Fade

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Fade, the Lurk

Fade had a tragic childhood, being born among refugees and landing in Doskvol with no relatives or support. They fell into an orphanage and quickly learned to take care of themselves, sneaking and keeping out of the way of the bigger children. They were never big enough to win a fight, but they were quiet and quick and nimble. They were recruited as a look-out by one of the many child-gangs that run the streets of Doskvol and learned to love climbing up to the tops of buildings and perching there. It wasn't long before Fade began stealing on their own. They knew Darmont from childhood as one of the bigger, meaner kids in the orphanage; it's no surprise that he joined up with the Bluecoats, the biggest and meanest gang in Doskvol. Meanwhile Fade drifted from gang to gang, never quite finding a home until they were burgling the temple of the Transcendence Record. Rather than reporting them to the Bluecoats, though, the cult leader (William's father) just talked to Fade and eventually let them go. Fade returned to the cult again and again to talk and eventually grew to like the sense of belonging and family, even if the more esoteric aims of the cult never seemed comprehensible. When the crackdown did come, Fade was one of the adherents who escaped and was contacted by William to reform the cult.

Heritage Skovlan
Background Criminal
Vice Luxury

Special Abilities

 Infiltrator You are not affected by quality or Tier when you bypass security measures.

Actions

Playbook XP [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Insight XP [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Hunt [ ] [ ] [ ] [ ]
Study [ ] [ ] [ ] [ ]
Survey [ ‡ ] [ ] [ ] [ ]
Tinker [ ‡ ] [ ] [ ] [ ]
Resist ‡ ‡
Prowess XP [ ‡ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Finesse [ ‡ ] [ ] [ ] [ ]
Prowl [ ‡ ] [ ‡ ] [ ] [ ]
Skirmish [ ‡ ] [ ] [ ] [ ]
Wreck [ ] [ ] [ ] [ ]
Resist ‡ ‡ ‡
Resolve XP [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Attune [ ] [ ] [ ] [ ]
Command [ ] [ ] [ ] [ ]
Consort [ ] [ ] [ ] [ ]
Sway [ ‡ ] [ ‡ ] [ ] [ ]
Resist

Health

Stress [ ‡ ] [ ‡ ] [ ‡ ] [ ‡ ] [ ] [ ] [ ] [ ] [ ]
Armor
Armor [ ]
Heavy [ ]
Special [ ]
Healing
Project Clock [ ] [ ] [ ] [ ]

Trauma

Harm
1 None None Less Effect
2 None None -1D
3 Need Help

Gear

Load
Normal [ ] [ ] [ ] [ ] [ ] [ ‡ ]
A Blade or Two [ ]
Throwing Knives [ ]
A Pistol [ ]
A Second Pistol [ ]
A Large Weapon [ ]=[ ]
An Unusual Weapon [ ]
Armor [ ]=[ ]
Heavy Armor [ ]=[ ]=[ ]
Burglary Gear [ ]
Climbing Gear [ ]=[ ]
Arcane Implements [ ]
Documents [ ]
Subterfuge Supplies [ ]
Demolition Tools [ ]=[ ]
Tinkering Tools [ ]
Lantern [ ]
Fine Lockpicks [ ]
Fine Shadow Cloak [ ]
Light Climbing Gear [ ]
Silence Potion Vial [ ]
Dark-sight Goggles [ ]
Spiritbane Charm [ ]
Stash [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Stash [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Stash [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Stash [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Coin [ ] [ ] [ ] [ ]

Contacts

Telda a beggar, a friend
Darmont a Bluecloak, a rival

XP Tricks

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge with stealth or evasion
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session

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