Totoy
Character Info
Class: Vessel
Level: 3
Need 1 more completed missions to reach level 4 (6 recorded).
Completed Missions: 4
Commissary Reward: 3
Perks earned: 2
Perks spent: 0
Perks remaining: 2
Personality
Recent Missions
-
Pull the Plug
Aug 22, 2026 - failure -
Let's Play Fetch
Nov 1, 2025 - success -
Jocker's Wild
Apr 23, 2025 - success -
Dragonfly Daughter Dearest
Mar 20, 2025 - success
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
Baseline Might
Lift your own bodyweight.
Baseline Resilience
Survive several minutes of severe bleeding.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
Baseline Sensory
20/20 vision.
Baseline Reflex
Climb a rope.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
Class Abilities
Become possessed by the deadly presence within you, gaining huge magical power and healing yourself while causing magical harm.
Max Essence Cost: High
Max Duration: High
Cooldown: Mid
Paired Action: Portray aTurning Point showing your character overwhelmed by fear, hatred, or a similar negative emotion. Must act unpredictably malicious and destructive while this ability lasts.
- Up to dramatically boosts all damaging Manifestations the user produces and similarly reduces limitations on how often Manifesting can be done.
≫ These boosts scale on the poignancy of the Paired Action; Essence Cost and Duration ALSO scale up in this way.
≫ Healing receive disproportionate to the amount of harm caused by a given magic and is NOT limited to just Manifestation. - This is an incredibly potent Altered State – the user should be all but unrecognizable in their behavior, though they may still work towards the same loose goals.
- Essence Cost
- High
- Duration
- Mid
- Cooldown
- Mid
Paired Action: Portray a Turning Point of being overwhelmed by negative emotions (fear, hatred, or similar), proceeding then to act indiscriminately malicious and destructive to everyone around (ally or enemy) as a potent Altered State.
-
Impact scales on how compellingly you portray the Paired Action and Altered State, beyond High at max.
- Specific behavior in this state should be informed by the nature of the entity within them, as grounded in their Backstory.
- Boosted Manifestations must be directly thematically linked to the user’s entity, as grounded in their Backstory, and can be used more often than normal without incurring a Limiter from the Conduit.
Spare a single person from the evil within you and protect them with a shadowy magical barrier while they remain close.
Essence Cost: Mid
Max Duration High
Cooldown: Mid
Paired Action: Portray a Turning Point demonstrating genuine gratitude, appreciation, or similar wholesome, positive feelings for chosen person.
- Renders target completely immune to ALL harm and negative effects sourced from you, including all your Gear, Abilities, Manifestations, etc. While they are directly interacting with you in a genuinely uplifting manner, your Defiance is substantially enhanced.
- Magical barrier will only appear when target is threatened; provides substantial protection against physical and magical threats alike.
≫ This, plus Fill the Void’s other effects, fades over a Low Duration if the target moves too far away to regularly interact with the user. - Cooldown begins on use, but only one target can be affected at a time.
- Essence Cost
- Mid
- Max Duration
- High
- Cooldown
- Mid
Paired Action: Portray a Turning Point of genuine gratitude, appreciation, or similar for your target.
-
The target becomes completely immune to all harm and negative effects sourced from the user (Abilities, physical actions, or anything else).
- Preexisting harm and negative effects are not affected.
- While the target is interacting with the user in an uplifting manner, the user’s Defiance is Boosted.
-
Cooldown begins on use rather than on expiry, though reusing the Ability will end the current instance.
- Outside of an Altered State, if the user ever feels rejected or betrayed by the target, this Ability will end prematurely.
Learn a personal secret about another person from an uncanny, disembodied voice; sharing this secret with others, however, will bring out the worst in them.
Essence Cost: Mid
Cooldown: Mid
Paired Action: Specify the target and topic you are interested in to your Conduit, then pause ominously as the voice enters your mind.
- This secret may ONLY be shared privately; doing so will “corrupt” the recipient, subtly exaggerating their worst personal flaws over time.
- The more brooding/introspective the target, the deeper the secrets that can be learned; if targeting another Player-Character, be sure to ask permission first.
- Any other Player whose character you are closely interacting with (or the Conduit, in the case of an NPC) may, with your permission, activate this ability on THEIR OWN character (though they cannot use it to learn secrets about you). This uses THEIR Essence pool and puts Insidious Whispers on a Low Cooldown.
≫ This will additionally “corrupt” the new user (as above) alongside any who they share the learned as normal (including you).
- Essence Cost
- Mid
- Cooldown
- Mid
Paired Action: Pause ominously as you hear your entity's eerie voice whispering into your mind.
- The secret is learned from your character's entity, voiced by the Conduit, as grounded in your character’s Backstory.
- Flaw exaggeration for the user and those they share the secret with scales Low–Mid on the secret's importance.
- Any other player whose character the user is closely interacting with (or the Conduit, in the case of an NPC) may, with your permission, activate this Ability themselves (spending their Essence). They and anyone they share the secret with have their personal flaws exaggerated as normal.
Signature Gear
Modest, religious dress offering decent magical protection; makes others inclined to perceive the user as pure, blessed, or even sacred.
- Religious or spiritual individuals will tend to trust the owner, with Impact scaling up to High on how much the owner thematically reflects that individual’s faith (through their Appearance, actions, and similar).
- Predisposes individual bystanders to come to the owner’s aid or defense if the owner appears to be beleaguered or imperiled, scaling Low–Mid on how sympathetic and/or appealing the owner is to that individual.
Set of consecrated candles (max 3 per mission), magically lit at will. Each steadily works to dispel/suppress lingering non-ally magics nearby while lit – the longer it is kept in a single area, the more thoroughly it cleanses it. Mid Duration.
- Quantity
- 3x
- Duration
- Mid
- While lit, gradually weakens and eats away at hostile magics within a Low Range.
Ornamental blade, impractical for combat. Fittingly incorporate into a drawn-out Paired Action (ritualistically draw blood, slice up herbs, etc.) to somewhat improve that Ability’s power.
- When fittingly incorporated into the Paired Action of a sacrifice (for Energywork, Manifestation, or similar), Boosts the potency of the resulting magic.
Eerie facemask, inscribed with funereal imagery. Repels ALL others while worn, causing intense discomfort if they come too close, make eye contact, etc, but steadily afflicts the wearer with an enfeebling illness, which becomes crippling after a High Duration.
- While worn, gradually causes fear and discomfort in non-agents towards discomfort and fear over a Low Duration while they remain in the owner’s immediate presence.
-
This mask will gradually afflict any wearer with a crippling illness over a High Duration. This fades at the same rate once the mask is taken off.
- If the owner incurs this illness, they may also inflict it upon any being they touch who is fully affected by the above fear and discomfort.
Common Items
- Wooden Toy Gun
Appearance
(Image is a place holder, but the style is what I'm going for.)
Background
A grieving puppet maker turned to dark magic to try to resurrect his son, who had died in an accident. As part of the ritual, he made a puppet in the image of his son. However, rather than his son coming back, the puppet grew to the size of a young boy and came to life with the personality of a child. The puppet maker was disgusted by what he'd made, but couldn't bring himself to destroy something that sounded like the son he'd lost. For months, the puppet maker tolerated his creation's presence, but only ever acknowledged it as a toy rather than a child. Still the puppet love its creator unconditionally, and wished for the day where he would consider them their son.
As money became tight and the more the puppet tried to speak to him, the puppet maker grew mad. His insanity culminated into him running away from his shop and hiring the Enclave to destroy the puppet. Unaware that it had been abandoned, the puppet defended the shop from the agents with its dark magic. Struggling against its magic, and their own feelings of sympathy as the puppet's child-like innocence became more apparent, the agents called off the fighting and told it about their father's betrayal. The puppet was sad, believing that its creator ran away because it wasn't a real boy. The agents offered the puppet a new home in the Enclave, and when asked by the toy if "the Enclave can help make him into a real boy," they responded that "near anything is possible with the Enclave." Determined to change itself and reunite with its father, the puppet followed.
Level Up — Totoy
Current level 3. Promoting to level 4 requires 1 more completed missions (6 / 7 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.