Toby Rook
Toby Rook

Toby Rook


A man from a place where reality is more a concept than a fact, trying to find a girl who got lost in nowhere.


More News from Nowhere: For a fate point, Toby may say a word that doesn’t exist and send someone careening wildly through their own memories. They roll opposing Mdef scores, and if Toby wins, the target rolls all skills at -1 for a number of rounds equal to the difference between the Mdef rolls. If the difference is 4 or greater, they take a -2 penalty instead.
If Toby is given permission, he can also do this to an ally, but go with them and guide it. If it is used this way within a run, the other character must declare what it is they wish to remember about. Toby and that character both lose a round. On returning, that character will gain a temporary “Memories” aspect relating to what it is they remembered. The first tag is free.

  • Fate Points: 3


Two Steps Past Reality: Toby’s unusual view of the world makes him preternaturally good at finding the right route through obstacles. Or the right path to throw a knife.
Riddle Me This: Toby has more than a passing fondness for riddles and word games. This can sometimes make him difficult to understand. He is, however, naturally adroit at noticing both patterns and things that are out of place.
Angels and Angles: Toby’s goals tend to control both his thoughts and his actions. He expects other people to be the same way.


  • Athletics: 4
  • Thrown: 4
  • Perception: 2
  • Lore: 1
  • Physical Defense: 3
  • Body: 3
  • Mental Defense: 4
  • Mind: 3


A watch with three letters etched in to the back, like initials. The letters change almost constantly.

A moleskin notebook and solid metal mechanical pencil.

A pouch of throwing knives. Where does he get them all? Who knows.

Personal History

Toby’s past is difficult to piece together. As much as he may talk about it, the stories are rarely the same twice. The only constant to the stories is that someone very important to him got lost, and he needs to find her. He asks everyone about the girl. He rarely describes her the same way twice, however, just like his past. It’s not that he seems unsure of what she looks like. What he’s sure of simply changes.

Toby collects knocks. He has said that he needs them in order to find the girl. How the knocks help is unclear, but each time he learns one, he tells a new story. Toby seeks people out to ask them for knocks, and will go to surprising lengths to get one. Those who help him out gain a dependable, if strange, ally.

Toby entered the library two months ago from a door that appeared out of nowhere and vanished when he closed it. He can create such doors with a thought. This unusual talent marks him as some form of way-walker. He is, however, unable to create these doors on most worlds outside the library and his own.

Toby stands at 5’10”, and has short and disheveled russet hair and eyes. He looks to be in his early to mid twenties. He dresses in whatever he can find, but aims for elegance, and sometimes reaches it, even if the elegance must come in the form of old blazers and cheap ties. He moves with an uncanny grace, shifting motions that blend in to one another as if he has practiced every step.