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Darekun

Mara

Mar 16th, 2019
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  1. Mara Cage
  2.  
  3. In junior high, Mara seemed like the girl who has it all. Wealthy family, smart but not "too smart", talented enough at physical things to be a good cheerleader, and puberty was being inordinately kind to her.
  4. But this is high school. Usually, kids just grow up, and end up a small fish in the bigger pond. Certainly, with Jenny Wolfe being a senior this year, nobody would've bet on Mara for cheer captain. But something clearly went wrong for her over the summer. She's still tall, dark, and pretty, but now she's sullen, and her head isn't in the game. Nothing her old friends do for fun. She hasn't even tried out for cheer squad this year, and the squad forms up next week. Everybody expected her to buddy up with the new coach, but they've already had a blowout fight already — and to add insult to injury, nerdy history teacher Camilla White intervened in her detention. For another four school days, she has to work with Ms. White after school. With luck, the tatters of Mara's reputation can survive.
  5. At this point, all she has left is desperately clinging to what remains of her status as one of the popular girls. Within a month she'll be having lunch with the outcasts, and Slushees will be featuring prominently in her facials.
  6.  
  7. Mara is tall, dark, and still beautiful, when she lets it show. Her hair is a deep chocolate-brown, and cascades in tight curls down to fill the hood of a sky-blue hoodie. Various T-shirts change underneath, many light with logo remnants of her glory days in junior high, a few dark and plain. She still wears brightly-colored tights. The first few days after laundry day she wears black skirts over them; the rest of the time, the tights show off still-toned legs. Her sneakers are black with a splash of indigo, and her PE shoes are identical sneakers but with a splash of aqua. All in all, the fallen princess has begun the process of changing her wardrobe.
  8.  
  9.  
  10.  
  11. Camilla White is a history teacher, as pale as her name, independently wealthy due to an inheritance. Her knowledge of the past is encyclopedic. She's also a friend of the Cage family, investing in(and profiting handsomely from) their business projects.
  12. There was a car accident. The Cage family car was T-boned. Mara was in the back seat, and bled to death before emergency services arrived.
  13. With Kamal's new focus, he confronted Camilla. But he didn't hate her for being a vampire, not at all; care for his species was lost to his new focus. He cut Camilla in for a bigger piece of the action, in exchange for her turning Mara.
  14. Mara is now a vampire, a replacement for herself… a slot she doesn't really fit into anymore.
  15.  
  16. Her parents were also wounded by the accident, in different ways.
  17. Verity was on the same side of the car, and is currently confined to a wheelchair. The physical therapists are optimistic about her chances of walking again. Her own optimism waxes and wanes. She's a slender woman, agile until the accident, with delicate features and skin of the darkest ebony. Her manager's eye is as strong as ever, and she runs the day-to-day operations of most of the companies Kamal built.
  18. Kamal was on the other side of the car, and his physical injuries have healed, but he's seen how desperate he can be to save his family, and has doubled down. Gone is the well-rounded empire-builder, he's now laser-focused on what really matters. He's a tall man, an athlete in his college days, with a medium-brown mixed look.
  19.  
  20. Mara was never boy-crazy. She wasn't girl-crazy, either. She went through the formalities of playing to the boys, more to stay popular than anything else, until her beyond-near-death experience… it just doesn't seem important anymore. Feeding gives her — and her victim — a kick beyond anything she's ever experienced from a boy. She was starting to think she'd never really been attracted to anyone, and she discovered the concept of asexuality on the Internet.
  21. Then, this school year, she encountered Rylan. She's still not sure what she /is/, but now she knows she's not ace…
  22.  
  23.  
  24.  
  25. Skin: The Ghoul
  26. Look: detached
  27. Eyes: harsh eyes
  28. Origin: resurrected
  29.  
  30. Hot: -1
  31. Cold: +2
  32. Volatile: -1
  33. Dark: +1
  34.  
  35. Strings:
  36. Alice ×1
  37. Clay ×1
  38. Neoma ×0
  39. Rylan ×0
  40.  
  41. Harm: 0/4
  42. Conditions: Spooked
  43.  
  44. Experience: 2/5
  45. ( ) Add +1 to one of your stats.
  46. ( ) Take another Ghoul move.
  47. ( ) Take another Ghoul move.
  48. ( ) Take a move from any Skin.
  49. ( ) Take a move from any Skin.
  50. ( ) You're part of a Reckless Crew.
  51.  
  52. Sex Move: When you have sex with someone, create a new Hunger.
  53.  
  54. (X) The Hunger
  55. You have a Hunger for power. When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.
  56.  
  57. (X) Satiety
  58. When you satiate a Hunger, choose one:
  59. • Heal 1 Harm.
  60.  • Mark experience.
  61.  • Take 1 Forward.
  62.  
  63. (X) Watchful Golem
  64. When you defend someone without them ever knowing about it, mark experience.
  65.  
  66. Darkest Self: Your dull hunger sharpens. You can’t focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you’ve overindulged, or you’ve been locked out for long enough to regain composure.
  67.  
  68.  
  69.  
  70. Eye On
  71.  
  72. Hungers
  73. Drinking Blood
  74.  
  75.  
  76.  
  77. Ghoul Moves
  78.  
  79. ( ) Short Rest For The Wicked
  80. When you die, wait it out. A few hours later, you wake up fully healed.
  81.  
  82. ( ) Ending
  83. You remember every detail of your death. When you tell someone about it, give them the condition Morbid and roll to Turn Them On with Cold.
  84.  
  85. ( ) Esprit De Corpse
  86. When you Gaze Into The Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.
  87.  
  88.  
  89.  
  90. Other Moves
  91.  
  92. ( ) Vampire Move: The Feeding
  93. You feed on hot blood, direct from the source. If this is the first time they’ve ever been fed upon, you both mark experience. When you feed, choose two:
  94.  • You heal 1 Harm.
  95.  • You take 1 Forward.
  96. • They definitely don’t die.
  97.  
  98. ( ) Hollow Move: Better Than Nothing
  99. When you gain a Condition, mark experience.
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