HtCB The Bleeding Heart:Main Page: Ezekiel Cain

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Ezekiel Cain Ezekiel was killed by a temporal paradox device while trying to find a piece of technology to try to retro-engineer. It knocked a bit of him out of sink with reality or time. And that part died and now haunts him.

The death is Ezekiel's own form, but mangled by something nearby. Like he might catch it out of the corner of his eye impaled on some spikes or hanging by the neck from wires overhead.

I think it appears in moments of stress or danger, possibly playing out bad things that could happen to him or silently following bearing the marks of injuries that he might sustain. It gets closer and more visible the more stress/blood fallout he has as starts to converge with the doom it predicts.




What “impossible” thing are you attempting to achieve in the City Beneath?

Ezekiel is trying to find another of the temporal paradox devices so that he can retro-engineer it. Clearly this is a technology that needs to be reintroduced to the masses.

What’s the first step on your journey?

Accidentally triggering the device that killed him the first time while trying digging through strange mechanisms he found in the vermissian.

Choose another player character. They’ve been invaluable in your journey so far. What have you learned from them?

( smilingbandit2 smilingbandit2 ) Maldwyn's quest for the Train to Yesterday gave him the first clue to what it was that that he encountered and where he might find another one of those mechanisms that's still in working order.

Choose another player character. You know they’re hiding secrets from you – why do you suspect they’re doing this?

( Esker Esker ) The Plum Blossom's Glow is definitely after something here in the Heart that he hasn't divulged yet. Ezekiel has seen him staring off into space and sketching strange symbols. Probably whatever he seeks is too horrific to confess to his companions. Which is fine, as long as it's not going to get in the way of finding a temporal paradox engine.


Echo +1




Core Abilities

Death Follows Close The first time each session you suffer Major Blood, Mind or Fortune fallout, your death manifests to protect you and inflicts D8 stress on whatever caused the fallout.

Enter the Grey Roll Delve+Religion to enact this ritual. It takes around ten minutes of preparation.(For more information on travelling and surviving the Grey, see p. 169.) Exiting the Grey is a simple enough task for a Deadwalker and those they ferry across; it’s a Delve+Religion roll for anyone else.

Major Abilities

Echoes Roll Discern + Domain to witness ghostly recreations of the past in your current location.

Minor Abilities

Tattered Soul Gain the Cursed domain and +1 Echo protection.

Absorbed Memories Once per session, when you’re in a location with a domain that you do not possess, activate this power. You have access to that domain until the end of the session.

Grim Reaper Gain the Kill skill. Your death’s attentions now function as the following weapon: (Kill D8, Ranged, One-Shot).

Advances Shadow Gain the Sneak skill. By blowing out a lit candle and focusing, you can extinguish all light sources nearby. Sources that cannot be easily extinguished (magelights, glowworms, etc) are temporarily muted instead.

Marked for Death Gain the Hunt skill. Spend 10 minutes observing a creature to mark it for death. Gain mastery on rolls to hunt it as prey.


Enlightenment Gain the Discern skill. Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.

Active Beats

Succeed at a Task someone else has recently failed to achieve (Minor)

Flee from combat or other dangerous situation or hide until it blows over.

Fulfilled Beats

Take Minor MInd Fallout












Bag of interesting teeth (d6, Desolate)


Hunting Rifle (Kill d6, Extreme Range, Reload)