Handle Posted July 24, 2022 Clone Share Posted July 24, 2022 (edited) BREAKING: MERCENARIES MAKE LANDFALL ON MERMAID’S ISLE - FRIENDS OR FOE? 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 July 25, 2022 by Handle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Handle Posted July 25, 2022 Author Clone Share Posted July 25, 2022 (edited) Character 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 July 25, 2022 by Handle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Handle Posted July 25, 2022 Author Clone Share Posted July 25, 2022 Character 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Handle Posted July 25, 2022 Author Clone Share Posted July 25, 2022 (edited) ASTIR 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 July 25, 2022 by Handle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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