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- Name: Spiral Mother
- Title: From Beyond
- Look: Otherworldly eyes, monstrous body, impossibly pretty, menacing aura
- Level 9
- Overlord's Plan
- World is Mine (Agenda: portray a world on the edge of defeat, Cut: Expand the Overlord's Grasp)
- Weakness: Pure water from a place of power.
- Overlord Stats:
- Beguiling Beauty: To look at you is to be dazzled.
- Corruptive: To approach close enough to touch you is to be warped and twisted.
- Flight: The ground cannot hold you.
- Custom:
- And in the Darkness, Bind Them: The Spiral Orb, which bestows upon the one who holds it her Beguiling Beauty.
- Fear me!: When you menace someone, they will always do what you say or run in terror, their choice. The Fellowship may Pay a Price to avoid this move for a scene.
- You've Met with a Terrible Fate, Haven't You?: When a player gets Taken Out in your presence, you may leave a curse upon them instead of making An Offer They Can't Refuse. Tell us the nature of the curse and what must be done to lift it. Whatever curse you give them it cannot stop them from continuing to play as their character unless they want a new one. After you use this Move once, it is gone forever.
- No More Games: When you next face off against the fellowship, as soon as the talking is done one of them is immediately Taken Out. Ask for a volunteer. They take damage to all of their stats and they are out for the rest of the scene. The rest of the fellowship cannot oppose you this scene and you get away with what you want before taunting them and leaving. After you use this move once, it is gone forever.
- Heart of Ice: When you deal damage to someone you have a Bond with or who has a Bond with you, make another Hard Cut against them immediately. The extra Cut cannot be deal damage.
- Team Rocket: Choose up to three minions from your Army and name them. When they work together, these minions cannot be damaged or destroyed - whenever one of them would be they all retreat from the scene. This group will tenaciously follow the fellowship for the rest of the campaign informing you of where they are and what they've done recently. If the fellowship recruits them as Companions, it is only temporary - you can erase all Bonds the fellowship holds with them at any time.
- The Three Skeletons
- Just Bones: Skeletons do not take damage from anything that would slip right through them or is made to harm flesh. Most piercing weapons, ranged weapons, slashing weapons, and poison or fire-based attacks will have very little effect on a Skeleton.
- Weapons Training: Skeletons almost always carry a weapon of some kind. A skeleton has a single tag from this list: Armor (1 Use), Piercing, or Ranged. (One has Armor, one has Piercing, and one has Ranged.)
- Weapons:
- Claws, able to crush stone or pierce metal (Melee)
- Magical bolts of energy, able to be reflected back (Ranged)
- Destructive blasts of energy (Dangerous)
- Defenses:
- A trick up your sleeve (1 Use) (Used)
- A traitor (1 Use)
- Bonds:
- I plagued Fhirinne's people and caused them terrible harm.
- I created Hrusk's people as my slaves.
- I left a mark upon Kara which burns in my presence. I have converted one of her people's towns to beauty.
- I converted Nenna's hometown to beauty.
- I have a hold over over the council of Ironbridge (Ingla Jansdottir, Lars Larsson, Leif Ragnarsson, Elsa Olafsdottir, Sigjon Sigurdsson).
- I slew Elia's brother.
- I covet Caelia's land.
- Generals:
- The Seeing One
- Corrosive Touch: Anything trying to touch the Seeing One must pay a price.
- Amorphous Thing: The Seeing One is formless, and can squeeze through any gap. It is covered in constantly shifting, dazzling spirals. Anyone who looks at it for too long has their Sense damaged.
- Formless Body: Many physical attacks will slip straight through its body without harming it.
- Threat to the World: Anyone trying to oppose, stop or harm a General must Pay a Price first.
- The Changing One
- Changing Faces: The Changing One may take on any face or form, though it does not gain their Stats.
- Part of the Plan: When something goes wrong, damage this stat to make a move.
- Too Clever For Their Own Good: The Changing One will always pause to gloat and monologue when things go their way.
- Threat to the World: Anyone trying to oppose, stop or harm a General must Pay a Price first.
- The Fair One
- Arrogant: Anyone who sings the praises of the Mage Knight can Keep Them Busy as if they got a 10+ without rolling.
- Counter Spell: The Mage Knight cannot be Kept Busy or damaged by magic or ranged weapons.
- Spell Sword: When the Mage Knight is trying to fight you, anyone who gets close to them must Pay a Price to do so.
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