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Welcome to [Kult: Divinity Lost] Sins that are past

15:05, 3rd May 2024 (GMT+0)

Arthur Lyons

Arthur Lyons grew up as an adopted child of a loving family. It wasn't until he was a teenager, some years back, that he found out he was adopted. After he reached the age of 21, he was given an inheritance that had been held in trust for him legally.

Now he is the owner of a run down property known as the House of Calling Glass. The home has obviously not been well-maintained inside, though the grounds have been kept up reasonably well.

As near as Arthur has been able to determine, his biological family put him up for adoption not long after his third birthday. Though his memories from before that time are spotty, he can vaguely recall impressions of having lived in Calling Glass. He is not entirely sure what happened to his biological parents, though he suspects that they died of foul play.

Ever since he visited Calling Glass to 'claim his birthright,' he's been followed by a strange group of people. Though there are some faces he recognizes that crop up again and again, sometimes it seems to be completely random strangers. But, for the most part, they seem to be looking out for him - sometimes paying Tube fare when he's low on change or the like. Once, one of them even pulled him back onto the sidewalk so that he wasn't hit by a speeding lorry. Conversely, however, there was one night when they surrounded him on a subway platform and wouldn't let him board a train, some of them even going so far as to crowd the entrances to prevent him boarding. There was a train accident later that night, but surely that was coincidence.

Too, since visiting Calling Glass, Arthur has felt something growing in him. Some power, ancient and eldritch and obfuscated within him. Sometimes, he thinks that it is a separate being living within him; sometimes, he thinks it is solely him and that he's going mad.

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Name
Arthur Lyons
Archetype
Descendant
Occupation
University Graduate
Appearance
Clothes
Casual; Jeans, t-shirts, boots, heavy jacket
Face
Sharp, tense
Eyes
Anxious and alert
Body
Athletic

Attributes
Willpower * - Keep it together2
Fortitude * - Endure injury0
Reflexes * - Avoid harm1
Reason - Investigate-1
Intuition - Read a person-2
Perception - Observe a situation1
Coolness - Act under pressure2
Violence - Engage in combat0
Charisma - Influence other1
Soul - See through the Illusion3

Dark SecretsHeir
Drive: Investigate what happened to your relatives (parents) and the House of Calling Glass

Disadvantages
NightmaresDuring any scene when you sleep, roll +0
15+: You sleep in peace / 10-14: Nightmares torment you. GM makes a Move for your nightmares: -1 Ongoing until you sleep, Something follows you back, Nightmares provide insight into the Truth, You are forced to process some trauma (Keep it Together) when you wake up / -9: Nightmares take over completely. You are trapped in a dream until you can awaken, everything that happens affects your sleeping body.
Disadvantages
HauntedIn the first session and whenever you are distracted or weakened, roll +0
15+: The entity leaves you alone / 10-14: The GM takes 1 Hold. / -9: GM takes 3 Hold.
GM can spend Hold to make a Move for the entity: it requests a service from you and threatens retribution if you refuse; the entity possesses your body for the night; or the entity reveals a clue of what it is and what it wants from you.

Advantages 
BoundSoul
At the start of each game session, roll +Soul
15+: Choose up to 3 Options at any time during the session / 10-14: Choose 1 Option at any time during the session / -9: Choose one option at any time during the session, but the GM makes a Move for the entity at some point during the session.
Options: See the true form of a creature or location; Disperse magic targeting you; Call on the entity.

Advantages 
Inner PowerSoul
Whenever you release your inner power, roll +Soul
15+: The power attacks all opponents in vicinity, causing 2 Harm / 10-14: Power attacks closest opponent, causing 2 Harm / -9: Power attacks all living beings, including self, in the vicinity, causing 2 Harm.

Advantages 
Watchers-
Whenever you are in mortal danger, you can activate your watchers. When you do, the GM takes 1 Hold.
The watchers act as a small/medium/large gang (2/3/3 Harm, 5/10/15 Wounds), dependent on how powerful the threat is. Their sole motivation is to keep you out of harm’s reach. The GM can also spend Hold on the watchers’ behalf to let them make a Move against you.


Relations-
The Lyons +2Jack and Jill Lyon are the couple that adopted Arthur two decades ago. Pensioners, they still live just outside of London
Leila Arlantes +1A confidante of Arthur's. Attends the same university.
Esther Wilson +0A librarian and researcher who is helping Arthur researching the past of the House of Calling Glass.


Wounds
Serious Wounds -OngoingStabilized
--
--
--
--
Critical Wounds -OngoingStabilized
--

Dramatic Hooks
Investigate how his adoption was handled (the Lyons say that they don't recall, that it was a secret, but there has to be a paper trail) and who his bio-parents were?
Confront the watchers to figure out who they are. (He wouldn't know that they're preventing him from being harmed; he still has to work that out)

StatusStability
0Composed
-1Uneasy
  • -1 to Disadvantage Rolls
Moderate Stress
-2Unfocused
-3Shaken
  • -1  Keep it Together
  • -2 to Disadvantage Rolls
Serious Stress
-4Distressed
-5Neurotic
-6Anxious
  • -2 Keep it Together
  • -3 to Disadvantage Rolls
  • +1 See Through Illusion
Critical Stress
-7Irrational
-8Unhinged
-9BrokenGM Makes a Move

Gear
-
-
-
-
-

Weapons
-
-
-
-

Notes
-
-
-

Experience -
Earned:
Current:
Spent:

After every 5 Experience, choose one of these:
      Increase one active Attribute +1 (to max +3).
  Increase one passive (*) Attribute +1 (to max +3).
 Increase any one Attribute +1 (to max +4).
   Select a new Advantage from your Archetype.

After 5 Advancements You May Also Choose:
  Increase any one Attribute +1 (to max +4).
  Select a new Advantage from any Aware Archetype.
 End your character’s story arc as you see fit, and create a new Aware character, who starts with 2 Advancements.
 Replace your current Archetype with another Aware Archetype, and erase one of your
starting 3 Advantages.

After 10 Advancements You May Also Choose:
 Advance your character to an Enlightened Archetype.