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BREAKING: MERCENARIES MAKE LANDFALL ON MERMAID’S ISLE - FRIENDS OR FOE?spacer.png

Onlookers were stunned today as armed swords-for-hire made landfall on the northern shore of Mermaid’s Isle, commonly known by locals as Watcher Beach. Bringing a number of constructs with them including a large Astir, these sell-swords quickly set about making a camp and raising a small stake wall. Their ship, which seemed to this scholar to be damaged quite heavily, was brought high on the beach and stripped for wood.

 

It is unknown from what company these mercenaries hail, but those of Mermaid’s Isle are hopeful they will not cause trouble in the coming days of the Progress’s occupation. 

 

 

 

 

 

 


Excerpt from ‘The Reach Gazette’, Silt-town Publishing, YA212.M3.D13

Edited by Handle (see edit history)
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spacer.pngCharacter Name - Channeler Playbook

 

     Channel           Defy           Sense           Talk           Clash          Know           Spotlight     
0 0 0 0 0 0 0

 

Info

You look: -

You wear:  -

Your magic is like:

When fighting on foot, your approach is: -

When you launch your Astir, you say: -

 

Show Gear

Gear: Description, effects, tags.

 

Show Moves

Move: Description, effects, etc.

 

Dangers

At three dangersThe dangers that make it harder to defend yourself come in two kinds: risks are temporary things that
can be resolved during a Sortie (like having the low ground during a fight, being on fire, or being
distracted), and perils are more permanent issues that must be solved during Downtime (like serious
injuries to you or your Astir, being heartbroken, being exhausted). A danger to you is a danger to your
Astir, and vice versa. For all intents and purposes, your Astir is an extension of yourself. Characters
can be affected by a certain amount of both before they are defenseless:

• Players, Rivals and Main characters are defenseless at 3 dangers.
• Side characters are defenseless at 2 dangers.
• Extra characters are defenseless at 1 danger.

When a move or other effect says you take a risk or are put in peril, it means you’re being given one
of those dangers. Sometimes it will be specific exactly what you’re gaining—e.g., ‘take a risk
(outnumbered)’ means you add a risk named ‘outnumbered’ to your character sheet. If there’s no
brackets, it means you choose what the risk or peril is. Generally, if you’re asked to take a risk, you
decide: if you’re put in peril, your attacker decides. Either way, you should feel free to discuss them
with your Director.

If you want some examples, there’s some given towards the end of this document. When someone is
defenseless, it should be obvious—but individual perils and risks don’t need to be so explicit.
Sometimes, risks might be linked to temporary situations rather than the effects of a move. The most
common example would be if you’re taking someone by surprise or attacking from a stealthy
position: the situation puts them at risk, but the second you reveal yourself that risk is no longer
relevant. An actor who is an extra, vulnerable at 1 danger, could be struck decisively from stealth
since the situation leaves them defenseless. With anyone else, you won’t be so lucky.

If you take a risk but already have 3 dangers, replace one with a peril. If you would be put in peril but
already have 3 dangers, replace a risk with it if you have one—otherwise, bite the dust in
desperation until the end of the Sortie. Further dangers just trigger bite the dust instead.
, you are defenselessFor players, being defenseless means your usual methods of avoiding harm aren’t available to you.
Where you might usually exchange blows or weather the storm to avoid a blow or dodge real consequences, that’s no longer the case—your guard is down, your armor has a hole, etc. When you are defenseless and someone or something tries to harm you, you must roll to bite the dust
. When threatened with harm, you must BITE THE DUSTWhen you’re defenceless or risk harm so severe you might bite the dust, roll +DEFY;

On a 10+, they miss, hesitate, or you’re saved by sheer luck—you rally, and clear a risk if you have one.
On a 7-9, retreat from the Sortie safely, or be put in peril.
On a fail, that strike sure was decisive. Decide with your Director the consequences of what has happened to you - what was damaged? What have you lost? Who and what is changed by your defeat?

If you survive, you are changed by your defeat. As well as the above, choose one;
• Deepen all of your Hooks, as you clutch your ideals tighter and tighter.
• Loosen all of your Hooks, as you lose faith in that which drives you.
• Take a burden, as you are saddled with some lingering injury, duty or obligation.
• Choose a new playbook. Keep what moves you and the Director agree are truly part of your character and discard the others. Replace them with the starting moves for your new playbook. You do not gain its starting equipment.
.

Danger Danger Danger
Risk/Peril Risk/Peril Risk/Peril

 

 

GRAVITY Clocks

GRAVITY Trigger: Words

Clock Name Clock Name Clock Name Clock Name
Rank Rank Rank Rank
Level (1-6) Level (1-6) Level (1-6) Level (1-6)

 

 

Character Hooks

Hook 1:  Description. Loose/Normal/Deep

Hook 2:  Description. Loose/Normal/Deep

Hook 3:  Description. Loose/normal/Deep

 

Edited by Handle (see edit history)
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spacer.pngCharacter Name - Support Playbook

 

     Defy           Sense           Talk           Clash          Know          Spotlight    
0 0 0 0 0 0

 

Info

You look: -

You wear:  -

Your magic is like:

When fighting on foot, your approach is: -

 

Show Gear

Gear: Description, effects, tags.

 

Show Quarters

Describer your quarters on the Carrier and choose two benefits.

 

Show Moves

Move: Description, effects, etc.

 

Dangers

At three dangersThe dangers that make it harder to defend yourself come in two kinds: risks are temporary things that
can be resolved during a Sortie (like having the low ground during a fight, being on fire, or being
distracted), and perils are more permanent issues that must be solved during Downtime (like serious
injuries to you or your Astir, being heartbroken, being exhausted). A danger to you is a danger to your
Astir, and vice versa. For all intents and purposes, your Astir is an extension of yourself. Characters
can be affected by a certain amount of both before they are defenseless:

• Players, Rivals and Main characters are defenseless at 3 dangers.
• Side characters are defenseless at 2 dangers.
• Extra characters are defenseless at 1 danger.

When a move or other effect says you take a risk or are put in peril, it means you’re being given one
of those dangers. Sometimes it will be specific exactly what you’re gaining—e.g., ‘take a risk
(outnumbered)’ means you add a risk named ‘outnumbered’ to your character sheet. If there’s no
brackets, it means you choose what the risk or peril is. Generally, if you’re asked to take a risk, you
decide: if you’re put in peril, your attacker decides. Either way, you should feel free to discuss them
with your Director.

If you want some examples, there’s some given towards the end of this document. When someone is
defenseless, it should be obvious—but individual perils and risks don’t need to be so explicit.
Sometimes, risks might be linked to temporary situations rather than the effects of a move. The most
common example would be if you’re taking someone by surprise or attacking from a stealthy
position: the situation puts them at risk, but the second you reveal yourself that risk is no longer
relevant. An actor who is an extra, vulnerable at 1 danger, could be struck decisively from stealth
since the situation leaves them defenseless. With anyone else, you won’t be so lucky.

If you take a risk but already have 3 dangers, replace one with a peril. If you would be put in peril but
already have 3 dangers, replace a risk with it if you have one—otherwise, bite the dust in
desperation until the end of the Sortie. Further dangers just trigger bite the dust instead.
, you are defenselessFor players, being defenseless means your usual methods of avoiding harm aren’t available to you.
Where you might usually exchange blows or weather the storm to avoid a blow or dodge real consequences, that’s no longer the case—your guard is down, your armor has a hole, etc. When you are defenseless and someone or something tries to harm you, you must roll to bite the dust
. When threatened with harm, you must BITE THE DUSTWhen you’re defenceless or risk harm so severe you might bite the dust, roll +DEFY;

On a 10+, they miss, hesitate, or you’re saved by sheer luck—you rally, and clear a risk if you have one.
On a 7-9, retreat from the Sortie safely, or be put in peril.
On a fail, that strike sure was decisive. Decide with your Director the consequences of what has happened to you - what was damaged? What have you lost? Who and what is changed by your defeat?

If you survive, you are changed by your defeat. As well as the above, choose one;
• Deepen all of your Hooks, as you clutch your ideals tighter and tighter.
• Loosen all of your Hooks, as you lose faith in that which drives you.
• Take a burden, as you are saddled with some lingering injury, duty or obligation.
• Choose a new playbook. Keep what moves you and the Director agree are truly part of your character and discard the others. Replace them with the starting moves for your new playbook. You do not gain its starting equipment.
.

Danger Danger Danger
Risk/Peril Risk/Peril Risk/Peril

 

 

GRAVITY Clocks

GRAVITY Trigger: Words

Clock Name Clock Name Clock Name Clock Name
Rank Rank Rank Rank
Level (1-6) Level (1-6) Level (1-6) Level (1-6)

 

 

Character Hooks

Hook 1:  Description. Loose/Normal/Deep

Hook 2:  Description. Loose/Normal/Deep

Hook 3:  Description. Loose/normal/Deep

 

 

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spacer.pngASTIR NAMEIII

Approach Core Power: 0
pick approach pick core Overheating: No
PART A PART B
Description of Astir Part 1 Description of Astir Part 2

Description of Astir

 

 

 

 

 

MV: ASTIR MOVE

A unique move that defines your model of Astir.

 

 

 

 

CARRIED Weapon Name iii (range/tags)
SHEATHED, ETC Weapon Name iii (range/tags)

 

Edited by Handle (see edit history)
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