There was once a place or group that accepted you utterly, giving you great access to its resources and secrets. Their trust was misplaced however and your loyalty was bought away, telling rivals of their weaknesses and vulnerabilities in exchange for a bag of gold.
You begin play with one magic item of uncommon rarity chosen from the following list (roll 1d10):
1—bag of tricks (rust), 2—boots of elvenkind, 3—boots of striding and springing, 4—cloak of elvenkind, 5—decanter of endless water, 6—eversmoking bottle, 7—eyes of minute seeing, 8—eyes of the eagle, 9—gloves of missile snaring, 10—gloves of climbing and swimming.
You cannot sell or trade this item until you have reached at least 5th level (though you may lose it or have it stolen from you if circumstances prevail).
In addition, your Sin score increases by 4 and you are hunted by those that seek vengeance for whatever you did to acquire your wealth. The full breadth of what your nemeses will do to have their revenge is at the GM’s discretion (though at the very least bounty hunters, Justitia, and private investigators attempt to capture you once each month).
Book of True Evil. © 2018 Mike Myler, published under license by Legendary Games