This was initially G+ report made due to the interest of
Max Sellers (from https://oblidisideryptch.blogspot.com/) and subsequently reposted here due to the interest of Saker Tarsos (
https://tarsostheorem.blogspot.com/). This is a report of sort of 2018 game where I DM'ed Troika! mechanics in a mix-mash-bash of Dark Souls and Dark Tower setting.
The setup:
There was a rare opportunity for me to DM and I had several hours to come with something playable. I knew beforehand about the opportunity so these hours weren't all consecutive but spread through flight preparations, flight time and arrival. There was only one player, whom I knew well, and I knew they liked to ask a lot of questions about the world; with such limitations I knew I needed a world I could reliably remember myself, so I mostly used DS lore with serial numbers not-quite-filled-off.
The world:
Once upon a time what is now Old Kingdoms was the whole world. At the beginning of the time five powerful Lords found great souls within The First Flame, and set in the motion the Cycle of Fire, where a civilization blossomed from the ashes, reached its peak, and started to burn out; as the flame faded, the undead curse spread, but the destined undead sacrificed themselves to re-ignite the First Flame, letting the new civilization to blossom for another cycle.
Initially in history the Cycle of Fire was a fragile thing, unstable and uncertain, and the dreaded Age of Dark could still have happened in case if the destined undead was to fail their quest. But since then the Cycle repeated without a fail so many times that it became the fate of the whole world, ingrained into its very fabric. Over and over, great kingdoms appeared and faded, without a fail, and a single undead re-ignited a fire to let new golden age arise, without a fail. Like a endlessly reused vellum, the world became a palimpsest with letters of the Cycle etched into its very core so strongly they became grooves in which the world history moved, without a fail. People didn't reincarnate and individual fates differed, the time moved forward and memories of past were no more than distant silent reminiscence so the history had small variations and different names but the world itself was locked in the security of the Cycle. There was always going to be renewal, and the world was safe from the unknown apocalypse of Dark. People enjoyed the golden age of raising fire and patiently lived through fading times, knowing that the world would begin anew, that its future was safe to continue forever, without of fail.
Then, Atra Umao, the Wandering Desert came to the world.
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(Heretic 2 intro where fifteen seconds long sequence is still the best other-world-wandering sequence) |
The empty jewel of the desert where edges of multiple worlds
come together, where they grind against each other, where they
passionately touch. Atra Umao, where horizon-far round mountains are
meteoric tears of gods, and alien suns eclipse one another under slow
melancholic sky. Alta Umao, the End Desert, all roads and rivers stop
and begin here.
By her very presence the End Desert broke the unchanging fate of the world.
And the world has shifted.
It happened about forty years ago, and older generations still remember the world without it, without Goblin Railroads, without crystals that speak with voices of the dead, without people with multicoloured sand in their veins, without unearthly auroras. But the Wandering Desert brought something more than just strange winds, unusual tools and sand-blooded creatures that the world never saw before. The lands around the Desert's edge started to get strange ideas that the world never thought before, desires that the world never desired before, freedoms that the world never longed for before, and uncertainty that the world no longer remembered.
By the time the Atra Umao appeared the undead curse was already spreading in this cycle and the fading of fire now draws near. It is rumoured that the current chosen undead, the Prince Lorian of Lorian Kingdom, doesn't wish to fulfill his destiny.
Some say the End Desert is a wound in the world, leaking poisonous pus, and this is true.
Some say the End Desert is a window, cut into the suffocating prison of destiny to let fresh winds in, and this is also true.
After the future of the world is uncertain again.
Lands:
Old Kingdoms (aesthetically based on DS 3 and DS 1): the majority of the world, where the winds of the desert don't ever reach. Here are knights are noble, kings are regal, betrayals are tragic and magic is born of dragon breath. Highly idealistic, orderly, elegant, stoic, brave, polite, archaic; even their bandits know their place in the Cycle. The Cycle of Fire is so ingrained into the world here that these people to us look like mindwashed or cliche, despite their utter sincerity and various personalities. Here it is impossible for the priest to steal donations, to the knight to break an oath, to the love turn into base lust. Imagine the whole world speaking and thinking as a idealized play.
Of specific interest are kingdom of Lorian where the Shrine of First Flame is located, Ilory where Dragon Academy of magic is, and Yarnell where cathedrals of both White and Blue Ways are located.
Marches (aesthetically based on DS 2): lands around the Mirror Sea to the west of Lorian, places such as Farris, Carua and Red Baronies. It is still mostly Old Kingdoms, they have all the appearance of old kingdoms, with knights, and kings, and the priests, but here is noticeably less idealism and more dubious thought. Betrayals aren't happening only due to love anymore but due to more familiar envy and greed. Oaths can be broken and the oathbreaker might go unpunished. Priests guide flocks without having faith themselves. Few artifacts from the Desert find a way here but from the outskirts of Marches the first Goblin Railroad takes start to run west.
The Frontier (aesthetically DS2 shifting into Bloodborne with more railroads). The land between the old and the new, the turmoil, the boiling cauldron of quickly rising great cities and dangerous wilderness, of changing societies, of sarcastic laughter, of attempts to stop the undead curse without help of predestined hero. It is an anxious land, enterprising, often violent, but also its people would be the most familiar to us, capable of anything we do, be it cruelty or kindness.
The Border/Borderlands (aesthetically Dark Tower shifting into Stalker Zone). The very edge of the world that touches Atra Umao. Only three great cities (Solael, Nox and Meridian) are there, and from the gates of Meridian you can glimpse the alien moons of the desert. Gods of the world don't reach here; instead, witch-gods from the Desert come and answer the prayers. It is rumored that in the middle of the desert there is a tower that is a axle to all of the worlds. Lands in the Border are wastelands, filled with fragments of faraway worlds that crashed into this world when the End Desert appeared, and twisted remnants of Old Kingdoms into which they crashed to. This is a place of changes, both wanted and unwanted, and even time and the distance are not safe to stay the same. The game started close to here, so despite the setting being mostly Dark Souls the story was not about knights, and there was plenty of guns.
Railroads spread from the desert and go through the borderlands and frontier, up to the western reaches of the marches. They called Goblin Railroads because goblins master them and also Dragon Railroads, because each train is shaped like a dragon and roars like one. I think for this setting the idea was that goblins eventually become dragon trains and run through the desert forever.
(I also had mental image of Garl Vinland fighting Caleb on such train)
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(I drew this picture almost a year later) |
The idea of the world, in retrospect:
Different rules and even types of rules have more power in different lands. Old Kingdoms are more narrative-driven, almost story-game, thematic and strongly focused but narrow and stagnant in their theme; the farther west the more randomness and strangeness takes place, as if chaos overtaking the world, the more dice influences the result; the frontier is strange 'realistic' middle, marches are more like Storyteller, with 'drama goes first but we also have quite a lot of numbers' approach. For example, in Old Kingdoms the armour is always shiny, the love is always noble and knights never ever have diarrhea or slip in the mud – and whatever PC does it cannot result in slip in a mud for a knight – while in Frontier there is enough infections for wounds to fester, bordellos to visit and cons to fool people, and more actions are permitted by reality.
In Savage World Deluxe Edition, there is a page of the optional rules which can be quickly combined to emulate this or other genre. I never implemented anything like that in this one game, but in retrospect I would use something like if I am to make such world in more details.
Mytho-topologically, the world is all Old Kingdoms but Atra Umao creates giant zone of anomaly and paradox; beyond borderlands the desert opens into infinity and connects to other worlds so much that after some point of travelling through the End Desert, the return by common means is improbable. From the edge of the desert back into the setting world first the borderlands, then frontier and then marches spread like invisible concentric circles until they fade back to immutable Old Kingdoms; these circles are giant enough to be straight lines on some maps. By default for this game Atra Umao borderland was to the west from Lorian (where Firelink Shrine and the First Flame are located) and relatively close enough to fit on the same landscape-oriented map.
Troika! mechanics and gameplay (Troika! has free artless version here
https://www.drivethrurpg.com/product/199604/Troika--Free-Artless-Edition, so I will assume I don't need to explain the rules themselves)
Troika fitted surprisingly well into this particular game. It is
very dynamic, with barely any rules to keep track on, but it still has them just enough that it doesn't look simplistic. Archetypes are easy to make and it took me just about half an hour to do. On another hand, Troika isn't as highly lethal as many other rules-light systems are, and even in a solo play I didn't have to buff the player character sky high so they'd survive first fight. I'd say it is well balanced in this respect.
The melee is good because however the round goes, somebody almost always gets hurt as the melee is a contested roll and the loser gets a damage which makes 'attack-missed, attack-missed' stalemate exchanges of DnD impossible – in one-player game it was essential not to create that kind of monotony. Ranged combat is good because unless the PC is a highly trained in dodge or similar evasions they have to use an environment and strategic movement to get cover from the shooter, who has an advantage. For the initiative, I saw several people homeruling end-of-the-round token out of the bag, but for one-player game it gave just right amounts of unpredictability and created a very good tension in a duel with a sniper; for bigger groups I will probably take it out as well or homerule more tokens in for players who didn't have a chance to go for more than one round. Luck helped to solve ties, it is a great and renewable, but not overly abundant resource to power up all strange stuff and fates. The inventory system is good because it goes away with weight calculations, and also has a nice rule that simultaneously allows it to be 'I look for this item in hurry' resolution without additional sub-system. We ended up not using magic but default Troika! magic and items are good enough to fit this mix-mashed-bashed world as well, and, even if not used as a magic directly can be easily added to creatures as special abilities; for items it is easy to imagine golden barges coming from the desert and bringing all kinds of strange things.
Leveling was quick, straightforward, easy to keep track on and good for quick paced one-player game, and I especially liked that it didn't end up creating a superhero even if we tried levelup each game day.
Sample creatures are strange enough to use out of box or slightly reskinned: I used Sympathy Serpent to the great effect.
DMing:
The PC starts in the wilderness where they had a camp (The Frontier but near the Border). Mist raises, as it sometimes happens in Frontier, PC blanks out for a bit, and when they come to their senses they are in a sharp moonlight, looking their own corpse, and the heavily scarred man in a black garb of the pardoner offers them a second chance to live if only they do their best to deliver a small silver box to lady in red that flees to the Desert before she vanishes in the otherworlds. The box is a mystery, but the pardoner solemnly swears it is not a danger to the lady or to the PC.
I built the skeleton of adventure using a random row of Agatha Christie's books in a bookshop for ideas; books don't always align like that but this was a good coincidence. I started from 'After the Funeral' and went up, thinking what each line might mean in this kind of world. These lines also enforced Dark Tower-Journey to the West-Western theme which was, by that point, still quite nascent.
Given time constrains, the adventure itself was mostly improvisation otherwise so Troika! as a book had enough prepared things (rules, monsters, magic) which I could quickly utilize. I used Tarot of Ka by Meethos (which I lucked to get in physical form) to spice things up: they aren't precise illustrations (no Weaver of Shadows or Drowned Sailor cards, for example) but are very fitting otherwise and added greatly to the mood. I used them to quickly generate NPCs and events by drawing two-three cards and interpreting the situation. I also had Waite Rider deck in case if the player chooses to play Arcanist archetype.
For the game there was had a printed copy of Troika! artless edition (which was good, because it saves ink), set of dice, two decks of Taro and I also printed 'Into the Odd list' of Arcana for treasures, although didn't use it at the end.
Started to paint a map too, but never finished it. The idea for the map that the eastern side of it (where Old Kingdoms are) would be in traditional colours (brown, grey, greens) but such colours become stranger, more vibrant and neon as we move to the west (reddish in Red Baronies and full magenta, yellow and turquoise around Meridian)
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* I know that in Dark Tower the wording is 'the world has moved on' but this is how I read it first in the translation and this is how I think about it.
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Archetypes I made for Troika!; a lot of them are just slightly changed archetypes from the core book which was great because I had limited time to do so. I gave the player three choices per region.
Because they were made for a solo play, I made each slightly more powerful and versatile than usual Troika! archetypes, and gave each a special ability of sort; player also could chose one additional item.
I tried to pattern archetypes after DS character generator; hence Knight, Sorcerer, Cleric, Thief, and Bandit.
[as these archetypes are remix,
please be aware that some of their wording is very probably directly lifted from either DS lore, original Troika! book or Fallen London; do not use descriptions in this form unless it is for personal use in your own game or your have the permission of the original text author (namely, FromSoftware, Daniel Sell and Alex Kennedy)]
= Errant Knight of Old Kingdoms =
Raised in the realms locked into the cycle of re-ignited fire, you moved west to seek either justice for your defiled world, a worthy challenge to your skills or a freedom from the fate that keeps following you like a hungry dog.
Skills
3 Ride
3 Sword Fighting
3 Lance/Spear Fighting
2 Greatsword Fighting
2 Etiquette
1 Languages – High Lorian
Special: You can declare a goal to be your sacred quest. You get +1 benefit to all your Luck tests if you try to overcome any obstacle that prevents you from following your quest; you cannot change your sacred quest until you fulfill it.
Possessions
- Heavy armour of honoured curved design, carefully polished but still showing its age
- A war horse
- Lance with sombre tassel (as spear)
- Sword, well-kept through generations
- Shield painted with the coat-of-arms of Half Prince.
- A never ending quest
= Sorcerer of Ilory Academy =
The venerable Dragon Academy of Ilory saw the decline and rise of kingdoms through ages; it was lost in centuries and even sometimes forgotten but over and over again it resurfaced in each new cycle. Soul Arts might be older than many of Old Kingdoms and gods, but even in this changed world they are still very much feared.
Skills
3 Spell – Soul Arrow
2 Spell – Hush
2 Spell – Fall Control
2 Secret Signs – Sorcery Scrolls
1 Spell – Greater Soul Arrow
1 Spell – Soul Mirrors
1 Second Sight
1 Language – High Lorian
Special: You can test your Luck with Second Sight to see how powerful a soul before you is. You need to directly observe the creature from a medium distance.
Possessions:
- Travelling clothes
- Sorcerer’s catalyst
- A small round shield, polished to mirror shine
- A small bag with inks and journals for your travels.
- A dagger
= Cleric of the Ways =
[There is also Way of Red that is new, cruel teaching of Flame that is started with recent changes in the world but isn't for PCs]
Wandering miracle workers telling stories of gods and their deeds in the world that now barely cares. Baroque training of Way of White or harsh training of the Way of Blue inspired you to move westward to bring these tales to the shores that never knew them.
Skills
3 Spell – Heal
2 Spell – Force
2 Spell – Guidance
2 Spell – Affix
2 Second Sight
2 Language – High Lorian
1 Spell – Cleansing
(if Way of White) 1 Storytelling
(if Way of Blue) 1 Mace Fighting
Special: by the old covenant with gods their direct servants will recognize you and your service to gods providing your have been faithful to your oaths.
Possessions
- A clerical chime. May reroll one die on the Oops! Table if using this chime, however may never sneak up on anyone because of the ringing and clattering it makes
- Voluminous clerical robes of Way of White priest or snug robes and chainmail of the Way of Blue acolyte (both counts as medium armour)
- A small sturdy parma shield, painted with sacred sign of gods
- A seal of the Way of White or the mace of the Way of Blue
- A book of sacred texts
- A flute or a harp
= Bandit Mercenary of Marches =
Down in Marches the life can be tough for people who aren’t swift to catch the changing wind or noble enough to benefit from higher station, so there are people making a living by using all possible tools to separate others from their valuables. You can be heavily drenched in sin or just seeking a new beginning away from harsh rope of law tightening around your neck. For a while you pretend to be mercenary and hope that little wars in Marches are numerous enough nobody notices the difference.
Skills
2 Bow OR Crossbow Fighting
2 Tracking
2 Alcohol Drinking
2 Fist Fighting
1 Axe Fighting
1 Run
1 Stealth
1 Healing
Special: you have some bad fame around here – it helps you to connect with like-minded Fellows of the Road much easier (they do expect to be rewarded for their services), but also makes you the target for the law.
Possessions
- Short Bow or Crossbow and 20 arrows/bolts
- Hand Axe
- Small dented shield
- Ragged clothes just barely not ragged enough for beggar but actually provide an armour similar to sturdy leather in defence.
- A bottle of strong spirits
- A lifegem mugged from a passing sage
= Magistrate of Steel Court =
In Old Kingdoms you’d be called a herald, an ennobled emissary of the higher authority set to seek criminals or negotiate treaties. Here you are a glorified clerk, a travelling judge and arbiter with just enough executive and jurisdictional power to prevent swabbing guilds from cutting each other throats for a moment or some petty lord to listen to your words. In your kind of work you travel through all rungs of societies and for many you are a hope for justice, but for just as many in Marches you are a quite an inconvenience.
Skills
3 Etiquette
3 Awareness
3 Laws
2 Disguise
2 Weapon Fighting of your choice
2 Run
Special: due to your authority, as long as you don’t commit any questionable acts other people notice, you can use your authority and test your Luck to make people (and some other creatures) to listen to you and take it seriously. You can also use your blood to bind agreements between other parties to have a sacred obligation that punishes the oath-breaker with bad luck.
Possessions
- A weapon of your choice with 2d6 ammunition if it needs any
- Official vestment of your power and official scepter of your stations
- Set of less noticeable clothes
- Inks, parchments, and seals
- A small, travelling library of law books
- A slow but steady mount
- 1d6 lumens
= Thief of Soft Roads =
As a second-story man you often have cause to wander. Enemies come naturally from both sides of the law and it pays to keep ahead of trouble but you feel better in a smelly, decrepit underbellies of the great cities of Marches and you slip like a shadow through a smaller ones, where boiling cauldron of people and their ambitions create many opportunities.
Skills
3 Sneak
3 Sleigh of Hands
2 Locks
2 Awareness
2 Climb
1 Trapping
1 Knife fighting
1 Crossbow fighting
Special: you may test your Luck to find and get in with the local criminal underbelly, if one exists.
Possessions
- Crossbow & 18 bolts
- Roll of lock picks
- A set of unremarkable clothes with one really well hidden pouch
- A dagger
- Grappling hook and rope
- 2d6 lumens OR lifegem hidden well in a hidden pouch
= Occultist of Weeping Sea =
You are the follower of witch gods – those exiled, imprisoned, maimed, rebelled or foreign against Ways that find refuge among people of Frontier. Just as when fleeting presence of witch-gods manifests itself, your branded eyes are capable to see impossible colours of the half-real world and your hands inscribed by runes only you can see to handle them.
[All Colours are nicked almost verbatim from Fallen London]
Skills
3 Second Sight
2 Irrigo, the Colour of Forgetfulness that can be found in the corners of the home.
2 Viric, the Colour of Shallow Sleep, of a land beyond the Mirrors and unwanted connections.
2 Apocyan, the Colour of Memory, of endings and the sands of alien stars.
2 Cosmogone, the Colour of Remembered Suns, the fecund, the foetid, the fantastic, all flourish in a light of a cosmogone.
2 Peligin, the Colour of the deepest sea from which there are no returns.
2 Violant, the Colour of the blood shred in a spired place, the colour employed in the most desperate treaties.
2 Gant, the Colour that remains when all other colours are eaten. It can be found where all other colours are miriard.
Possessions
- Small set of bottles of all your Colours; an empty scroll of skin, brushes and pens
- A blindfold, a wide-brimmed hat or a cloak with a deep hood or that allows you to hide your eyes but doesn’t impede the vision or a movement.
- Sturdy clothes (counted as light armor)
- A walking staff
= Hunter of Frontier =
There are no limits to you travels. A decaying splendour of Old Kingdoms is a dry riverbed to you with nothing to do there, as you grew up in tumultuous lands of Frontier, where the winds of Atra Umao die out but lands are changed enough to be unfamiliar to citizen of calmer lands. You roam and hunt all kind of prey, making your living as many hunters do. Few know these lands better than you.
Skills
3 Tracking
3 Bow Fighting OR 3 Gun Fighting
3 Run
2 Climb
2 Swim
2 Spear Fighting
2 Awareness
1 Healing
1 Sneak
Special: you may know an animal language of your choice; in return you cannot ever willingly harm any such animal or their closest relatives and you lose that ability if you harm them unintentionally but don’t make amends. Animals are not obligated to follow your commands but many of them will at least listen to you for a bit with a test of Luck.
Possessions
- A long bow and a quiver of 40 arrows OR a pistol and 16 bullets
- A spear
- A small hunting knife
- Highly efficient camping gear, good for long journeys away from home
- 2d6 provisions
- A set of traps
- Lack of proper etiquette
- A lantern and flask of lantern oil
= Arcanist of Nowhere in Particular =
[Magic is based upon Tarot cards]
When Atra
Umao, the End Desert erupted in the world she changes the cycle of fate
and brought many new things. Where there were just Soul Arts, there are
now desks of magical cards that are capable to twist and break reality
around them and reshape them into new forms. Be you disciple of Swords,
seeking a worthy challenge, a bearer of Cups, acutely aware of
connections between people, a follower of Staves, keen on exploring new
lands and ideas or the seeker of Pentacles and keeper of secrets, you
are the new breed of the wonderworker.
Skills
3 Mastery of one chosen (signature) suit
2 Mastery of all other suits
1 Mastery of Major Arcana, if you happen to find any
1 Weapon Fighting of your choice
1 Language of your choice
1 Awareness
1 Run
Special:
you can test your Luck in calm environment to understand what artifacts
are most likely is capable of doing. You can test your Luck in calm
environment with Deck in hand to get glimpses of the events of the next
day but by doing so you are bound by fate to encounter that event in one
of another form. You test your Luck and quietly whisper to usual cards
to persuade them to grant you victory, adding +4 to gambling with cards
if you succeed.
Possessions:
- A Deck of Cards (all Minor Arcane Suits, no Major Arcane), that have a strange power in your hands
- A weapon of your choice with 2d6 ammunition if it needs any
- A silver rose, won in recent gamble
- Quite extravagant travelling clothes that you cannot help but to keep stylish
- A bottle of a really good wine
- Small lantern and flask of oil
- 1d6 lumens, hidden in a belt
= Demon Stalker of Solael =
Raised in demon-infested city of Solael you stake your reputation and life on your ability to hunt and kill demonic creatures and those who break bread with them. Iron people in the wilds, or the angel cults of the slums in Red Baronies – all needs to be driven back off the edge of the map and into the shores of chaos.
Skills
5 Languages and Signs – Demonic
3 Spell - Blood Shroud
3 Dodge
2 Second Sight
2 Sword fighting
2 Bow OR Gun fighting
1 Tracking
1 Sneak
Special: you are older than you look and remember things and people that already vanished from the face of the world. Test your luck for old bits of knowledge or unfamiliar places in case if you can recall anything useful about them.
Possessions
- A silver sword
- 18 silver arrows and a bow or 18 silver bullets and a strange revolver.
- Pouch of salt and ashes.
- Set of travelling clothes, modest and well-made enough to be acceptable anywhere (equals to light armour)
- Vial of demon blood
- Thousand-yard stare
= Thinking Engine =
[This is taken almost fully from Troika! itself]
Your eyes are dull ruby spheres, your skin is hard and smooth like ivory but brown and whorled like wood. You are clearly damaged, you have no memory of your creation or purpose, and some days your white internal juices ooze thickly from cracks in your skin.
Skills
3 Golden Barge Pilot
2 Astrology
2 Pistol Fighting
2 Fusil Fighting
2 Arcana Integration
2 Healing
1 Run
1 Strength
1 Cooking or Knitting
Special: you don’t recover Stamina by resting in the usual manner, instead you have to spend an evening with a hot iron melting your skin back together like putty. For each hour of rest with access to the right tools you regain 3 Stamina. May recharge plasmic machines by hooking your fluids to them and spending Stamina. 1 Stamina and 6 minutes per charge.
You always count as being lightly armoured.
Possessions
- Soldering iron
- 1d6 power cores
- A tea set OR a three pocket gods unknown to anybody in the world
- Detachable autonomous hands OR inner storage OR inbuilt particle detector (+4 Second Sight)
OR one random spell at rank 3
- A Pistol with 2d6 bullets
- An artifact of Lost Corda, being either an enormous blue star map offering +1 astrology when studied for 12 minutes OR a contraption for telling the weather (5 in 6 accuracy) OR a ruby lorgnette offering +1 Second Sight while worn.
- Unclear sense of purpose.
= Sandblooded =
[This one, I think, also nicked from the original Troika!, almost unchanged except the name]
Those desert born, spawned in the hump backed sky lit only by great black anti-suns and false light. Your parent was sailing on the golden barges or caught in some more abstract fate when they left you, far from the protective malaise of the singing sands of Atra Umao, The End Desert, to the lands beyond a million spheres.
Skills
2 Fusil Fighting
2 Astrology
2 Second Sight
2 Spell - Random (Table 5)
2 Spell - Random (Table 5)
2 Golden Barge Pilot
1 Spell - Random (Table 5)
1 Weapon Fighting of your choice
Special: you understand all languages spoken by the creatures of the End Desert and are considered to be one of them, for all good and bad it brings.
Possessions
- Fusil
- 2d6 plasmic cores
- A comfortable long cloak with a hood obscuring your face or sunglasses to hide your eyes
- Mix-mash-bashed clothes, partially made of otherworldly fabrics.
- Quite mundane sword
- A memento of your parent
- A key from a gold barge you have no more any access to
- Velare