Destiny
During the Great Dark, souls underwent an awakening. In masses, they fled the large death factories and torture camps of the Derelict Hells. As the chaos settled, more and more souls were left on their own to seize whatever independence they could. They regained some of their memories, wants, and needs. Eventually, rudimentary settlements emerged—fragile structures on the brink of an apocalyptic abyss, scattered amidst the remnants of chaos and decay. From the ruins, souls with different callings emerged, igniting a spark of hope amidst the desolation.
Most souls loiter about, devoted to satiating their urges or avoiding their fears, but some spend their time pursuing dreams or even seeking to make their unlife better. Death Singers are an exception, as they seek a higher purpose or a life of exploration and adventure, which is characterized by their destinies. The destiny is your character’s life choice and how they have spent their lives in Fracture.
| Destinies | |||||||
|---|---|---|---|---|---|---|---|
| 1-2. | JÄGER | 8-9. | DEATH-WEAVER | 15-16. | ELYSIAN | ||
| 3-4. | KNIGHT | 10-11. | MUSE | 17. | PSYCHO TECH | ||
| 5. | MYSTIC | 12. | ARTISAN | 18-19. | DOCTOR | ||
| 6-7. | NECRONAUT | 13-14. | RARE BLOOD | 20. | WITCH |
-Jäger-
CARTOGRAPHER ‡ EXPLORER ‡ CONQUISTADOR
Following fates seen in dreams, painting hope across a void of lies. Exploring the contours of their world, calculating the endless enigma of the Dark Lord. Lured by the sweet taste of victory, frightened by death beyond the stars. With love as real as their tears, taking pleasure in each port.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [AUR] Bonus +2 | Affinity | Excellent III Weapon | |||
| [SAN] Bonus +2 | Infernal Survival | Mundane I Armor | |||
| Maneuver +5 | Movement | Excellent III Dimension canvas |
Destiny Feature
I know a guy…
Your connections, general experiences, and experimental nature gives you the ability to use the Dark Connections skill as any Infernal Survival skill. Name the person when used.
Inner Demon
Roll 1d20 -5
Jägers are usually pretty trustworthy.
Power +1
“I’ve seen the First City of Babylon, the black Midnight Sea, the halls of Hades, the Asphodel Meadows – even the ashes of the forbidden garden, Dark Lord forgive me – but still, I’ve never seen anything as beautiful as you!”
-Knight-
BRUTE ‡ PAWN ‡ BULLET SPONGE
Like icons of our suffering, the eternal struggle to keep violence into words. The shadow of silence becomes a celebration of pain and brutality. Eternal wars unfold as the blood flows faster deep inside.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [HP] Bonus +4 | Crafts | Excellent III Weapon | |||
| One Warfare Skill +5 | Movement | Excellent III Armor | |||
| Warfare | Mundane I Wall cutter |
Destiny Feature
History of Violence
You may use any Warfare skill or your PHY instead of an Affinity skill when being hostile (either actively or passively).
Inner Demon
Roll 1d20 +3
The anticipation of blood makes the demons of Knights strong.
Power +2
“As the knight raised the satanic machine gun of hatred, dark liquid ran from it in trails, the weapon quivering in demonic anticipation. A shiver ran through the knight as a distant scream escalated to a crescendo. He pulled the trigger, and the room exploded in fire, smoke, and pure death.”
-Mystic-
WIZARD ‡ OCCULTIST ‡ DARKENER
Drifting in the aether and unlight, the mystics are moths in a void storm. Communing with the forces binding us, manipulating them, programming them, setting them on fire. The algorithms of life and death are realigned like a puzzle, with a flick of the wrist.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | ||
|---|---|---|---|---|
| [AUR] Bonus +3 | Arcane Arts | Ordinary II Weapon | ||
| [SAN] Bonus +1 | Crafts | Excellent III Aether instrument | ||
| Divine Rituals +5 | Literacy | Ordinary II Suspension cape |
DESTINY FEATURE
Flow of the Abyss
You don’t have a particular destiny feature, but you start with +5 ranks in The Mystic dark mark, which means you already excel at divine 03 Alchemy.
Inner Demon
roll 1d20+3
Mystics have no time for petty demons.
Power +2
“I sought to understand the power of the light and the unlight, seeking a way to turn it to my own ends. And so I experimented with this force, stretching the aether across the universe. One day it snapped.”
-Necronaut-
OUTSIDER ‡ SIN EATER ‡ ROGUE
Diving headfirst into death, thriving in mischief and chaos, often marked as Cain by both gods and demons. Unreliable maniacs to most other souls, shattering divine seals and blowing forbidden trumpets. With spiteful and aggressive frustration, they open the fourth pool of sacrifice in their wake.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [SAN] Bonus +2 | movement | Excellent III Weapon | |||
| [HP] Bonus +2 | Perception | Ordinary II Armor | |||
| Stealth +5 | Shadowry | Ordinary II Quantum device |
DESTINY FEATURE
Always Crazy, Never Insane
When straining sanity, you may modify a roll by -5 by paying your demon directly with an action that would get rid of an itch (just as if you had one), instead of the usual 1D6[SAN].
Inner Demon
roll 1d20-2
Necronauts spoon feed their demons with endless amounts of crazy.
Power +2
“Blood, death, and ruin – they wreaked havoc and blew up the Bell of Awakening! On the bright side, the Book Keeper got caught in the explosion and it destroyed the entire church archive, so all the souls’ debts have been erased, right?” “Yeah, praise them necronauts, I guess…
-Death-Weaver-
CHARTER OF DEATH ‡ TRAVELER ‡ DEATH DIVER
Divine chosen souls, great travelers of death cutting through the planes with their blades – stepping behind deathth’s curtain into their masters’ abodes. Feared by ignorant souls and hated by the Court, elusive outsiders seldom aligned with the unlight.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | ||
|---|---|---|---|---|
| [AUR] Bonus +3 | Arcane Arts | Masterful IV Slashing Weapon | ||
| [SAN] Bonus +1 | Literacy | Ordinary II Mask of aether | ||
| Abyssal Rituals +5 | Infernal Survival | Mundane I Sphere |
DESTINY FEATURE
The Sharpest Blade
You can spend 1[AUR] to cut through death with a sharp weapon, stepping behind the veil of reality to obtain an immediate spontaneous audience with your master. Additionally, when dying, you only lose half the amount of [AUR] and the goal of your death and audience checks is increased by +5.
Inner Demon
roll 1d20
Demons of Death-weavers are feared by all souls.
Power +3
“Exploring the veil of death and its fragile, corrupted flesh, they see reality differently.” “What do you mean, are they evil beings then?” “Not more evil than the knife is in the hand of the killer.”
-Muse-
ARTIST ‡ GOD SPEAKER ‡ HARLEQUIN
The divine inspiration, the fragile emotions summoned by music, the stories that soothe the demons – these painful and tormented feelings are desired and admired by both souls and harrowed. There is at least one muse in each neighborhood, and there are always fireworks when they appear – either of miraculous magic or horrific despair.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [HP] Bonus +2 | Affinity | Ordinary II Weapon | |||
| [SAN] Bonus +2 | Perception | Masterful IV Aether umbrella | |||
| Conduct +5 | Shadowry | Ordinary II Blood pipe |
DESTINY FEATURE
Conducting the Blood
You may sacrifice your blood to elevate a Conduct check – every 3[HP] you sacrifice gives you an extra [+]. Muses also get to choose between a Ordinary II Musical instrument, or a Ordinary II Face mask. Generate them like you would any other undefined vestige.
Inner Demon
roll 1d20-7
Muses keep their demons at bay with passion and gratitude.
Power +1
“Must have been one hell of a party, the whole neighborhood is in shambles. We found the corpse this morning, poor bastard played himself to death.”
-Artisan-
SMITH ‡ CRAFTER ‡ MASTER
More than just souls, both hated and cherished, their position in society never questioned. The clever climb high into the hierarchy, enjoying power and wealth, but a long painful fall awaits the less fortunate. Authority seldom brings justice in Fracture – most rare bloods end up misusing their privileges and are no better than the harrowed rulers.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [HP] Bonus +3 | Crafts | Excellent III Weapon | |||
| [SAN] Bonus +1 | Infernal Survival | Excellent III Carrier forge | |||
| One Crafts Skill +5 | Shadowry | Mundane I Carrier workshop |
DESTINY FEATURE
Artifact Maker
You don’t have a particular destiny feature, but you start with +5 ranks in The Blacksmith dark mark, which means you already excel at crafting.
Inner Demon
roll 1d20+3
In silence by the fire, true demons often emerge.
Power +2
“5000 copper for a mere sword, is it made by a god? No, by Master Erethos, the great blacksmith of Twilight Bay!”
-Rare Blood-
NOBLE ‡ ASCENDED ‡ GOD BLOODED
More than just souls, both hated and cherished, their position in society never questioned. The clever climb high into the hierarchy, enjoying power and wealth, but a long painful fall awaits the less fortunate. Authority seldom brings justice in Fracture – most rare bloods end up misusing their privileges and are no better than the harrowed rulers.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [SAN] Bonus +5 | Affinity | Excellent III Weapon | |||
| dark connections Bonus +5 | Literacy | 500 Copper tokens | |||
| warfare | Legendary V Vestige |
DESTINY FEATURE
Greater Rare Blood
You don’t have a particular destiny feature, but you start with Blood Aether of 700, which means you are a greater rare blood with all the benefits that entails. You also have a natural jurisdiction to command common souls around as if they were your servants.
Inner Demon
Special - roll 1d20 - 1-12. = Peacock, 13-20. = Fox
Pride and Greed is the staple of the powerful souls.
Power +1
“They sure trashed this place! How many bodies to deliver?”
“Seventeen souls in all, but no need to investigate further, the marquis paid full in copper for each and every soul.”
-Elysian-
VALKYRIES ‡ MYRMIDONS ‡ DEATH STALKERS
Elysians are devoted champions of dead gods, and their goals are one with their god. They often rebel against the tyranny of the Satanic Court, but some gods instead have shadowy and murky agendas.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| see Elysians | see Elysians | Excellent III Weapon | |||
| Mundane I Armor | |||||
| Excellent III Dimension bag |
DESTINY FEATURE
The Second Master
There are many different types of Elysians, each with a different feature depending on the god they’re devoted to – which, by the way, doesn’t necessarily need to match their master. Choose a type of elysian, or come up with your own type.
Inner Demon
roll 1d20
Demons of Elysians are powerful but often kept at bay by their owner.
Power +1
”The blessed elysians, radiant in their divinity, bear a burden of pain that souls cannot comprehend. They suffer for our sins, their tears of sorrow washing over the world like a cleansing rain.”
-Psycho Tech-
NANO ORACLE ‡ GHOST WHISPERER
Amidst the clouds of nanites, the oracles whisper soothing sounds, the powers of the divine, the signal, the spheres. Revered for their abilities, coveted by both Ascended and the Court, their unseen and unheard potential hidden in innocence.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [AUR] Bonus +2 | Affinity | Ordinary II Weapon | |||
| [SAN] Bonus +2 | Perception | Masterful IV Nanotool | |||
| Perception skills +5 | Shadowry | Ordinary II Sphere |
DESTINY FEATURE
Spirit Connection
You hear whispers from the divine nanites and can speak with holtzfields and ghosts just as if they were souls. This grants you a bonus of +5 in all Perception skills, as well as +1 [+] when successfully interacting with nanites. Moreover, you can soothe red dust with a successful Affinity check.
Inner Demon
special - roll 1d20 - 1-10. = Peacock, 11-15. = Fox, 16-20. = Donkey
Demons of Psycho Techs are often virtual and complicated beings
Power +1
“Have you ever met a ghost living in an ancient cerberos prime unit? Majestic! Majestic! The things they have seen, the songs they can sing!”
-Doctor-
SAWBONES ‡ APOTHECARY ‡ DOC
Driven by the desire to seek the mysteries of the flesh, scaling the mountain of obsession and arrogance. Leaving morality and eththics behind as both demons and souls reward them with praise and trust.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [SAN] Bonus +3 | Literacy | Ordinary II Weapon | |||
| [HP] Bonus +1 | Infernal Survival | Masterful IV Medicorder | |||
| Medicine | Shadowry | Ordinary II Dimension bag |
DESTINY FEATURE
The Good Samaritan
You and your patient recover 5 [SAN] every time you use the Emergency Aid or Medicine skills. Also, any character gaining a corruption near you may give you 5 skill points to increase their result on the corruption table by 1 after rolling.
Inner Demon
roll 1d20
Demons of doctors are often plain psychopaths.
Power +2
”Let’s see, I believe these are the lungs, don’t worry I’ll put them back soon. Aha! See, six hearts! I’ve never seen such wonders! Did you know you had six hearts, my good man?”
-Witch-
NECRODRUID ‡ DEATH TECH ‡ GRIM SEER
Dying flowers growing in footsteps, light, and dark follows, reshaping reality’s profound connection to life, rot, and chaos. A heartbeat, a birth, a fusion of dreams and life makes a smile appear, through the otherworldly darkness beyond.
| DESTINY BONUS | SPECIALTY SKILL TREE | STARTING EQUIPMENT | |||
|---|---|---|---|---|---|
| [SAN] Bonus +2 | Arcane Arts | Ordinary II Weapon | |||
| [AUR] Bonus +2 | Infernal Survival | Masterful IV Carrier laboratory | |||
| Witchcraft Bonus +5 | Crafts | Excellent III Pet Machinae |
DESTINY FEATURE
Unholy Hex
You don’t have a particular destiny feature, but you start with +5 ranks in The Witch dark mark, which means you already excel at witchcraft rituals.
Inner Demon
roll 1d20+2
Witches fight their demons and proudly watch them grow strong.
Power +2
”I saw it with my own eyes, I did! The tree came alive with massive tentacles, and, amidst it all, a pure and brilliant infant giggling in delight. Her laugh was the last thing I heard as everything plunged into the murky depths of the swamp!”