STATS
Your starting stats are Reach 0 Grasp 0 Sleight 0.
Choose what the Eldritch Powers are:
Dark forces from beyond this world: you always roll Sleight with Advantage.
TRADITIONS
Choose one of each, or create something else:
Populace:
Scientists driven insane by occult findings.
Style:
Immaculate.
Governance:
Twisted Bloodline.
LANDMARKS
Draw a sign of one from each category on the map, or invent your own:
BEFORE
An isolated and ancient town, your refuge.
THE FALL
A cyclopean temple that invaded our reality.
A THREAT
A memetic virus spreading insanity and devotion.
A HAVEN
A mirror maze where angles bloom into impossible complexity.
HISTORY
Each other Family or Faction discloses their stance in the shadow war:
Devoted:
They say what secret practices they hold to honour the Eldritch Powers. You say how they are rewarded. You give them 2-Treaty.
Infiltrated:
They say who among their people worship the Eldritch Powers. You tell us how. Exchange 2-Treaty.
Hostile:
They say how they battle against the Eldritch Powers. You tell us how you helped them survive this far. Take 2-Treaty on them.
DOCTRINE
Each of your doctrines augment Enlightened Madness. Choose your relation to the Eldritch Powers:
Arcane Cultists.
You use the Powers’ knowledge for power. Always count the boxes next to Pride and Wealth as if they held a 3.
Twisted Bloodline.
The Power’s eldritch energy sings in your blood. Always count the boxes next to Faith and Mirage as if they held a 3.
Monstrous Servants.
You are twisted and uplifted by the Powers’ gifts. Always count the boxes next to Lore and Echoes as if they held a 3.
Your Doctrine must change from one Age to the next.
LIFESTYLE
Settled
Your settlement is an expression of the Endless City, just fleetingly touching this plane. You can perform a ritual to make your settlement disappear under the cover of night or mist, just to reappear somewhere else on the map.
RESOURCES
Surpluses
Rare Materials
Spies
Needs
Leadership
Luxury
Prestige
ASSETS
Eldritch characters gain a spell to evoke Hostile Grounds of their choice in the current scene at the cost of 1-Harm.
In addition, pick 3:
HOW DO YOU FIGHT?
Words of madness and power (Ranged, Hidden)
HOW ARE YOU DEFENDED?
Sustained by the void (Sealed, Implanted)
HOW DO YOU TRAVEL?
Void walkers (Space, Air, Mount)
ELDRITCH MOVES
Take Enlightened Madness and pick one more:
ENLIGHTENED MADNESS
You have a ritual that’s complex, time consuming or costly; describe it. When you perform it, the gaze of the Eldritch Powers is drawn to the world. The next time your Family or Character discards a 1, 2 or 3 thanks to Dis/Advantage, place it in one of these slots:
Faith O O 3 Pride
Lore O O 3 Wealth
Echoes O O O Mirage
Once any row has a sequence from 1 to 3 in any direction, the stars align and you are infused with the quality next to the 3. All dice in that row are infused and set to 6.
When you invoke this power before your Family or Character takes action, you can replace one of the dice you would roll with an infused die (set at 6). Roll the others as normal. Once all infused dice are gone, you are no longer considered infused.
ENDLESS CITY
Your domains extend to secret places beyond this world, into an infinite city of arcane design. Chose two sectors from the Endless City and place them on the map:
A Bizarre Bazaar
A Defiled Temple
A Secret Street
A Den of Vice
An Arcane Library
Corrupted Gardens
The Ancestral Home
Tell us how these places pervert mundane expectations and give us a sign of their alien power and wisdom. Also choose a second stat you roll with Advantage when you act in the City.
Grants Advantage with Reach.
While in the City, you can activate Enlightened Madness freely.
You can change sectors or their location at the beginning of every Age, and you may remove an infused quality to bring another sector into this world.
ALLIANCE MOVE
At the beginning of every Age, secretly decide if you are Devoted, Infiltrated By or Hostile towards the Eldritch Powers.
Gain 1-Treaty on any Family or Faction who shares your current stance when you support them.
INHERITANCE
Servant characters get an Inheritance move. Quick Characters also pick one:
Night Stalkers. You can see perfectly and move silently in the utmost darkness - but you become a carrion eater.
Deep Dweller. You can live and travel without complaint in a particular type of hostile land (sea, void, radiation, etc) - but you have a compulsion to lure others there despite their inability to survive.
Dream Lurker. You can visit other people’s dreams - but you must embrace an addiction to a forbidden drug of your choice.
Scaly Dancer. You can hypnotize others with your swaying motions - but you are bound to always keep a treasure of the next world safe.
Storm Rider. When you commune with a place of power, its energy bursts free and does roughly what you wanted - but there are always unintended side effects decided by the GM.
This message was last edited by the player at 12:34, Sat 20 Mar 2021.