[ +- ] Modèle/Model
Elijah Erikson
Faction: Power
Archetype/Playbook: Oracle
Look: Nordic male, Warm Clothing
Demeanor: Distant
Main Stats:
Blood: 0
Mind: 1
Heart: 0
Spirit: 1
Faction Stats: ([ ] - unchecked, [/] - checked)
Mortality: 1 [ ]
Night: -1 [ ]
Power: 1 [ ]
Wild: 1 [ ]
Intro Questions:
Who are you?
How long have you been in the city?
How do you cope with the visions?
What are the nightmares like?
PLAYING THE ORACLE Prophetic, blessed, cursed, intense. The Oracle is a seer, mystic, or psychic, gifted with sight beyond sight. They can see beyond the present, beyond this reality, but they cannot turn away, no matter how terrible their visions become. All around you is the truth—lying just out of reach of most mortals—but your attempts to warn off or persuade others about what’s coming for them often land on deaf ears. After all, they aren’t fools, ready to be bamboozled by the first "psychic" to walk in the door. And so you must take matters into your own hands. If those around you won’t avert the terrible future coming for them, you’ve got to get out there into the streets and make a new future, one that’s just a little brighter, one in which your visions don’t come to pass. For that kind of work, you’ll need friends and allies, other characters—PCs and NPCs—who are willing to hear you out and trust that what you’re seeing is more than a weak premonition.
Gear:
A simple apartment, a crappy car, a cell phone
Prophetic Viking Runes
Archetype Features:
Debts:
Someone helps you understand your dreams and visions. You owe them 2 Debts.
You’ve had a dire prophecy about someone, but you don’t know how to help them...yet. You owe them a Debt.
You are helping someone realize their true potential through your visions. They owe you a Debt.
Basic Moves: unleash an attack; escape a situation; persuade an npc; figure someone out; mislead, distract, or trick; keep your cool; let it out
Faction Moves: hit the streets; put a face to a name; investigate a place of power
Archetype Moves:
[x] Foretellings: At the beginning of the session, roll with Spirit. During the session, you can spend your hold to declare that something terrible is about to happen. You (and your allies) take +1 ongoing to avoid the impending disaster.
On a 10+, hold 2.
On a 7-9, hold 1.
On a miss, you foresee the death of someone important to you and take -1 to all rolls to prevent it.
[x] Psychometry: Whenever you study and examine an interesting object, roll with Spirit. You ask questions about the object:
What is the history of this object?
What bans, wards, or limits are attached to this object?
Where does this object belong?
What secrets or mysteries has this object been privy to?
What strong emotions have most recently been near this object?
On a 10+, ask 3.
On a 7-9, ask 1:
On a miss, the emotion of the object overwhelms you and you take -1 ongoing for the scene.
[ ] Double Life: Take Mortality as a second Faction. When someone rolls with or marks your Faction, tell them which one is most appropriate.
[ ] Conduit: Advance let it out for all characters in your presence, including yourself.
[x] Skim the Surface: When you touch someone, you can read their surface thoughts. Roll with Spirit.
What is your character thinking about right now?
Who are you protecting?
Why are you keeping secrets?
What is your character’s hidden pain?
On a 10+, ask 3.
On a 7–9, ask 1:
On a miss, you inflict 1-harm (ap) on them and yourself.
[ ] At Any Cost: When you interfere with someone’s plans or actions to prevent one of your visions from coming true, mark their Faction and take +1 forward
Drama Moves:
Corruption Move: When you give someone a false prophecy, mark corruption.
Intimacy Move: When you share a moment of intimacy—physical or emotional—with another person, you gain a specific and clear vision about that person’s future. You can ask up to 3 questions about the vision; mark corruption for each.
End Move: When you die or retire your character, announce a proclamation upon the world that will reverberate in dreams worldwide. Detail the signs of its coming. The MC will make your prophecy come to pass, sooner rather than later.
Standard Advances:
Advances available at beginning of play:
[ ] +1 Blood (max +3)
[ ] +1 Heart (max +3)
[ ] +1 Mind (max +3)
[ ] +1 Spirit (max +3)
[ ] A new Oracle move
[ ] A new Oracle move
[ ] A move from another Archetype
[ ] A move from another Archetype
[ ] Change your Faction
After 5 advances you may select:
[ ] +1 to any stat (max +3)
[ ] +1 any Faction (max +3)
[ ] Erase a scar
[ ] Get a sanctum
[ ] Erase a corruption advance
[ ] Erase a corruption advance
[ ] Advance 3 basic moves
[ ] Advance 3 basic moves
[ ] Change to a new Archetype
Corruption Tracks: ([ ] - unchecked, [/] - checked) [ ] [ ] [ ] [ ] [ ]
Corruption Advances:
[ ] Take a corruption move
[ ] Take a corruption move
[ ] Take a corruption move
[ ] Take a corruption move from another Archetype
[ ] Retire your character. They may return as a Threat
Corruption Moves:
[ ] Empath: When you figure someone out, Skim the Surface, or use Psychometry, mark corruption to ask any questions you’d like, not limited to the lists.
[ ] I, All-Seeing: Mark corruption and suffer 1-harm (ap) to have a vision about the situation at hand. Ask the MC a question; they will answer it honestly.
[ ] Dark Fate: Mark corruption when face to face with someone to pronounce a curse on them. Roll with Spirit.
The curse lasts for a long time
You are not the obvious source of the curse
The effects of the curse are potent and obvious
On a 10+, choose 2.
On a 7-9,
[ ] Eyes That Burrow: Mark corruption to lock eyes with someone and force them to be still for as long as you maintain the gaze.
Harm: (Armor: if any) ([ ] - unchecked, [/] - checked)
[ ] Faint
[ ] [ ] Grievous
[ ] [ ] Critical
Scars: ([ ] - unchecked, [/] - checked)
[ ] Shattered (-1 Blood)
[ ] Disfigured (-1 Heart)
[ ] Fractured (-1 Mind)
[ ] Broken (-1 Spirit)
Other/Notes (+1 ongoing or forward, holds, etc.)
When you spend hold from Foretellings, you’re not necessarily guaranteeing that thing will happen; you’re giving yourself and your allies the chance to act before the thing comes to pass. If you’re hiding from a vampire assassin, for example, you might spend your hold to say, "She’s going to find me," and take a +1 ongoing to attempts to escape before she notices you or unleash an attack on her when she gets close.
You can always use let it out to extend your supernatural senses, but Psychometry and Skim the Surface allow you to ask specific questions without risking corruption. If none of the questions from either of those two moves work, you can use Empath or let it out to get your answers.
Choosing Double Life means that you maintain a mortal identity in addition to your known supernatural dealings. When someone rolls with or marks your Faction, you get to select which Faction you think is the right Faction for that situation.
The specifics—beyond the options you select—of a Dark Fate curse are up to the MC. You can’t know for certain what kind of darkness you’ll inflict on your victim until you actually lay the curse upon them.