Ivor, Knight Arbiter
Character Info
Class: Raubritter
Level: 2
Need 3 more completed missions to reach level 3 (1 recorded).
Completed Missions: 2
Commissary Reward: 0
Perks earned: 1
Perks spent: 0
Perks remaining: 1
Personality
Recent Missions
-
Dragon of the Shadow
Invalid date - success -
Dragon of the Shadow
Invalid date - pending -
Cat-Spear Fishing
May 16, 2026 - pending
Stats
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
Baseline Might
Lift your own bodyweight.
+ Resilience
Pop a dislocated shoulder back in without flinching.
+ 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.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
Baseline Sensory
20/20 vision.
Baseline Reflex
Climb a rope.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+ 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
Gain strength while engaging in destruction, mayhem, and overtly criminal behavior, influencing nonenemies to join in.
Essence Cost: Mid
Duration Mid
Cooldown: Mid
Paired Action: Confidently behave in a flagrantlylawlessmanner in public.
- Aufruhr’s influence is readily resisted by personal proclivities; any who willingly join, however, also become more likely to follow the user’s orders
- Grants the user a Mid bonus to physical strength; allies who willingly join Aufruhr receive a Low bonus instead
- Essence Cost
- Mid
- Duration
- Mid
- Cooldown
- Mid
Paired Action: Publicly behave in a flagrantly lawless, destructive manner.
-
Influence to join the mayhem has up to Mid Impact, with those who do so also becoming proportionately more willing to heed the user’s orders.
- Allies influenced to join receive a Low Boost to strength (the user receives a Mid Boost).
- Even after the Ability ends, all who joined (including the user) will be slightly more inclined towards unruliness for the remainder of the mission.
Obtain a writ granting inordinate legal privileges to the user, even if the granter has no technical authority to do so.
Essence Cost: Low
Duration: Mid
Cooldown: Low
Paired Action: Coerce a target into making specific, binding concessions; the writ is then conjured in your hand.
- This writ is supernaturally credible and authoritative to nonallies, scaling on the authority of the granter (especially in the eyes of other authority figures).
≫ A noncredible writ is easily disproven if investigated, ending Opprobium early
≫ Supernatural credibility/authority is readily resisted by nonallies of strong personal character. - Flaunting the writ will automatically communicate its granted privileges to witnesses.
- Essence Cost
- Low
- Duration
- Mid
- Cooldown
- Low
Paired Action: Bully a target into giving you permission to do something, even if they technically have no authority to do so.
- Flaunting the writ will automatically communicate its granted privileges to those nearby (without it needing to be read).
-
Supernaturally credible to non-allies of equal or lesser authority to the original target. (e.g. If you bullied a maid into giving you permission to ransack the silverware, other servants would be convinced but not the majordomo.)
- If the legitimacy of your writ is challenged, this Ability will end prematurely.
Spend wealth to largely heal an injury, though lost functionality is not regained.
Max Essence Cost: Mid
Min Wealth Cost Low
Cooldown: Low
Paired Action: Make a show of shaking off the wound while tossing away the necessary wealth, causing it to vanish.
- Works on all but mortal wounds, leaving behind prominent scars, with Essence Cost scaling on their severity.
- May conjure a fitting, Pitched prosthetic by spending additional wealth (up to High) scaling on its intended usefulness and quality, regaining or replacing some lost functionality.
- Essence Cost
- Low
- Wealth Cost
- Low–High
- Cooldown
- Low
Paired Action: Make a show of shaking off the wound while tossing away the necessary wealth, causing it to vanish.
-
Wealth Cost scales on the severity of the wound and the utility of the prosthetic. (e.g. Covering a lost eye with an eyepatch would have a Low Wealth Cost; protecting a bad stomach wound with an armored plate would have a Mid Wealth Cost; replacing a lost hand with a vicelike iron claw would have a High Wealth Cost.)
- The prosthetic must be grounded in the user’s Backstory but may have fantastical elements.
Signature Gear
Gaudy jacket made of fine animal pelts, offering Mid environmental protection. User may conjure armor pieces appropriate to their locale, determined via Pitch (pg24), by expending wealth proportionate to their quality.
- Social climbers will tend to gravitate towards the owner.
-
The owner may conjure an armor piece appropriate to their locale, determined via Pitch, by expending Low–Mid wealth proportionate to its quality (causing that wealth to vanish).
- Indulgent food and drink may also be conjured in this manner, always of high quality, with Wealth Cost scaling on the quantity (supplying up to a Low-sized group).
Heavy spiked mace, with a short chain attaching its head to its haft. Visibly telegraphing an attack during combat allows the user to extend the mace’s chain for the duration of that strike, though notably more likely to cause collateral damage as it does so.
- Hit Power Boost
- Mid
-
Visibly telegraphing an attack allows the owner to extend the mace’s chain for the duration of that strike.
- Such strikes are minorly redirected towards delicates.
Portable lockbox containing a Low amount of local currency, magically filling with more as the user commits crimes and causes destruction, scaling with severity.
-
Contains a Low amount of wealth in the form of local currency and luxury items, determined via Pitch.
- Magically fills with more wealth as the user commits crimes and causes destruction, scaling beyond High with the extent of the user’s lawlessness.
- Once a Mid amount of wealth has accumulated, bragging about it to enemies will influence them to try to take it by force.
Devastating single-shot firearm with High recoil, notably cumbersome to reload. Can load and fire any miscellaneous items that fit in its barrel, but may damage or break if over stuffed.
- Ammunition
- 4x
- Effective Range
- Mid
- Accuracy
- Low
-
Can load and fire any miscellaneous items that fit snugly in its barrel. Each time this is done, the barrel sustains Low damage.
- If sufficiently damaged, this firearm will violently explode when next fired, the owner only sustaining Low collateral damage no matter their proximity.
Single-edged one-handed hewing sword. Containers this cuts may spill Pitched contents disproportionate to their observable capacity. (Low Cooldown)
- Containers this sword cuts may spill Pitched contents disproportionate to their observable capacity (Low Cooldown).
Level Up — Ivor, Knight Arbiter
Current level 2. Promoting to level 3 requires 3 more completed missions (1 / 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.