Hemlock
Character Info
Class: Librarian
Level: 9
Owner: detour
Need 26 more completed missions to reach level 10 (28 recorded).
Completed Missions: 30
Commissary Reward: 6
Perks earned: 8
Perks spent: 0
Perks remaining: 8
Personality
Recent Missions
-
Hollow Body, Fractured Mind
May 16, 2026 - success -
AKA Salty
Dec 6, 2025 - success -
Raiders of the Lost Tar
Dec 5, 2025 - success -
Torture Tyrant
Dec 5, 2025 - success -
Tybalt Finds a Farer
Dec 5, 2025 - success
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
Baseline Might
Lift your own bodyweight.
++ Resilience
Endure full-body immolation for over a minute.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
+++++ 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.
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
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++++ 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.
Class Abilities
Ability Perks
Fun Fact
- Eldritch Chosen: speaking a Fun Fact about a supernatural entity greatly enhances Hemlock's connection to said entity.
- Eldritch Emissary: Hemlock will take on aspects of the entity
Knowledge is Power
- Infernal Knowledge: Conjured book is hand-delivered by a Low power demon that will remain for the Ability duration but has its own will.
- Pact of Binding: The demon is bound to Hemlock's will.
- Bloodthirst: The demon's power ranges based on quantity of nearby blood.
Catalog
- Zealous Research: cataloged items fly about violently, striking anyone in range and is likely to cause minor injuries.
- Inscription: inscribes an eldritch symbol on the ground in the affected area
- Leyline: standing within the symbol greatly empowers Hemlock's next Arcane Manifestation or Energywork
Signature Gear
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.
Ethereal weapon, costing Essence rather than Stamina to wield. User may choose the size and shape when drawn, with larger iterations being proportionately more taxing. Bypasses physical defenses, instead girded against by courage and strength of character.
- Essence Cost
- Low
-
May only materialize during a successful Turning Point involving the owner, sharing the Duration of its associated effect (Low if none listed).
- Essence Cost is paid upon materialization.
-
Incorporeally bypasses armor. Successful strikes deplete a target’s Essence, rather than physically harming them, in proportion to the damage the strike would normally have inflicted.
- Courage, virtue, and strength of character protect against such blows rather than physical toughness.
“Belt” of 8 stones, normally worn but which may be levitated away to orbit the user’s body at will. Orbiting stones may be launched as projectiles or used to block incoming attacks, though doing either expends the stone(s)used.
- Quantity
- Low
- Lightness Boost
- Low
- Orbiting stones may be magically launched as projectiles or intercept incoming attacks, expending any stone(s) used.
Reluctant apprentice-at-arms, begrudgingly obeying direct orders and bearing Mid armor and armaments. Their capacity forgiven task is supernaturally enhanced if persuaded rather than ordered, scaling with the effort put into cajoling them.
- Weapon Quality
- Mid
- Armor Quality
- Low
- Notably insubordinate, only begrudgingly obeying most orders, but still controlled primarily by the player.
-
Indulge this apprentice with a Mid amount of money, fine food, or other luxuries to give them a Mid Boost to any Pitched attribute (Low Duration).
- If the Knecht makes the source character look bad, this Boost will last for the rest of the mission.
Appearance
5”8 slim build. Black hair, slicked back.
[Librarian] Scholarly Raiment. Skin: gray twill suit
- Black bow-tie with an intricate silver design that is impossible to follow with your eyes if you try to focus on it.
[Librarian] Glasses. Skin: black, thick-rimmed
- For nearsightedness, always worn.
[Librarian] Scanner. Skin: silver ring with black obsidian band
- Obsidian band inscribed all the way around with runes. The band can spin freely and will “lock” in on a rune when activated.
[Thane] Mantle. Re-skin: black hooded cultist cloak.
[Thane] Banner. Re-skin: demonic summoning staff, summons demons.
- A light but strong ebony wood shaft, completely carved with demonic runes. The head of the staff features a mounted demon skull, humanoid but with ram horns and fangs. Leather thongs with various bits and bobs (blade fragments, teeth, claws) hang from it. The heel comes to a blunt tip, suitable for planting the staff.
[Thunderbird] Lightning Bolts. Re-skin: blight beetles. Necrotic damage.
- Beetles that crawl over the user’s body. When thrown, transforms into a magical swarm and flies at great speed over good range. Deals great magical necrotic damage to whatever the swarm lands on. The swarm can be redirected by prominent features and bright light sources.
[Illusionist] Wizarding Hat. Re-skin: mempo oni half mask (bottom).
- Crafted from the jawbone of a demon, Hemlock’s patron whispers advice to him through it.
[Vessel] Ritual Knife. Re-skin: obsidian ceremonial kris dagger
- Infused with demonic energy. its wavy blade is made of impeccably carved obsidian.
[Vessel] Shadow Blade. Skin: Demon claw gauntlet (sheathed: studded bracelet)
- While sheathed, a bracelet worn on the right wrist, when "drawn" forms around the user's hand (default form: clawed gauntlet)
[Lithomancer] Circling Stones. Re-skin: Belt of Skulls
[Raubritter] Knecht. Skin: Demon Squire
- a member of Hemlock's demonic horde
Background
modern setting
Real name: ROT13(Whyvna Jbezjbbq)
Hemlock was a theology professor at a prestigious university when one day he witnessed an Enclave event. He learned that magic was real and it turned his world upside-down. He yearned to discover the secrets of wielding magic and delved deep into every avenue he could find… including the occult. He discovered many flavors of magic but the allure of the dark arts nearly consumed him. He cut his teeth first sacrificing animals. Then humans, justified to himself by only using criminals. On the brink of murdering a child for blood sacrifice, he realized he couldn’t go that far. Appalled by his near downfall, he killed that coven and sought to dismantle any other cells practicing the sacrifice of children. Since then he has made efforts to find more positive outlets for his talents and was recruited by the Enclave.
Maybe not to be trusted around objects of power / opportunities to wield considerable power.
Aloof and a bit sociopathic, very much an “the ends justify the means” type. However, he has a particular soft spot for children and will go to considerable lengths to protect them.
Flavor
4 Conduit credits used
After the mission: Scavenger Hunt
Hemlock surveyed the Nome castle grounds ahead of him. Alone, under the cover of night, as it used to be, as it had always been... He wondered if having those Enclave fellows as partners was something he was actually getting used to. They've certainly proved powerful allies at times, but this, this is something I MUST do.
The castle grounds were quiet. He scanned for guards. The doors were guarded, but the parapets above seemed clear. He made his way to a side of the castle. Casting his mind through his spikard, he recalled a spell he had learned when researching Viashino religions. They used a climbing spell that allowed one's fingers and toes to dig into stone, creating hand and footholds easily.
He whispered the incantation, "Sandmother, your servant climbs toward your embrace, may the stone guide my path." The arcane power flowed through his body and manifested around his hands and feet, a green claw-like aura surrounding them. He quickly shimmied up the wall, as easily as climbing a sand dune.
From the castle rooftop, he dodged a sleepy guard before slipping inside. He worked as quickly as he could, though there was much to be done. He crept along slowly, touching every object, the dim light of his scanner turning a crackling blue whenever it touched an ornament that contained a soul. He focused on these, feeling their resonance. One by one, he collected the ornaments containing children. He wound his way stealthily throughout the castle, making his way to the throne room as he filled a sack.
At the throne room, he put down his hoard. He reached into his bookbag and pulled out a book. He'd spent weeks tracking down obscure texts, but he'd finally found it: a complete Soul Unbinding ritual. He looked about the throne room, scoffing at the king's pile of treasure. He raised his arms, wrinkled his nose, and said quietly, "This won't do at all..." before throwing his arms outward, cataloging the area.
Ornaments danced and swirled about the room as he turned his focus to the sack of ornaments he'd collected. He had a special place for those. The sack opened and ornaments came floating out. They neatly arranged themselves in a rough circle in the center of the room.
He reached into his bookbag once again, this time pulling out a squishy bag full of fluid. He took out his kris knife and punctured it, the all-too-familiar scent of copper filling his nose. At least it's not my own this time, he thought to himself. He re-checked the diagram of the ritual, then began inscribing a large eldritch symbol upon the ground with the ornaments at its center.
Obtaining the demonic summoning staff
Hemlock trudged through a hellish landscape. He'd discovered this place after joining Enclave and learning the secrets of navigating Manifold. It was here he'd found the imp brood and bound them to his service. Since then, he'd learned much about the denizens of this plane.
A ramshackle palisade of wood and scrap metal rose before him. As he approached, a red-skinned demon with thick bull horns protruding from its head stepped out to block his path. Hemlock drew himself up, his mantle blowing in the wind.
"Stand aside. I am here to challenge the Skarn by the Rite of Crucible."
The beast looked him up and down, then laughed heartily. "Oh, this should be good," it growled in rough Metro. The creature turned its back and headed in, allowing Hemlock to follow. As they walked, it talked loudly in a guttural language to other demonic beings. Rough barks of laughter followed Hemlock as he was led into an open yard.
At the far end, a large bronze-scaled demon with curling ram horns and broad bat-like wings lounged on a battered couch. The gatekeeper demon growled out, "My lord... this... human has claimed the Rite of Crucible and wishes to... challenge you as Skarn."
The demons broke out in a chorus of laughter. The Skarn demon stood up and strode quickly toward Hemlock. "So you think you know something about the rules here, do you?"
"Oh, I know all sorts of things," Hemlock smirked slightly as essence welled up within him, the next words crackling as they left his lips. "Did you know... human blood is extremely poisonous to demons?"
He drew his kris dagger and slashed the palm of his hand, coating the blade in blood. The demon charged forward relentlessly and swiped a massive clawed hand at him. Hemlock took a gash to the shoulder but managed to swing his blade around and bury it into the demon's arm. It yanked its arm back as if burned and stumbled, swiping at the wound, knocking the dagger aside. It roared and lurched back to its feet.
Hemlock extended his hand. "Fluid Dynamics." A sudden poof of smoke and flame, and a winged imp appeared, delivering the Fluid Dynamics book to Hemlock's outstretched hand. As the demon charged, Hemlock absorbed the information from the book, the knowledge flowing directly into his brain. With that knowledge, he could now move small amounts of fluid in his vicinity through a fluid system with only the power of his mind.
The Skarn was upon him. "I'll tear your arms off, rat-thing!" it gripped Hemlock, stretching out his arms painfully. Hemlock persevered, his glasses glinting, focusing his mind on the fluids in the demon's body. He located all the traces of his blood and moved it up through the bloodstream, directly to the creature's foul brain.
At nearly the point of muscle tearing, the demon's grip suddenly loosened. It dropped down to a knee and began convulsing. Hemlock stood, battered and bleeding deeply from his shoulder.
"By Rite of Crucible, I claim Skarn over this horde."
One by one, the demons of the horde, sneering and reluctant, acknowledged his claim.
"Bring me the head," Hemlock commanded. "I need a powerful totem bound to this place, and that skull ought to do nicely."
Level Up — Hemlock
Current level 9. Promoting to level 10 requires 26 more completed missions (28 / 54 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.