Serendel "Dip" Pym — The Fray
Player: Phil Preston · Status: outline shared (most-developed PC so far)
Identity
- PC Name: Serendel "Dip" Pym
- Pronouns: He/Him
- Class: Sorcerer · Arcana & Midnight — 🟢
- Subclass: Elemental-Air — 🟢
- Ancestry: Halfling — 🟢
- Community: Reborn — 🟢 (revised from Loreborn after SZ prep conversation with Phil, 2026-06-22)
- Home-world frame: Witherwild ("A forest slowly eating its own gods") — 🟢
Concept
🟢 An "Accidental Sorcerer" — a halfling academic who uses intellectual theories to aggressively rationalize away his own obvious magical outbursts. Raised by hyper-religious parents who rejected magic on doctrinal grounds — and who secretly dosed him with a power-suppressing elixir hidden in his food and drink throughout childhood and young adulthood, without his knowledge. He has never known about the elixir. When his parents died (of a "serpent disease" or Witherwild-frame illness — cause suggested by Jef at SZ, not yet locked with Phil), the dosing stopped and "weird coincidences" started happening. He has no framework to connect those two facts. He doesn't believe the magic comes from him. Brilliant, book-smart but not life-smart, looks very young (always carded; compensates by dressing dapper; slight receding hairline), happy-go-lucky underdog. "You're a sorcerer, Harry" legacy energy; a grandfather/reputation tie; failing upward; cursed by the law of averages.
Phil's revelation moment (SZ): Sam read the Sorcerer class description aloud — "Not all innate magic users choose to own their craft, but those who do become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice the magic." Phil's response: "I subconsciously read something and created a character, Jeff."
Inspirations (Phil-stated): Grace (Project Hail Mary) · Bilbo Baggins · Hiccup (How to Train Your Dragon) · Milo Thatch (Atlantis) · Henry Jones Sr. / Indiana Jones — the Harvard-like academic on a routine survey of runes who ends up somewhere far beyond his comfort zone. Professor Whitmore energy visually.
"Goodness, no, gentlemen—you've got the wrong man… my name is Serendel Pym, and I am at best an average academic… cursed by the law of averages. Much like the hottest desert and the coldest mountain combine to make a pleasant afternoon, my life is a chaotic series of extreme horrors and bizarre strokes of luck… 'Dip' will suffice. Just, please... do not blame me when the scales of my luck inevitably decide to balance."
Experiences
| Experience | Notes |
|---|---|
| Aggressive Rationalization (+2) — 🟢 canon | Confirmed at SZ. +2 when in-character denying magic. Room warms when he's excited; shadows lengthen when he's scared. |
| Cursed by the Law of Averages (+2) — 🔵 proposed | Puts his luck bit in the dice; Hope/Fear duality = luck swinging. Lock option A/B/C with Phil before July 10. |
| [second experience TBD] — 🔵 proposed | "Myself Some Cookies" floated at SZ as placeholder. Phil decides before July 10. |
Signature mechanic — Law of Averages
🟢 Phil's idea · 🔵 DH translation · PROPOSED — needs revision after Sam gut-check (2026-06-18)
| Trigger | Result | ~Odds |
|---|---|---|
| Fantastic Accident — one die 1–2, other 11–12 | Gain Hope + d6 advantage (or GM narrates wild lucky break) | ~5.6% |
| The Scales Balance — both dice 5–8, within 1, non-matching | GM gains Fear + mundane misfortune | ~4.2% |
| Doubles | Critical success (core rule) | — |
Sam's concern: fiddliness at speed, not the math (5.6% is actually comparable to crit rate). Scales Balance is the main offender. Three revision options in PLAYERS.md — resolve with Phil before SZ#2.
Stats 🟢
| Field | Value |
|---|---|
| Agility | −1 |
| Strength | 0 |
| Finesse | +1 |
| Instinct | 0 |
| Presence | +2 |
| Knowledge | +1 |
| Active Weapon | Scepter · Presence · Far · D6 Magic / Presence · Melee · D8 |
| Secondary Weapon | Returning Blade · Finesse · Close · D8 Magic · Feature: Return |
| Active Armor | Gambeson · 5/11 · Score 3 · +1 Evasion |
Primary weapon note: A walking stick — no fancy flavoring. The scepter stats apply.
Story hooks
- Personal mystery mirrors campaign: power feels outside him; arc = realizing magic is him
- Grandfather and the compass — Grandfather gave Dip the compass (not as a small child — given later, when older; but the stories started when he was small, playing with it across the table). It opens like a pocket watch. Inside, engraved: "Reality obeys and Fate kneels to the heart of a good man." Dip doesn't remember the inscription from childhood and assumes he just missed it. He ponders it often. He comes from a line of academics and researchers — compasses are standard toolkit in Witherwild, magically anchored to point home. His doesn't work. The direction is always changing. He assumes it's broken, a beloved defective memento. He is wrong on both counts.
- The inscription: The elixir suppressed Dip's magical sensitivity. The inscription was always there — he couldn't perceive it until the dosing stopped. "Reality obeys and Fate kneels to the heart of a good man" is a description of what a sorcerer does. His grandfather knew exactly what Dip was and engraved the answer into the object he put in his hands.
- The broken compass: The anchor — the magical anchor that makes a Witherwild compass point home — is not in the compass. It's in his grandfather's backpack. Grandfather separated them before giving Dip the compass. The compass is not pointing to Dip's home. It's pointing toward wherever the grandfather is. A standard Witherwild compass cannot track across that kind of distance. This one is doing something it shouldn't be able to. Dip calls it broken.
- The hook: The grandfather told Dip he was "brimming with fate" while his parents were secretly suppressing his magic. He had the anchor the whole time. Whether this was protection, misdirection, or something that points toward the Vell/origin breach — hold loosely. Best surfaced during the Witherwild homecoming.
- The compass is his Weavestone. Personal relational significance: ✓ Home-world-grounding: ✓ (compasses are standard Witherwild academic tools, magically anchored — his grandfather's is a specific artifact within that cultural context). 🟢 Canon.
- World 2 homecoming (Witherwild): the elixir is gone and he doesn't know it ever existed — magic-renouncing community in crisis, his academic institution in disarray, and somewhere in Witherwild is the knowledge of what his parents actually did to him — and possibly what his grandfather knew. Dip walks back into all of it without knowing what he's walking into.
Community arc (Reborn)
🟢 Community revised to Reborn after SZ prep conversation (2026-06-22). Phil's framing: Dip comes from a cushy, Highborne-adjacent academic life — Harvard-like institution, routine rune survey is what pulled him out into the world. He leaned Loreborn initially because that's where he's from.
Reborn works because: the elixir suppressed not just his power but his identity — and he doesn't even know that happened. The Reborn description — "you were once part of another community but you can no longer remember it" — maps directly onto what the elixir did to him. He's currently finding belonging in Loreborne spaces (academia, rune study) but it doesn't feel quite right. That's the dramatic tension. The discovery that his parents actively hid this from him — and what that means about their "religion" vs. their fear of him — is a deferred revelation, best surfaced during the Witherwild homecoming.
Mechanical arc payoff: Reborn allows a permanent community card swap once Dip discovers who he truly is. The moment he stops denying the magic and accepts himself as a sorcerer — possibly finding a magical community or identity — he swaps the card. That realization becomes a real table moment, not just roleplay flavor. (Note: Phil flagged that finding a magical identity would probably land him in Loreborn anyway, which is a satisfying full-circle.)
Play notes
- Spotlight lever: rationalizing disasters; accidental brilliance
- Phil's read on Vell (SZ): "I am putting him in the realm of the guy behind the information booth. I want you to be worth more than you appear to be at the moment. Like you're not answering the questions I need — this is more just an annoyance." — useful lever: Dip treats Vell as an unhelpful desk clerk until something breaks that frame.
- Rest expectations: TBD at table
- Current GM reminder: extremes-vs-balance echoes the two halves of Vell
- Pre-Session 1 open: Law of Averages option A/B/C needs locking with Phil before July 10; second Experience TBD; cause of parents' death (serpent disease?) confirm with Phil before July 10