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Sirius

The document outlines the character Sirius McClave, detailing his abilities, agenda, and equipment in a role-playing game context. It includes instructions for exorcists on how to handle sins and their manifestations, as well as mechanics for conflict resolution and tension management. The document emphasizes the importance of talismans and psychic phenomena in gameplay.

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0% found this document useful (0 votes)
2 views6 pages

Sirius

The document outlines the character Sirius McClave, detailing his abilities, agenda, and equipment in a role-playing game context. It includes instructions for exorcists on how to handle sins and their manifestations, as well as mechanics for conflict resolution and tension management. The document emphasizes the importance of talismans and psychic phenomena in gameplay.

Uploaded by

DigiPlayz
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Sirius McClave 2

08515

MENTOR
TENSION
M BLACK
6’2 BLACK
215

Know Lacer Lacer

Clear after session end

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Ambrosia (+1 Max and current psyche burst)


Cool Ass Uniform
Notebook and pen

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CAIN REGISTERED ABILITIES

AGENDA MENTOR AGENDA ABILITIES


Describe registered agenda here.
Swap agendas between missions. Keep any bolded items. Measured Hand - Once per mission when
Spend an Advance to gain a new ability. 5 abilities max.
you use Set-Up or Teamwork on an ally
AGENDA ITEMS
and they succeed, both of you relieve 1d3
stress. CHECKED UP
* GUIDE AN ALLY TO SUCCESS.
* PASS THE TORCH TO SOMEONE Second Opinion: Once per rest when an
NEW. ally of your choice fails a roll, they may
reroll with +1D but still suffers
consequences from the original roll.

BLAST: Spend a psyche burst and roll


PSYCHE to produce a weaponized form of

BLASPHEMY: TENSION concentrated psychic energy in melee or short


range. The specific look and feel of this basic
exorcist skill varies between exorcists. The
Describe registered pychic phenomena.
Keep sticker attached at all times. strength of this blast scales with CAT.
Spend an Advance to gain a new power.
Spend an Advance to gain a new blasphemy. If you do,
cross out a sin box, and increase xp to advance by +1 AEGIS
OBSERVED POWER

PASSIVE

IRON SOUL

SEVERANCE
OBSERVED POWER

OBSERVED POWER
OBSERVED POWER

OBSERVED POWER

3
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DOCREF XX0012
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FIRMLY AFFIX ALL STICKERS As above, so below
RANGE/

DOCREF XX0015
REFER TO DOCTRINE TM451 IN CASE OF CATEGORY 5+ EVENT As above, so below
THE HUNT
ATTACH MISSION FLOW MATRIX
FIND THE
1. BRIEFING PALACE
2. ARRIVAL A sin creates a parasitic
3. TRACK pocket dimension. It
4. INVESTIGATE cannot be slain outside.
Exorcists are dispatched when signs of a 5. PREPARE Enter the palace and
sin appear, and must investigate. They 6. CONFRONT execute it.
know only its type and trauma questions. 7. EXECUTE
They must locate its lair and execute it
before catastrophe strikes.
Return for debrief.
RNR allowances.
Just think, you’re all ready to slaughter to your heart’s content.
AFFIX TALISMANS FIRMLY

Slash when a scene passes, or a ‘1’ is rolled on risk (once per scene only)l.
Increase pressure by 1, then clear tension. Then:
Send minions/Ambush the exorcists/Involve authorities/

TENSION
Separate someone/Force a diFicult choice/
3
FILL> Escalate the situation/AFlict an exorcist/Start or progress
a ticking clock/Use a domain/Threaten or twist an NPC/
Introduce a new obstacle
Slash when tension fills out, degrading the situation.

PRESSURE
The situation gets out of
6 FILL> control. The sin
increases in CAT by +1
and things get worse.

TALISMAN WORKSPACE REST


Characters rest as a group. Increase
INSTRUCTIONS: Write what each talisman represents, write length in circle pressure by 1, and roll 2d3. Then for each
d3, gain that many psyche burst, heal
(2-short, 3-5 medium, 6-8 long), slash 1 for each success when acting.
that much stress, or untick a hook.
Actions that don’t fill it up represent partial progress.

AFFIX TALISMANS BELOW

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DOCREF XX0124
As above, so below
SIN
VITAL INFORMATION CARD

Other Me
Refrain from speaking name aloud

Viridian

RECORDED MANIFESTATION FIELD SHEET


Spider
INSTRUCTIONS:
- RETREAT TO SAFE DISTANCE
- DO NOT MAINTAIN EYE CONTACT
- IMMEDIATELY CALL 994
I II III IV V VI VII

RECORDED TRAUMAS Please promptly file card


TRAUMAS

1. Karma
FACT: Traumas can be used to
counter a sin’s reaction, reducing
2. Wishing he had a stress suRered by all targets by 1d3 Censor
and inflicting 1d3 slashes on the sin.
3.

AFFIX EXECUTION TALISMAN BELOW. SLASH WHEN TAKING HARM.


- EXECUTE
15 EXECUTION - FAIL
- SPARE
Sparing requires at least 1 trauma
8+PRESSURE+CAT After 4 slashes, must retreat to palace until pressure increases and heal 1d3, or 2d3 if full.
Cannot retreat inside palace, and instead is at the mercy of exorcists if full.

ATTACK COMPLICATE THREATEN


CONFLICT

Add a twist to the fight. Complications can: Threaten a worse consequence, once a
Attack with: round. An exorcist must immediately make
• make something hard an action toll to try and counter the threat.
Threats can, if executed:
• deal 1 stress a round to all exorcists
• make the sin take 1 less slash on its • Inflict stress: (1): 1 injury, (2-3): 5
stress. (4-6): 3 stress
Inflicts stress: (1) 5 stress, talisman under certain circumstances
(2/3): 3 stress, (4+) 2 stress • Separate an exorcist completely, or
• make the sin deal 1 more stress under
• AUlict an exorcist, or
Adjust up or down by +1 certain circumstances
depending on situation. • Cause collateral damage, or
• change the parameters of the fight
• Massively change the parameters of
The same eRect cannot stack with itself. the fight
SEVERE ATTACK Complications are worse and take more eRort to
! Only usable on a 1, once a
deal with the worse the reaction die (4-6): 2
scene. Check sin sheet for
details. talisman, (2-3): 4 talisman. (1): 6 talisman. Add a Or improvise: (1) Strongest reaction, (2/3)
strong reaction, (4/5) Weaker reaction, (6)
complication up to three times per conflict Weakest reaction.
scene total.

DOMAIN DOMAIN DOMAIN

DOCREF XX0121
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FIRMLY AFFIX ALL STICKERS
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