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Hidden 3 yrs ago 2 yrs ago Post by Thanqol
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Thanqol

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Zhaojun
The Trickster

Archetype: Mysterious Rival
It's difficult to judge Zhaojun's intentions or predict her methods. She operates according to an unknowable code of justice, a secret divine agenda, and the turbulent heart of an unknown common girl. Untangling her motivations is as difficult as finding a flaw in her perfectly rehearsed martial arts.

Aesthetic: Divine Possession
Anyone who has attended a festival in the flower kingdoms will recognize the style. She carries the formal paper lantern, patterned with spidery warding kanji and elaborate watercolour flower patterns. She wears the formal robes of blue and white, elegant and impractical, run through with gently clicking soft beads. She wears the stone god's mask, the traditional ritual instrument by which a priestess may address a god as an equal. Her hair is done up in the elaborate and traditional bun and braid, long and dark and heavy. In all ways she might be ready to lead a procession or beseech a divinity.

But there is a difference between seeing a ready fireplace and seeing it alight.

The lantern burns with an eerie supernatural blue. The mask shifts between expressions depending on the light and her pose. Her dress flows in a supernatural breeze. Her hair flicks like a lioness' tail and her fingernails are long and sharp. At times she seems to have the aspect of a cat, as predatory as any N'yari, crouching low to the ground, the shape of her motions clear through her dress. At times she has the aspect of a divinity, floating a foot off the ground so her dress just barely brushes the floor. At times she seems inhumanly normal, able to put her feet up and talk so unconcernedly your mind brushes away the glint of blue fire in the depths of that stone mask. Strange phenomena follow her. Prayer strips tear themselves from trees to float behind her, catching the blue fire and burning like candles. Strange winds or lulls in the monsoon rain herald her presence. Statues of the gods change their postures when she draws near - bowing down, drawing blades, revealing themselves as blessed or wicked.

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

Too Many Feelings: 1
Start at 1 and increase your Feelings by 1 each time you gain a String, someone gains a String on you, or you mark a Condition. You may also choose to increase your Feelings any time you find yourself gasping or swooning over someone. Strings assigned during character creation don’t increase your Feelings.
When you open up to someone whose regard matters to you, reduce your Feelings by 2. When you secretly perform a loving act for someone, reduce your Feelings by 1.
If your Feelings track reaches 4, you can’t hold it in anymore. Tear off the mask and scream what you’ve been holding in, do what you’ve been afraid to do, and damn the consequences. You can give anyone present a String on you to gain a String on them. Stop when the consequences catch up with you, for good or ill.
Afterwards, reduce your Feelings to 0 and clear a Condition. It feels good to get it out, at least in the moment.

Ew, Feelings: When someone offers you Emotional Support and you refuse to open up, increase your Feelings by 1 and choose 1 from the listed options for that move as if they rolled 7–9. If they rolled 10+, they know they got through to you; they gain the benefits of a 10+ result as if you had opened up.

The Mask: When you seek to persuade an NPC of a lie about yourself, roll +Wit: 10+: Choose 2 7–9: Choose 1
They believe a big lie
The lie you have chosen is unexpectedly perfect, creating a new opportunity
They give you the benefit of the doubt and remain convinced even if there is some evidence of your lie

Additionally, whenever a PC Figures You Out, you can give false answers. You must increase your Feelings by 1 at the end of any scene where you do this.

Play the Part: When you use someone else’s personal item or clothing to disguise yourself as them, roll +Daring:
10+: While you remain so dressed, your disguise is perfect; only your words or deeds may expose you.
7–9: Someone sees through your disguise, but they don’t give you away just yet. Give them a String.

Center of the Web: When someone approaches you to get something from you or threaten you, choose 1:
Gain a String on them or they lose a String on you
Ask them a question from the Figure Out a Person move
+1 ongoing against them for the scene

Knives behind the Mask: When someone reveals a secret about you in your presence, you’re prepared with a damaging secret about them. If you reveal it now in retaliation, they mark a Condition. If you keep the secret for the time being, gain a String on them.

I Ship It: When you want to make a match between two other people and talk up one to the other, roll +Heart:
10+: You may give the listener a String on the other person or give the other person a String on the listener
7–9: As above, and the listener can either take a String on you or give the other person a String on you

Anyone involved may mark XP if they become Smitten with anyone else involved, including the Trickster (immediately or later this session, maximum of 1 XP per PC).

Truths of Heart and Blade
A Beautiful Lie: When you become Smitten with someone, say why, give them a String, and answer this question:
- What secret do you have that you think would make them reject you if they knew?
I See through You: When you Figure Out a Person during a physical conflict, you may additionally ask one of these questions, even on a 6-:
- Who do you want me to be?
- What are you most afraid of right now?

Strings I possess on others:
Who has seen a hint of what’s behind your mask?
Who has been the worst victim of your trickery?
Whom are you most concerned about?

Giriel 1
Piripiri 1
Kalaya Na 2
Han 2
Machi 1

XP: 2

Conditions:
Insecure
Hidden 3 yrs ago 2 yrs ago Post by Anarion
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Giriel Bruinstead

The Spooky Witch

Spooky Witch basics
Playful demeanor - darker than black clothes - an eldritch sword

Giriel Bruinstead is a large, powerfully built bear of a woman. Thick shoulders, broad chest, and wide hips make up her body as she stands just an inch shy of six feet tall. She dresses mostly in black sewn with silver thread and at times with floral embroidery done across the fabric. On her back is a massive Zweihander with a hilt nearly as wide as her shoulder that glows with silver runes in the moonlight. Her hair, black and short with bangs, doesn’t usually get in the way, though at times she has to be careful when leaning down to speak with someone that the hair in front doesn’t fall into tickling their face.

Don’t let the black and the mystery fool you, at least not entirely. Giriel most prefers meeting a new person over hot and hearty food, and if she likes you, she’ll offer to sew you a shirt in her style, or any style you request if she can figure out how to do it. She got into magic because her mother did it and it was the natural extension of the domestic arts for her. Learn to cook a good meal, clean the house, play the erhu and once those were mastered, well, how different was it really between cleaning the house and cleaning out an unsettled ghost? Both included more sweeping than you’d think!

The Unseen
The unseen are the spirits, ghosts, and little gods that are all too common throughout the land. Most people know the gods, big and small, they walk and play and tend to get kidnapped with some regularity when they’re not busy doing their jobs managing the weather and what have you. But some beings are a little more hidden and sometimes dangerous. Most regular folks and even the heroes of the Dominion not trained in the arts of proper magic can’t see the spirits of the dead or have any idea how to guide them to their ordained afterlife if they’ve become hungry ghosts. And there are littler spirits than the big gods that don’t take a physical form as such. But just because your couch, your hearth, and your favorite hibachi don’t get walking, talking personifications that can go out to noodles with you doesn’t mean they never have anything to say either. And that’s not even mentioning the demons or the rakshasas. Really, the world is bounding with unseen things! Some of them might be outright hostile, but most just want something specific or have somewhere to go and get pretty frustrated that nobody knows how to help them.

Stats
Daring +0
Grace +0
Heart –1
Wit +3
Spirit +2

Experience
[X][X][X][X][]

Advances



Strings
2 on Han
1 on Kalaya
1 on Red Wolf (spent pending confirmation)
1 on Zhaojun

Smitten
Red Wolf

Conditions
[]Angry (-2 to figure out)
[]Frightened (-2 to Fight)
[]Guilty (-2 to Emotional Support)
[]Hopeless (-2 to Defy Disaster)
[]Insecure (-2 to Entice)

Moves
Commune with the Unseen: When you perform a ritual to commune with the Unseen, give a dangerous Unseen a String on you and roll +Spirit:
10+: Choose 2
-Hide something in the Unseen world
-Learn something important from the Unseen
-Temporarily alter the Unseen nature of a place
-Ask a question from Figure Out a Person of anyone, anywhere, if you can name one of their deceased loved ones
-Learn the recent history of an object you hold
7–9: Choose 2 from the 10+ list, but choose 1 thing that goes awry
-Restless Unseen cause a haunting
-Hungry Unseen destroy all non-sentient life in a small area
-Stern Unseen judge you, inflicting a Condition

I Like Snails!: When you are Smitten with someone and Figure Them Out, blurt out something weird and let them ask you a question from the list. Then ask them another question from the list, even on a 6-.

Divination: When you have time and safety to read the unseen truth of someone present, describe your divination process and what makes it conspicuous. The GM will tell you something interesting about the person or the obstacles they face that they don’t know. Then roll +Spirit:
10+: If you tell the truth, they clear a Condition. If you lie, gain a String on them.
7–9: They learn the truth and clear a Condition.

Talk Nerdy to Me: You may roll +Wit instead of +Heart to Entice someone. In addition, choose an area of study that holds special interest for you. You have top-tier knowledge of this area and are always prepared with an interesting fact, and sometimes even a useful fact, when you come across something within your expertise. The GM will provide the information or invite you to make something up.
Specialty: signs, omens, and portents

Astral Dance: When you dance across the boundary into the realm beyond, describe it and roll +Grace:
10+: You and a small number of others who dance with you arrive at a distant destination of your choice.
7–9: You don’t arrive where you intend, you arrive almost too late, or you lose something important in the process. The GM will tell you which.

Truths of Heart and Blade
Why Did I Bring up the Snails?: When you become Smitten with someone, say why, give them a String, and answer this question:
What obvious thing about you are you sure would make them reject you?

Whispered Secrets: When you Figure Out a Person during a physical conflict, you may additionally ask one of these questions, even on a 6-:
What makes you insecure?
What haunts you?

Additional background
Giri (to her friends) is the caring older sister or mother figure in a group. She’s there to make sure that you eat and get enough sleep and is full of laughter and joy at other people's doings. She’s also there to make sure things are put right, and it’s perhaps the one sadness of her life that her profession, which she sees as all about setting the world aright for her for her community, is one that outsiders look on with fear and more than a little loathing. It’s sad that people look at you like you’re tainted because you work with ghosts or play the bamboo flute for demons.

She comes from the highlands and still prefers a little village with nice fields and fresh-grown food to the hustle and bustle of the city. Peregrine, the prodigy, grew up one town over from Giri and they’ve studied together at various times. Giri tends to remind Peregrine to eat when they’re together, much to the other girl’s consternation and improved well-being simultaneously.

Giri has been to the city though, and up the mountains too. N’yari, Flower kingdoms, and Dominion alike have times where they need a Practitioner for one reason or another. Someone didn’t make the proper offerings to their ancestors perhaps, or they disrespected the local gods, or perhaps there’s just a rakshasa working mischief with no rhyme or reason to it. Whatever the cause, there’s always a need to hire witches and often a demand to travel, such that people may recognize her in odd places and neither she nor Peregrine are recluses by any means (much to Peregrine’s chagrin).

Formally, Giriel Bruinstead specializes in divinations and isn’t afraid to sell herself as such. She’s particularly well-studied in interpreting messages and dreams (though she’s not yet mastered the art of entering dreams properly) so her divinations tend to be highly accurate and she's always ready and willing to talk shop when it comes to signs and portents. She’ll happily debate you over tea on the minutiae of cloud shapes and what every type of bird means when it flies above you during a ritual.

Her sword, a great black-handled thing, is almost never used on people. Giri doesn’t much like violence in the first place. The sword is used for spirits though. Some rituals require that you engage in mock combat or subdue the demon after you get its attention, and it’s an effective divination tool for reading anyone that fancies themselves a warrior without ever needing to swing it at them.

Beyond the sword, she has a flute and an erhu, of which she prefers the latter. The flute is necessary for demons though. She’s exactly the sort of character who tends to overpack, so she always has multiple instruments, snacks, random tools, and lots of changes of clothes that she never makes anybody else help carry.
Hidden 3 yrs ago 2 yrs ago Post by eldest
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Piripiri of House Seumul, of the satrapy Hymair
The Seeker

XP: 1!

Hazel eyes, long, slightly wavy black hair usually back in a bun, short with a wiry physique that one would say is not at all curvy, wearing a guarded demeanor, foreigner's clothes, and an umbrella with subdued decoration when she gets to pick her outfit. Currently wearing Dominion finery. Sworn fealty to Cathak Agata of House Ragara.

Conditions: Guilty (-2 Emotional Support), Angry (-2 Figure Them Out)

The Authority and their Commandments

"The authority that governed my upbringing was the Dominion, of course. From birth, their priest welcomed me to our family shrine, and made a point to teach me and my siblings of the Dominion's order, how our place was to kneel to their rulership. As I came of age to learn the arts to which the fourth child is given, I spent large amounts of time at their Academy, not in the capital or in my family's' ancestral holdings but on the mountain Hwake, the Empress's personal holdings in our lands. We were taught proper graces, how to hold a knife to eat, how to hold a knife to threaten, how to hold a knife to kill, in the style of my homeland, but in the service of the Dominion. And as I grew older, I was selected to spread our ties south, to a land not my own, by order of that authority. Thus it has shaped my life."

-Piripiri, explaining to the mirror exactly why and how she got stuck with this.

Commandments and their explanations, as stated by her tutor that the Dominion has kindly provided.
Always answer an insult with a drawn sword.
"Your honor reflects on your family, your homeland, and the Dominion. Defend it as you would your life."
Never let a weaker person fight their own battles.
"As a noble, you are obliged to take care of those less fortunate. This is why your house was raised up above the common folk to begin with."
Always obey the Dominion.
"They are your liege, and you are bound to obey by oath."
No intimacy until after a monogamous marriage.
Always cover your body.

"You are beholden to whom you marry, to continue and strengthen the bloodline that has passed down through the generations. Betraying them is a betrayal of your family."
Never show your emotions.
"You are, above all else, here to serve your family, your homeland, and the Dominion. Your feelings on the matter at hand are to be discarded."

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

Tradition
--0 1 |2| 3 4--

Moves

People Are People: When you talk about your home, roll +Heart.
10+: Pick 2
7-9: Pick 1
*Admit a flaw about your home and gain +1 forward
*Share something good about your home and clear a Condition
*Lie about your home to impress a listener and take a string on them

Proper Courtship: When you are Smitten with somebody and you perform a elaborate and roundabout courtship ritual...
*if the other party responds properly, both of you take +1 forward to protect each other until either of you breaks a Commandment. Further, they gain a point of Tradition that they can spend for the same things you can.
*if they fail to understand that you're Smitten, give a string to an onlooker who does understand.

Stiff Upper Lip: You may spend a point of Tradition to ignore the -2 penalty caused by Conditions. This ends if a Commandment is violated or at scene end. When this ends, take a Condition.

It Wasn't All Bad: When you encounter somebody whose experiences differ from that of your companions, you may share a relevent story from your homeland and roll +Spirit...
*On a 10+, gain a string on them, and gain +1 forward to interact with either your companions or the person you told the story to.
*On a 7-9, gain a string on them
In either case, they respond with something interesting or useful about their upbringing.

Help Me~~! You’re a magnet for trouble and hunted by those who would use you for their own purposes. Others mark XP when they Defy Disaster that would otherwise befall you. In addition, whenever you’re captured, your captor reveals something they hope to achieve; gain a String on them and mark XP.

I Don't Belong: When you become Smitten, say with who and why, and answer the question "Which of your values do they openly violate or decry?"

Not So Different: When you Figure Out a person during a physical conflict, you may additionally ask one of these questions, even on a 6-.
*What prejudice do you hold?
*What traditions do you most value?

Strings: One on Azazuka
One on Ven
One on Uusha
One on the Snake Demon Maid Naji
One on Lotus
Two on Han

[x] Take an advance from your playbook!
[x] Take an advance from another playbook!
[x] Raise a stat by 1 (max 3)
Hidden 3 yrs ago 2 yrs ago Post by BlasTech
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Kalaya Na – Princess of the Lily

The Devoted

Archetype: Champion

From a young age, Kalaya was raised on a steady diet of fables and stories about the knights of the Flower Kingdoms. None took hold of her psyche more than the Accord of Thorns. While some would say this was to her detriment, it meant she never stopped looking for ways to make the world around her a better place. Standing up for her friends as a child, sheltering animals as a teen, advocating for her people as an adult, she swings from cause to cause like a bibliophile moves from book to book.

Chafing under the lack of meaning that comes with being the fifth child of ten in a minor kingdom, she determined that in order to hold to the oaths she’d sworn in her heart she had to go out there and do something.

Aesthetics: Affectionate demeanour – sturdy clothes – a well-worn sword.

Kalaya is short, with dark hair she wears tied back in a ponytail and shining emerald eyes. To her chagrin, most people dismiss her as cute distraction but she’s learned to make use of this over the years. Most people don’t expect the tiny waif to have muscles under those robes, nor legs that are able to run for miles without tiring.

Those that get to know her though will soon come to see the fire that burns within her. A passionate, determined, optimism that makes her quick to make friends and even quicker to jump into danger when it presents itself.

Her clothing is just as sturdy as she is, suitable for travelling the breadth of the kingdoms under her own power and include an oilskin rain cloak over a dark green long-sleeved suea pat embroidered with the white lilies of her homeland. Her sword is an antique Jian, sourced from her family’s armoury for the purpose of the journey. Able to be wielded one or two handed, with a tassel that she can wrap around her wrist in need. Well worn, well cared for and, in need, well used.

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

Devotion: The oath of Thorns: “I will respect the weak and defend them. I shall give mercy unto those who ask for it. I shall not recoil before my enemy and will be the champion of the Right and Good against Injustice and Evil”

When you pick the Accord of Thorns as your Devotion, declare they protected the Flower Kingdoms from 1-2 of the following:
  • The N’yari sister-warlords, Hya and Hun of the Syaki, who ruled as tyrants from Golden Chrysanth
  • The Despots of Gem, who sought to expand their trading empire and create a satrapy of the Kingdoms, a collar at every throat

What three tenets have you been tempted to violate:
  • “I shall not recoil before my enemy”: Face it, sometimes we all get scared.
  • “I shall give mercy unto those who ask for it”: Well, yes, that’s fine in most cases but some people really need to be put down.
  • “I will respect the weak”: I do, I really do, but I kind of wish people would sometimes do more to help themselves you know?

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. Also, when you take action to help them be romantic with someone other than you, mark XP.

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. Mark it with an asterisk to remind yourself. 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

Gallant Rescue: When you Defy Disaster that’s about to befall someone else, you can either gain a String on them or ask one of the following questions, even if you roll a 6-. You can only gain one String per scene in this way on any given person.
  • How do you feel about my Devotion?
  • What secret pain lies in your heart?

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.

Lay on Hands: When you touch someone as part of Emotional Support, you heal their physical ailments. Tell them how your Devotion sustains you; they mark an XP if they validate your Devotion, and you gain a String on them if they criticize it.

Entourage: You have a group of loyal attendants. Petony the Tiger Knight is the first, with others to come. They are Fanatical (sworn to the Thorn Oath) and grant a +1 to Fight rolls when present. When you would Stagger, you may choose instead for one of your named Entourage to be badly affected. If you do, your Entourage gains a String on you

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?


Strings
Giriel - 1 string
Han - 1 string
Some random Farmer and/or Dominion captain - 1 string
Ven - 1 string
Zhaojun - 3 strings
Machi - 1 String

XP
2

Advances
  • Take another move from your playbook - "Power of Conviction"
  • Take another move from your playbook - "Lay on Hands"
  • Take a move from another playbook - "Entourage"
  • Add one to a Stat - +1 Heart


Conditions
Guilty - (-1) to Emotional Support
Hidden 3 yrs ago 2 yrs ago Post by TheAmishPirate
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Han

The Beast

Archetype: Heir of Dragons

At the height of their power, the daughters of the Dominion stand unveiled. Their birthright manifests amid torrents of tightly-woven Essence, revealing scales, claws, fangs that had always been there, had you the eyes to see them. In their hands, their mother’s gifts are an elegant saber, dancing free in the wind, effortlessly graceful, all the more beautiful for their peril. All the Kingdoms love them, and rejoice in their presence.

Vermilion Beast of Lanterns carries a hard reminder: Dragons ought to be feared.

Tall as a litter. Powerful as an earthquake. A cataclysm imprisoned in ruby scales. Limbs ending in claws, where they do not hold blades. Inferno heart, ever-burning, consuming wood, air, Essence. The face of a girl, now sharpened by crest and pointed ears, and a pair of glowing, slitted pupils. Hearts and flagstones break at her roar. Blink, and she is gone. Falter, and you are finished.

Face her wrath, and despair.

Aesthetic: Defiant Demeanor - Delinquent clothes - A crude sword

Han is. Compact. But rather than frailty, her stature speaks to a tightly-knit form, not easily moved or broken. Her hair is a deep auburn, and you may ask if it is dyed at your own peril. She wears it in a plentiful, messy ponytail, to keep it out of her face. Good thing too; any hair that strayed in front of her piercing eyes might well be incinerated on the spot.

As to attire, those of the Dominion speak the virtues of skirts and shun the shameful, unnecessary display of bare skin. Many have taken up the refrain, putting away the traditional pants and loose garments of their lands in favor of the high-class foreign styles. Last Han checked, this was still the Flower Kingdoms. And if any of those Dominion types took issue with her clothes, then they were welcome to try and dress her themselves.

She wears loose, baggy pants, regularly hiked up to the knee. (Let’s see you walk around with soaked pant legs, see how you like it.) Her shirts are simple, plain, and unadorned, with nothing to distract from her bare shoulders and toned arms. A tattooed dragon’s claw snakes over her left shoulder, curling around her bicep to grasp at a jagged sun. The rest of the design hides on her back, and you will not see it. She carries no umbrella, opting instead for a drab brown poncho and a wide-brimmed straw hat. Simple. Unassuming. Ideal to hide under and glare from.

Her sword is a patta, technically. Practically, it’s a lost blade attached to a lost gauntlet, and it gets the job done. While messy, and ill-equipped for more traditional forms, it favors a blend of wickedly powerful slashes and intermittent martial arts. What weaknesses it has, she more than makes up for in physical ability and sheer stubbornness. Given the impossibility of sheathing it, she opts to wear it on her back in a conspicuous bundle of cloth. Which, in a pinch, also makes a perfectly serviceable club.

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

Conditions
Angry (-2 on Figure Out a Person)

Feral: 3

Your Feral score starts at 1. If it hits 4, you can’t hold back the beast 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’re fitting in. You blend. You’ve assimilated.

Increase Feral when:
  • You express yourself in a shocking way through your appearance
  • You display intense emotion that 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


Moves


Transform: You have a bestial form, which you can assume at will and must assume whenever your Feral hits 4. When you do, tell everyone what the beast in you looks like, increase 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 while transformed
  • You can move in ways no ordinary person could


You revert to your usual form when your Feral drops below 4. While transformed, you may mark a Condition to avoid reducing your Feral, as often as you like.

Ferocious: When you Fight, you may mark a Condition to choose an additional option, even on a 6-.

Tenacious Purpose: When you commit yourself to a specific goal, you may ask the GM once per scene how you could advance that goal in a way that violates “civilized” norms. Take +1 forward to act on the answer. If you refrain, it counts as an uncomfortable situation that reduces your Feral by 1 and you must mark a Condition.

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 Out a Person move.

BDE: 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 with you. Once during the scene, when you gain a String on someone, gain an additional String on someone else who considers you an enemy.

Oppositional Defiance: You defy authority as a reflex. If someone tells you to do something, even if it's something you wanted to do, your instinct is to not do it. If you directly defy authority, gain a String on that person. If you comply, they gain a String on you.

Truths of Heart and Blade

Smitten Kitten: When you become Smitten with someone, say why, give them a String, and answer this question:
  • What have you done that you are sure they view as inappropriate?


The Bloody Truth: When you Figure Out a Person in physical conflict, you may additionally ask one of these questions, even on a 6-:
  • What awakens the beast inside you?
  • How could I get you to kiss me?


Strings
Giri: 2 strings
Kalaya: 2 strings
Piri: 2 strings
Red Wolf: 1 string
Lotus: 1 string

Smitten With
Lotus
Machi

XP: 1

Advancements:
-Move from Beast playbook: Shameless
-Move from Beast playbook: BDE
-Move from another playbook: Oppositional Defiance
-+1 Spirit
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