Ruby Fawnsworth
Character Info
Class: Onmyōji
Level: 4
Owner: Lacara
Need 3 more completed missions to reach level 5 (7 recorded).
Completed Missions: 7
Earned: 19
Spent: 16
Remaining: 3
Perks earned: 4
Perks spent: 2
Perks remaining: 2
Personality
Recent Missions
-
Get Got, Cephalopods!
Sep 6, 2026 - success -
Yōkai Loci
Jun 1, 2026 - success -
Trouble Brewing in the Swamp
May 3, 2026 - success
Stats
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
Baseline Might
Lift your own bodyweight.
Baseline Resilience
Survive several minutes of severe bleeding.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
++ 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: A harmful strike becomes a glancing blow.
Class Abilities
Beseech a known spirit for help, receiving an Insight or Pitched, non-violent boon thematically befitting that spirit.
- Essence Cost
- Mid
- Cooldown
- Mid
Paired Action: Humbly petition the spirit, emphasizing your worthiness of its aid.
- Impact scales Low–Mid on the persuasiveness of the user’s Paired Action.
- A successful Mid Impact use increases the maximum Impact for future uses to High.
Conjure an animistic spirit from a location or object and compel them to obey your commands.
- Essence Cost
- Low–High
- Duration
- Low–High
- Cooldown
- Low
Paired Action: Proclaim a fitting name for the spirit and firmly request its presence.
- The spirit is entirely controlled by the Conduit, who also determines its disposition and appearance, as befitting its nature. (e.g. A lake spirit might be calm and gentle, with a wide, glassy body.)
- Spirits are not happy to be awakened, are rivalrous with one another, and only reluctantly follow commands. Demanding too much of one may cause it to turn against the user.
- While the spirit is incorporeal, it has full control over its physical form and may also produce some thematically-related magics. (e.g. A mountain spirit might send a rockfall or open a fissure.)
- The spirit is physically incapable of moving more than a Low distance away from its physical form.
- Essence Cost scales and Duration inversely scales on the power of the spirit, as befitting its physical form. (e.g. The spirit of a campfire would have a Low Cost and a High Duration, the spirit of a great furnace would have Mid for both, and the spirit of a wildfire would have a High Cost and a Low Duration.)
Signature Gear
Strips of ensorcelled paper.
- Quantity
- Low
- Aerodynamics Boost
- High
- Place or throw to an entryway or route, causing the paper to hover in position in front of it, to give that area a Ward against a Pitched being or type of being. This Ward has a Low Duration once tested by its target(s).
- Impact scales Low–High on the specificity of the Pitch. (e.g. Naming a single, specific being would have High Impact.)
- Impact as capped at Low against non-supernatural beings.
Incense sticks, magically lit at will.
- Quantity
- Low
- Duration
- Mid
- While lit, this incense gently draws all unquiet spirits, ghosts, and other incorporeal, supernatural beings within a Mid Range towards it.
- While such beings are within a Low Range of the incense, they are rendered visible and able to communicate in simple ways (even if not normally able to) but reduce incense Duration to Low.
Pentagram-inscribed amulet.
-
Chant esoteric mantras over a willing target for a Low Duration, then either…
- Heal all their wounds and maladies of Mid severity or less but cause them to lose a full Threshold of both Essence and Stamina.
- Restore a full Threshold of both their Essence and Stamina, but Pitch a High Impact malady that spontaneously afflicts them at full strength.
Sacerdotal courtly garb.
- You may Pitch that your character is recognized as diviner (High Cooldown).
- Once per mission, you may Pitch that a local holiday or heavenly phenomenon (meteorological or astronomical) is soon to occur.
Cleaned and dried turtle shells, used in divination.
- Quantity
- 3x
- Apply heat to one while asking a question of your Conduit that can only be answered with Yes or No.
- After a Low Duration, the Conduit truthfully answers this question by describing the cracks and patterns incurred by the burned shell, which you must interpret yourself (but this must be a Yes or No).
Elegant knife with no crossguard; relatively delicate, balanced for throwing.
Stylized images daubed on exposed skin.
Defining Quirk
Incorporeal Arm
Downside: Only one physical arm
Upside: Incorporeal arm can interact with incorporeal objects
Ability Perks
Kuji-kiri {Cutting the nine syllables}
- Ariadne's Thread: a spiritual thread visible for a Mid duration, connecting the target to whatever is powering it (or the general direction, if it's invisible/distant).
Rude Awakening
- Bottoms Up!: if alcohol is accessible, pouring a libation out for the spirit when called makes it significantly less grumpy.
Appearance
Ruby is 5’7” and slightly built, a flaming redhead that’s always dressed in a black evening gown and plenty of sparkly jewelry (is it real? probably not...)
Background
Ruby is a young dilettante who ruined her own debut party by pulling out some tarot cards and accidentally summoning ghosts that terrorized the guests. She had no idea that she had natural abilities as a medium, and when the story got to the Enclave and they recruited her, she was happy to get away from the social fallout in her home city.
Level Up — Ruby Fawnsworth
Current level 4. Promoting to level 5 requires 3 more completed missions (7 / 10 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.
- Ariadne's Thread: a spiritual thread visible for a Mid duration, connecting the target to whatever is powering it (or the general direction, if it's invisible/distant).
- Bottoms Up!: if alcohol is accessible, pouring a libation out for the spirit when called makes it significantly less grumpy.