TEXT: AFTER THE NIGHTFALL
  
  2
  Gods of the Fall
  AFTER THE NIGHTFALL
  INTRODUCTION
  “After The Nightfall” is an adventure suitable 
  for beginning or experienced players. Gods 
  of the Fall is a Cypher System™ setting. It’s 
  a good idea to have a copy of the Cypher 
  System Rulebook (CSR) and Gods of the Fall 
  handy when running this adventure. For 
  ease of play, six pregenerated characters are 
  included, so your players can jump right into 
  the fun.
  BRIEF SUMMARY
  The player characters (PCs) have recently 
  discovered that they are, to put it bluntly, 
  fledgling deities. In order to awaken their 
  divine abilities, they must accomplish godly 
  obligations, called divine labors. 
  After consulting an ancient religious text, 
  the PCs decided to slay a creature of special 
  malignancy known as a raver. Meanwhile, 
  a killer for hire named Rav Kathor of the 
  Tranquil (a notorious assassins’ guild) 
  accepted a commission to murder the 
  PCs. Kathor’s client is Fedim, a mysterious 
  humanoid with two wolflike heads. 
  Fedim informed Kathor that the PCs were 
  demigods, and wouldn’t be easy targets. 
  Upon learning that the PCs sought the lair 
  of a raver, Kathor arranged an elaborate 
  ambush in a mostly abandoned village called 
  Dujar. 
  Setting the trap took almost a week, 
  and the final step was to hire a thief in 
  the metropolis of Corso to play the role of 
  someone responding to the PCs’ search for 
  a raver. This thief—Garfan—pointed the PCs 
  to Dujar, and Kathor’s trap.
   
  INTRODUCE THE WORLD
  If you’re familiar with the setting of Gods of 
  the Fall, please describe it to the players. The 
  following is a short summary. 
  Gods once watched over the world from 
  their celestial realm Elanehtar. That golden 
  era ended when Elanehtar, burning and 
  crumbling, dropped out of the sky and 
  smashed into the world. The gods died. 
  Elanehtar shattered into millions of shards 
  known as cyphers. The world plunged 
  into darkness and turmoil. Grim times 
  descended. Forty-two years have elapsed 
  since prayers failed and heaven fell. Purges, 
  war mongering, revenge, and outright 
  madness swept the world for decades. Two 
  generations grew up without the divine. They 
  scarcely believe it when their elders describe 
  the existence of gods, and many who were 
  alive before the Fall have purposefully 
  forgotten.
  This is why few believe stories of reborn 
  gods. If new gods do exist, they rarely 
  announce themselves, lest they be tracked 
  down and slain by Reconciliators, a group of 
  RULEBOOK AND 
  SETTING CALLOUTS
  Throughout this supplement, you’ll 
  see page references to various items 
  accompanied by one of these two 
  symbols.
   
  Cypher System Rulebook 
   
  Gods of the Fall 
  These are page references to Gods of 
  the Fall and the Cypher System rulebook, 
  where you can find additional details 
  about the item, place, creature, or 
  concept. It’s not necessary to look up 
  the references, but doing so may provide 
  additional details.
  Credits
  Writer/Designer 
  Bruce R. Cordell
  Creative Director 
  Monte Cook
  Managing Editor 
  Dennis Detwiller
  Proofreader 
  Ray Vallese
  Graphic Designer 
  Bear Weiter
  Cover Artist 
  Lie Setiawan
  Cartographer 
  Jared Blando
  Artists 
  Felipe Escobar, Lie Setiawan, 
  Matt Stawicki
  Monte Cook Games  
  Editorial Team 
  Scott C. Bourgeois, 
  David Wilson Brown, Eric Coates, 
  Gareth Hodges, Mila Irek, 
  Jeremy Land, Laura Wilkinson, 
  Marina Wold, George Ziets
  © 2016 Monte Cook Games, LLC
  Cypher System and its logo are 
  trademarks of Monte Cook 
  Games, LLC in the U.S.A. and other 
  countries. All Monte Cook Games 
  characters and character names, and 
  the distinctive likenesses thereof, are 
  trademarks of Monte Cook Games, LLC.
  Raver, page 169
  The Tranquil,
  page 36
  Elanehtar, page 68
  Reconciliator, page 165
  Cyphers, page 340
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  3
  AFTER THE NIGHTFALL
  named Garfan agreed to meet the PCs at 
  their favorite public house, the Fat Seraph. 
  He has news of a raver, and with it, the key to 
  increasing the PCs’ godlike powers.
  MEETING AT 
  THE FAT SERAPH
  The Fat Seraph is the PCs’ favorite public 
  house in Corso. It serves as an inn and 
  tavern, owned by a fifty-year-old woman 
  called Tarisa. Its specialty is a delicious 
  mincemeat pie. Garfan arrives a few minutes 
  later than expected, but still makes the 
  appointment. Six or seven other patrons 
  are in the tavern when the “caravan driver” 
  finally arrives.
  Tarisa is silver-haired and sturdy, but 
  also distant, melancholy, and unkempt. If 
  PCs inquire (and succeed on a difficulty 5 
  zealots charged with eliminating the divine.
  The world’s most populous region is called 
  the Nightland. The Nightland suffers from 
  the curse of twilight: a second moon (called 
  Nod) exactly tracks the sun, creating a region 
  of perpetual twilight.
  Corso is the largest city in the Nightland, 
  and that’s where the PCs begin. This 
  metropolis is enormous, with a population 
  of over 500,000. Black stonework columns, 
  arches, colonnades, domes, and spires are 
  everywhere, as are high lamps that burn 
  with bright red flames. The people, in their 
  fashionable long dark coats, scarves, and 
  tall hats (accompanied as often as not by 
  personal slaves in simple grey robes), take 
  the raised roads of High Corso. Only fools 
  risk a run through the slum wards beneath 
  the raised sections of the city.
  ADVENTURE START
  After introducing the setting, provide a quick 
  rundown on the Cypher System mechanics 
  (if necessary), and ask the players to 
  select their PCs. When they’ve had time to 
  look them over, paraphrase the following 
  information.
   The PCs each awakened to a spark of 
  divinity. Recognizing the secret nimbuses 
  they all manifest, visible only to other 
  demigods, they gathered. No one else knows 
  what the PCs are; otherwise Reconciliators 
  might come for them.
  In a banned religious tome called Sermons 
  From Elanehtar, the PCs learned that to grow 
  their divine spark, they must complete divine 
  labors. They’ve decided to slay a raver, the 
  skin of an old, dead god that has reanimated 
  as a manifestation of pure evil.
  They’ve been discreetly asking around 
  the metropolis of Corso, trying to locate 
  more information. Finally, a caravan driver 
  Nightland, page 22
  Nod, page 78
  Corso, page 24
  Tavern Patron: level 2
  Tarisa: level 2, tasks 
  related to persuasion and 
  innkeeping as level 5
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  4
  Gods of the Fall
  wear the insignia of the Kasmandar Slave 
  Company.
  Indulgence to Take Slaves: One slaver 
  brandishes a pale document with red letters: 
  an indulgence. It flares with a dark nimbus 
  only the PCs see—magic associated with the 
  dragon Nulumriel—under whose authority 
  all indulgences are drafted. 
  Good establishments pay indulgence 
  insurance to prevent slavers from doing this 
  sort of thing. The Fat Seraph used to, before 
  Tarisa’s grief over her dead son made her 
  forget to renew her contract.
  The Slavers: There are four regular slavers 
  and a slave master who wields the Lash of 
  Woe—a cursed artifact. The slavers know 
  that if they don’t fight to the end, they 
  become slaves themselves. PCs might try to 
  negotiate with the slave master, especially if 
  they can appear intimidating. If they succeed, 
  the slave master 
  allows them to 
  go free, but still 
  lays claim to the 
  other patrons. If 
  PCs reveal their 
  Intellect-based task), Tarisa says her son 
  Mherl was killed in a theft five years earlier. 
  Since then, she’s never been the same. A 
  PC concerned with such things might offer 
  comfort and concern, and possibly bring a 
  little brightness into Tarisa’s otherwise dreary 
  life.
  Garfan: Garfan is a paunchy man in his 
  thirties with greasy black hair who smells 
  of garlic. He shows up, sits, and pulls out 
  a deck of cards. Before he provides the 
  information about the raver, he wants to play 
  cards. If he wins three of five hands, he’ll 
  provide the information on the raver for free. 
  Otherwise, the PCs must pay 20 stars for the 
  information.
  If PCs choose to play, at least one must 
  succeed on three difficulty 5 Intellect tasks 
  before they fail three.
  Whether the PCs win the information or 
  pay for it (or get it in some other fashion), 
  Garfan tells them that a raver lairs in the 
  long-abandoned village of Dujar, a day and a 
  half’s walk north of Corso. Garfan claims he 
  is a caravan driver, and that he discovered 
  the raver there while moving goods along the 
  road to Hornscar.
  This is a lie. Garfan hasn’t left Corso 
  in years. He’s a thief hired by someone 
  unknown to him—“some guy in a hood” 
  (Rav Kathor)—to tell the PCs about a raver 
  in Dujar. Whether or not Garfan’s lie is 
  uncovered by the PCs, the fact 
  remains that he tells them 
  either that a raver is in 
  Dujar, or that someone 
  wants them to think 
  there’s a raver in 
  Dujar. Besides this 
  Garfan knows nothing. 
  If the PCs detect the 
  lie, heading to Dujar is 
  the only way they have of 
  figuring out who is trying to 
  manipulate them, and why.
  INTERRUPTED 
  BY SLAVERS
  Five people slip into the tavern. One 
  bolts the door shut while another 
  snatches up an ale pitcher and smashes 
  it on the floor, even as a 
  third grabs a tavern 
  stool and splinters 
  it against the 
  wall. All of them 
  Kasmandar Slave 
  Company, page 27
  Indulgence, page 24 
  Nulumriel, page 30 
  Garfan: level 3, deception, 
  disguise, and games of 
  chance as level 6 
  Rav Kathor, page 7
  Slaver: level 3, Speed 
  defense as level 4 due to 
  shield, whip attack as 
  level 5; inflicts 6 points of 
  damage when the slave 
  master commands them; 
  Armor 1
  Slave Master: level 6, 
  defends as level 7 due to 
  shield, Lash of Woe attack 
  as level 7 (see Lash of 
  Woe effects); health 25; 
  Armor 3
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  5
  AFTER THE NIGHTFALL
  divine nature, the slave master uses the Lash 
  of Woe, which, due to its glowing nimbus, 
  they recognize as once belonging to the god 
  Samiel, one of the Three Judges of Soulrest. 
  Even before hitting anyone, the naked whip 
  somehow dims the PCs’ godly powers.
   NEXT STEPS
  If PCs revealed their divine nature during the 
  fight it’s only a matter of time before news 
  of their presence spreads to Reconciliators. 
  PCs should be reminded of this, because 
  it’s something their characters would 
  certainly understand. Perhaps this makes 
  investigating Dujar seem more intriguing, 
  regardless of whether the characters have 
  pierced Garfan’s lies. Either way it’s not a bad 
  time for PCs to make themselves scarce.
  Depending on how flagrant the use of 
  their divine abilities was, allow PCs to 
  make arrangements before heading off, 
  including additional research related to their 
  quest (see below). If they wish to purchase 
  equipment, allow them anything reasonable, 
  though mounts are likely beyond their 
  means. If they tarry in Corso overlong (for 
  more than a full day), the Reconciliators 
  track them down.
  Researching Dujar and Other Points 
  North: If the PCs want to know more about 
  Dujar, those who succeed on a difficulty 5 
  Intellect task (or who engage the services 
  of a sage or bibliomancer) learn that before 
  the Fall, Dujar was known for producing 
  sacramental wine for the rituals of the old 
  gods. With the destruction of Elanehtar, it’s 
  not surprising that Dujar was abandoned. 
  The village is 50 miles (80 km) north along 
  the road leading to Hornscar (once a 
  metropolis like Corso, but now, a ruin).
  A roadhouse called the Dove lies about 35 
  miles (56 km) north of Corso along the same 
  road.
   Researching Ravers: Everyone knows 
  ravers are the animate skins of dead gods. 
  But a PC who succeeds on a difficulty 5 
  Intellect task knows slightly more: when 
  gods are slain, sometimes ravers are born 
  from their remains. Ravers manifest like 
  the aura preceding a crippling migraine 
  headache, flapping cloaks of bleeding skin, 
  creeping mist, or a thunderhead underlit by 
  lightning. Few people have encountered a 
  raver directly and survived.
  LASH OF WOE
  Level: 10
  Form: Night-black whip with ebony 
  handle
  Effect: This artifact functions as a normal 
  medium weapon, inflicting 4 points 
  of damage.
  In addition, targets must succeed on 
  an Intellect defense task or suffer 
  an additional 5 points of Intellect 
  damage (ignores Armor). Targets 
  who possess divine shifts who 
  fail their defense task do not take 
  additional Intellect damage but lose 
  access to the benefits from those 
  shifts for one minute. During this 
  time, additional strikes from the whip 
  inflict additional Intellect damage.
  Wielders who possess divine shifts who 
  use the Lash of Woe must succeed 
  on an Intellect defense task when 
  they attack or lose access to their 
  shifts as if they were the targets of 
  the attack.
  Depletion: 1 in 1d10
  Reconciliator, page 165 
  Equipment, page 148
  Reconciliator: level 7
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  6
  Gods of the Fall
  TRAVELING TO DUJAR
  The road to Dujar, like the rest of the Nightland, 
  is always dark. It’s mostly deserted and always 
  bone-cold under Nod, the cursed moon. Dim light 
  from the pearly glow surrounding the moon’s 
  disk reveals dead trees, tumbled structures, and 
  the ruins of a failed civilization in all directions, 
  except the road.
  GM Group Intrusion: Clouds boil out of the 
  east and soon cover the moon and stars. A cold, 
  driving rain falls, turning the road to mud, chilling 
  travelers, slowing their progress, and generally 
  making things miserable for several hours.
  DUJAR
  Only two complete structures remain. Nod’s light 
  reveals one to be an old chapel (the Chapel to 
  Zenia). The other is a large square brick building, 
  which strangely, seems in good repair (the 
  sacramental winery).
  GM Group Intrusion: Before the characters 
  begin exploring Dujar, they stumble across two 
  figures hiding at the edge of the empty village 
  (see Adherents).
  RUINED STRUCTURES
  Nothing of any interest is to be found among 
  these lonely foundations.
  THE DOVE INN
  Lit with yellow lanterns, this two-story structure with a few detached 
  outbuildings offers travelers a room and a meal of stew for 5 moons each (ale 
  is an extra 2 moons per pitcher). Five rough-looking, well-armed travelers at 
  the inn claim, if asked, to be merchants. That’s a lie. They’re brigands in for a 
  meal.
  The proprietor, a man with salt-and-pepper hair named Hatheran, looks 
  harried. He apologizes for being tardy serving the PCs, mentioning that since 
  his wife Gisa fell ill, running the inn has fallen to him alone. It’s been hard. 
  If PCs pick up on Hatheran’s offhand remarks about his sick wife and offer 
  to tend to Gisa, Hatheran accepts. He leads them to his upper-story private 
  room. Gisa suffers from deathly fatigue brought on by an insect bite. If PCs 
  use a cypher or ability to heal Gisa, they gain Hatheran’s devotion (and free 
  room and board for life).
  GM Intrusion: At 3 a.m., the five brigands staying at the inn attempt to 
  stealthily burgle the PCs’ by picking the lock and slitting their throats.
  ADHERENTS
  Danid and sister Hortana (ages nineteen and seventeen) fled from Dujar 
  a week before when they came under attack by a group of hooded figures. 
  They have reluctantly returned to Dujar to look for their parents and extended 
  family. If the PCs find them, they are initially fearful the PCs are more of their 
  mysterious attackers. As Adherents, they’re deathly afraid of Reconciliators.
  The Adherence is a banned cult that believes the dead gods will return if 
  their devotion remains strong in the face of adversity.
  If PCs allay their fears and prove they’re not enemies, Danid and Hortana 
  explain that there are no ravers present in Dujar. They encountered only a few 
  hooded figures, who attacked them. The Adherents explain how Dujar was 
  secretly resettled five years earlier by their Adherent extended family of fifteen. 
  They came to restore the sacramental winery. They hoped that fermenting 
  and bottling new sacramental wine would cause the old gods to notice.
  Danid and Hortana want to enter the winery and find their family. They ask 
  for the PCs’ aid.
  GM Intrusion: Just when it seems like the two Adherents are beginning to 
  trust the PCs, the character says or does something Danid and Hortana find 
  suspicious, and they flee.
  Danid and Hortana: level 2, tasks related to 
  divine lore as level 4
  Brigand: level 3, tasks related to stealth as level 
  5; Armor 1; sword and crossbow attacks inflict 4 
  points of damage
  Hatheran: level 2, innkeeping tasks as level 3
  Gisa: level 2, innkeeping tasks as level 5
  START HERE
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  7
  AFTER THE NIGHTFALL
  CHAPEL TO ZENIA
  Dried blood is splashed on the door to form a stylized skull. Rav 
  Kathor painted it in Adherent blood as a lure to help sell his story of a 
  raver lairing within.
  The main entrance is the only obvious one; the side windows are 
  narrow, boarded, and barred with iron. Inside, the main worship 
  area is scorched and burned. The Sacristy door has a blood symbol 
  like that on the chapel entrance. Danid and Hortana explain that 
  the Sacristy is where relics of the old gods were once kept. A short 
  hallway with a closed door at each end connects the main chapel area 
  with the Sacristy.
  GM Intrusion: The first PC into the hallway triggers the floor trap.
  GM Intrusion: The first PC who attempts to jump across the pit 
  from the floor trap hits a transparent glass pane on the far side. 
  On a failed difficulty 8 Speed defense roll to jump back, the PC falls 
  into the pit. (Once the PCs realize the glass is there, breaking it is a 
  difficulty 5 Might task.)
  Cold Fire Trap: The 5-foot (2 m) wide, 12-foot (4 m) long Sacristy 
  entrance looks normal but the floor is false. When trod upon, it falls 
  away to reveal a 4-foot (1 m) long and deep pit filled with a magical 
  spell of cold fire. On a failed difficulty 5 Speed defense task, the 
  victim falls in and suffers 5 points of damage each round. They must 
  succeed on a difficulty 5 Might task each round or remain frozen in 
  place for one additional round. Each failure increases the difficulty of 
  the next Might task by one step.
  SACRISTY
  The door at the end of the trapped hallway leads to the 
  Sacristy. Here Rav Kathor and four assassin novitiates 
  wait in ambush, ready to pounce on the first PC through 
  the door. The room also contains 300 gold stars in a lock 
  box, an ancient text called the Scriptures of Zenia, and two 
  cyphers:
  • 
  Level 5 circlet. Any target, even an object, gains two 
  divine shifts for one minute.
  • 
  Level 8 map. Teleports user to anywhere in the 
  world they have previously visited or seen.
  GM Intrusion: When an assassin novitiate is slain, a 
  nightfall wolf (a huge, two-headed wolf with ebony fur) is 
  birthed of the body and attacks the PC.
  SACRAMENTAL WINERY
  If Danid and Hortana accompany the PCs to the winery, they show the characters to a secret room 
  where the family once dwelled. It’s empty now, and ransacked. There are also bloodstains.
  The main floor of the winery is a large warehouse-like space that contains vats, barrels, various 
  equipment, and lots of broken bottles of sacramental wine. If the PCs search the debris, they discover 
  scattered coins (3 gold stars), four unbroken bottles of sacramental wine (worth 10 stars each), and 
  one cypher:
  • 
  Level 7 coin. Restores 7 points to any Pool.
  High in the shadowed rafters are the dead bodies of thirteen humans strung up in a gruesome 
  bundle. A message in blood on the ceiling reads, over and over, “the dark coming inside now.”
  GM Intrusion: A curse left by Rav Kathor animates the bodies into a crawling carnage—a massive 
  undead creature with many arms, legs, and hands.
  Assassin novitiate: level 4; attacks inflict 6 points 
  of damage.
  Rav Kathor: level 6, stealth and deception tasks 
  as level 8; health 33; Armor 12 (from a cypher); 
  poison on weapons moves victims who fail a Might 
  defense roll one step down the damage track
  Nightfall wolf: level 5, Speed defense as level 4 due 
  to size; health 25; bites a single target twice as one 
  action; howl attack causes all creatures with divine 
  shifts within long range to lose access to them for 
  one minute on a failed Intellect defense task
  Crawling carnage: level 6; health 44; attacks up to ten creatures at once within immediate range 
  using clawed hands and bites that each inflict 6 points of damage; struck creatures are stunned 
  and lose their next turn; the crawling carnage regains 10 points of health each round or 15 points 
  in any round it inflicts damage
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  8
  Gods of the Fall
  NIGHTFALL WOLF 
  CORPSE WARNING
  Just when the PCs think all is well, a nightfall 
  wolf corpse bursts into blue flame. From 
  both mouths of the burning corpse, a horrific 
  voice speaks. It says “Your survival is not 
  victory. The true end of all things, divine and 
  mortal, approaches. I still hunt. When you 
  and the last of the new gods are dead, the 
  Night Beast shall wake and consume this 
  world until nothing remains but embers and 
  dust.”
  Then the corpse detonates, leaving 
  nothing behind but burning fur and flesh. 
  The PCs are unlikely to know anything about 
  the Night Beast or who the person speaking 
  was. In truth, the voice was that of Fedim, 
  Rav Kathor’s client. If the PCs use powers or 
  cyphers to probe the corpse, it is possible to 
  discover a bit more about Fedim.
  Fedim is a rakshasa, but unlike others of 
  its kind, it has two wolflike heads, as well as 
  RAV KATHOR DEFEATED
  If the PCs capture rather than kill Rav 
  Kathor, they may attempt to learn additional 
  information from him. Rav is a professional, 
  and knows that revealing information about 
  a client will be the end of his career just as 
  surely as death. So he doesn’t speak unless 
  the PCs have some means to magically 
  compel him. Even so, he doesn’t know 
  much.
  Rav Kathor knows that a humanoid being 
  with two wolf heads named Fedim hired the 
  Tranquil to murder a group of fledgling gods 
  with the PCs’ names and descriptions. The 
  job was issued in the city of Cryserech. To 
  help him achieve his goal, the assassin was 
  given the following:
  • A cypher that granted protection for 24 
  hours (+12 to Armor—already used by 
  Rav Kathor).
  • A cypher allowing a target to be scryed 
  or seen remotely for 12 hours (already 
  used).
  • The nightbrand—a cursed magical 
  branding iron that he was to use on the 
  PCs’ corpses after death. The symbol is 
  a two-headed wolf. (Rav Kathor used the 
  brand on the living assassin novitiates, 
  which is what caused one or more of 
  them to “birth” night wolves upon their 
  death).
  • A curse inscribed on parchment able to 
  give rise to a creature called a crawling 
  carnage if at least ten bodies are 
  sacrificed to the effort (already used).
  •  Level 6 brooch. For all creatures with 
  divine shifts within short range, the 
  difficulty of the next action they take on 
  their next turn is reduced by one step.
  •  Level 7 lens. The user can observe 
  a location he has visited previously, 
  regardless of how far away it is. This 
  vision persists for up to ten minutes.
  Rav Kathor attempts to escape if given the 
  opportunity and complete his contract.
  WRAPPING UP
  If the PCs survive, their victory is soured 
  with an ominous warning, given while they 
  are still licking their wounds, searching the 
  Sacristy, or Rav Kathor (if he survives). The 
  warning is given by the corpse of a nightfall 
  wolf birthed from one of the novitiate 
  assassin bodies.
   
   
  SCRIPTURES OF ZENIA
  Level: 1d6 + 3
  Form: A massive tome with elaborate 
  binding (divine characters note a dim 
  nimbus)
  Effect: The tome describes the glories 
  of the god Zenia. Among other 
  attributes, she is described as the 
  head of the pantheon of the old, dead 
  gods, and as the one who carved 
  out the Cerulean Peaks and set them 
  adrift in the sky. If the user reads 
  from the book as their action, they 
  can cause everything within a 10-foot 
  (3 m) cube to shake as if caught in an 
  earthquake, inflicting damage equal 
  to the artifact level each round for 
  three rounds.
  Depletion: 1 in 10
   
  NIGHTBRAND
  Level: 1d6 + 3
  Form: Iron branding rod with two-headed 
  wolf brand
  Effect: Creates a two-headed wolf brand 
  on the flesh of a target, without 
  the requirement of the brand being 
  heated. Sometimes a nightfall wolf 
  is birthed from branded targets who 
  die.
  Depletion: 1 in 10
  Cryserech, page 34
  Rakshasa, page 168
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  9
  AFTER THE NIGHTFALL
   FURTHER DEVELOPMENT
  The PCs should earn 1 experience point (XP) 
  for defeating the slavers, 1 XP for tending 
  to Gisa in the Dove roadhouse, 1 XP for 
  each Adherent they keep safe, and 2 XP 
  for surviving the assassination attempt. If 
  the PCs survive, it is a partial fulfillment of 
  the Prophecy of Salvation. If some PCs are 
  murdered, it is a partial fulfillment of the 
  Prophecy of Ruin.
  many more abilities. Fedim is prophet of the 
  Night Beast, a mysterious apocalyptic force 
  that makes the Fall of Elanehtar seem mild 
  in comparison. As such, it is compelled to 
  continue its hunt. Fedim is also true to its 
  word and will continue to hunt the PCs. But 
  that’s an adventure for a different day. 
   USING THIS IN A 
  CAMPAIGN
  If you’re interested in continuing the 
  campaign arc introduced by the PCs’ 
  attempted assassination, you’re in luck, 
  because this campaign arc, called The Night 
  Beast Awakens, is available in the Gods of 
  the Fall book. This adventure is the tier 2 arc, 
  fleshed out; see “assassination attempt.”
  Obligation: Though the PCs failed to find 
  and kill a raver, they did uncover and defeat 
  Rav Kathor, an instrument of the apocalypse. 
  This success can easily serve as meeting the 
  characters’ tier 3 obligation for choosing a 
  first labor.
  The Night Beast 
  Awakens, page 101 
   
  Tier 3: Choose First 
  Labor, page 140
  Seven Prophecies, 
  page 95
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  DOMINION
  GOD OF
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  MONEY
   
  POOL 
  EDGE
   
  POOL 
  EDGE
   
  POOL 
  EDGE
  SPEED
  INTELLECT
  SPECIAL ABILITIES & DOMINION ABILITIES
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  CYPHERS
  EQUIPMENT
  SKILLS • MIGHT
   T S I
   MOD DAM
  LIMIT
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  T = trained, S = specialized, I = inability
  OTHER
  Refer to the
  SKILLS • SPEED
   T S I
  SKILLS • INTELLECT
   T S I
  Cypher System
  Rulebook
  Cree
  Confounding (CSR p. 80)
  Dreamcraft (CSR p. 95)
  Dream Thief (CSR p. 96)
  Magic Training (CSR p. 31) 
  Oneirochemy (CSR p. 96)
  Onslaught (CSR p. 31)
  Sculpt Flesh (CSR p. 32) 
  Shatter (CSR p. 32)
  Dominion Abilities:
  Manifest Nimbus (GOTF p. 143)
  Hover (CSR p. 114)
  Divine Shifts (3 at second tier):
  2 to Special Ability (Dreamcraft): The difficulty for others to 
  disbelieve in the reality of your Dreamcraft creations is increased 
  by two steps. 
  1 to Resilience: Might defense tasks is decreased by one step and 
  +1 Armor.
  • Teleporter (traveler) level 5 (CSR p. 362)
  • Time dilation (defensive) level 5 (CSR p. 363)
  • Meditation aid level 8 (CSR p. 355)
  Pack containing 50 feet (15 m) rope, 3 days’ rations, 
  3 spikes, hammer, warm clothes, boots, 3 torches
  Book about dreams (asset to interpreting dream tasks)
  Dreamdust (10 doses): ensures dreams untroubled by the 
  King of Dreams, likely to one day prove your nemesis
  Trella juice (4 doses): addictive drug enhances Intellect 
  (+1 Edge) for one hour
  Sleep draught (asset to restful night sleep)
  Might defense †*
  †Divine shift decreases difficulty by one step
  *not currently trained
  Stealth
  Creating believable Dreamcraft images†
  Recognize ploys meant to trick you
  Resisting interrogation
  Sleep-related tasks
  Magic practice and magical artifacts
  Gaining another’s trust
  †Divine shifts reduce difficulty by two steps
  Dagger 
  * 
  2
  Onslaught 
   
  2/4
  *not practiced cancels light weapon mod
  Awakens Dreams
  Dreams
  2
  2
  X
  X
  X
  X
  X
  X
  X
  10
  3
  1
  8
  stars
  10
  18
  2
  2
  Mysterious
  Shaper
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  BACKGROUND
  FIRST LABOR 
  DIVINE LABOR 
  DOGMA
  DISCIPLES
  NOTES
  PORTRAIT
  DIVINE SYMBOL
  You were born of a dream and gained actual physical life by 
  means of a curse that doesn’t seem especially curselike, at 
  least not yet.
  You fell in with the other PCs accidentally, but apparently 
  it was fate. All of you learned you were Awakening divine 
  abilities.
  Pick one other PC. You accidentally sent that character into 
  a sleep so deep they didn’t wake for three days. Whether 
  they forgive you or not is up to them.
  Dreams are all about possibilities and change. And thus 
  you dream of a better world, one that is redeemed of its 
  present brutal and desperate state, where most dreams are 
  waking nightmares.
  Divine Obligations:
  Tier 1: Dominion = Dreams
  Tier 2: Symbol = Swirl of mist
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  DOMINION
  GOD OF
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  MONEY
   
  POOL 
  EDGE
   
  POOL 
  EDGE
   
  POOL 
  EDGE
  SPEED
  INTELLECT
  SPECIAL ABILITIES & DOMINION ABILITIES
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  CYPHERS
  EQUIPMENT
  SKILLS • MIGHT
   T S I
   MOD DAM
  LIMIT
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  T = trained, S = specialized, I = inability
  OTHER
  Refer to the
  SKILLS • SPEED
   T S I
  SKILLS • INTELLECT
   T S I
  Cypher System
  Rulebook
  Alkurnus
  • Condition remover (bacterial infection) level 6 
  (CSR p. 347)
  • Detonation (desiccating) level 6 (CSR p. 348)
  Chainmail hauberk (medium Armor)
  Healer’s kit (asset to healing tasks)
  Pack containing 50 feet (15 m) rope, 3 days’ rations, 
  3 spikes, hammer, warm clothes, boots, 3 torches
  Book (asset to knowledge tasks on one topic)
                  *Armor provided by chainmail
  Tasks related to creating narrative
  Storytelling
  Puzzle solving
  Learning new things
  Pleasant social interactions (cancels inability)
  Dagger 
  -1* 
  2
  *Reduces difficulty by one step
  Sees Beyond
  Fables
  2
  2
  10
  2
  2*
  8
  stars
  12
  18
  2
  2
  Creative
  Savior
  Babel (CSR p. 46)
  Enthrall (CSR p. 45) 
  Fast Talk (CSR p. 46)
  Healing Touch (CSR p. 179)
  See the Unseen (CSR p. 161)
  See Through Matter (CSR p. 161)
  Spin Identity (CSR p.46) 
  Understanding (CSR p. 46) 
  Dominion Abilities:
  Manifest Nimbus (GOTF p. 143)
  Self Aware (GOTF p. 143)
  Divine Shifts (3 at second tier):
  3 to Special Ability (Fast Talk): The difficulty of all attempts 
  to Fast Talk (CSR p. 46) is reduced by three steps. People do 
  what you say, within reason.
  X
  X
  X
  X
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  BACKGROUND
  FIRST LABOR 
  DIVINE LABOR 
  DOGMA
  DISCIPLES
  NOTES
  PORTRAIT
  DIVINE SYMBOL
  Your twin disappeared seven years ago, but sometimes you 
  still see their face in your dreams, mocking you.
  You fell in with the other PCs accidentally, but apparently 
  it was fate. All of you learned you were Awakening divine 
  abilities.
  Pick one other PC. Wherever this character goes, you are 
  aware of the general distance and direction of their location.
  You’ve chosen to be a god of Fables—unless it’s a front, 
  and you’re really a freshly minted god of Lies. Perhaps only 
  time will tell.
  Divine Obligations:
  Tier 1: Dominion = Fables
  Tier 2: Symbol = Book
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  DOMINION
  GOD OF
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  MONEY
   
  POOL 
  EDGE
   
  POOL 
  EDGE
   
  POOL 
  EDGE
  SPEED
  INTELLECT
  SPECIAL ABILITIES & DOMINION ABILITIES
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  CYPHERS
  EQUIPMENT
  SKILLS • MIGHT
   T S I
   MOD DAM
  LIMIT
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  T = trained, S = specialized, I = inability
  OTHER
  Refer to the
  SKILLS • SPEED
   T S I
  SKILLS • INTELLECT
   T S I
  Cypher System
  Rulebook
  Sheth
  • Farsight level 5 (CSR p. 350)
  • Heat attack level 5 (CSR p. 352)
  • Meditation aid level 6 (CSR p. 355)
  Pack containing 50 feet (15 m) rope, 3 days’ rations, 
  3 spikes, hammer, warm clothes, boots, 3 torches
  Book about fire (asset to fire knowledge)
  3 bottles of cheap (but flammable) alcohol
  Grappling hook
  Matchsticks (10)
                    *Armor benefits from Ward
  Magic practice and magical artifacts
  Learning new things
  Geography and history tasks
  Inability: Noticing danger
  Inability: Initiative actions
  Dagger 
  * 
  2
  Hurl Flame (see Special Abilities) 
  -3† 13†
  †Benefits from 3 divine shifts to attack and damage
  *not practiced cancels light weapon mod
  Bears a Halo of Fire
  Fire
  2
  2
  X
  X
  X
  X
  X
  10
  3
  1*
  7
  stars
  9
  23
  2
  2
  Inquisitive
  Shaper
  Far Step (CSR p. 31)
  Flame (CSR p. 98)
  Magic Training (CSR p. 31) 
  Scan (CSR p. 32) 
  Shroud of Flame (CSR p. 98) 
  Ward (CSR p. 32)
  Dominion Abilities:
  Manifest Nimbus (GOTF p. 143)
  Flash (CSR p. 33)
  Divine Shifts (3 at second tier):
  3 to Single Attack (Hurl Flame): The difficulty of all attacks
  you make with your Hurl Flame ability is reduced by three
  steps and you inflict + 9 points of damage.
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  BACKGROUND
  FIRST LABOR 
  DIVINE LABOR 
  DOGMA
  DISCIPLES
  NOTES
  PORTRAIT
  DIVINE SYMBOL
  You learned your magic by making a pact with a nameless 
  entity that sometimes appears in your dreams. It promises 
  that it will collect the debt you owe it someday.
  You fell in with the other PCs accidentally, but apparently 
  it was fate. All of you learned you were Awakening divine 
  abilities.
  Pick one other PC. They had a devastating experience with 
  fire in their past and must decide how to react to your 
  constant use of flame around them.
  Fire consumes. But that doesn’t mean you can’t learn from 
  what is consumed in the process. You may aspire to be a 
  god of Fire, but you hope to choose that which you burn 
  with your holy flame with knowledge and forethought. 
  When possible.
  Divine Obligations:
  Tier 1: Dominion = Fire
  Tier 2: Symbol = Blazing Flame
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  DOMINION
  GOD OF
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  MONEY
   
  POOL 
  EDGE
   
  POOL 
  EDGE
   
  POOL 
  EDGE
  SPEED
  INTELLECT
  SPECIAL ABILITIES & DOMINION ABILITIES
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  CYPHERS
  EQUIPMENT
  SKILLS • MIGHT
   T S I
   MOD DAM
  LIMIT
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  T = trained, S = specialized, I = inability
  OTHER
  Refer to the
  SKILLS • SPEED
   T S I
  SKILLS • INTELLECT
   T S I
  Cypher System
  Rulebook
  Varis
  • Force cube level 5 (CSR p. 351)
  • Instant shelter level 6 (CSR p. 354)
  Bag of light tools
  Disguise kit
  Ward of protection (+1 Armor)
  Dream dust
  Sermons of Elanehtar (book that describes divine 
  obligations)
  Artifact: Quill that can paint a simple rune on objects and 
  creatures to make them invisible to your ability to sense 
  their flaws for one year (Depletion: 1 in 1d20).
                    *from ward of protection
  Deception
  Seeing through deception +3 divine shifts
  Finding or noticing details
  Identifying objects
  Trivia
  Intimidation
  Inability: Positive social interactions
  Knuckle “tiger” claw 
  -1* 
  2
  *Reduces difficulty by one step
  Finds the Flaw in All Things
  Secrets
  2
  2
  X
  X
  X
  X
  X
  X
  X
  10
  2
  1*
  6
  stars
  10
  20
  2
  2
  Perceptive
  Savior
  Enthrall (CSR p. 45) 
  Erase Memories (CSR p. 45)
  Find the Flaw (GOTF p. 131)
  Perfect Submission (GOTF p. 131)
  Reckoning (GOTF p. 131)
  Reveal (CSR p. 33) 
  Terrifying Presence (CSR p. 46)
  Dominion Abilities:
  Manifest Nimbus (GOTF p. 143)
  Steal Name (GOTF p. 143)
  Divine Shifts (3 at second tier):
  3 to Special Ability: The difficulty of all attempts you make 
  to see through lies is reduced by three steps. Others rarely 
  successfully lie to you.
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  BACKGROUND
  FIRST LABOR 
  DIVINE LABOR 
  DOGMA
  DISCIPLES
  NOTES
  PORTRAIT
  DIVINE SYMBOL
  Among your collection of souvenirs garnered from the 
  Central Market in Corso is a coin stamped with the face of 
  the old god Zenia. In your dreams, the coin sometimes tells 
  you secrets.
  You fell in with the other PCs accidentally, but apparently 
  it was fate. All of you learned you were Awakening divine 
  abilities.
  Pick one other PC. This character has a treasured item that 
  was once yours, but that you lost in a game of chance.
  You’ve chosen to be a god of Secrets—you revel in finding 
  out secrets, keeping some, and revealing others.
  Divine Obligations:
  Tier 1: Dominion = Secrets
  Tier 2: Symbol = Key
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  DOMINION
  GOD OF
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  MONEY
   
  POOL 
  EDGE
   
  POOL 
  EDGE
   
  POOL 
  EDGE
  SPEED
  INTELLECT
  SPECIAL ABILITIES & DOMINION ABILITIES
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  CYPHERS
  EQUIPMENT
  SKILLS • MIGHT
   T S I
   MOD DAM
  LIMIT
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  T = trained, S = specialized, I = inability
  OTHER
  Refer to the
  SKILLS • SPEED
   T S I
  SKILLS • INTELLECT
   T S I
  Cypher System
  Rulebook
  Daleras
  • Detonation (massive—fire) level 7 (CSR p. 349)
  • Effort Enhancer (combat) level 5 (CSR p. 350)
  Plate armor (heavy Armor)
  Pack containing 50 feet (15 m) rope, 3 days’ rations, 
  3 spikes, hammer, warm clothes, boots, 3 torches
  24 crossbow bolts
  Dreamdust (7 doses): eliminates dreams
  Tent
  Hand drum
                   *Armor benefits from plate and 
                        +1 from Tough descriptor
  Might defense
  Speed defense (if greatsword in hand)
  Intimidation
  Greatsword 
  -4* 16†
  Heavy crossbow (action to reload) 
   
  6
  Dagger 
  -1* 
  2
  †Weapon Master + 3 divine shifts
  *Training reduces difficulty by one step + shifts
  Masters Weaponry
  War
  2
  3
  X
  X
  18
  2
  4*
  9
  stars
  12
  8
  2
  1
  2
  Tough
  Champion
  Danger Sense (CSR p. 51) 
  Practiced in Armor (CSR p. 40)
  Thrust (CSR p. 25)
  Weapon Defense (CSR p. 149)
  Weapon Master (CSR p. 149)
  Dominion Abilities:
  Manifest Nimbus (GOTF p. 143)
  Successive Attack (CSR p. 26)
  Divine Shifts (3 at second tier):
  3 to Single Attack (Greatsword): The difficulty of all attacks 
  you make with your greatsword is reduced by three steps
  and you inflict +9 damage.
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  BACKGROUND
  FIRST LABOR 
  DIVINE LABOR 
  DOGMA
  DISCIPLES
  NOTES
  PORTRAIT
  DIVINE SYMBOL
  You have no memory of anything before your eighth 
  birthday, when you woke battered and bruised in an 
  orphanage.
  You fell in with the other PCs accidentally, but apparently 
  it was fate. All of you learned you were Awakening divine 
  abilities.
  Pick one other PC. If they are within immediate range 
  when you’re in a fight, sometimes they are helped, and 
  sometimes accidentally hindered (50% chance either way, 
  determined per fight). When they help, you gain +1 to all 
  attack rolls. When they hinder, you suffer a –1 penalty to 
  attack rolls.
  You’ve chosen to be a god of War, mainly because you 
  dream of unending combat. At first the dreams were like 
  nightmares, but now you’ve begun to enjoy them.
  Divine Obligations:
  Tier 1: Dominion = War
  Tier 2: Symbol = Smoking Blade
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  DOMINION
  GOD OF
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  MONEY
   
  POOL 
  EDGE
   
  POOL 
  EDGE
   
  POOL 
  EDGE
  SPEED
  INTELLECT
  SPECIAL ABILITIES & DOMINION ABILITIES
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  CYPHERS
  EQUIPMENT
  SKILLS • MIGHT
   T S I
   MOD DAM
  LIMIT
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  T = trained, S = specialized, I = inability
  OTHER
  Refer to the
  SKILLS • SPEED
   T S I
  SKILLS • INTELLECT
   T S I
  Cypher System
  Rulebook
  Malin
  • Information sensor level 6 (CSR p. 353)
  • Lightning wall level 5 (CSR p. 354)
  Spellweave gambeson 
  Pack containing 50 feet (15 m) rope, 3 days’ rations, 
  3 spikes, hammer, warm clothes, boots, 3 torches
  Lockpicks (asset to lockpicking tasks)
  Trella juice (4 doses): addictive drug enhances Intellect 
  (+1 Edge) for one hour
                    *Armor provided by light 
                         spellweave gambeson
  Speed defense
  Stealth tasks
  Picking locks
  Intimidation, threats, or inflicting pain
  Finding and following tracks
  Heavy crossbow (*no action to reload) 
  -3† 15†
  Long sword 
   
  4
  *If Reload ability is used
  †Benefits from 3 divine shifts
  Murders
  Vengeance
  2
  2
  X
  X
  X
  X
  X
  12
  2
  2*
  5
  stars
  17
  9
  2
  2
  Vengeful
  Destroyer
  Escape (CSR p. 41) 
  Pierce (CSR p. 25)
  Quick Death (CSR p. 152)
  Reload (CSR p. 26)
  Sense Ambush (CSR p. 52) 
  Surprise Attack (CSR p. 152) 
  Dominion Abilities:
  Manifest Nimbus (GOTF p. 143)
  Surprise Strike (CSR p. 52)
  Divine Shifts (3 at second tier):
  3 to Single Attack (Heavy Crossbow): The difficulty of all
  attacks you make with your heavy crossbow is reduced by
  three steps and you inflict + 9 points of damage.
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
  BACKGROUND
  FIRST LABOR 
  DIVINE LABOR 
  DOGMA
  DISCIPLES
  NOTES
  PORTRAIT
  DIVINE SYMBOL
  Your parents were slain in a brutal fashion right before your 
  eyes when you were young. 
  You fell in with the other PCs accidentally, but apparently 
  it was fate. All of you learned you were Awakening divine 
  abilities.
  Pick one other PC. You were recently approached by 
  someone who wanted to hire you to take that character 
  out. You decided to warn them that their life was in danger 
  instead of taking the job.
  You’ve sworn vengeance on whoever or whatever killed your 
  parents. That oath nearly consumed you, but you managed 
  to pull back. You use that anger to help others avoid the 
  same fate that befell you even as you gather clues as to 
  what happened. One day, vengeance will be yours. And 
  after that, perhaps all who swear vengeance may do so your 
  name!
  Divine Obligations:
  Tier 1: Dominion = Vengeance
  Tier 2: Symbol = Stylized Eye
  Jon Hygom Gislason - gislason19@hotmail.com - 221745
  
SOURCE: textdata/thevault/Cypher System/Campaign Settings/Gods of the Fall/Gods of the Fall - After the Nightfall.pdf