing from sight, grasping minds, or even creating illusions. External magic leads to the typical wizard, though one needs to be more careful about things in the mundane world.
Benefit: A variety of schools of magic will be revealed in a later section, and players will get to choose which ones the character can use at the beginning; they will be automatically assigned spells from those categories, based on choices of how many spells they receive. With experience gained, more spells can be learned (and don't have to stick to the beginning schools when learning new spells).
Downside: Although one can cast spells, they cannot cast too much in a short period of time without falling unconscious; every spell cast inflicts damage on the caster's mental damage track.

-[X] Magic: Mixed
That's, uh, interesting. The boy can use spells externally, as well as channel magic inwards. Versatility can be powerful, yes, but improving two tracks will be more difficult, and they'll likely never quite stand up to the mages of their equals.
Benefit: Again, a variety of schools of magic will be revealed in a later section, and players will get to choose which ones the character can use from the beginning. They also have the ability to buy up powers relating to internal magic, and can learn new spells for external magic.
Downside: Despite potential, starts behind either of the other choices, with less spells learned, and no internal powers at the beginning; jack of all trades, master of none; voting fights are going to be expected.

  • Addiction (Mild, Computer Use): The character needs to engage in their addiction with relative frequency. Failure to do so results in a penalty of dice rolled on certain skills. At higher levels (severe and burnout), there is a penalty on Charisma regardless of being in withdrawal or not, on top of withdrawal penalties. With a Mild severity on a mental addiction (computer use), they'll need to indulge in it the equivalent of a full day each month to avoid a -2 penalty to Intelligence, Wisdom, and Charisma abilities. (Most mundanes in the developed world of this quest have some degree of computer addiction; it will also be mostly fulfilled 'off-screen' for the time being at school, unless players take active steps to drop the addiction.)
  • Bad Reputation: Deserved or not, the character has a stain on their reputation, inflicting a -3 dice penalty in the Rapport skill against those that know of the reputation and care about it. It also grants a +1 dice bonus on Provoke against certain people who know of the reputation. For the character, they are a known first-generation mage that managed to stand on their own two feet without a sponsor before they were discovered; the teenagers surrounding them may not care too much, but the adults are typically watching the character warily.
  • Dark Destiny (Major): The dark side of the Destiny spectrum, the character is fated to have a very bad day, giving a degree of 'plot armor'. For a Dark Destiny, on significant rolls meant to 'stop' a character from attaining their Destiny, it works defensively for the character, reducing the odds of being unable to fulfill it, but it aggressively turns against the character to help bring their destiny about. (For example, if one is Fated to fall against a specific foe, weaklings the character has no problem dealing with find their efforts failing like they would against any other person without the Destiny, while those that would pose an actual threat seem to have their attacks be less effective than those without said Destiny. Against the specific foe, however, the character would find their defenses lacking.) Upon completion of the Dark Destiny, the character will be stripped of at least experience equivalent to twice the cost of the Dark Destiny (likely taken out of abilities and skills that were directly related to the results of the Destiny in the first place). As a Major Dark Destiny (compared to a Minor (lower) or Grand (higher)), the penalty is -4, and it can be assumed that the character will have a bad day that will send ripples to those surrounding him, but it isn't guaranteed to kill him.
  • Prejudice (Common, Biased: Computer Users): Basically, the character doesn't like a group of people, taking a penalty to Charisma-based skills when knowingly interacting with members of that group. Here, the character takes a -2 Dice penalty to Charisma skills when interacting with almost any mundane. (Its a common drawback among the adult mages, though some have more severe degrees of it).
  • Spirit Advisor: The character gains something… not quite there, acting as an advisor to the character, as well as boosting one skill and reducing another, the degree of which is based on the character's Magic ability. The character also gains an inclination to certain activities based on the Spirit. The voters will get the opportunity to choose from a short list of already created Spirit Advisors, or create a new one.


Priority:
Chassis/Special Abilities
Base Abilities
Magic
Skills (Free/Focus)
A
Human (7)
20
Rank 4
18/2
B
Human (5)
16
Rank 3
14/2
C
Human (3)
14
Rank 2
11/1
D
Human (1)
12
N/A
9/1


Although not part of THIS vote, start thinking which column gets which Priority, with no repeats in Priority rows.


Chassis
Strength (Base)
Dexterity (Base)
Constitution (Base)
Intelligence (Base)
Wisdom (Base)
Charisma (Base)
Luck (Special)
Magic (Special)
Human
1/6
1/6
1/6
1/6
1/6
1/6
2/7
0/6

The first number is the base that the character starts with, while the second number is the cap that can be taken without resorting to magic or a certain Feat.


So we begin. Welcome to Volume 1 of From Darkness Against Demons, serving as an introduction to not only the locations of Vagarsville and Shadegate, as well as their inhabitants, but also the second version of the Fate in the Shadows system.

First step, setup. I've gotten a rough outline of things, but a couple of other characters are heavily dependent on the character players design. So, we begin the process of character creation here while I work out the final details.

You also get a few scraps of information regarding the world in the preview, but you'll have to learn more in the rest of the quest.

Oh, the Major Dark Destiny? It is… unlikely to turn against the players in the first Volume. Do poorly, and it might actually help you get out of a bad situation. But take heed; it is also a warning, a threat of things to come in the future. You would be wise to prepare for that time, so the character can survive.
 
Main Character: Ethan Mars (Incomplete!)
Ethan Mars


From KindPNG.com, Artist Unknown

Aspects:

  • (High Aspect: Developing...)
  • Conflict Between Mage and Mundane
  • Friends Among Teenage Mages

Physical Health: 9/9
Mental Health: 10/10
Financial Health: 2/2

Priority: Chassis/Special Abilities C, Basic Abilities B, Skills D, Magic A
Unspent Experience: 21

Abilities:
Strength: 3/6
Dexterity: 3/6
Constitution: 3/6
Intelligence: 4/6
Wisdom: 4/6
Charisma: 5/6
Magic: 7/7
Luck: 2/7

Feats:
  • Exceptional Ability (Magic)
  • Spirit Advisor (*To Be Determined*, BOUND)
Drawbacks:
  • Code of Honor (Faerie Code)
  • Dark Destiny (Major, BOUND)

Skills:
  • Athletics (Strength) 3/10
  • Burglary (Dexterity) 1/10
  • Contacts (Charisma) 1/10
  • Crafts (Intelligence) 1/10
  • Deceive (Charisma) 1/10
  • Drive (Dexterity) 1/10
  • Empathy (Wisdom) 5/10
  • Fight (Strength) 1/10
  • Investigate (Wisdom) 2/10
  • Lore (Intelligence) 1/10
  • Notice (Wisdom) 3/10
  • Physique (Constitution) 1/10
  • Provoke (Charisma) 1/10
  • Rapport (Charisma) 2/10
  • Resources (Wisdom) 2/10
  • Shoot (Dexterity) 1/10
  • Stealth (Dexterity) 1/10
  • Will (Wisdom) 3/10

Casting Style: Mixed

Spells Known:

  • Attention: (Free); Roll Charisma + Magic (cap lower) VS the Will of one intelligent target within 14 meters; success means the target gains the Distracted by (User) situation Aspect.
  • Charm: 1 Mental Stamina; Roll Charisma + Magic (cap lower) VS the Will of one intelligent target within 7 meters; success means the target takes a flat 3 damage to their Mental Health and gains the Charmed by (User) situation Aspect.
  • Sleep Touch: 3 Mental Stamina; Roll Charisma + Magic (cap lower) VS the Will of one living target that the user touches; the target falls asleep for a number of hours equal to the difference between the rolls (maximum 7 hours), with the target not falling asleep if their Will check was greater than the Attack Check.
  • Suggestion: 3 Mental Stamina; Roll Charisma + Magic (Cap lower) VS the Will of one intelligent target within 7 meters that can hear and understand the user; if successful, inflict damage to the target's Mental Health equal to the difference of the Attack and Defense rolls, and the user makes a 'suggestion' that the target follows to the best of their ability. Unreasonable suggestions grant a free Boost to the defender's Will Check.
  • Shadestep: 4 Mental Stamina; step from either Earth or Shade to their corresponding location on the other world.

Used Internal Magic Points: 0/7
(None Yet)
 
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Part 0-2: Character Creation: Priority Table
Character Creation: Stage 1: Priority and Abilities

Name: Ethan Mars
Casting: Mixed
High Aspect: (Developing…)
Trouble Aspect: Conflict Between Mage and Mundane
Connection Aspect: Friends Among Teenage Mages

Character Sheet has been updated.
Priority Table:
Priority:
Chassis/Special Abilities
Base Abilities
Magic
Skills (Free/Focus)
AHuman (7) 20
Rank 4
18/2
B Human (5) 16
Rank 3
14/2
C Human (3) 14
Rank 2
11/1
DHuman (1) 12
N/A
9/1

Choose one row (A-D) for each of Chassis/Special Abilities, Base Abilities, Magic, and Skills (Free/Focus).

Base Abilities:
Strength:
How strong a character is. Related Skills are Athletics and Fight.
Dexterity: How agile a character is. Related Skills are Burglary, Drive, Shoot, and Stealth.
Constitution: How enduring a character is. The sole Related Skill is Physique. Constitution also extends the Physical Stress Track (AKA, hit points).
Intelligence: How smart a character is. Related Skills are Crafts, and Lore.
Wisdom: How wise a character is. Related Skills are Empathy, Investigate, Notice, Resources, and Will.
Charisma: How strong of a personality a character has. Related Skills are Contacts, Deceive, Provoke, and Rapport. Also extends the Mental Stress Track, which also doubles as mana for spells.

Special Abilities:
Luck: How much a character can force their way in the narrative. Serves as a cap on Luck points, which can be used to invoke Aspects to increase dice rolled for skills, or invoke Aspects to reduce the bad effects of dice rolls. Luck can be recharged by having Aspects used against them.
Magic: Using various spells, can be used to substitute for different Base Abilities, Skills, and other effects.

[X] Plan: (Write-In)
- [X] Priority:
- - [X] Chassis/Special Abilities: (A-D)
- - [X] Base Abilities: (A-D)
- - [X] Magic: (A-D)
- - [X] Skills: (A-D)

It turns out a LOT of the details of the character depends on the results of this vote. So, instead of two steps at once, we'll just be focusing on this step.
 
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Part 0-3: Character Creation: Base and Special Abilities
Character Creation: Stage 2: Abilities

Base Abilities: B: 16

Strength: 1/6
Dexterity: 1/6
Constitution: 1/6
Intelligence: 1/6
Wisdom: 1/6
Charisma: 1/6

Special Abilities: C: 3
Magic: 4/6
Luck: 2/7

Base Abilities:
Strength:
How strong a character is. Related Skills are Athletics and Fight.
Dexterity: How agile a character is. Related Skills are Burglary, Drive, Shoot, and Stealth.
Constitution: How enduring a character is. The sole Related Skill is Physique. Constitution also extends the Physical Stress Track (AKA, hit points).
Intelligence: How smart a character is. Related Skills are Crafts, and Lore.
Wisdom: How wise a character is. Related Skills are Empathy, Investigate, Notice, Resources, and Will.
Charisma: How strong of a personality a character has. Related Skills are Contacts, Deceive, Provoke, and Rapport. Also extends the Mental Stress Track, which also doubles as mana for spells.

Special Abilities:
Luck:
How much a character can force their way in the narrative. Serves as a cap on Luck points, which can be used to invoke Aspects to increase dice rolled for skills, or invoke Aspects to reduce the bad effects of dice rolls. Luck can be recharged by having Aspects used against them.
Magic: Using various spells, can be used to substitute for different Base Abilities, Skills, and other effects.

Split 16 Points between all 6 of the Base Abilities of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. You can raise ONE Ability to 6 (OR one over to 7, if you are willing to set a Feat in stone), and it cannot be raised to 6 if Magic is raised to 6 (or 7). Each Base Ability starts at 1.

Split 3 Points between the 2 Special Abilities of Magic and Luck. You can raise Magic to 6 (OR one over to 7, if you are willing to set a Feat in stone) only if none of the Base Abilities have been raised to their caps of 6. As a human, Luck starts at 2, and due to a previous choice, Magic starts at 4, and Luck has no chance of being raised to 7 (or 8).

Please vote by plan.

[X] Plan: (Write-In)
- [X] Base Abilities:
- [X] Special Abilities:

• Exceptional Ability (ASSET; 14 Experience)
◦ Choose 1 Base Ability or Magic; the cap of that Ability is 1 greater than normal, and it can be raised to that number during character creation.
◦ The selected Attribute can be improved by spending experience as if it was one level lower.
◦ As an Asset, this Feat can only be taken during character creation.

Due to choosing D on the Priority Table to Skills, you will be able to raise one skill automatically to 5, and then be able to freely raise skills for a total of 9, with a limit of not raising any skill beyond 5 during character creation.
  • Athletics (Strength) 1/10
  • Burglary (Dexterity) 1/10
  • Contacts (Charisma) 1/10
  • Crafts (Intelligence) 1/10
  • Deceive (Charisma) 1/10
  • Drive (Dexterity) 1/10
  • Empathy (Wisdom) 1/10
  • Fight (Strength) 1/10
  • Investigate (Wisdom) 1/10
  • Lore (Intelligence) 1/10
  • Notice (Wisdom) 1/10
  • Physique (Constitution) 1/10
  • Provoke (Charisma) 1/10
  • Rapport (Charisma) 1/10
  • Resources (Wisdom) 1/10
  • Shoot (Dexterity) 1/10
  • Stealth (Dexterity) 1/10
  • Will (Wisdom) 1/10

Not actiony right away... but once character creation is finished, we'll be able to move with a character Velocity wants to play.

By my calculations, there's... Abilities (Current), Skills (1), Feats and Drawbacks (2), and then we can get moving, determining starting spells (1) and Spirit Advisor (2) during the narrative, while introducing other characters.
 
Part 0-4: Character Creation: Skills
Character Sheet has been updated.

Skill Selection:


As abilities represent limits and raw potential, skills represent how one can apply that potential.

Skills:
• Athletics (Strength)
◦ Athletics represents how good one is at moving about. Climbing, balancing, acrobatics, the works. It is also (usually) the first line of defense against physical damage; if the attack is dodged outright, no damage is taken.
• Burglary (Dexterity)
◦ Burglary represents how good one is at skills on the questionable side of the law. Lockpicking, picking pockets, breaking traps, breaking and entering and causing the least damage while doing so.
• Contacts (Charisma)
◦ Contacts represents how many people one knows that might be of use. Even if one doesn't know something about a situation, they might know someone else who knows.
• Crafts (Intelligence)
◦ Crafts represents how good one is with making and repairing physical objects, as well as operating non-drivable machinery outside of Drive.
• Deceive (Charisma)
◦ Deceive represents how good one is at concealing their intentions. Bluffing is the core of Deceive, though acting and disguise can fall into this skill as well.
• Drive (Dexterity)
◦ Drive represents how good one is at using automobiles, wagons, horses, and other means of transportation to get from place to place.
• Empathy (Wisdom)
◦ Empathy represents how good one is at reading and understanding others. It also helps with learning the Aspects of other people, to learn how they will act and how Luck can be invoked with them.
• Fight (Strength)
◦ Fight represents how good one is at inflicting damage in melee. Be it with spear, sword, axe, frying pan, or even bare fists, however one fights, if its melee, it falls here. Fight is aggressive, used to inflict damage to a target's Physical Health, as well as breaking when you don't care about precision.
• Investigate (Wisdom)
◦ Investigate represents one's ability to look around an environment and gather information about it. Where Notice represents one's ability to see something first-off, Investigate represents the ability to gather details from more detailed examination.
• Lore (Intelligence)
◦ Lore represents one's knowledge, as well as the ability to recall specific bits of information. For the technologically inclined, it also represents the ability to create and use computer software. Medically inclined, it also represents the ability to work to repair the body.
• Notice (Wisdom)
◦ Notice represents the ability to see the hidden, to counter Stealth, and to react to incoming situations (you can't react to what you don't see coming, after all).
• Physique (Constitution)
◦ Physique represents how good one is at taking damage, as well as resisting afflictions such a poison and disease. One with a strong Physique and Constitution might just shrug off damage, poisons, and diseases that might cripple or kill another person outright. It is the secondary line of defense against physical damage.
• Provoke (Charisma)
◦ Provoke represents one's ability to force their will on others. Its primary focus is through intimidation, though it can also be used for taunting.
• Rapport (Charisma)
◦ Rapport represents one's ability to impress people with one's words, and convince others of their way. If one wants to make truthful friends, Rapport is the way to go.
• Resources (Wisdom)
◦ Resources represents one's wealth, be it with material goods or financial backings. It also directly impacts one's Financial Health: the Financial Health track's base is equal to Resources.
• Shoot (Dexterity)
◦ Shoot represents how strong and accurate one is with ranged weapons. Bows, guns, thrown weapons, even weak bolts of magic, it all falls under Shoot.
• Stealth (Dexterity)
◦ Stealth allows for hiding, moving around quietly, and generally avoiding notice. It also serves as initiative (instead of Notice) if one gets the drop on an enemy in battle.
• Will (Wisdom)
◦ Will represents the defense of the mind; be it withstanding a well-placed verbal jab, pants-wetting terror, or a magical attack on the mind, Will defends against it. It also is the primary defense against damage to one's Mental Health.

All skills start at 1 (out of 10). As Priority D was chosen for skills, one skill of choice is automatically raised to the starting maximum of 5, and 9 can be freely distributed among the other skills (with, again, a limit of 5 in a skill).

[X] Plan: (Write-In)
- [X] (Write-In) to 5
- [X] (Write-In) to (2-5)
- [X] (Write-In) to (2-5)
etc…

I will admit this took far too long my liking, especially since it was the, apparently, least important choice of creation in your eyes. I have not been idle, though, since I spent some time developing the sheets of the NPCs in the meantime.

Also, VERY interesting choice to go all out with Magic. Things will get interesting because of that (though for good or ill, I cannot say), but I will say that an NPC will now start with Magic 7 as well..
 
Part 0-5: Character Creation: Drawbacks and Feats
Part 4: Qualities

Character Sheet is being updated and corrected.

You may now choose Qualities for Ethan Mars. Qualities are 'always on', and cannot be Invoked. On one hand, this means that Luck is not needed to 'activate' them, and enemies cannot Invoke them to turn turn them against their bearers. On the other hand, this also means that spent Luck cannot be regained easily through Qualities; it will likely take a Drawback Quality being used against a character to restore Luck through Roleplaying.

Due to Major Dark Destiny, Ethan Mars can gain 17 additional Experience from Drawback Qualities. Further Drawback Qualities beyond that limit can still be taken, but no additional Experience will be gained.

• Addiction (Leveled: 4-25 Experience)
◦ The character is addicted to a substance or activity (like alcohol, drugs, gambling, or internet use). The actual point gain of the drawback depends on the severity of the addiction. Physical-based additions (ex: drugs) grant a penalty to Strength, Dexterity, and Constitution during withdrawal, while Mental-based additions (ex: gambling) grant a penalty to Intelligence, Wisdom, and Charisma during withdrawal.
▪ Mild (4 Experience)
• The character must have their 'Fix' at least once a month.
• Failure to get the fix gives a -2 Ability Penalty (minimum 1) during withdrawal until the fix is attained.
▪ Moderate (9 Experience)
• The character must have their 'Fix' at least once every two weeks.
• Failure to get the fix gives a -4 Ability Penalty (minimum 1) during withdrawal until the fix is attained.
▪ Severe (20 Experience)
• The character must have at least two doses or two hours of their activity every week.
• Failure to get the fix gives a -4 Ability Penalty (minimum 1) during withdrawal until the fix is attained.
• The character also takes an additional -2 Penalty to Charisma (minimum 1). The addiction is impossible to hide at the state, even when the character is not in withdrawal, and the damage the addiction has done is easily seen by observers.
Burnout (25 Experience)
• The character must have at least three doses or three hours of their activity every day.
• Failure to get the fix gives a -6 Ability Penalty (minimum 1) during withdrawal until the fix is attained.
• The character also takes an additional -4 Penalty to Charisma (minimum 1). The addiction is impossible to hide at the state, even when the character is not in withdrawal, and the damage the addiction has done is easily seen by observers.

• Know that while it is possible to get to Burnout Addiction, I'm not letting you start out with it.
• Bad Reputation (7 Experience)
◦ The character has a dark and lasting stain on their reputation. Be it a trail of corpses of those they've killed, bad luck that ruined every major task the character or their team has done, or studying forbidden magic, the character has words going about them, whether they have earned it or not.
◦ The character has a -3 Rank Penalty to Rapport against those who know of the character's reputation and care about it.
◦ The character may gain a +1 Rank to Provoke against those who know of the character's reputation.
◦ Jobs from those that care may be darker than normal. Jobs may come in from the desperate.
◦ Can only be bought off by first confronting the cause of the bad reputation, if possible, and then paying 14 Experience.
Blind (25 Experience)
◦ The character cannot see. They gain Incompetent (Drive, Shoot) for no additional Experience. They automatically fail any roll based on sight (typically Investigate and Notice). They take a -6 Rank Penalty for any roll on which sight is a heavy factor, but not the deciding factor (such as Burglary or Fight, other rolls GM judgment).

◦ Know that someone has the Drawback, and I'm not letting you outright cripple your character from the outset.
• Code of Honor (15 Experience)
◦ The character has a Code of Honor that they follow. If they break it, they lose Experience gained from a venture, or Experience possessed if they did not gain any from said venture. Sample Codes of Honor are below.
▪ Assassin's Code: Don't kill anyone not paid to kill. Being precise as an assassin, not leaving collateral damage, and being invisible are important hallmarks of those who follow the Assassin's Code.
▪ Faerie Code: Cannot enter private residences uninvited. Cannot knowingly tell outright lies outside of stories that are known to be fiction. Must uphold any debts owed to or from the character.
▪ Protector of [Blank]: Choose one or two groups of people, at least one of which must be present in the setting, and likely to interact with the character. The character must not kill those people, must protect those people if possible, and work for the interests of that group.
▪ Warrior's Code: Do not kill anyone unarmed, take lethal action against someone who doesn't know the character is there, or knowingly take an action that could kill someone who is defenseless.
• Dark Destiny (Layered: 4, 8, or 12 Experience)
◦ The character is destined for something bad to go their way, and their destiny will manifest to help make sure it occurs. GM Judgment to decide when it activates, and it can be inflicted on either opposing, allied, or personal rolls. Destiny gives a degree of plot armor, but it can still be overcome with a little luck. Once completed, a Dark Destiny strips the character of experience at least that was granted through the Destiny (if the Destiny doesn't kill them outright).
Minor Dark Destiny (4 Experience)
• -2 Rank Penalty to certain rolls meant to bring the destiny about. The character will have a very bad day one day, but that day won't necessarily kill the character. At least the consequences will be localized towards the character.

• Ethan already has a Dark Destiny; you can't give him a second.
▪ Major Dark Destiny (8 Experience)
• -4 Rank Penalty to certain rolls meant to bring the destiny about. The character has a destiny that will make an impact upon the larger picture, with consequences that extend beyond themselves. The only plus side is that it is unlikely to result in the character's death.
Grand Dark Destiny (12 Experience)
• -6 Rank Penalty to certain rolls meant to bring the destiny about. The character will eventually shake the world, in a terrible way that will make them go down in history. The character will likely die at the conclusion of the Destiny, or at the very least be stripped of everything that they care about.

• Ethan already has a Dark Destiny, and a weaker one at that; you can't give him a second.
• Incompetent (5 Experience)
◦ Choose a skill. The character does not have any dice in that skill; if a situation occurs in which that skill would be used regardless, take the related ability dice, and reduce the number of dice rolled by 1 before rolling.
◦ If the character decides to raise the skill, they must first pay off this Drawback (10 Experience) before they can start raising the skill.
• Memorable (10 Experience)
◦ Checks involving identifying some aspect of the character have the target number reduced by 2. The character also takes a -2 Rank Penalty when making Stealth checks to hide in crowds, and a -2 Rank Penalty to Deceive when trying to disguise self or being disguised.
• Prejudiced (Leveled: 3-10 Experience)
◦ Choose a specific group of people. The character is not merely intolerant of that group—they are outspoken about their beliefs and may actively work against targets of their prejudice.
◦ Experience Granted depends on the size of the target group and how prejudiced the character is.
◦ Size:
▪ Common Group (Ex: Computer Users, Mundanes): 5 Experience
▪ Uncommon Group (Ex: Mages, Non-Human Humanoids, Police): 3 Experience
◦ Degree of Prejudice (Leveled):
▪ Biased (0 Experience): -2 Rank Penalty to Contacts, Deceive, and Rapport checks against target group.
▪ Outspoken (2 Experience): -4 Rank Penalty to Contacts, Deceive, and Rapport checks against target group.
▪ Radical (5 Experience): -6 Rank Penalty to Contacts, Deceive, and Rapport checks against target group.

Due to Exceptional Ability and Spirit Adviser, Ethan Mars has 6 free Experience that can be used to purchase Feats. ASSETS can only be purchased during character creation, and SKILL-based can be purchased freely at the listed costs outside character creation, and all other Feats have their costs doubled outside of this step.

…From the looks of things, with the prior purchase, there's only one Feat that can be afforded at this stage, at two levels. You can also save the Experience so that it can be used later on.

• Aggressive Negotiations (10 Experience)
◦After a conflict where the character fills a target's Physical or Mental damage track, the character gains +1 Rank to the next Deceive, Provoke, or Rapport action against someone who witnessed the defeat. This does not stack with itself, and must be used within 24 hours of the defeat, or it is lost. If the target of the defeat is the target of the Deceive, Provoke, or Rapport action, the Rank increases to +2, and the expiration is extended to 1 week after the defeat.
• Aptitude (ASSET; 14 Experience)
◦ Choose 1 Skill; it can be raised to Base Rank 6 during character creation.
◦ It can be improved by spending experience as if it was one level lower.
◦ It can be raised up to Base Rank 11 instead of the normal 10.
• Blandness (8 Experience)
◦ The character looks like just any other person; they don't have any significant visual tells that sets them apart from another person. The Target Number of Lore rolls regarding this character is increased by 2, the character gains a +2 Rank bonus to Stealth when trying to hide in crowds, and gains a +2 Rank bonus to Deceive when trying to disguise themselves.
◦ This Feat can be lost if the character gains a distinguishing feature, such as a visible tattoo or scar.
◦ The Stealth bonus can temporarily be lost if the crowd that the character is hiding in is so very different than normal (ex: a lone troll cannot hide in a crowd of humans, no matter how average his tusks and horns look).
• Born Hero (12 Experience)
◦ The narrative bends the way of the character a little more often than for other characters. As long as their Luck is greater than 1, they start each session with 2 luck points instead of 1, assuming they did not already have more stockpiled.
• Exceptional Ability (ASSET; 14 Experience)
◦ Choose 1 Base Ability or Magic; the cap of that Ability is 1 greater than normal, and it can be raised to that number during character creation.
◦ The selected Attribute can be improved by spending experience as if it was one level lower.
◦ As an Asset, this Feat can only be taken during character creation.
• First Impression (11 Experience)
◦ There's something about the character that makes people more likely to accept them in their initial meeting. For the first scene of encountering a person, the character gains a +2 Rank on all Charisma-based checks against that person. This bonus does not apply to the second or any subsequent encounters.
• High Pain Tolerance (7 Experience per level, max 3 Levels)
◦ The character can resist physical pain, increasing the threshold for consequences to start appearing. The character can take 3+ the number of levels of High Pain Tolerance of physical damage before starting to take damage dice penalties.
• Light Destiny (Layered: 6, 12, or 18 Experience)
◦ The character is destined for something good to go their way, and their destiny will manifest to help make sure it occurs. GM Judgment to decide when it activates, and it can be inflicted on either opposing, allied, or personal rolls. Destiny gives a degree of plot armor, but it can still be overcome with a little luck. Once fulfilled, the character loses the Feat.
▪ Minor Light Destiny (6 Experience)
• The character is fated to play a small part in a larger story, but it will be reflected to their credit. This guarantees one significant victory, or very good day. Their destiny grants them a +2 Rank Bonus to certain rolls tied to their destiny.
▪ Major Light Destiny (12 Experience)
• The character is fated to be achieve greatness in their lifetime, even if it is unlikely that the world will know their name… at least, in their own lifetime; they might be written into history books as someone who made a difference, even if their actions were overlooked at the time. Certain rolls relating to this character's destiny gain a +4 Rank Bonus.
▪ Fated Death Destiny (ASSET: 12 Experience)
• The character is fated to die in a certain manner, whether they be a major hero or an almost nobody. Against things that are not fated to kill the character, they gain a +4 Rank Bonus on all rolls meant to avoid or reduce damage taken, and they automatically stabilize when unconscious due to excess damage. However, if faced with the opposition that is fated to kill them, the opponent gains +4 Rank Bonus to all relevant rolls, and the character instantly dies upon receiving any damage in excess of the relevant Damage Track.
▪ Grand Light Destiny (18 Experience)
• The character is fated to achieve greatness within their lifetime, and their greatness shall be known throughout the world. Rolls directly tied to the destiny gain a +6 Rank Bonus. Though the Grand Light Destiny increases the odds, it does not actually guarantee 'success'; if the character jumps on an exploding mine to save another, the Destiny could be fulfilled… they died a hero!
• Lucky (ASSET; 12 Experience)
◦ The character's Luck Attribute has a cap of 1 greater than normal, and it can be raised to that number during character creation.
◦ Luck can be improved by spending experience as if it was one level lower.
◦ As an Asset, this feat can only be taken during character creation. Additionally, it cannot be taken with Exceptional Ability.
• Nine Lives (ASSET; 8 Experience)
◦ The character has the ability to survive certain death, like a cat has multiple lives. The first time the character would have to burn Luck to survive, they lose this Asset instead, and are treated as if having burned Luck.
◦ As an Asset, this Feat can only be taken during character creation.
• Skill Certainty (SKILL; 8 Experience)
◦ Choose 1 skill that has at least 3 dice; when a situation calls for a roll for that skill, the character may instead choose to be treated as if gained successes equal to half the dice rolled (rounded down) without any glitch.
• Skill Specialization Feat (SKILL; 7 Experience)
◦ The character gains a Skill Feat. Skill Feats grant a +2 bonus to a skill's use in certain situations.
• Skill Substitution Feat (SKILL; 10 Experience)
◦ The character can use a Skill in certain situations in place of another skill. Check the Skill Substitution Index for options.
◦ A skill can only have one Skill Substitution Feat per Skill (EX: if you can use Contacts in place of Notice for initiative, you cannot also use Contacts in place of Provoke).
• Spirit Adviser (5 Experience)
◦ The character has a guide in the world, one that has influence over the character. The Spirit can be seen and heard by those it chooses, and can also physically interact with those it is teaching. While the character follows the ideology of the Spirit, their skills under the Spirit's domain are improved, though each Spirit has a drawback of some sort.
◦ A character can only have one Spirit Adviser at a time; to get a new Spirit Adviser, they must first 'buy off' the current Spirit Adviser as if it were a drawback.
• Will to Live (3 Experience per level, Max Level 3)
◦ For the purpose of dying at negative health, a character's Constitution is treated as 1 higher for each level of Will to Live they have.

Please Vote in Plan Format:

[X] Plan: (Write-In)
- [X] (Quality) (Experience)
- [X] (Quality) (Experience)
etc...

Formatting is being slain here... Still, since there are no more votes coming in, I'll go ahead and move us forward. This is the last stage before we start the narrative, though based on previous choices, Ethan's personality will be likely dependent on what Drawbacks are chosen (with the skill selection, its unlikely Will to Live will have been noticed; I'm getting that he's stayed out of combat).

If you are going to go for Prejudice, and against a target group I haven't listed already, let me know of the target, and I'll explain how common they are, so to explain how much Experience Ethan will get.
 
Part 1-1: Welcome to the Mars Family
Part 1-1: Welcome to the Mars Family

To the mundane onlooker, the Mars family was an ordinary one. Save for their unusual last name, they didn't really stand out in any way. Sybille Mars made a living as a fitness instructor at a gym in downtown Vagarsville, Alexander Mars earned an income through working as a plumber, and their sole son Ethan was starting in his Junior year at the local public High School. They didn't have too much money; in fact, there were a handful of students that, despite falling into a lower income bracket, were just slightly better off than the Mars due to assistance programs (though there were a noticeable number of students that were so down on their luck, they didn't even meet the Mars' standard of living even with the financial assistance).

Even with their long-time friendship with the Kwok family, and an… inability to outright lie in part of the son, there wasn't too much to notice about them. The major oddity that might raise some eyebrows would be that the Mars and the Kwok families lived on the west coast of the US, then about half a decade ago, they both abandoned decent jobs and lifestyles to move to Vagarsville.

But that all that was only if one was mundane, and looked at their situation exclusively from the mundane side.

If one was able to, and cared to, look from another angle, the Mars family was exceptional, with the Kwok family just being noticed by association.

Both families were families of mages, those able to channel mana to achieve effects that mundanes would find difficult, if not impossible, to achieve without equipment, and sometimes, not even with equipment.

In the shadow city of Shadegate, located in the world of Shade where Vagarsville was located on Earth, the Mars family was well known. Both parents were lucky enough to have been blessed with outstanding ability to use mana, and trained to the peak of use without undergoing trials. But through their genetics, training, and sheer luck, their son Ethan was somehow blessed with the ability to use magic at a rate that only those that had taken trials could normally achieve.

That morning, Ethan got up in Shadegate and headed to the kitchen, where he saw his father…

[X] Alexander: …switching his gaze between a plumbing textbook and a small illusion of a pipe hovering over his hand. (Alexander is an Illusionist, and taught Ethan some illusion spells)
[X] Alexander: …holding a frying pan with eggs in it in one hand, and holding a fire with with his other hand underneath it. (Alexander is a Fire Mage, and taught Ethan some fire spells)
[X] Alexander: …looking down at a series of cards on the table, deep in thought at the results. (Alexander is a Diviner, and taught Ethan some information gathering spells)
[X] Alexander: …disappear from one end of the kitchen and appear in another as he got water for the teapot. (Alexander is a Teleporter, and taught Ethan some teleportation spells)
[X] Alexander: …swagger, hungover for a moment, before his eyes flashed blue and clear as he dashed for the bathroom. (Alexander is a healer, and taught Ethan some health spells… including, yes, a hangover spell)
[X] Alexander: …glaring at a bottle of blue liquid, before waving a hand and turning the liquid into clear water. (Alexander is a Dispeller, and taught Ethan some spells to destroy non-internal magic effects)
[X] Alexander: …look up from a few papers, and Ethan suddenly had difficulty looking away from him. (Alexander is a Manipulator, and taught Ethan some spells about adjusting the perceptions of others)
[X] Alexander: …examining a bullet, which Ethan noticed had a ring of runes engraved on it. (Alexander is an Enchanter, and taught Ethan some spells for improving simple tools)
[X] Alexander: …grinning as a cell phone just… suddenly fell apart in his hands. (Alexander is a Breaker, and taught Ethan some spells for making things fall apart)
[X] Alexander: …sitting with his eyes closed, holding a human skull in his hands. (Alexander is a Necromancer, and taught Ethan some spells regarding the dead)
 
Part 1-2: Magic and Spirits
Part 1-2: Magic and Spirits

Ethan found his eyes drawn towards his father, waiting…

…waiting…

"Do you need something, dad?" Ethan asked.

"Ah," he replied, closing his eyes and drinking from his cup of coffee. "So, you're ready for the new school year?"

"Yes, dad," Ethan responded, still not quite able to turn his eyes away from him.

"Mom learned something from the pub last night," the man warned. "She's sleeping it off, but apparently, a Huntsman family moved into Shadegate last week, with a son your age. He'll be joining you in both Vargarsville and Shadegate High today. All I know is that the boy's name is Roman Michel; don't piss him or his family off."

"Got it, dad," Ethan stated. He made no promises here; there was always the chance that he might do something wrong, and he might anger the family on accident. The message was received, and though it was unsaid, Ethan currently had no intention of angering them on purpose.

The Huntsmen were, well, a mixture of feared and respected. They were generally combat mages, focused on killing target mages that broke the rules that were followed. Most of the time, it boiled down to enforcing the masquerade, but sometimes there were a few outliers of mages that broke (or risked breaking) some other part of the code. And then there were some Huntsmen that did not approve of certain areas of magic, and cut down those that violated them too.

They were feared, because they were permitted to occasionally kill mages as long as they could excuse it (either breaking the general or personal code) and they didn't bring the mundane authorities down on them, and respected because some mages posed risks to everyone and needed to be removed.

"Err… dad?" Ethan asked, still not quite able to tear his gaze from his father.

"Oh, right," the man realized, and the pressure in Ethan's head, a command of 'look here!', finally vanished. "Sorry."

Finally freed from his father's attentions, Ethan turned towards the refrigerator to pull out the milk.

The Mars family were descended from manipulators, those that used magic to 'alter' the minds of others, be it through changing of perceptions or changing of minds.

The simplest spell was simply to draw the attention of one other person to themselves, which is what Ethan's father had pulled on him moments before. On its own, it wasn't much, but one needed to speak with a person, 'Attention' was easily used without putting stress on the mind. And if one worked as a team, it could allow another to sneak by with the target's attention was stuck elsewhere.

A common spell that actually cost some effort was 'charming' a target. Those that were charmed were friendlier to those that had cast the spell on them. However, despite making friends, those that were charmed still held true to what they were doing (a charmed guard might let their new friend go as long as they weren't carrying anything they were not supposed to and hadn't crossed into the area they were guarding, but he would still fight if the charmer had gotten where he wasn't supposed to). And of course, charming the wrong target could end up with interesting effects.

Of course, that wasn't always a bad thing; it just meant that instead of charming his way out of a beatdown from a group of delinquents, Ethan's father was suddenly in a 'friendly' brawl with just the leader. And once she realized he was a mage due to more powerful spells failing to take hold, she decided to stop holding back.

Afterwards, she had dragged his sorry rear to the local hospital and started dating him. Thankfully, she eventually calmed down, and he dropped any attempts to use manipulation magic on her in the future.

The spell that failed to grab her was a simple 'suggestion', a spell that gave an 'idea' of what a target could do, and an inclination to follow that idea. With careful wording, one could get a target to decide to leave an area to do something of importance elsewhere. Of course, the problem was that the idea had to be reasonable; only a very strange man would think that swimming in lava would be a good idea.

A spell that Ethan's father forced himself to develop was a 'Sleep Touch' spell, designed to put a target to sleep. A couple of hours was the expected duration of the spell, worth a quick nap, but with his magic potential, Ethan's father had been able put an infant Ethan to sleep for a good six hours a few times. Thankfully for Ethan, the Kwok family had a daughter of their own, and informed his parents that the crying for food was normal in the middle of the night. With reluctance, the Mars adults gave up on full nights of sleep until Ethan was grown enough to not wake up every few hours.

Ethan himself knew all four of those spells, and was more powerful with them than his father was (putting him to sleep for seven hours after a bad day proved that). There was one more spell that was a manipulation spell that his father knew but Ethan didn't, and that was a spell to manipulate a target's memories. It required a good chunk of setup, and a lot of time to cast for any effectiveness, but done well, a caster could not only wipe out any since instance of noticed spellcasting, but practically re-write an entire person… in theory.

With Ethan's own magic power, though, despite being a potential tool to help enforce the masquerade with few corpses, his father had been reluctant to pass that spell on. It didn't help that one needed a subject to practice on, and what might have been 'acceptable targets' for Ethan's father were possibly not quite so for Ethan.

But even with his father not showing him such magic, there was another teacher that Ethan could access that knew the spell.

Ethan cast a glance at the tiny man on the counter, dragonfly wings fluttering as he watched Ethan in turn. He had appeared a few days beforehand, having sought Ethan out to teach and guide him. The man came and went at will, invisible to all but Ethan.

...What was his name again?

Spirit Advisers grant a bonus in Rank to certain skills equal to half their Magic Ability (rounded down, minimum 1), but also reduce another skill's Rank by one-third of their Magic Ability (rounded down, minimum 1 reduction, to a minimum of 1 Rank in a skill). Finally, they also give a Disadvantage that may make those that follow them take certain actions.

[X] Spirit Adviser: Chieftain
  • Chieftain is a wise sage, a knowledge about matters of war and diplomacy, like a leader should be. Honorable, Chieftain looks at the actions of others, studies them, and then overcomes them through using strengths and exploiting weaknesses. Although he cannot provide as much aid as other Spirit Advisers, his demands are less likely to cause his followers to act destructively.
  • Improved Skill (Special): Rapport (Only at one-third of Magic instead of one-half)
  • Declined Skill: (None; in exchange, the Improved Skill is weaker than normal)
  • Disadvantage: Whenever the character acts dishonorably or without courtesy (whether accidentally or intentionally), the character takes a -1 dice poll modifier until they atone for their behavior.
[X] Spirit Adviser: Creator
  • Creator is always making useful things, but they never hold fast to their gains, unable to turn away from those in need.
  • Improved Skill: Crafts
  • Declined Skill: Resources
  • Disadvantage: When someone sincerely asks for help, the character cannot refuse without succeeding at a Will check against their own Magic.
[X] Spirit Adviser: Endurance
  • Endurance is stubborn. They tend to plan long-term, and once set on a course of action, Endurance and their followers find it very difficult to move away from their plan, even when better opportunities arise.
  • Improved Skill: Physique
  • Declined Skill: Deceive
  • Disadvantage: The character must make a Will Check against their own Magic to abandon a planned course of action, or to do something without a plan.
[X] Spirit Adviser: Fiend
  • Fiend is all about deals; whenever someone wants something, Fiend is happy to provide it, as long as the price is met. Although willing to part with wealth, it is always at a cost that just might screw over one of the parties.
  • Improved Skill: Resources
  • Declined Skill: Empathy
  • Disadvantage: Whenever there is a loophole in an agreement with the character that would allow them to gain an advantage, the character must make a Will Check against their own Magic to avoid exploiting it. Also, the character must make a Will Check against their own Magic when making agreements to avoid creating such loopholes.
[X] Spirit Adviser: Greed
  • Greed hoards what they perceive as theirs, almost never letting go of their wealth without expecting something in return. Their 'hoards' are usually material wealth of coin and bill, but some have extended it to other things, such as people.
  • Improved Skill: Resources
  • Declined Skill: Rapport
  • Disadvantage: The character must succeed at a Will Check against their own Magic to give away something they own or be charitable in some way.
[X] Spirit Adviser: Hero
  • Though called many names, Hero is seen as a fun-lover who takes an interest in everything their self-perceived 'family' does. But like they play hard, they also fight hard, fighting beasts that threaten those they care about. In the older days, these beasts were monsters such as werewolves, non-human humanoids, and even dragons, but today, the beasts include crime, pollution, and corruption. Though weaker than most other Spirit Advisers, Hero is unique in that they alone strengthen Will.
  • Improved Skill (Special): Will (Only at one-third of Magic instead of one-half)
  • Declined Skill: (None; in exchange, the Improved Skill is weaker than normal)
  • Disadvantage: If the character breaks a promise they made, whether by choice or by accident, they take a -1 dice pool modifier to all rolls until they make good on their promise.
[X] Spirit Adviser: Owl
  • Owl is a scholar, always seeking to learn more about the world. Researchers by trade, if one wants to know something, ask those that follow Owl; they'll know, or at least help one in their search.
  • Improved Skill: Lore
  • Declined Skill: Fight
  • Disadvantage: When confronted with a particularly difficult question that they don't know the answer to, the character must succeed on a Will check against their own Magic. Failure means that they must, at first opportunity, perform research to find an answer to that question. This research lasts for a maximum of hours equal to their (Magic – Will Successes), at which point the character has silenced the question in their mind for the time being. They can also end research early by finding an answer to the question before then.
[X] Spirit Adviser: Rabbit
  • A keeper of knowledge, particularly of the medical arts, Rabbit struggles against the ails of the world. Their work is never done; while those who have followed Rabbit have made great strides in medicine, they, along with the times, have exposed many more problems that need to be dealt with.
  • Improved Skill: Lore
  • Declined Skill: Resources
  • Disadvantage: Whenever someone under the character's care takes damage to their Physical Damage Track in the character's sight, the character must succeed at a Will Check against their own Magic to avoid making a Fight or Shoot attack against the attacker with their next action.
[X] Spirit Adviser: Rage
  • Rage is a berserker, always eager for a good fight. Be it with steel, words, or spells, Rage will fight their wars without fear, and will fight them alone with those they guide if need be.
  • Improved Skill: Fight
  • Declined Skill: Deceive
  • Disadvantage: Whenever someone strongly disagrees with the character, the character must succeed at a Will Check against their own Magic to avoid striking out at the offender. If the check fails, the attack can be in any form, as long as it is thrown with the intent to deal damage to the physical damage track.
[X] Spirit Adviser: Survivor
  • Survivor simply seeks to live, even as others may fall around them. To Survivor, the best way to survive is simply to avoid being noticed by the greater powers in the first place.
  • Improved Skill: Stealth
  • Declined Skill: Empathy
  • Disadvantage: When in a combat situation, the character must succeed at a Will Check against their own Magic to avoid fleeing.
[O] Spirit Adviser: Tempter
  • BAD IDEA
[X] Spirit Adviser: Trickster
  • Trickster is up for laughs, pulling pranks that make those that suffer unhappy. That said, they don't cause them; Trickster merely knows an opportunity when he sees them.
  • Improved Skill: Deceive
  • Declined Skill: Fight
  • Disadvantage: The character must succeed at a Will Check against their own Magic to avoid exploiting someone else's misfortune to the character's own advantage or amusement.

This took longer than I'd have liked, but its here at last.

If you want to rename a spirit adviser to fit more with a certain vision, that's fine; just put (Rename: (Write-In new name)) after original name.

I've also taken the opportunity to remove the option of the Tempter Spirit Adviser from the list of choices, since the drawback would likely get everyone in trouble (though it is present on an enemy).

Next, due to rule changes I paid no notice to before, I'm going to need to be more thorough with images when I start throwing them up in the thread. Identify origin (if any), identify location, and identify artist.

Finally, due to personal reasons related to the delay, I might be going away for a bit. I have no idea how long, but when I return, I hope to continue where we left off. I hope it will be soon.
 
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