Sera Kavan — The Rift Scout
Human Planar Scout from the Irna borderlands, born three days' ride from the Kessani Rift.
She has a scar across her left palm from the first rift she read wrong. She does not hide it. A scar you can see is a scar that taught you something.
Sera grew up in a settlement that treated planar instability the way other communities treat flood season; a fact of life, not a catastrophe, as long as you paid attention. By the time she was sixteen she could identify three common rift-types by smell and vibration alone. By twenty-two she was taking contracts to escort merchants through unstable rift corridors that professional guides refused. She is not fearless. She is simply good at turning fear into information.
She operates alone by preference and in teams when the contract demands it. She does not explain her methods. She does get people through.
Species: Human Background: Planar-Adjacent Career: Planar Scout
Patron Deity: None
Characteristics: Human base (all 2s). Free swap: AGI +1, CHA −1.
| Derived Value | Calculation | Total |
|---|---|---|
| Wound Points | 10 + Might (2) | 12 |
| Strain Points | 10 + Willpower (2) | 12 |
| Resistance | ⌈2 ÷ 2⌉ = 1 + leather armor (+0) | 1 |
| Melee Defense | 0 + leather armor (+1) | 1 |
| Ranged Defense | 0 | 0 |
| Initiative (On Watch) | Savvy 2 + Perception 2 | 2 Mastery Dice |
| Initiative (Surprised) | Willpower 2 + Readiness 1 | 2 dice, 1 Mastery |
Skills
| Skill | Rank | Type |
|---|---|---|
| Rifts | 2 | ★ Profession |
| Stealth | 2 | Out-of-profession |
| Perception | 2 | ★ Profession |
| Survival | 1 | ★ Profession |
| Readiness | 1 | ★ Profession |
| Planar Lore | 1 | ★ Profession |
| Athletics | 1 | Out-of-profession |
Human free skill ranks (no XP): Rifts 1, Stealth 1.
Talents
- Specialist (Rifts (reading rift destinations) [Free Starting Talent, Tier 1]) Once per scene on a Rifts check to identify destination or stability, upgrade one Ability Die to a Mastery Die (or add 1 Boon if none available).
- Wayfarer [Tier 1, 5 XP]; Remove 1 Bane Die from Survival checks involving travel, shelter, food, water, or route-finding in natural terrain.
- Cool Head [Tier 1, 5 XP]; Remove 1 Bane Die from Readiness checks to resist panic, surprise, fear, or being caught off guard.
Equipment
| Item | Profile |
|---|---|
| Dagger | Dmg 3, Crit 3, Engaged, Accurate 1 |
| Leather armor | +1 Melee Defense |
| Survival kit | Rope (hemp, 50 ft), tinder box, trail rations (3 days) |
| Bedroll | Enc 2 |
| Starting funds | 2d10 gold flargons |
XP Accounting
| Purchase | XP |
|---|---|
| Rifts rank 2 (profession, from rank 1 free) | 10 |
| Stealth rank 2 (out-of-profession, from rank 1 free) | 15 |
| Perception rank 1 (profession) | 5 |
| Perception rank 2 (profession) | 10 |
| Survival rank 1 (profession) | 5 |
| Readiness rank 1 (profession) | 5 |
| Planar Lore rank 1 (profession) | 5 |
| Athletics rank 1 (out-of-profession) | 10 |
| Wayfarer (Tier 1 talent) | 5 |
| Cool Head (Tier 1 talent) | 5 |
| Total Spent | 75 XP |
| Banked | 35 XP |
Suggested Advancement
- Rift-Walker rank 1 (5 XP): Rift Sense, Once per scene, sense whether a natural rift is present within Medium range. Remove 1 Bane from Rifts checks to identify destination or stability. This is your defining capability.
- Secret Lore rank 1 (5 XP, profession): The esoteric knowledge of what lives on the other side of common rift-types. Pairs naturally with your Rifts skill.
- Stealth rank 3 (15 XP, out-of-profession) after play: The ability to move through dangerous spaces unseen is what keeps you alive when a rift drops you somewhere unexpected.