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Touchstone special: if you and another character have sex, if you love them, alls well and my blessings. If you dont love them, permanently scribble out an improvement option you havent taken. Dont scribble out change your character to a new type.
When you go among people, offering hope, they respond by giving you food, shelter, companionship, trust, and any small thing you need, worth 1-barter or less, generously or grudgingly according to their nature.
When you go among people, exploiting their hope, they respond by giving you food, shelter, companionship, trust, any small thing you need, or even straight-up jingle, worth 1- or 2-barter. They wont suffer you forever.
When you go among people, acting with hope, they respond by spreading your name everywhere they go, to everyone they meet, with admiration, revulsion, fear, or contempt, according to their nature.
When you do something under fire, or dig in to endure fire, on a 12+, you transcend the danger, the pressure, the possibility of harm. You do what you set out to do, and the MC will offer you a better outcome, true beauty, or a moment of grace.
When you try to seduce or manipulate someone, on a 12+, only if theyre an NPC, they do it, and furthermore you change their nature. Choose one of the following; tell the MC to erase their threat type altogether and write it in instead.
ally: friend (impulse: to back you up)
ally: lover (impulse: to give you shelter & comfort)
ally: right hand (impulse: to follow through on your intentions)
ally: representative (impulse: to pursue your interests in your absence)
ally: guardian (impulse: to intercept danger)
ally: confidante (impulse: to give you advice, perspective, or absolution)
When you try to seize something by force, or to secure your hold on something, on a 12+, you get all 4 options, plus choose 1 for double effect.
Hypnotic: when you have time and solitude with someone, they become fixated upon you. Roll+hot. On a 10+, hold 3. On a 79, hold 2. They can spend your hold, 1 for 1, by:
giving you something you want
acting as your eyes and ears
fighting to protect you
doing something you tell them to
For NPCs, while you have hold over them they cant act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1:
they distract themselves with the thought of you. Theyre acting under fire.
they inspire themselves with the thought of you. They take +1 right now.
On a miss, they hold 2 over you, on the exact same terms.
Pity: 3 hold [-] [-] [ ]
Sundown: 3 hold [ ] [ ] [ ]
Indomitable: when you go into battle, roll+hard. On a 10+, hold 3. On a 79, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to:
name an npc within your reach. You kill, disable or disarm them (MCs choice).
name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere into the ground or a wall or the sky.
name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.
name a character within your reach. While you keep fighting, you intercept any attack directed at them and they suffer no harm.
ignore all harm to yourself from an incoming attack.
Know your enemy: when you open your brain to the worlds psychic maelstrom, roll+hard instead of roll+weird.
Lead by example: word of your exploits proceeds [sic] you. When you mark XP, hold 1. Both you and the MC can spend your hold 1-for-1 to make someone do the following, without you even having to ask:
tell you what's going on here.
give you something or do something for you that they think you want, possibly involving personal risk.
stand with you and/or back up your play.
fight alongside you (can be bought multiple times to temporarily form or enlarge a gang).
If your target is a PC, treat it as if you rolled 10+ on seduce or manipulate. The implicit leverage is that you are going to change things and they stand to benefit from it, as long as they play their cards right.
Leadership: when your gang fights for you, roll+hard. On a 10+, hold 3. On a 79, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your gang:
make a hard advance
stand strong against a hard advance
make an organized retreat
show mercy to their defeated enemies
fight and die to the last
On a miss, your gang turns on you or tries to hand you over to your enemy.
Touched by Death: whenever someone in your care dies, you get +1weird (max +3).
Towering Presence: when you give someone an order or a warning, roll+hard. On a hit, they choose:
They do it, following your order or heeding your warning.
They back away, hands where you can see them.
They attack you.
On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them.
[-] get +1hard (max hard+3)Visionary: when you share your vision of the future with another player's character, roll+hard. On a 10+, hold 3 over them. On a 7-9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms.
Sundown: 3 hold [-] [-] [ ]