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Danielle Wattson

Feb 7th, 2015
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  1. Danielle Wattson, Guide of Mind
  2.  
  3. Normal Health: 2/2
  4. Tough Health: 1/1
  5. Divine Health: 0/2
  6. - Deadly Wound: You escaped the Bleak Academy, but you're certain, still, that your eyes should have been filled with night and falling stars...
  7. -- Wound Power: Bond (2), [I must compulsively check that I haven't been changed by the Bleak Academy, that they haven't come back to finish the job.]
  8. - Deadly Wound: You were lost in the Outside. Now you're not. But you feel like if you fall into the Outside again, you're never going to come back.
  9. -- Wound Power: Bond (2), [I am driven to avoid anything having to do with the Outside.]
  10.  
  11.  
  12. Will: 8/8
  13.  
  14. MP refresh: 5
  15. Current MP: 8
  16.  
  17. Issues:
  18.  
  19. Hero (3)
  20.  
  21. Quests:
  22.  
  23. Basic Quest: Footloose (Green): 4/15 (6, 9) XP
  24. Torn between (I belong better here / I belong better elsewhere). She was never able to decide if she was better in school or in the woods. Or if she was better inside Sburb or outside of it.
  25.  
  26. Connecting With Someone (Purple) 8/25 (10, 15)
  27. You’re consciously trying to make a connection with someone—to get to know them. You’re looking for
  28. ways to deepen your understanding of them and get closer.
  29. Or, you’re consciously trying to fit into a place or situation.
  30. You work hard. You pay attention. It’s a kind of dedicated, intentional learning.
  31. Regardless, you find something that says—
  32. - this scene? It’s an “I’ve been connecting” scene
  33. and then you say that, seriously or ironically, to earn a bonus XP for this quest.
  34. What do you say? "It's a nice enough place." (She might think this instead of saying it, I think.) Danielle is trying to /deliberately/ fit into Fortitude.
  35.  
  36. Protagonism 11/35 (14, 21)
  37. Major goals:
  38. The HG can award you 5 (2, 3) XP towards this quest when:
  39. X someone sits you down and tells you flat-out that this isn't your responsibility;
  40. X you insist on taking responsibility anyway;
  41. - you get seriously injured by the dangerous thing you were so eager to confront, and get rescued by someone else.
  42. You can earn each bonus once, for a total of up to 15 (6, 9) XP.
  43.  
  44. Quest flavor:
  45. 1/chapter, you can earn a bonus XP for this quest when you:
  46. - ask yourself why you're still doing this, and don't have an answer
  47. - talk about the circumstances in which danger is "worth it"
  48. - investigate dusty tomes and ancient lore
  49. - practice fighting stances alone in a courtyard
  50. - wonder if you're secretly suicidal
  51. - have trouble doing something other people think is a "normal" skill because you're so out of practice
  52. - throw away a weapon
  53. You can combine this with an XP action, but you're not required to.
  54.  
  55.  
  56.  
  57.  
  58.  
  59.  
  60. Name: Danielle Wattson
  61. Age: 17
  62. Academic: Bright
  63. Athletic: Average
  64. Blood type: O- (and you donate it when you can)
  65. Food: Ice cream.
  66. Animal: Ants, probably. Not /an/ ant. Lots of ants. Kind of an emergent thing.
  67.  
  68. XP Emotion: finger-snap/beckon-over
  69.  
  70. Connections:
  71. - Dean Strider 1: You both came from Sburb. You share the common interest of figuring out how the hell you got here.
  72. - Feizhi Mei 0: What's her deal?
  73. - The Bleak Academy 1: You know how things work, there, and what they believe, and you don't /like/ that you know but the knowledge is useful.
  74.  
  75. Current arc: Mundane Emptiness
  76. Current quest: Protagonism
  77.  
  78. Skills:
  79. Academics 2 (Pretty good at book learning and math and writing and stuff. Not /great/, but you got picked up out of high school by Sburb, so you never did really get to go to college. You like learning things though.)
  80. Survivalism 3 (Your dad was absolutely certain the world was going to end. He was right eventually, but in the meantime, the years and years and years of camping trips of yanking you out of bed in the middle of the night with 'only whatever you have on your person' both made you really angry at Dad and very good at making do without infrastructure.)
  81. Social Skills 2 (You're pretty good at people. It's not /that/ extraordinary, compared to some people you've known, but it's enough to matter when you talk your teachers into letting you build a crossbow for science fair. [Added bonus: when dad picks you up in the middle of the night you can bring it along and say it's your 'homework'. You were always allowed to bring homework.] And making sure everyone else actually does their fair share on group projects, rather than just /saying/ they will. [It helps that you've got a reputation for both pulling your weight and apportioning tasks based on what people can actually do.])
  82. Well-Rounded 1 (You can do things in daily life that everyone 'should' know how to do, like fixing leaky sinks, holding yard sales, cooking, cleaning, etc. This is actually somewhat wider than what everyone /actually/ knows how to do, because it's 1 and not 0!)
  83. Music -1 (You couldn't carry a tune in a bucket.)
  84.  
  85. Perks (2):
  86. - Affliction: [I can always take a third option]
  87. - Bond: [I reserve the right to call bullshit] (2, pegged to Arc: Spiritual)
  88.  
  89. Arcs Completed
  90.  
  91. Level 1 Become Somebody
  92. Truth: You're a good leader!
  93. Failing: You're also too good at following people, and given the opportunity fall into that pattern instead.
  94. Role: Guide of Mind
  95.  
  96. The Wages of Sin: 0MP (Arc 1+), seeing your vice's influence on a situation: You can see who's following whose orders, who's /supposed/ to be following orders but isn't, and who says they're unassociated but actually are. Basically, your mind's eye has an org chart.
  97.  
  98. Shared Experience: 1MP (Arc 1)/0MP (Arc 2+), seeing the part of people that is related to your role: Well, you can see how other people use logic and thought, and also whether they also guide/support people. (This last one overlaps a little with The Wages Of Sin, but.)
  99.  
  100. Your Truth: These statements are supported by a level 1 Auctoritas:
  101. -- I am the Guide of Mind.
  102. -- I am a good leader.
  103.  
  104. Adaptable: 2MP (Arc 1)/1MP (Arc 2)/0MP (Arc 3+): While sustaining an action you have [I belong here] as an Affliction.
  105. "This has the following effects:
  106. -- you have at least a +1 Tool bonus to doing whatever you
  107. should be doing;
  108. -- you get your Arc Trait’s rating (1) as a free Connection to the
  109. environment;
  110. -- the HG will sometimes throw miraculous coincidences and
  111. bursts of inspiration in to help you out;
  112. -- you’ll have a lot of trouble remembering that this isn’t always
  113. who you are and where you lived."
  114.  
  115.  
  116.  
  117. Level 2 Spiritual
  118. Element: Choices
  119.  
  120. Elemental Warning: 0MP (continuous Miraculous Action, free strike = Arc, so 2), getting a warning when a globally bad thing is happening to your Element: usually in practice this fires off when someone is trying to conquer the world/subjugate a lot of other people.
  121.  
  122. Illusions: (Arc 1+) 0MP (used once every few hours)/1MP (used more than once every few hours), invoking a sense of the element being present: makes people feel and act more agenty. (They may not make /better/ choices, but they certainly make more choices and different choices than they would otherwise.)
  123.  
  124. Spirit-Sense: 0MP (Arc 2+), just by looking, you can glance at your element and get a feel for how it works: Seeing choice. Uh... basically this means that you can see precisely what decision someone is trying to make, or how someone else's decision-making is affected by circumstances. (If someone is overly cautious because of bad experiences, or reckless because they've been drinking, or whatever.) For tangential uses (figuring out which choice someone would /actually/ /use/, for example), this is still worth +1 or +2 Tool.
  125.  
  126. Spirit-Speaker: Asking the 'spirit of Choice', such as it exists, for favors, once you've got Spirit-Sense on. Reinforce a decision someone already made, or make them have doubts about it, or change the mind of someone who happens to be 'on the fence'. To a limited extent, you can also find out information - i.e. the guy who's being blackmailed just /happens/ to be mulling over the problem so you can sorta overhear his thought process psychically. (This does not require speaking. Walking up to someone and flat-out asking them what choices they happen to be making is mundane.)
  127.  
  128. Spirit Boost: (cost varies by Arc, see book) 1MP (1/chapter)/2MP (2nd+/chapter)/4MP (2nd+/hours), miraculously strengthening your element: You can make people - lots of people! - really seriously reconsider their path in life and the choices they've made. Basically, you can cause an instant mass midlife crisis. This includes working on non-humans who still make "choices", such as hounds suddenly deciding that peeing on trees is a better idea than chasing you. (This won't work so much for people who have Bonds/Afflictions, the Auctoritas of those would need to be broken before people reconsider them.)
  129.  
  130. Divine Mantle: between 1 and (Arc, currently 2) MP, giving all miracles miraculous edge = MP (does not add to strike or penetrate auctoritas, up to 3 only) for the rest of the scene. Also, your aura is strangely fractalized wisps of teal smoke.
  131.  
  132. Spirit-Shaper: (cost varies by Arc, see book) 2MP (per person @ Arc 2), command the movements of your element: not only can you cause someone a midlife crisis-like serious reconsideration of their life, you can shape what kind of person they'll end up deciding to become instead when all is said and done. (You will /still/ need to break the Auctoritas of Bonds and Afflictions.)
  133.  
  134. Summons: (cost varies by Arc, see book) 2MP (summon small instance)/4MP (2nd+/hours), call a piece of your Element to you: uhhhhhhhh... this probably means that you can call someone who previously made a certain choice to you. (You could meet them on the street, or in a bar, or whatever.) Then you could ask them for advice, or foist them off on someone else as a mentor/compatriot. (Whether they actually accept this role is pretty much up to the HG.)
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