Siorra (character)

Bio
Siorra {1,1,2,3,2} [Path|Trickster, Ritual|Shadow-walk, Companion|Raven(Seren)]

Siorra is tall and lanky with black hair. He wears a cape with a hood, and often has it up to obscure his identity. He has ties to the criminal underground, The Fallen Branch. Though he carries a stone dagger with an iron pommel, it's used more as a tool than a weapon. Instead of crossing blades and making a mess of things, Siorra prefers to use disguises and rituals to disappear from problems. Stealing for him is more sport than anything else, and his raven, Seren, is often the one doing the actual lifting while Siorra uses his words to distract the target.

Weapons/Equipment

 * A dagger made with a flint blade and an iron pommel. He swears his iron vows on this dagger.
 * A hooded cloak that he can use to disappear (quite literally) when need be.

Trickster (Path)

 * When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.

Shadow-walk (Ritual)

 * When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.

Raven (Companion)

 * Name: Seren
 * Your raven heeds your call.
 * Sly: When you Secure an Advantage or Face Danger + shadow using your raven to perform trickery (such as creating a distraction or stealing a small object), add +1 and take +1 momentum on a hit.
 * Diligent: When your raven carries messages for you, you may Secure an Advantage, Gather Information, or Compel from a distance.

Alchemist (Path)

 * When you create an elixir, choose an effect: Deftness (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, suffer -1 supply and roll +wits. On a strong hit, you create a single dose. The character who consumes the elixir must Face Danger +iron and score a hit, after which they add +1 when making a move with the related stat until their health, spirit, or momentum fall below +1. On a weak hit, as above, but suffer an additional -1 supply to create it.

Main storyline
Session 2

Session 4