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 All   Profile   Abilities   Vocations   Milestones   Notes 

Drake Bale

Distinctions

d8
or
d4 (+1 PP)
Mysterian Prodigy
Former Street Hustler
Fairweather Mercenary Hunter

Tier

Veteran
d8

Plot Points

1

Aptitudes

Violence
d8
Finesse
d6
Smarts
d6
Psyche
d6
Awareness
d6

Vocations

Mysterian
d8
Criminal
d6
 
 
 
Drake Bale

Stress

Body

Ego

Assets

Stately Manor: d8

Boston, inherited

Switchblade: d6

Old faithful

Ability Sets

Mystic

Senses: d6
Stamina: d6
Willpower: d6

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Master Mysterian

Counterspell: d8
Illusion: d8
Hex: d10
Shield: d8
Teleport: d8
 

SFX: Hallucinatory: This Ability Set's Illusion trait is a Mental Ability; illusions created with it are projected directly into one or more targets' minds and are resisted by Psyche and Willpower instead of Awareness and Senses.

SFX: Mental Bulwark: This Ability Set's defensive traits that protect against Physical Stress, Trauma, and / or Complications also protect against Ego Stress, Trauma, and / or Complications.

Limit: Exclusive Traits: The traits of this Ability Set are exclusive to one another, only one can be active at a time. You must decide which is currently active each time you have a panel; the other traits are shut down.

Vocations

Mysterian [  ][  ]

The Mysterian Vocation allows the following special Exploits:

  • Exploit: During an Action Scene you may reroll any dice pool that includes your Mysterian Vocation die.
  • Exploit: You may double your Violence trait when adding it to an action or reaction dice pool that includes your Mysterian Vocation die.
  • Exploit: During an Action Scene you may ignore one Limit in your Mysterian Ability Set until the end of your next Panel.
  • Signature Exploit: You may attempt to perceive any other location within the Scene with a dice pool comprised of Tier + Awareness + Psyche + Mysterian Vocation.

Criminal [  ]

The Criminal Vocation allows the following special Exploits:

  • Exploit: Step up and double Awareness when attempting to detect a double cross or law enforcement activity.
  • Exploit: In any municipality you can scope out and identify the local criminal element during a Transition Scene spent poking around the place.
  • Exploit: During a Transition Scene you can create two d6 Assets or a d8 Asset acquired illegally or by leveraging your criminal connections (GM's discretion applies).

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.

Milestones

Street Hustler

You grew up hustling on the mean streets of London, and you've got a lot of street smarts. You've left that life behind you, but while you can take the boy out of the hustle you can't take the hustle out of the boy. At the end of the day, you pay attention to which way the wind is blowing, and always remember to look out for your own survival.

Goal
Reward

The first time in a session you make your background as a street hustler relevant to the narrative.

gain a Exploit invocation

The first time in a session when you are trying to pass among polite society but commit a social gaffe or faux pas that gives away your humble origins.

+1 Plot Point

The first time in a session when you decide to save your own skin, cut a deal, or get away instead of acting in solidarity with your allies.

gain two (2) Advances, then retire this Milestone Set and choose another one

Last Of The Acaelo Line

You are the last known mystically capable descendant of an ancient Mysterian Demiurge of great repute, Acaelo. Though you grew up unaware of your heritage, your aunt Agnes clued you in as best she could before she herself died in battle with the possessor demon Uarreazeal. Though you didn't ask for it, your lineage's reputation...and the attention of a few enemies...rides on your shoulders. And with your training left incomplete by the death of your great aunt and your grandfather before that, the onus is on you to see to your own learning and to forge your own credibility as a mystical practioner to be reckoned with.

Goal
Reward

When something related to the heritage of Acaelo complicates your life and you successfully deal with it (GM story hook).

gain one (1) Advance

When you successfully seek out a grimoire or other resource from which you can learn a new Mystery (GM story hook).

gain one (1) Advance

When you single handedly defeat an equal or higher Tiered Mystic in a mystical conflict.

gain two (2) Advances, then retire this Milestone Set and choose another one

 

Drake grew up rough on the streets of London, son of a prostitute mother on the dole and one of her many johns, who would remain unknown to Drake for many years. He entered a life of petty street crime young and was an accomplished street hustler in the Norf End Alley gang by his mid teens. He would have likely had an unremarkable life in and out of custody, save that he had a spark of something more and was taken under the wing of Alexander Acaelo, a wizened and wise old man who was also a pratitioner of the Mysteries. Seeing Drake's potential for the art, Alexander took on the slow and difficult process of domesticating the wild young man.

Displaying saintlike patience, the old master slowly and painfully taught the lad how to mystically protect himself, travel by bending space, and to fog the minds of others. Drake began to care for the old man as a father figure, and eventually tried to quit his gang. That didn't work out so well. The gang turned on Drake, and hostilities escalated. In a final bloody encounter gang hooligans caught Drake alone on the streets and pursued him. Drake managed to flee to Alexander's flat and the old man scared off the pursuing punks, but had a stress-enduced heart attack which proved to be fatal.

Alexander tragically died in Drake's arms, but in the aftermath it was revealed that he had named Drake as his heir. And in a weird twist the will further revealed that Alexander Acaelo was Drake's grandfather; prior to his death the old man had divined via magic that his wayward son Xander had fathered the boy. Xander had departed the scene shortly after conception, but once he knew of his grandson's existence Alexander stepped in due to familial obligation.

Drake inherited a small sum of money, Alexander's books and notes, and news of a great aunt who lived in Boston...Alexander's sister and fellow Mysterian Agnes. Per Alexander's wishes Drake moved to Boston to live with his newly discovered aunt, who subsequently endeavored to complete Drake's education. Among other things Agnes was a sometime Hunter, and Drake got his start as a Hunter under her tutelage. Most significantly Drake learned powerful offensive Mysteries from her.

But all things come to an end, and so it came to pass that Agnes was killed by a possessor daemon known as Uarreazeal during a particularly difficult and long hunt. Left to his own devices Drake pursued his craft and continued Hunting on occasion, now has nearly a decade of making his own way under his belt, and can fairly claim the title of Master Mysterian.