Apocalyptics
Apocalyptics live a pure and unbridled life. They appear in Flocks, swooping into gambling dens and nesting in bordellos. Their distillate is stronger, their Burn more potent, their whores more beautiful. Any vice finds a welcome home with them. They live in the present. All emotions are sacred to them and equally celebrated as if they were the last. |
Names
Zephyr Reign
Sable Vulture
Ashen Grin
Cinder Crow
Serpent Shade
Ember Razor
Fate Weaver
Vex Blackwing
Whisper Blade
Reckless Thorn
Starting Gear
2d6 x 100 Chronicler Drafts
Burn Pouch
Gambling dice or tarot cards
What is your rank? Roll a d6.
1:3 | (Choose one) FINCH: Take the Flock Finch Pin on your clothes. You are tortured by your Flock, for your own good. TERN: Take a Grappling Hook (d4). You are tortured by your Flock, for your own good. HUMMINGBIRD: Take a Koumaya Dagger (d6). You are tortured by your Flock, for your own good. (For all) You take a signature item. When you have it you automatically win initiative. You give up this item when you move Ranks. You are tortured by your Flock, for your own good. |
4 | (Choose one) BATTLE CROW: Take a Blade Bracelet (d8). You are the Flock’s warrior, and have authority during an attack. CUCKOO: Take a Stiletto (d6). You can always disguise yourself, and become someone else. STORK: Take a Net, Staff (d6) and Musical Instrument.You can always find children to do jobs for you. MAGPIE: Take a Stiletto (d6) and Hairpin. Your customers always tell you too much. OWL: Take a Blade Bracelet (d8). You are a precise assassin and robber. WOODPECKER: Take a Shotgun (d8 blast, 2d6 rounds) and a Key Ring. You can always build a secure nest for your Flock. VULTURE: Take a Blade Bracelet (d8). Everyone hates you, except the Shutters. |
5 | (Choose one) SEAGULL: Take a Harpoon Crossbow (d8). You are experienced in moving around moving ships. PELICAN: Take a Mediterranean Map. You know stories about coastal cities. |
6 | (Choose one) MARABOU: Take Steel Cotters (d6). You are well known to the Neolibyans. You also know them well. IBIS: Take a Ibis Staff (d6). All African cults respect you. TOKO: You own a nightclub. |
Depending on gained renown, you may be promoted to higher Ranks by your Cult.
What is your potential? Roll a d6.
1 | ALL-IN: “Make your bets! In combat, you don’t just bet gold or luck—you wager blood and bones. Only an Apocalyptic would dare to go all in, risking everything for a chance at glory. And oh, how they smile at the prospect of winning it all.” When an opponent rolls a 1 on their weapon die, your next attack is Enhanced. |
2 | CARD OF DESTINY: “The cards? Tools for manipulation, yes, but the longer you use them, the more you begin to understand. Their faces are more than symbols—they are echoes, shadows cast by the future onto the past. Those who know how to read them don’t just walk through the present—they walk through time.” Gain Fatigue and make a prediction. If it comes to pass, your first save related to it is successful or your first attack is Enhanced. |
3 | CROW’S NEST: “The Flock is more than kin—it’s a heartbeat that echoes through the Apocalyptic’s soul, the origin of every step they take. Harm the Flock, and you carve into the Apocalyptic’s very flesh.” Gain Fatigue. All Apocalyptics’ attacks are Enhanced and non-Blast attacks against them are Impaired until they next take STR damage. |
4 | MIRROR: “In the heat of battle, the Apocalyptic’s heart beats in sync with his enemy’s—two hearts, one rhythm. He watches, learns, and echoes every move, as if they were sparring partners bound by fate.” Gain Fatigue. Use your opponent’s weapon die, instead of yours. |
5 | BLACK OMEN: “The Flock’s fortune tellers peer beyond the veil of the present, into darkened futures. It isn’t difficult for them to see—no more than binding a dead crow or drawing a bloody cross upon a door. These omens are whispers from the primal dark, and the world fears their savagery, seeing in them a pact with forces that should never be summoned.” Gain Fatigue. The target suffer 1d4 WIL loss. |
6 | 1000 WAYS: “The Apocalyptic has fought in a hundred battles and mastered a thousand styles—only to cast them all aside. Combat isn’t a dance of rigid steps or a game of seduction. It’s chaos, pure and untamed. In the end, only one thing matters: victory. The path to it? Infinite.” Gain Fatigue. After your first melee attack, your following melee attacks are Enhanced. |
With enough time and a mentor you can learn new potentials. Even from other Backgrounds.
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