Hidden 2 yrs ago Post by TectonicRobot
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Silsila Om!

Skin the color of fire-hardened clay, adorned with gold markings.

Silsila Om!

Eyes burning orange, hair black as night.

Silsila Om!

As strong as four oxen, as fast as a leopard.

Silsila Om is a Host, a spirit of air and fire bound to a vessel of earthly things, and a powerful one to boot. See how her form swells with strength, the curves of her body. Watch how she laughs and moves, passion and desire unbound. Watch as she takes what she desires, will crashing through any obstacle. See, truly, how far she has fallen, covered in charms and bindings, locking her very soul to Merov Ekh Khan, leader of the Fire Wheels of the palacial guard. The wild spirit yearns for release, but the pleasure to be found as one of the enforcers of a tyrannical government have been pleasant, to say the least. Somewhere deep, however, Om wonders if this is right, if this is good. As she continues to interact with the Folk of Savjal, she keeps on feeling more and more changed, and she isn't sure if she likes that...

Playbook: The Beast
Sword: Ill-Omened Star, a magnificent black blade said to curse everyone around it.

Daring: +2
Grace: +0
Heart: +2
Wit: -1
Spirit: +0

Moves:

Feral: You may walk in civilized circles, but sooner or later your feral truth will come to the floor.

0 1 2 3 4

Your Feral Score starts at 1. If it hits 4, you can’t hold the beast back any longer and you Transform.
If your Feral drops to 0, you lose access to all your beast playbook moves until it increases again. On the plus side, you blend. You assimilated. You’re fitting in.

Increase Feral When:
+ You express yourself in a shocking way through your appearance.
+ You display intense emotion society wants you to conceal.

Decrease Feral When:
+ You feel that your bestial nature has hurt someone you care about.
+ You go along with an uncomfortable interaction to fit in.

Transform: You have a bestial form, which you can assume at will and must assume when your Feral hits 4. When you do, tell everyone what the beast in you looks like, increasing your feral to 4 if it’s not there already, and roll +Daring.
10+: Choose 2
7-9: Choose 1
+ You are in harmony with your beast and may clear a condition.
+ You are magnificent and little escapes your notice; you gain leverage or an opportunity with a monster.
+ Pain is nothing to you; Ignore the next time you would stagger when transformed.
+ You can move in ways no ordinary person could.
You revert to your normal form when your Feral drops below 4. While transformed, you can mark a condition to avoid reducing your Feral, as often as you like.

Big Dyke Energy: When you make it clear to your foes that you’re the biggest threat, then for the rest of the scene, whenever you roll a 10+ you may choose someone present to be impressed or intrigued by you. Once during that scene, when you gain a string on someone, gain an additional String on someone who considers you an enemy.

Shameless: When you say aloud what you want from an NPC, you may give them a String on you to ask a question about them from the Figure It Out list.
Hidden 2 yrs ago 2 yrs ago Post by FraughtFaun
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FraughtFaun

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Playbook: The Troubadour
Sword: A Delicate thin-bladed Short-sword it tapers to a needle point.

Soot is a painter from the city who works in the palace on Retainer. Although she is skilled in many arts, she is emotionally distant. Using her work as a crutch for any kind of social interactions. She finds great joy in depicting the surrender of any subject in front of her canvas.

Her hidden passion is eschewing the human form in art, something not favoured by the Faithful. Geometric patters, and complex landscapes in the foreign styles alight her passion.

Stats
Daring: -1
Grace: 0
Heart: +2
Wit: +1
Spirit: +1

Playbook Moves
Limelight: When you perform your music, roll +Heart:
10+: Choose 2
7–9:Choose 2 and the GM may ask you one question from Figure Out a Person. Everyone in your audience learns the answer.
-Rock Out: Someone else is rocking out, too; take a String on them
-Shout Out: Thank your Patron and take +1 forward
-Shred: Release a mind-bending solo; you clear a Condition
-Kick Out the Jams: Pick a listener who finds inner strength; they clear a Condition
-Bring the Noise: Call out the ugly truth about someone powerful and give your Patron a String on you
-Serenade: Become Smitten with someone present and gain a String on them

Purple Haze: When you cut loose in forbidden ways to gain inspiration, Roll +Daring:
10+: Gain enlightenment. You may ask a question. If you ask the GM, mark XP. If you ask another PC, they mark XP.
7–9: You take it too far. You may ask a question, but someone present gets a String on you (GM’s choice)

Truths of Heart and Blade
Ugly on the Inside: When you become Smitten with someone, say why, give them a String, and answer this question:
Why do you think they will never be able to accept the real you?
Mass Appeal: When you Figure Out a Person during a conflict, you may ask one additional question from this list, even on a 6-:
-What kind of Art are you into?
-How can I get you to like me?

Experience:
☑☐☐☐☐☐☐

Hidden 2 yrs ago Post by Larsene108
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Larsene108 Your Best Ghoulfriend

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Name
Nahla

Playbook
Dream Mirror

Aesthetics

Flawless Demeanor- Never a bad hair day, her makeup always immaculate

Ingenue Clothes(?)- She’s fond of slick black designs, though she is happy to flaunt the shimmering and translucent silks that she may be draped in, the fine garments properly fitting of a member of the sultan’s harem

A Shining Longsword, polished to the point that the flat on either side is practically a mirror. In her hands, the sword is more ornamental than anything, as Nahla has never had the physical prowess of an adept swordswoman.

Daring -1
Grace +1
Heart +2
Wit +1
Spirit +0

Backstory

The daughter of a royal tailor in the Dragon Kingdom, Nahla was raised alongside the royal, magically gifted children of the Nethras royal line. While she lacked their prowess in sorcery, Nahla made up for the difference in sheer charm. Growing up alongside her superiors, she learned how to read their moods, to become the kind of person that they liked to keep around to ensure her own safety and comfort within the walls of the castle. Alas, as they blossomed into young women, Nahla learned the impossibility of pleasing everyone the hard way, when she was discovered inside of a maid’s closet, her lips locked with those of one of the princesses. The queen did not care who initiated it, only that Nahla had gone along with it to play the role of a suitor- a role that was suited only for other royals, not daughters of tailors.

Queen Lila Nethras offered Nahla mercy- she would serve a new role, to use her talents to sweeten up the Sultan of Sjakal, to act as a confidant and courtesan. Whether she could successfully weaken the diplomatic tensions between the north and Sjakal, if she would just amount to a gift to use and dispose of intended for the sultan, or if she would be accosted by the brutish fire wheel nomads who had been known to mistreat Draconic merchants and diplomats, the queen cared not. So long as she was in Sjakal, she was kept away from the princesses.

Moves

Strings Attached:
Because you don’t show others your true self, your relationships are conditional on keeping up appearances and seeking approval. You can get and use Strings, but cannot Influence with a String. You also don’t get XP from Influence with a String or String Advances.
Others struggle to see the real you, and can’t gain more than three Strings on you, meaning they can’t earn a String Advance on you, nor use a String for the normal +3 bonus to Figure You Out.

Tangled Up:
When someone else wants you to do something…
...for them, if you do it, they must show approval, gratitude, or admiration. If you don’t do it, they mark a Condition, and if you pursue your desires instead, gain 1 Insight.

...for yourself, confess how little you know about yourself or your desires. If they encourage you to discover yourself, gain 1 Insight (up to once per scene). If they don’t, take a Condition

Self-Reflection:
For each Insight advance (every three insight), answer:
What have you recently discovered about yourself that makes you proud to be you?

Change an aesthetic to reflect that discovery and permanently gain one:
1) You can use and gain XP from Influence with a String
2) Others can use Strings for +3 to Figure You Out
3) You can gain XP from String Advances and others can earn String Advances on you

After gaining all three, ask another PC:
What do you like best about the person behind the mirror?

Playbook Moves

Be Their Dream:
When you change yourself to gain someone’s acceptance, affection, or interest, ask if it worked. If so, exchange Strings. If you gain three Strings this way in a scene, you Stagger.

Mirror Ball:
When others Influence with a String to encourage you to dazzle an audience, describe your performance and roll +Heart+Heart:
10+: You each choose 1
7–9: The influencer chooses 1

1) Your audience is rapt and, optionally, interested in the influencer’s perspectives or culture.
2) Feelings and sensations linger. For the next scene, a spectator may avoid taking one Condition by thinking about your performance.
3) You get +1 forward to Entice while performing. Optionally, the influencer gets credit for the performance.

Mimesis:
When you observe someone for a short time, you may ask one:

1) What words would you use to say _____?
2) What would you talk about in this situation?
3) What behaviors do you find non-threatening, endearing, or desirable?
4) Whom do you wish I was more similar to?
Hidden 2 yrs ago Post by TectonicRobot
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Birsi: Devoted Playbook.
Aesthetics: Dutiful, Wears a Guard Uniform, carries a Bestowed Sword.
Stats;
Daring: +1
Grace: +1
Heart: -1
Wit: +1
Spirit: +1

Birsi is one of the Royal Guards stationed inside the Sultan's Palace, and has little understanding of people and feelings. She does try to help people as it is the right thing to do, and she is somewhat troubled by rumors she is hearing about the state of the law...

Devotion: Upholding the Law.
Moves;
Last Stand: When you face a superior foe on behalf of your Devotion, you may roll +Conditions (the number of Conditions you have marked) instead of the normal stat to Fight or to Defy Disaster that’s about to befall someone else.
What’s Best for Them: When you’re Smitten with someone, you may treat them as a subject of your Devotion.
Fanatical Self-Sacrifice: You may mark a Condition to prevent a Condition being inflicted on another. When you do, mark XP, and you may only clear that Condition by taking the associated destructive action. Also, your Conditions only cause a –1 penalty to the associated basic moves (instead of –2).
For the Cause!: When you Fight the enemy of your Devotion, you can suffer a Condition to choose an additional option from the Fight move, even if you roll a 6-. You can inflict a Condition a second time within a single Fight move this way.
Power of Conviction: When you Entice someone while extolling the virtues of your Devotion or invoking its authority, you may roll +Spirit instead of +Heart. A superior in your Devotion gains a String on you, representing your dependence.

Truths of Heart and Blade;
My Heart is Not Mine to Give: When you become Smitten with someone, say why, give them a String, and answer this question: How does pursuing them conflict with your Devotion?

What Will You Fight For?: When you Figure Out a Person during a physical conflict, you may additionally ask one of these questions, even on a 6-: What are you willing to risk death for? What kind of deeds earn your loyalty?
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