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SkeleKing

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  1. Name: Riley Race: Human Theme: Prole Class: Technomancer Background: New Hire Ship Role: Science Officer, Engineer, Pilot History: Riley had the misfortune to be born in EJ Corp colony to low level laborers. Money was always tight for them, not even receiving the bare minimum needed to sustain a living wage. As Riley grew up and discovered herself she learned that there were certain things that her family was priced out of. They couldn't afford the serum of sex change that she needed, and they weren't eligible for HRT treatments under her parents contract with EJ. Not at the salary they were making anyhow. This was a great source of her depression. The only way out of poverty that was available to her was through higher education. She did well enough in secondary school to receive a small scholarship. Unfortunately, that scholarship was only redeemable for EJ University. The first few years went as well as could be expected. Riley enrolled in EJITT (Evgeniya-Jaimisson Institute of Technology and Thaumaturgy) where she continued to live in poverty trying to balance entry-level work and University. The scholarship provided a nice cushion, she scrimped off her meager wages, and still managed to keep up an impressive GPA but as time went on it eventually became economically unviable to continue and she was spat out right back to where she started. Trapped in her depression and low income job, but still needing some kind of momentum, her mother reached out to her friend Tarika who used to hang out in the same mom groups. Through her connection Tarika managed to set her up as a "transport specialist" (which was just a fancy way of saying "space trucker"), working on board a ship as a technician. She mostly busies herself with the nutrient paste dispenser, which on a good day she can get it to taste something unlike food.
  2. I think I entered the wrong formula into Dice Wizard. Can I try again?
  3. Name: Tristan Ancestry: Human Background: Rostlander Class: Human History: Tristan is a born and raised Rostlander, growing up strong and tough in the countryside. He didn't learn much of politics and nobility, but he did develop a strong sense of patriotism. The thing he was most proud of were the Aldori Swordlords, who exemplified honor and bravery, who refused to cower before a violent conqueror. He decided from a young age that this was what he most wanted to be, and when he came of age he enrolled in an Aldori dueling school. But no matter how hard he trained and no matter how much he wanted it, in the end he failed. He took his failure hard, but he did learn enough swordsmanship that he enrolled in the military and became employed under another more accomplished swordlord. He would have stayed there, a competent swordsman overshadowed by another more successful swordsman when he jumped at Lady Jamandi's call for heroes. Perhaps he would never become a renowned swordlord, but perhaps he could still carve out his own legend in the Stolen Lands.
  4. The most common problem I have is that I make ideas for too many characters and get to play only one. So I'm at a loss to decide which I want to play most. The best I can do is throw out a bunch of character concepts and see which one sticks best.   The Changeling A young girl who got adopted by a Paladin of Erastil and never felt fully a part of her community (whether or not it was all in her mind), until one day as a young woman she starts hearing "the call". Recognizing it for what it was and not wanting to become a horrible monster, she decided there was only one course of action she could take: Go into the stolen lands, and kill her mother. The call for heroes would give her the opportunity to do exactly that. I don't expect to accomplish her goal at level one, or even level four, but somewhere near the end The Changeling will identify as being a part of the community with her party members and the kingdom they are making. She's an archer, either a magus or a ranger.   The Staff Nexus Hedge Wizard The Hedge Wizard grew up working in his families apothecary, and he would deliver medicine to the person who would become his aging mentor. She was a part of a loose confederation of Staff Nexus Hedge Wizards. His mentor lived alone, and had no family that he knew of, so teaching him her magic was her way of staving off loneliness. One day he was ready to complete his training, to go off into the woods to find a rare fey wood tree that crossed over from the first world and take one of its branches to craft his first staff but when he returned his mentor had died of old age. He crafted his makeshift staff and wondered what to do with his life. He heard of the call for heroes and decided he would take part in the dangerous task. His goal is to learn more of the rare fey wood tree, learn how to cultivate it, and set up a school for staff nexus wizards to carry on his mentors legacy.   After that, the characters get less specific in their backstory.   A Cleric or Paladin, because there aren't a lot of characters submitted that heal. A swashbuckling, aspiring Aldori Swordlord just to fit in with the setting. A character who had contact with The Stag Lord. Either a bandit whose gang was wiped out when they refused to bend the knee, or a pioneer who signed up for the call to heroes to save her town.
  5. Tom Pumpernickel HP: 9 AC: 13 Speech, Telepathy, Thoughts, Actions/Descriptor Mechanics Action: Move: Bonus Action: Reactions:    
  6. Name: Tom Pumpernickel Race: Halfling Class: Rogue Alignment: Neutral Good Background: Guild Artisan (Baker) Personality Traits: I often like to talk about food and recipes. I do my best to make good food. I'm not cut out for adventuring. I just want to go home and run my bakery. Do I even have a home anymore? Happiness is a warm oven, good food, and good company. The smallest comforts make life worth living. Bond: I know it may not mean much to anyone else, but my community and my little bakery meant the world to me. It was my own little slice of paradise. I wonder if anything is left standing? Ideal: It isn't much, but I'm good at what I do and I do my best for the people around me. Flaw: I care more about the people around me than to an ideal. Description: A jovial halfling with curly brown hair and a big smile. Personality: Tom Pumpernickel is your typical halfling, a creature of comfort and simple pleasures. He's a good, decent fellow who does his best for the people close to him. Not for fame, or for glory, but simply because it was the right thing to do. Backstory: Growing up he had always wanted to be a baker like his mother, but being a part of the chef's guild in waterdeep was just a bit too competitive for his liking. So he packed his bags, moved out to the countryside, and set up his own small bakery in a tiny village. Perhaps he'd never entertain nobility, or achieve any kind of notoriety, but Tom never cared for such things. He had what few have in this world: to be happy and to be at peace. The community certainly loved his baked goods, so Tom never had any reason to complain. He would have lived quite content in his own small corner of the world, until the village he lived in was hit by a drow raiding party. Tom Pumpernickel was scooped up into a potato sack and dragged into the underworld, where his fate seemed uncertain. https://test.myth-weavers.com/sheets/?id=2819836
  7. Basic Information Name: Bob Bateman Gender: Male Age: 18 Nationality: British Playbook: Mundane Keywords: Thin, Cowardly Enrollment Information Class: First Year College: University Degree: Chemistry Crunch Charm Cool Sharp Tough Weird +2 -1 +1 +1 0 Luck Mark luck to change a roll to 12 or avoid all harm Okay [][][][][][][] Doomed Mundane Special: When you spend a point of luck, you find something weird - maybe even useful!   Harm When you reach 4 or more, mark unstable Okay [][][] I[][][][] Dying Unstable [] Unstable injuries will worsen as time passes.   Experience [][][][][] When you roll a 6 or less, or when a move tells you to, mark an experience box.   MOVES Basic Moves Act Under Pressure This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on a task while a banshee screams at you; barricading a door before the giant rats catch up; Resisting the mental domination of a brain-worm; fighting when you're badly injured. When you act under pressure, roll +Cool. 10+ you do what you set out to. 7-9 the keeper is going to give you a worse out come, hard choice, or price to pay. On a miss, things go to hell. Help Out When you help out another hunter with a move they are making, roll +Cool. 10+ your help grants them a +1 to their roll. 7-9 your help grants them a +1 to their roll, but you also expose yourself to trouble or danger. On a failure, you expose yourself to trouble or danger without helping. Investigate a Mystery Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1. One hold can be spent to ask the Keeper one of the following questions: • What happened here? • What sort of creature is it? • What can it do? • What can hurt it? • Where did it go? • What was it going to do? • What is being concealed here? On a miss, you reveal some information to the monster or whoever you are talking to. The Keeper might ask you some questions, which you have to answer. It’s important that your attempts to investigate (and the results you get from them) are plausible and consistent with what’s happening. For example, if you’re using laboratory equipment to investigate evidence, you probably won’t be able to learn anything about the monster’s magical origins. Kick Some Ass When you get into a fight and kick some ass, roll +Tough. On any success (i.e., total 7 or more) you inflict harm on (and suffer harm from) whatever you’re fighting. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemies inflict their attack’s harm rating on you. If you roll a 10+, choose one extra effect: • You gain the advantage: take +1 forward, or give +1 forward to another hunter. • You inflict terrible harm (+1 harm). • You suffer less harm (-1 harm). • You force them where you want them. On a miss, you get your ass kicked instead. You suffer harm or get captured, but don’t inflict any harm back. Manipulate Someone This move is used when you want someone to do something for you. You’ll need a good reason for them to do it, and what counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll +Charm. For a normal person: • If you get 10+, then they’ll do it for the reason you gave them. If you asked too much, they’ll tell you the minimum it would take for them to do it (or if there’s no way they’d do it). • On a 7-9, they’ll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they’ll tell you what, if anything, it would take for them to do it. • On a miss, your approach is completely wrong: you offend or anger the target. For another hunter: • On a 10+ they mark experience and get +1 forward if they do what you ask. • On a 7-9, they mark experience if they do what you ask. • On a miss, it’s up to that hunter to decide how badly you offend or annoy them. They mark experience if they do not do what you asked. Protect Someone When you prevent harm to another character, roll +Tough. On any success (i.e., 7 or more), you protect them okay, but you’ll suffer some or all of the harm they were going to get. If you got a 10+ choose an extra: • You suffer little harm (-1 harm). • All impending danger is now focused on you. • You inflict harm on the enemy. • You hold the enemy back. On a miss, then you end up making things worse. Read a Bad Situation When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9 hold 1. One hold can be spent to ask the Keeper one of the following questions: • What’s my best way in? • What’s my best way out? • Are there any dangers we haven’t noticed? • What’s the biggest threat? • What’s most vulnerable to me? • What’s the best way to protect the victims? If you act on the answers, you get +1 ongoing while the information is relevant. For example, if you ask for the best way in to the monster’s lair then you’ll get +1 while you are infiltrating it. But once you’re in, the information doesn’t help you any more. On a miss, you might mis-read the situation (e.g. “Everything is fine here! It will be totally safe to go investigate alone!”), or you might reveal tactical details to your enemies (which means the Keeper can ask the questions above of you) Use Magic When you use magic, say what you’re trying to achieve and how you do the spell, then roll +Weird. • If you get a 10+, the magic works without issues: choose your effect. • On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. • On a miss, you lose control of the magic. This never ends well. By default the magic has one of the effects listed below, lasts for around thirty minutes, and does not expose you to danger, unwanted attention, or side-effects. If there’s a glitch this might change. Effects: • Inflict harm (1-harm ignore-armour magic obvious). • Enchant a weapon. It gets +1 harm and +magic. • Do one thing that is beyond human limitations. • Bar a place or portal to a specific person or a type of creature. • Trap a specific person, minion, or monster. • Banish a spirit or curse from the person, object, or place it inhabits. • Summon a monster into the world. • Communicate with something that you do not share a language with. • Observe another place or time. • Heal 1-harm from an injury, or cure a disease, or neutralize a poison. Glitches: • The effect is weakened. • The effect is of short duration. • You take 1-harm ignore-armour magic. • The magic draws immediate, unwelcome attention. • It has a problematic side effect. The Keeper may require one or more of the following: • The spell requires weird materials. • The spell will take 10 seconds, 30 seconds, or 1 minute to cast. • The spell requires ritual chanting and gestures. • The spell requires you to draw arcane symbols. • You need one or two people to help cast the spell. • You need to refer to a tome of magic for the details.   Mundane Moves Always The Victim Whenever another hunter uses Protect Someone to protect you, they mark experience. Whenever a monster captures you, you mark experience. The Power of Heart When fighting a monster, if you help someone, don't roll +Cool. You automatically help as if you rolled a 10. Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it's going to cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.   GEAR Baseball bat (2 harm, hand, innocuous, messy), Multi-tool (1 harm, hand, useful, small) Transport TBD (Classic car in terrible condition, or van if there is no team vehicle) History Bob Bateman lived an unexciting life, devoid of danger or mysterious events. He did well in school, got along with his peers, and avoided conflict. Just an everyday average guy living an uninteresting life. That all changed the year he started higher education, as he drunkenly stumbled back to his dorm after a college frat party. He didn't remember much, but he did recall having an encounter with a creature. Something big, with claws, teeth, and fur, and lots and lots of blood. But when he woke up the next morning he was unharmed and safe in his room. He dismissed it all as a dream brought on by a bad bender and continued on with his college life. But things continued to escalate from there, as he kept encountering strange and supernatural things. Some of which he was sober for. There were rodents of unusual sizes, a very persuasive fly that claimed it could grant him any one wish, a cat that tried to suck out his soul with its eyes, and he couldn't shake the feeling that he became a zombie at some point. His unusual encounters eventually attracted the attention of the OUMHS, as it was statistically unlikely that any one person would be involved in so many incidents. After detaining and investigating him, they determined that Bob wasn't the cause of the recent spike of incidents. Monsters just really seemed to like him for some reason. Taking this into account, the society insisted that he join them for his own safety. Bob feels like the real reason they invited him was to use him as bait, but what else could he do? He'd already sunk too much money into Oxford to back out now. Introduction Bob is a bloody coward, inspired by the likes of Shaggy Rogers and Courage the Cowardly Dog. He's there to react like any reasonable person can be expected to act to facing monsters on a weekly basis: with screaming, crying, and maybe some vomiting depending on how graphic the scene is. He'd much rather live an average life than having to deal with any of this mess, trying to graduate college and being concerned with getting high and getting laid. He'll still go along with the other hunters, but it will be as a quivering, sobbing mess. Perhaps he'll undergo character development to eventually become a fierce monster hunter in his own right, but as of now this is his starting point. I'm still considering whether I should take Panic Button or Let's Get Out Of Here.  
  8.      John Hardey THE BULL HERO NAME: REAL NAME: John Hardey LOOK: Male, White, Casual Clothing, Simple Costume ABILITIES: Superhumanly tough, incredibly strong, and uniquely skilled at fighting (Mass Altering) LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE +2 +2 -1 +1 -1 CONDITIONS   AFRAID -2 to Directly Engage a Threat   ANGRY -2 to Comfort or Support or Pierce the Mask   GUILTY -2 to Provoke Someone or Assess the Situation   HOPELESS -2 to Unleash Your Powers   INSECURE -2 to Defend Someone or Reject Others' Influence   BACKSTORY Who changed you? I volunteered. I engaged in a lot of protests and demonstrations against the occupation of Halcyon City, and of course the Tangee crack down on that shit hard. Pretty sure I've racked up a long record of "civil disobedience" for all my jail time. My aunt practically begs me not to go against them, but I don't know what else to do. I'm just too damn angry over what they did to us. Anyway, that's when I met someone I call "The Recruiter". He promised me a path to power, a way to hurt the Tangee in the way that matters. All I had to do was show up and wear a mask. It sounded too good to be true. If people could just hand out superpowers, then origin chasers wouldn't be a thing. But then I figured that if I could hurt the Tangee somehow, what did I really have to lose? So I got a mask and showed up. Everyone was wearing them, like they were trying to relive the time when we had heroes. They subjected me to all kinds of tests, trying to find which procedure wouldn't outright kill me I guess. Eventually they settled on blasting me with particles of an alien metal, one that could produce mass altering force fields. It hurt like a bitch, but I didn't die and by the end of it I could transform my body into that alien metal.   How did you escape from them? I should have realized that it was too good to be true. They had no intentions on letting me leave my test pod, not while I still had free will. Wish I could say I went beast mode and started tearing shit up, but I can't. Someone else was doing that. I don't know what happened, whether it was some other test subject that got loose, or the Tangee discovered them, or some other third party but they left me alone to deal with it. It was long enough that I shrugged off whatever mental stupor they placed me under and I was able to increase my mass enough to break out of my pod, then I got the hell out of there. I wasn't paying attention to where I was going. I just ran through every barrier, charging through wall after wall, and by the time I got through the other side that place wasn't standing. I still don't know what happened, and I don't care. My goal hadn't changed. I was going to bring all my anger on the Tangee, and this time I had the power to do it.   Who, outside the team, tries to take care of you now? I lost my family during the invasion, so I live with my Aunt now. She doesn't want me to do anything reckless, just keep my head down and stay out of the way. But I can't do that, I can't ignore what they did.   Why do you try to be a hero? Hero? I'm not a hero. I'm just someone with a grudge. During the invasion the Halcyon bridge was damaged and falling apart. Captain Steel was there holding the bridge up like all the times before, so that the people on the bridge could be rescued. The Tangee didn't care. They used that time when Steel was vulnerable to abduct, and the bridge collapsed. I lost my family that day. Now they covered up that crime, upping their propaganda to make it look like they're the heroes, saviors of humanities future, and people just go along with it. But I can't. I can't accept that they can get away with it. I can't look the other way and keep my head down. I have to do something, and now I can. I can't win against them, they've already proven that. I don't expect to win. I expect to make them hurt before I go down.   Why do you care about the team? They're idiots. They think they can do what a whole city of heroes couldn't. But they aren't bad people, and I don't want anything to happen to them. If the Tangee want to get to them, they're gonna have to go through me.     WHEN OUR TEAM FIRST CAME TOGETHER... We defeated a dangerous enemy. Who or what was it?   THE BULL'S HEART: You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rivals. Love:_____________ Rival:____________ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them INFLUENCE: You’re selective about who you let in. Give your love and rival Influence over you, but that’s it.   MOVES: Thick and Thin Skinned Whenever you have Angry marked, take +1 ongoing to unleash your powers. Physics? What Physics? When you unleash your powers to barrel through an insurmountable barrier, roll + Danger instead of + Freak.        
  9. Are there any figures from the future that Paradox knew personally? In what way is his memory of them distorted? What kind of hero do they want him to be? Aside from [player characters]? There's Doctor Bill Tyson, chief temporal science officer. I literally wouldn't be here without him. He was the one who figured out how to contain and use a paradox for our own needs. He was the leading scientist on the understanding of time before the Tangee silenced him... N-no, he was a collaborator with the Tangee before he defected to our side... No, that's not it either. Or is it? If he were here I think he'd want me to use my head before I took action, to work out how to get the best possible result. Next there's August, a Roman centurion... a soldier from the future... a common man turned hero... was he my dad? I hope he's not that last one. I remember him being driven, where the ends justify the means. I'm sure he'd want me to prevent the cataclysm at any cost. I don't know if I can do that, go as far as he can. How would that make us any better than the Tangee? But maybe morality isn't a luxury we can't afford when facing the end of existence. There's one more, someone I barely remember who was incredibly important. It's like that feeling you get when you wonder if you've left the stove on, a ghostly tingle in the back of your mind of something that may or may not be. Let me think. His name was... Isaac Cross? My older self. But if he actually was there at the end, that would mean...   Who is Paradox staying with in his time in the present? Why did they take him in? What kind of hero do they want him to be? I'm sure there was a plan for my trip into the past, but I don't remember what that is. There may have been an advance team sent to before the Tangee arrived to stop the cataclysm before they arrived, and to lay the ground work for the second wave of time travelers should they fail, but I don't know how to contact them or even if that's true or not. I've been looking into heroes and villains like Timeline and Miss Fortune, if there were others that came before me then maybe they were altered by the paradox like I was. For now I'm placed in the foster care system, feigning amnesia. I've been keeping my identity secret, I can't have any Crosses in the past confused over how they've managed to gain a new family member out of thin air. There were far too many people misplaced during the invasion, as the government agencies that are responsible for restoring the status quo after superpowered battles are no longer functioning normally in Halcyon and a lot of city records were destroyed. This includes a number of misplaced minors whose parents have either died or cannot be found, putting a heavy strain on child welfare services. My guardian is Natalie Turner, and I live with almost a dozen other kids my age and younger. Its crowded, but from what I understand child welfare wasn't doing that great even before the invasion. Fortunately tight living spaces and taking responsibility for younger kids isn't anything new to me, and I got pretty lucky with Natalie. She does what she can the best that she can, she focuses on the little things that makes life better for the people around her and she encourages us to do the same. I think she'd disapprove of my heroing though if she ever knew about it. Standing against the Tangee is far too dangerous. None of them know what's really at stake.   What about the present is most alluring? What about the future does Paradox miss the most? It's got to be linear time, hands down. You have no idea just how swoop it is to experience the present one sequential moment at a time. Let me try to explain: imagine if I were to drop an apple. You experience the fall of the apple as linear time, you observe the sequence of events from the moment the apple leaves my hand to the moment it hits the ground. Non-linear time has no handy reference points like "apple in hand" or "apple on ground", if you were to observe the apple drop in non-linear time you would see a long trail of apples leading from my hand to the ground. Put simply, non-linear time is not defined by singular points in time but rather the path that is taken where everything is connected and occurs at the same time. Expanding on that, you would also see its path from when it was an apple blossom winding its way to my hand to the end where it sits and rots on the ground. In the most extreme case of non-linear time, you would the apple trail branching off as all possible paths it could have taken is revealed. The apple may have fallen and rotted away, eaten from the inside by worms, chopped to bits and baked into a pie, or maybe even become an apple tree someday. I'm sure it must be fascinating to be the observer and see all the paths of the apple, but spare a moment to think of how the apple must feel. What do I miss? That's hard to say. Reality was ripping itself apart at the seams so the future itself was pretty hard to love. I think I miss my memories the most though. I'm sure I had friends and family there, but every time I try to remember the names and faces shift and change. I can't remember them like I should.
  10.      Paradox THE HARBINGER HERO NAME: Paradox REAL NAME: Isaac Cross LOOK: Male, mixed race (hispanic-white), simple clothing, hi-tech costume ABILITIES: super speed (Time) LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE +0 +1 +2 +1 -1 CONDITIONS   AFRAID -2 to Directly Engage a Threat   ANGRY -2 to Comfort or Support or Pierce the Mask   GUILTY -2 to Provoke Someone or Assess the Situation   HOPELESS -2 to Unleash Your Powers   INSECURE -2 to Defend Someone or Reject Others' Influence   BACKSTORY How did you travel from the future to the present day? So you know about the disaster that the Tangee wanted to avert where the timeline collapses in on itself in a universe ending event? It's real. I'm from a place where reality was collapsing into a temporal singularity. All events in time began to converge at once, and chronological distortions in space-time began to appear. We call these distortions by a myriad of names, time-quakes, chrono-storms, I prefer to call them paradoxes but I'm sure you would understand better if I called them "time-portals". We were able to use one of these paradoxes as a final desperate attempt to go backwards in time and save reality. That was how I ended up here. I wasn't the only one to make the attempt. At least I don't think I was, but I don't know where or when the others are, or if they're even there at all. All I know is that I'm the one who arrived at this point in time.   What keeps you from returning to the future? It is exactly because I am here that I cannot return to the future. This moment is where space-time is not converging into a singularity, therefore there are no paradoxes for me to travel through.   Why don't you have perfect recollection of the future? Passing through a paradox is not an easy thing to do. Its the rawest form of non-linear time that you can imagine, where you experience all possible events and timelines all at once. Now that I am in your present, my future is a vague and nebulous concept full of things that may or may not have happened. So yeah, my head is a bit of a jumbled mess right now.   What is the most important part of your future that you want to avert? The Tangee are still around, and they're just as dogmatic as when they started their invasion. Even in the face of the end of reality itself, they still refuse to work with us. I'm not even sure if they understand the concept of cooperating with other species. Time is collapsing in on itself, but there were still some areas (usually with the help of Tangee technology) that still experienced linear time even if they were destined to eventually flicker out as the power source becomes depleted. But the one event that I want to avert most are the loss of the artifacts of Doctor Foresight. There were several Foresights throughout the history of Halcyon City, all of whom had some kind of device that could see the future even if it was for brief moments. Naturally the Tangee couldn't allow the resistance to have access to them so they confiscated them, maybe even destroyed them. If we can get to them first, it would give us a major advantage over the Tangee.   Why must you join this team specifically to achieve your mission's goals? This is the team that would play a major role in the future that is to come. If I have any hope in stopping the end of time, this is where I need to be most.     WHEN OUR TEAM FIRST CAME TOGETHER... We averted a disaster from the future's history books. What was the disaster? What effect do we hope it had on the timeline?   CONNECTING THE DOTS: You're from the future, but your knowledge of the past is spotty, intermittent, confused, jumbled. You're doing your best to put together the clues and your broken memories, though, so you can figure out how this world and its people become the ones you know. When you push yourself to remember the version of someone who exists in your future, mark a condition and roll + Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future; and the DM will tell you about their future self. On a 10+ ask a follow up question. On a miss they are not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future. Monster: Traitor: Corruptor: Martyr: Builder: Leader: Your memories start at -1, and goes up 1 (to a maximum of +3) for each name above. When you write a name above, they gain influence over you if they did not already have it. At the start of each session, roll + Savior to find out how your investigations into the timeline have been going. On a 10+ you found a strong lead; choose one figure above or one aspect of the future world you can remember; and the GM will reveal to you in clear detail on the path that leads to their future form. On a 7-9, you found a lead; choose one figure above or one aspect of the future world and the GM will tell you what lead you have to learn more about their path. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your labels according to how you feel.   INFLUENCE: ____________ turns away from the hero's path, according to your history books. You have to prevent that from happening. You've always looked up to ______________, but it's too awkward to admit it to them now that you've met them in real life. Keep it cool, keep it cool.   MOVES: Stick to the Mission When you defend someone or something critically important to the future (tell us why), you may mark a condition to shift down one Label and shift up Savior before the roll. If you do, you cannot choose to clear a condition for the defend move. 21st Century Studies When you assess the situation, you may always ask "What does the future say about this moment?", even on a miss. You take a +1 ongoing to act on the answers. PLAYER QUESTIONS What kind of player are you? One who is cooperative and would like everyone to have fun. I might make mistakes, but I promise to do my best. Why are you excited for this game? I play in another Masks game. I'm still new to Masks and PbtA games in general, so I'm interested to see how another GM handles the system. What are your expectations for this game? A collaborative story telling experience with lots of in-character drama, focusing on the lives of teen superheroes trying to do the right thing and facing impossible odds in an alien occupied city. Why do you think you would be a good fit for this game? I'm a consistent poster, willing to share the spotlight and get along with everyone. If I end up doing something wrong, I'll do my best to do better.    
  11. I think this is as done as I'm going to get it in the time that I have left. I'd like to continue working on the crunch, and maybe find a picture, but the background is done. It seems to be the one you wanted done the most.
  12. Is the scarab considered a mystical hero as well as a psychic hero? It makes sense to me that he would be, but your idea might be different from mine.
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