Calumn Hurly
Character Info
Class: Witchfinder
Level: 2
Need 1 more completed missions to reach level 3 (3 recorded).
Completed Missions: 2
Commissary Reward: 1
Perks earned: 1
Perks spent: 1
Perks remaining: 0
Personality
Recent Missions
No missions yet. Add one below or from the Missions page.
Stats
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Might
Rip a college textbook in half.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+ Sensory
Detect a subtle change in wind speed/direction.
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.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Create a dark, obscuring mist that steadily fills your surroundings, gradually predisposing all within towards fear and mistrust.
- Essence Cost
- Mid
- Range
- Mid–High
- Duration
- Mid–High
- Cooldown
- Mid
Paired Action: Make an ominous speech to a group of listeners lasting up to a Low Duration.
- Duration, Range, and maximum Impact all scale on the length of the user’s Paired Action.
- This mist will not appear to be sourced from the user, arriving instead like a sudden weather phenomenon.
- Upon expiry, this mist and its associated fear and mistrust will dissipate at the same rate it arrived.
Redirect a hostile magic towards yourself while delivering an empowered strike against it or its source.
- Essence Cost
- Mid
- Cooldown
- Low
Paired Action: Shout a zealous proclamation while brandishing a weapon.
-
Empowered strike Impact scales Low–High on the potency of the magic this Ability is redirecting.
- This empowered strike may target the redirected magic itself as though it were a physical object, negating it outright if the strike is of substantial Impact.
- If the magic’s source is hit by the empowered strike, they are prevented outright from using that magic again.
- Innate supernatural capacities or notably longstanding or widespread spells cannot be affected by this Ability.
Learn from your Conduit the direction and intensity of a chosen type of magic or negative emotion.
- Essence Cost
- Low
- Range
- Mid
- Cooldown
- Low
Paired Action: Specify what you are sensing for, then deeply inhale.
-
The chosen type of magic/emotion should be succinct and straightforward. (e.g. “Fire Magic”, “Religious Magic”, “Rune Magic”; “Hatred”, “Greed”, “Jealousy”.)
- Sources of the chosen magic/emotion already known to the user are exempted unless specified otherwise.
- Alternatively, closely examining clear evidence of an unknown magic while inhaling will identify that magic’s type (as above) instead of this Ability’s normal effects.
Signature Gear
Miniature crossbow worn on the back of the hand, easily reloaded with a twist of the wrist.
- Quarrels
- Low
- Power
- Low
- Effective Range
- Low
- This crossbow is harder to detect until the moment it is aimed at a target (Mid Cooldown).
Tall hat with a broad brim.
-
Predisposes any being approached subtly and privately towards conspiring with the owner.
- The owner will instinctively become aware if such a conspirator ever double-crosses them.
Metal rod whose tip may be superheated at will, causing great pain but only minor damage.
- Essence Burden
- Mid
-
Those burned by this rod are strongly inclined towards rage, which lasts for up to a Low Duration scaling on how long it burned them for (up to several seconds).
- If the heated rod is brandished while the owner speaks rousingly, listeners are inclined towards a lesser but longer-lasting anger, scaling Low–Mid on how long they listen (up to a Low Duration).
Very heavy coat with shoulder-to-ankle coverage.
- Provides a Mid Ward against both weather and ambient magics.
- Lurking in shadowy surroundings will gradually render the owner harder to detect over a Low Duration, scaling Low–Mid on how slowly they are moving.
Common Items
Witchbane Cudgel: a hefty but mundane wooden club of the sort often carried by members of Calumn's Witchhunters' Order
Ability Perks
Omoriori
- The Nose Knows Upon successfully detecting traces of magic/emotion, you may choose to have the magic's/emotion's source learn that those traces were discovered.
Appearance
- beast of a man, between 30-40 years old, whose imposing height, broadness of build, and scowling features lend themselves to an aura of menace
- that sort of untamed / predatory / feral appearance is further shaped by wild tangles of dirty-blond hair as well as thick facial hair
- nearly always wears the capotain and watchcoat that make up his witchhunter's uniform, but makes sure that his firebrand is kept in sight of anyone / everyone he meets
- often (and perhaps best) described as leonine or lionlike — a description in which he takes pride
- inspired mostly by brawny characters such as Heracles from Hades 2 and Marvel's Thor
Background
- from a world of black forests, burning torches, and small, isolated villages, where nighttime is all but eternal
- became one of the last witchhunters left in his world when his brothers-in-arms fell victim to paranoia and began to accuse each other of practicing the craft, resulting in a violent schism that he just barely escaped unharmed (and, of course, blamed on an unidentified yet clearly very powerful witch upon whom he has sworn bloody vengeance)
- joined the Enclave shortly afterwards as both an agent and a refugee, prepared to bide his time by honing his abilities in the field until he can return to his homeworld to avenge and rebuild his order
Level Up — Calumn Hurly
Current level 2. Promoting to level 3 requires 1 more completed missions (3 / 4 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.
- The Nose Knows Upon successfully detecting traces of magic/emotion, you may choose to have the magic's/emotion's source learn that those traces were discovered.