Exiles
The people in the squad. Every Messalith recruit is generated with a past, a body, skills, a reason for leaving and a talent waiting for a crown.
Every exile is a person, not a class. They arrive generated: an age, a profession, a reason for coming through the Rift, a set of skills, a body, a psychic potential and a life story to go with it. A camp starts with 12 veterans, and 4 of them go on each mission.
Most of a recruit's sheet is fixed by what the Rift sent: age, profession, reason, attributes, skills and potential. The player can edit the descriptive side, such as a name, a nickname, looks, pronouns and the biography. That side never touches a number in play.
New exiles keep arriving: a stray finds the camp every 2 weeks whatever the map looks like, and held refuges and places send more. See the war.
In this section
- Generated recruitsHow a Messalith recruit is rolled: age bands, attributes, psychic potential and the Gift, the rare Awakened, and the dossier that makes each one a person.
- ProfessionsEvery profession a Messalith recruit can have: the skills it gives at Prime, its attribute nudges, and the psychic discipline it leans toward.
- SkillsThe knowledge skills in Messalith, from Medicine to Command: the levels from None to Luminary, what each skill gives in a fight and what it does at camp.
- Reasons for exileWhy each Messalith recruit stepped through the Rift, and the trait it left them with: grief, disgrace, the fugitive's watchfulness and more, good and bad.
- RelationshipsFriends, lovers, partners, exes, rivals and enemies. How exiles grow close or fall out at camp, and what it does to their Will in a fight.
