Before your first delve, work through these, and answer: What’s your personal connection with the Vassal?
Auteur:Leadership, structure, grand vision. Grants the power to wield authority,
reject other’s rules, and dominate opponents. Ask:Which of you works for me?
Justice:Truth, fairness, accountability. Grants the power to unearth crimes,
hold authorities to account, and fire up your allies. Ask:Which of you did I help find justice?
Sage:Guidance, tradition, spiritual wisdom. Grants the power to offer counsel, draw on your status, and twist the castle to your will. Ask:Which of you regularly comes to me for advice?
Before your first delve, work through these, and answer:
[b]What’s your personal connection with the Vassal?[/b]
[_=0/1] [b]Auteur:[/b] [i]Leadership, structure, grand vision.[/i] Grants the power to wield authority,
reject other’s rules, and dominate opponents.
[b]Ask:[/b] [i]Which of you works for me?[/i]
[_=0/1] [b]Justice:[/b] [i]Truth, fairness, accountability.[/i] Grants the power to unearth crimes,
hold authorities to account, and fire up your allies.
[b]Ask:[/b] [i]Which of you did I help find justice?[/i]
[_=0/1] [b]Sage:[/b] [i]Guidance, tradition, spiritual wisdom.[/i] Grants the power to offer counsel, draw on your status, and twist the castle to your will.
[b]Ask:[/b] [i]Which of you regularly comes to me for advice?[/i]
CASTLE FORM AND GEAR
Gear
Create a signature weapon with one perk, one flaw (p. 68). Also pick one to have every delve:
Gleaming armour (expend to avoid marking a condition from a blow).
Signal flare (expend to show everyone the route to you, no matter how distant they are).
A noble sword (piercing, close).
A bow (long range, reload)
Castle Form
Your shape in the castle shifts with your growing power. When you gain a rank of World or Void, pick one from the lists below (or make your own) to add to your avatar. Every time you lose a rank, erase one.
Myth: Angel halo
Clothes: military dress uniform
Accesories: echoeing voice
Mien: More terrifying
[b]Gear[/b]
Create a signature weapon with one perk, one flaw (p. 68). Also pick one to have every delve:
[_=0/1] Gleaming armour (expend to avoid marking a condition from a blow).
[_=0/1] Signal flare (expend to show everyone the route to you, no matter how distant they are).
[_=0/1] A noble sword (piercing, close).
[_=0/1] [_=A bow (long range, reload)]
[b]Castle Form[/b]
Your shape in the castle shifts with your growing power. When you gain a rank of World or Void, pick one from the lists below (or make your own) to add to your avatar. Every time you lose a rank, erase one.
[b]Myth:[/b] Angel halo
[b]Clothes:[/b] military dress uniform
[b]Accesories:[/b] echoeing voice
[b]Mien:[/b] More terrifying
MUNDANE LIFE
When you return to reality, decide on these: Role
Pick a category and main occupation: Delinquent: Class president, team captain, gang leader, Class PresidentPut a black mark in Infamy. Prodigal: Store manager, apprentice, vigilante, …Put a black mark in Lack. Traitor: Lawyer, politician, doctor, …Put a black mark in Fealty.
Add the place where you meet with others in your organisation to the relationship map.
Gauges:
You're self-assured and resourceful. Mark one tick in Infamy and Lack, two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
Chariot: The rival who spurs you to excel. Grants the power to get places fast and stampede your enemies.
Fool: The novice you’re teaching. Grants the power to throw your fate to the winds, and escape the most desperate dangers.
Magician: The headhunter scouting you. Grants the power to finish tasks with a flourish, and improvise powerful magic.
Add another NPC on the map as a Major Covenant,
saying what links you.
When you return to reality, decide on these:
[b]Role
Pick a category and main occupation:[/b]
[_=0/1] [b]Delinquent:[/b] Class president, team captain, gang leader, [_=Class President] [color="red"]Put a black mark in Infamy.[/color]
[_=0/1] [b]Prodigal:[/b] Store manager, apprentice, vigilante, [_=…] [color="red"]Put a black mark in Lack.[/color]
[_=0/1] [b]Traitor:[/b] Lawyer, politician, doctor, [_=…] [color="red"]Put a black mark in Fealty.[/color]
Add the place where you meet with others in your organisation to the relationship map.
[b]Gauges:[/b]
You're self-assured and resourceful. Mark one tick in [color="red"]Infamy[/color] and [color="red"]Lack[/color], two in the rest.
[b]Contacts[/b]
Pick one to gain as a Major Covenant, and give them a name:
[_=0/1] Chariot: The rival who spurs you to excel. Grants the power to get places fast and stampede your enemies.
[_=0/1] Fool: The novice you’re teaching. Grants the power to throw your fate to the winds, and escape the most desperate dangers.
[_=0/1] Magician: The headhunter scouting you. Grants the power to finish tasks with a flourish, and improvise powerful magic.
Add another NPC on the map as a Major Covenant,
saying what links you.
AUTHORITY ABILITIES
Core Moves:
You may always ask: Who here most needs my advice? The Architect will answer truthfully. When youVent, you may also pick this effect:
Choose someone in your presence. They cannot contradict you or physically block your actions until you leave their presence. Shelter Move: You inspire one of the others. The next time they would fade their Crew Covenant, they may ignore that cost.
Shadow Moves:
[b]Core Moves:[/b]
You may always ask: [b]Who here most needs my advice?[/b] The Architect will answer truthfully.
[b]When you[/b] [i][color="blue"]Vent[/color][/i], you may also pick this effect:
Choose someone in your presence. They cannot contradict you or physically block your actions until you leave their presence.
[b]Shelter Move:[/b] You inspire one of the others. The next time they would fade their Crew Covenant, they may ignore that cost.
:If a foe’s within arm’s reach, you can mark Void to reshape the castle and trap
you both within an empty room. The previous state is restored when you will it, or when you Push Through Pain.
[_=0/1] [_$=move1]:[_=If a foe’s within arm’s reach, you can [i][color="red"]mark Void[/color][/i] to reshape the castle and trap
you both within an empty room. The previous state is restored when you will it, or when you [i][color="blue"]Push Through Pain[/color][/i].]
:When a foe is bearing down on an ally, mark Void to immediately close the
distance between you and Pressure them, gaining fleeting Advantage on the roll.
[_=0/1] [_$=move2]:[_=When a foe is bearing down on an ally, [i][color="red"]mark Void[/color][/i] to immediately close the
distance between you and Pressure them, gaining fleeting Advantage on the roll.]
[When you let out an intimidating war cry, mark Void to give every rebel who joins in fleeting Advantage.]
[_=0/1] [_$=move3][When you let out an intimidating war cry, [color="red"][i]mark Void[/i][/color] to give every rebel who joins in fleeting Advantage.]
:When you give someone an order, mark Void and roll +Cups. On a 7-9, they must
either do it, freeze, flee or attack you. Ona 10+ give them only two of those options.
[_=0/1] [_$=move4]:[_=When you give someone an order, [color="red"][i]mark Void[/i][/color] and roll [b]+Cups[/b]. On a 7-9, they must
either do it, freeze, flee or attack you. Ona 10+ give them only two of those options.]
AUTHORITY ADVANCES
Certain moves will tell you to mark Void or mark World. When you do this, mark a box in the appropriate track on your character sheet and once you filled it, erase both tracks and gain a rank in either World or Void. World: Void:
Void Rank:0 World Rank:0
World Advances:
Commit to a Major Covenant.
Pick one of your castle abilities; get lasting Advantage using it with Vent.
Mystically provide a friend or follower with financial security.
Minions arrive in the hideout, eager to help with research or red tape.
Organisational charts and pinboards appear in the hideout, automatically updating as you learn more about the castle.
Void Advances:
Add +1 to a Castle stat
Add +1 to a Castle stat
Gain a Shadow Move.
Gain a Shadow Move
Gain a second Gear option.
Add a perk to your signature weapon.
Certain moves will tell you to [color="red"][i]mark Void[/i][/color] or [color="red"][i]mark World[/i][/color]. When you do this, mark a box in the appropriate track on your character sheet and once you filled it, erase both tracks and gain a rank in either [b]World[/b] or [b]Void[/b].
[b]World:[/b] [_=0/1][_=0/1][_=0/1][_=0/1][_=0/1]
[b]Void:[/b] [_=0/1][_=0/1][_=0/1][_=0/1][_=0/1]
[b]Void Rank:[/b][_=0]
[b]World Rank:[/b][_=0]
[b]World Advances:[/b]
[_=0/1] Commit to a Major Covenant.
[_=0/1] Pick one of your castle abilities; get lasting Advantage using it with Vent.
[_=0/1] Mystically provide a friend or follower with financial security.
[_=0/1] Minions arrive in the hideout, eager to help with research or red tape.
[_=0/1] Organisational charts and pinboards appear in the hideout, automatically updating as you learn more about the castle.
[b]Void Advances:[/b]
[_=0/1] Add +1 to a Castle stat
[_=0/1] Add +1 to a Castle stat
[_=0/1] Gain a [b][color="blue"]Shadow Move[/color][/b].
[_=0/1] Gain a [b][color="blue"]Shadow Move[/color][/b]
[_=0/1] Gain a second Gear option.
[_=0/1] Add a perk to your signature weapon.
Personally, my only line is sexual assault and my veils are explicit content and extreme violence or torture. We can hint at the veils if they're part of a Shard's inherent nature or a Vassal's or their victim's backgrounds, but I'd prefer we didn't play them out on screen.
Edit: Also, if we're looking into picking playbooks, I'm thinking I'll go for the Harlequin.
I'm still looking through the playbooks. I didn't see my invite until late last night so I didn't get a good chance to go over them at that time. I'll have one chosen pretty soon.
For my basic concept, I'm thinking my character's a 23-year-old recent college graduate. He used to be your fairly typical straight-laced antisocial nerd from an upper-middle-class sheltered white family, but going to uni and living in a dorm of alt kids, queer folks and leftists opened them up to the rest of the world and some things about herself they hadn't realised. (For one thing, he's nonbinary, and hasn't quite settled on pronouns yet - he uses he/him most of the time out of habit more than anything else, but is looking to experiment and occasionally uses she/her or they/them.) Following graduation and finding some fairly stable remote work (their degree was computer science and he did fairly well, luckily for them), they headed straight down to New Orleans, figuring it seemed like a good place to explore their identity and the world around him some more. Crew Covenant will be the Fool - I'll post the actual sheet shortly.
Before your first delve, work through these, and answer: What did the Vassal do that you can't just laugh off?
Fool:Innocence, spontaneity, new starts. Grants abilities to invite surprise and throw caution to the winds. Ask:Which of you did I believe in, when no one else would?
Vagabond:Letting go, new perspectives, pauses. Grants abilities to offer wisdom, wait for the right moments and endure pain. Ask:Which of you enjoys wasting time with me?
Oracle:Intuition, spirituality, subconscious. Grants abilities to reveal wonder, consult dreams and make your faith real. Ask:Who did I help by showing a third way out of a dilemma?
Before your first delve, work through these, and answer:
[b]What did the Vassal do that you can't just laugh off?[/b]
[_=1/1] [b]Fool:[/b] [i]Innocence, spontaneity, new starts.[/i] Grants abilities to invite surprise and throw caution to the winds.
[b]Ask:[/b] [i]Which of you did I believe in, when no one else would?[/i]
[_=0/1] [b]Vagabond:[/b] [i]Letting go, new perspectives, pauses.[/i] Grants abilities to offer wisdom, wait for the right moments and endure pain.
[b]Ask:[/b] [i]Which of you enjoys wasting time with me?[/i]
[_=0/1] [b]Oracle:[/b] [i]Intuition, spirituality, subconscious.[/i] Grants abilities to reveal wonder, consult dreams and make your faith real.
[b]Ask:[/b] [i]Who did I help by showing a third way out of a dilemma?[/i]
CASTLE FORM AND GEAR
Gear
Create a signature weapon with one perk, one flaw (p. 68). Also pick one to have every delve:
Lucky charm (expend to re-roll a missed roll).
A fancy jacket (expend to put it on a minion and make everyone think they're you).
Confusing fighting style (cleave, close).
Signature weapon:
Castle Form
Your shape in the castle shifts with your growing power. When you gain a rank of World or Void, pick one from the lists below (or make your own) to add to your avatar. Every time you lose a rank, erase one.
Mien:More glorious, more terrifying, more true, more serene, …
[b]Gear[/b]
Create a signature weapon with one perk, one flaw (p. 68). Also pick one to have every delve:
[_=0/1] Lucky charm (expend to re-roll a missed roll).
[_=0/1] A fancy jacket (expend to put it on a minion and make everyone think they're you).
[_=0/1] Confusing fighting style (cleave, close).
[b]Signature weapon:[/b] [_=]
[b]Castle Form[/b]
Your shape in the castle shifts with your growing power. When you gain a rank of World or Void, pick one from the lists below (or make your own) to add to your avatar. Every time you lose a rank, erase one.
[b]Mien:[/b] [i]More glorious, more terrifying, more true, more serene, [_=…][/i]
MUNDANE LIFE
When you return to reality, decide on these: Role
Pick a category and main occupation: Delinquent: Class clown, dropout, dreamer, ...Put a black mark in Infamy. Prodigal: Stoner, artist, temp, …Put a black mark in Lack. Traitor: ‘Independent means’, scam(?) psychic, cashier, …Put a black mark in Fealty.
Add the place that most earns your disdain to the relationship map.
Gauges:
You laugh it all off. Mark one tick in Heat and Infamy, two in the rest.
Contacts
Pick one to gain as a Major Covenant, and give them a name:
Temperance: The co-worker/classmate who’s always free to hang. Grants abilities to find moderation and act as a mediator.
Hermit: The recluse you bonded with over a common interest. Grants abilities to spot hidden details and find a way out of the spotlight.
Moon: The fellow survivor who reminds you of a time you’d rather forget. Grants abilities to find solace in chaos and reshape your form.
Add another NPC on the map as a Major Covenant,
saying what links you.
When you return to reality, decide on these:
[b]Role
Pick a category and main occupation:[/b]
[_=0/1] [b]Delinquent:[/b] Class clown, dropout, dreamer, [_=...] [color="red"]Put a black mark in Infamy.[/color]
[_=0/1] [b]Prodigal:[/b] Stoner, artist, temp, [_=…] [color="red"]Put a black mark in Lack.[/color]
[_=0/1] [b]Traitor:[/b] ‘Independent means’, scam(?) psychic, cashier, [_=…] [color="red"]Put a black mark in Fealty.[/color]
Add the place that most earns your disdain to the relationship map.
[b]Gauges:[/b]
You laugh it all off. Mark one tick in [color="red"]Heat[/color] and [color="red"]Infamy[/color], two in the rest.
[b]Contacts[/b]
Pick one to gain as a Major Covenant, and give them a name:
[_=0/1] Temperance: The co-worker/classmate who’s always free to hang. Grants abilities to find moderation and act as a mediator.
[_=0/1] Hermit: The recluse you bonded with over a common interest. Grants abilities to spot hidden details and find a way out of the spotlight.
[_=0/1] Moon: The fellow survivor who reminds you of a time you’d rather forget. Grants abilities to find solace in chaos and reshape your form.
Add another NPC on the map as a Major Covenant,
saying what links you.
HARLEQUIN ABILITIES
Core Moves:
You may always ask: Who here most would appreciate a distraction? The Architect will answer truthfully. When you Vent, you may also pick this effect:
Begin a performance. Until it's over, nobody outside the crew can look away from you or disrupt you. Shelter Move: You kick back and relax; say how. You and anyone who joins you erases a condition, but gains fleeting disadvantage.
Shadow Moves:
[b]Core Moves:[/b]
You may always ask: [b]Who here most would appreciate a distraction?[/b] The Architect will answer truthfully.
[b]When you [color="blue"]Vent[/color][/b], you may also pick this effect:
Begin a performance. Until it's over, nobody outside the crew can look away from you or disrupt you.
[b]Shelter Move:[/b] You kick back and relax; say how. You and anyone who joins you erases a condition, but gains fleeting disadvantage.
When you make yourself the centre of attention, mark Void to pick one:
• The enemy reveals a hidden weakness.
• The enemy ignores your allies.
Your allies have fleeting Advantage making use of this, though the enemy will act against you.
[_$=move1]When you make yourself the centre of attention, [i][color="red"]mark Void[/color][/i] to pick one:
• The enemy reveals a hidden weakness.
• The enemy ignores your allies.
Your allies have fleeting Advantage making use of this, though the enemy will act against you.
When you put on a pantomime of emotion, mark Void to overcome an enemy with the emotion you were performing. Each rebel gets fleeting Advantage taking advantage of it.
[_$=move2]When you put on a pantomime of emotion, [i][color="red"]mark Void[/color][/i] to overcome an enemy with the emotion you were performing. Each rebel gets fleeting Advantage taking advantage of it.
When you succesfully Dodge, mark Void to leave a duplicate in your place to distract the enemy. Mark Void] again to blow it up (stun, close).
[_$=move3]When you succesfully [color="blue"][b]Dodge[/b][/color], [color="red"][i]mark Void[/i][/color] to leave a duplicate in your place to distract the enemy. [color="red"][i]Mark Void[/i][/color]] again to blow it up (stun, close).
When you tell an opponent what they'll do next, mark Void to make them pick: do exactly what you predicted or stumble, hesitate or flinch. If they do what you predicted, say how you planned for this and get fleeting advantage on Strike.
[_$=move4]When you tell an opponent what they'll do next, [color="red"][i]mark Void[/i][/color] to make them pick: do exactly what you predicted [i]or[/i] stumble, hesitate or flinch. If they do what you predicted, say how you planned for this and get fleeting advantage on [color="blue"][b]Strike[/b][/color].
HARLEQUIN ADVANCES
Certain moves will tell you to mark Void or mark World. When you do this, mark a box in the appropriate track on your character sheet and once you filled it, erase both tracks and gain a rank in either World or Void. World: Void:
Void Rank:0 World Rank:0
World Advances:
Commit to a Major Covenant.
Pick one of your castle abilities; get lasting Advantage using it with Vent.
Give an enemy or rival unexpected good fortune that will shock and unsettle them, giving them a new perspective on life.
Rolled dice, shuffled decks, and flipped coins will tell you the result they expect to give before anyone else knows.
Add a relaxation space to the hideout: a karaoke bar, a cafe, a library, etc.
Void Advances:
Add +1 to a Castle stat
Add +1 to a Castle stat
Gain a Shadow Move.
Gain a Shadow Move
Gain a second Gear option.
Add a perk to your signature weapon.
Certain moves will tell you to [color="red"][i]mark Void[/i][/color] or [color="red"][i]mark World[/i][/color]. When you do this, mark a box in the appropriate track on your character sheet and once you filled it, erase both tracks and gain a rank in either [b]World[/b] or [b]Void[/b].
[b]World:[/b] [_=0/1][_=0/1][_=0/1][_=0/1][_=0/1]
[b]Void:[/b] [_=0/1][_=0/1][_=0/1][_=0/1][_=0/1]
[b]Void Rank:[/b][_=0]
[b]World Rank:[/b][_=0]
[b]World Advances:[/b]
[_=0/1] Commit to a Major Covenant.
[_=0/1] Pick one of your castle abilities; get lasting Advantage using it with Vent.
[_=0/1] Give an enemy or rival unexpected good fortune that will shock and unsettle them, giving them a new perspective on life.
[_=0/1] Rolled dice, shuffled decks, and flipped coins will tell you the result they expect to give before anyone else knows.
[_=0/1] Add a relaxation space to the hideout: a karaoke bar, a cafe, a library, etc.
[b]Void Advances:[/b]
[_=0/1] Add +1 to a Castle stat
[_=0/1] Add +1 to a Castle stat
[_=0/1] Gain a [b][color="blue"]Shadow Move[/color][/b].
[_=0/1] Gain a [b][color="blue"]Shadow Move[/color][/b]
[_=0/1] Gain a second Gear option.
[_=0/1] Add a perk to your signature weapon.