Kabur the Trapper
Character Info
Class: Beastmaster
Level: 2
Need 2 more completed missions to reach level 3 (2 recorded).
Completed Missions: 2
Commissary Reward: 1
Perks earned: 1
Perks spent: 0
Perks remaining: 1
Personality
Recent Missions
-
Seed of the Storm
Feb 21, 2026 - success
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.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
+ 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.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
Class Abilities
Conjure a magical ring around the neck of a beast to dominate its mind, making it understand and comply with your commands.
Essence Cost: Low
Duration: Low-High
Range: Low
Cooldown: Mid
Paired Action: Call an intimidated/impressed animal to heel alongside an assertive gesture.
- The ability’s Duration, the durability of the collar, and the power of its compulsion are all determined by how intimidated and/or impressed the animal is when the ability is activated.
≫ Powerful animals may also escape early via Defiance (pg27) if your authority over them falters. - Ability ends early if the collaris destroyed. Upon completion, the target will realize that you have been controlling it and may become hostile.
- Essence Cost
- Low
- Range
- Low
- Duration
- Low–High
- Cooldown
- Mid
Paired Action: Call a cowed or awed animal to heel alongside an assertive gesture.
- Duration, collar durability, and compulsion all scale on how intimidated and/or impressed the beast is (by the user or otherwise) as this Ability is activated.
-
If the beast is powerful or willful enough to resist the user’s commands, this Ability ends prematurely.
- Also ends prematurely if the collar is destroyed, which enemies will instinctively know.
- Cooldown begins on use rather than on expiry, allowing multiple instances to be active at once.
Mark a spot to draw a raging beast to that location.
Essence Cost: Mid
Delay: Low-High
Cooldown: Mid
Paired Action: Touch the surface of a terrain feature while visualizing an animal or monster.
- Pitch (pg24) a creature congruent with the local environment. Delay scales based on the plausibility of that creature being present in the location.
≫ Eg. Finding a story book about a dragon could justify one being pitched, but if a fairytale is the only source, your Conduit is likely to make the Delay High. - A glowing, stylized depiction of that beast appears where touched; once the Delay has passed, one such creature arrives at the sigil and becomes enraged.
- Essence Cost
- Mid
- Delay
- Low–High
- Cooldown
- Mid
Paired Action: Touch the surface of a terrain feature while Pitching the chosen beast.
- A glowing, stylised depiction of that beast appears where touched.
-
Pitched beast must be appropriate to the locale. It arrives after a delay, scaling on the plausibility of that creature actually being present nearby. (e.g. A tyrannosaurus in a forest overrun with dinosaurs would have a Low delay; a sperm whale in overhunted waters would have a Mid delay; a dragon in a kingdom where they have been extinct for generations would have a High delay.)
- The beast will always arrive enraged.
Compel nearby animals to attack a chosen target, all of them dashing a short distance towards that target at incredible speed.
Essence Cost: Low-High
Duration: Low
Cooldown: Low
Paired Action: Clearly designate your target and, optionally, which beasts you would like to affect. If you do not specify, ALL witnessing beasts within a Mid Range are affected.
- Cost scales based on the total threat level of all affected animals. (E.g. A large flock of sparrows would have a Low Cost, a pack of wolves would have a Mid Cost, while a few rhinos or a single hydra would have a High Cost)
- This can affect ANY animal, regardless of its allegiance to you. However, if the target remains undefeated at the end of the Duration, all affected animals become substantially harder for you to control for the remainder of the mission (supernaturally or otherwise).
≫ This has dramatically compounding effects if multiple failures affect the same beasts.
- Essence Cost
- Low
- Cooldown
- Low
Paired Action: Indicate your target and give a signal to strike.
- If the target remains undefeated after a Low Duration, this Ability’s Cooldown is prolonged to Mid, and affected beasts become demoralized while this Ability is on Cooldown.
- May target a single beast not under the user’s control to compel it to abruptly lash out at whoever is nearest to it (without dashing), whether an ally to it or not.
Signature Gear
Set of 4 biscuits fit for any animal; feed one to a beast while Rallying it to guarantee High effectiveness.
- Quantity
- 3x
- Feed one to an interested animal to Hearten it with Low Boosted Impact without need of a Turning Point.
- A piece of a fresh corpse may be used instead of expending your stockpile (Mid Cooldown).
Heavy masked headdress offering Mid physical protection to the face. Makes the user appear physically larger the more intimidated the observer is. Additionally, animals are more inclined to perceive the wearer as dominant.
- Others are more inclined to perceive the owner as dominant while they are behaving accordingly.
- The owner appears physically larger to others, scaling on how afraid a given observer is.
- Lets the owner use the Witchfinder Ability Omoriori solely to sense and locate fear (Mid Cooldown)
Extremely long, made of braided leather, highly dexterous and very painful. Each whip crack may issue a single-word command to an ally who hears it. (“Attack”, “Retreat”, “Halt”, etc.)
- Accuracy Boost
- Mid
- Pain Boost
- Mid
- Loudness Boost
- High
- Each whipcrack may issue up to a 5-word command to any number of chosen allies who hear it.
Slithering beast, docile & supernaturally lightweight to its owner. Supernaturally durable in proportion to its size but has venom potency inversely proportional to its size (as skinned).
- Lightness Boost
- High
- Strike Speed Boost
- Mid
- Up to High Boosted Toughness, scaling with its size (Mid if not Reskinned), and venom of up to High deadliness, scaling inversely with its size (Low if not Reskinned).
- May hiss to cause enemies within earshot to fear this snake while they remain within Low Range (Mid Cooldown).
Common Items
Hunting Knife
- A versatile fixed blade knife.
Background
Older sister of Crane the Keeper.
Comes from a world overrun with giant bugs- those that hunt and tame such beasts are called Trappers, while those who advocate for their preservation are Keepers.
Comes from a long lineage of Trappers, and was eager to become one herself. She enjoys the thrill of confronting and dominating over the large monsters that terrorize the land, and isn't above using force to wrangle them into obedience. Unlike many of her colleagues that want their complete elimination, her goal is always to seek a hunt more thrilling than the last.
Kabur and Crane were recruited into the Enclave at the same time. At the mention of having the opportunity to confront beasts from all over the manifold, she immediately accepted.
Level Up — Kabur the Trapper
Current level 2. Promoting to level 3 requires 2 more completed missions (2 / 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.