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 Characterbook - Coercer

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Join date : 10/02/2011

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PisanieTemat: Characterbook - Coercer    Characterbook - Coercer  EmptyPon Lut 14, 2011 5:17 pm

COERCER
Hot +2, Mystic +1, 6 points to spend on other stats (they start at -2)

Choose two mayor ideas. They represent the core of your beliefs and reasons you are taking your part in the Ascension War. If nothing here really rings your bell, feel free to make up some for yourself.
• We should never be afraid of what lies beyond horizon.
• The worth of man lies in the works of his own hands.
• Freedom from affections is the only path to enlightenment.
• See your brethren in everyone and everything.
• Worlds are for the strong to take.
• Love life and let it die.
• Our fate makes us humble. We are ready for the inevitable.
• The meaning of very existence is to impose order.
• Altering a perception of reality is all that really is.

Chose no more than two minor ideas. These don’t need to reflect your paradigm, they’re bits of advice about how to handle oneself in a specific awakened society. Add new whenever you feel like it, but rewrite them only when prompted. Some examples:
• Don’t trust the deacon.
• Pacting with the Umbrood is dangerous for our chantry.
• You should head the words of the Red Sage.

Until you choose a specific advancement option, you may have no more than two mayor and two minor ideas at a time.
You can’t be the focus of any of your ideas. You’re the prophet, not the messiah.

Empath: When you have time and intellectual intimacy with an NPC, one of your ideas starts to obsess them. Choose an idea and roll +hot.
On a 10+, hold 3. On a 7–9, hold 1. On a miss they hold 1 against you and the idea you’ve been focusing on changes its nature, rewrite it.
You may spend your hold, 1 for 1 to automatically manipulate them to act in accordance with your idea as though you rolled 10+.
You may spend your hold, 3 for 1, to have your MC give NPC an additional threat impulse: upholding your idea. Would this new impulse conflict with one already established, it trumps it. Would this new impulse effectively remove the NPC from his current front, so be it.
They may spend their hold, 1 for 1 to automatically manipulate you to act in accordance with your new idea as though they rolled 10+.
They may spend their hold to automatically manipulate you on a 10+ as though they were PC.
Either of you may spend your hold regardless of your physical location and state of mind.
When you have time and intellectual intimacy with a PC, choose an idea and roll +Hx. On a 10+, hold 2. On a 7-9, hold 1. On a miss they hold 1 against you and the idea you’ve been focusing on changes its nature, rewrite it.
You may spend your hold, 1 for 1 to automatically manipulate them to act in accordance with your idea as though you rolled 10+.
They may spend their hold, 1 for 1 to automatically manipulate you to act in accordance with your new idea as though they rolled 10+.
Either of you may spend your hold regardless of your physical location and state of mind.

Choose one:
Psychic link: when you want your answers from someone, maintain eye contact and roll +hot. On a 10+, ask one question and the person is unaware of your scanning. On a 7-9, ask one question and the person feels an answer being searched for in their brain. On a miss you fail to shield the connection and they get an answer they want from you the most.

Found: when you whisper someone’s name, roll +hot. On a hit, they come to you, with or without any clear explanation why. On a 10+, take +1 forward against them. On a miss, the MC will ask you 3 questions; answer them truthfully.

Lost: whenever you leave someone alone and don’t want to be remembered, roll +hot. On a 10+, they forgot you were there and will find a good rationalization for what they were doing while you were together. On a 7-9, they will be left with a feeling of having lost something important. On a miss their recollections become even more vivid.

Flames of conviction: whenever in conflict with someone whose beliefs directly oppose your ideas, roll +hot instead of +mystic for going magick.

HX
On your turn:
• Any of them whose spirit you changed, tell their players Hx+2.
• Tell everyone else Hx=0.
On the others’ turns:
• Choose the character whose soul you’ve seen. Whatever number that player tells you, ignore it; write Hx+3 next to the character’s name instead.
• Everyone else, whatever number they tell you, give it +1 and write it next to their character’s name. You’re a good and quick judge of others.

Advancement
• a new Coercer move
• a new Coercer move
• a new move from another character playbook
• +1 cool (max 2)
• +1 hard (max 2)
• +1 hot (max 3)
• +1 sharp (max 2)
• a new idea slot and/or rewrite your minor ideas
• a new idea slot and/or rewrite your minor ideas
• a new sphere of magick
• a new sphere of magick
_____________________________
• +1 mystic
• +1 to any stat other than mystic (max +3)
• a supernatural Consor
• change your character to a new type
• retire your character to safety
• expand four basic moves
• expand four basic moves
• a capstone ability for one of your sphere
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