Demon-Spawn

Dan'i Ip'Tharulle's page

66 posts. Alias of Itzi.


Race

Outsider | Da-1, Fr+2, Sa+0, Su+2, Mu+0 | Potential: ▣ ▣ ❑ ❑ ❑

Classes/Levels

| Conditions: Angry, Insecure

About Dan'i Ip'Tharulle

Dan'i stands about 5' 6" tall. She's slender, but with feminine curves. Dark hair with light curls in it frame her face and dark, smoldering eyes. Two small horns jutting from her hair are the only visible sign that she's not human and those she keeps regularly covered with a colorful hat of some sort. Without her clothes, though, it's much more apparent as her skin is covered by shimmering dark blue spirals that accentuate her shape.

Standing near her, one's attention is drawn to her smile. And something about her inspires thoughts not normally pondered.

THE OUTSIDER
You're not from here. Your home is an amazing place, full of beauty and wonder. But there's something to this place, something that you're missing back home. Something ... human. So yeah, you'll be hanging around. At least for now.

LOOK
• shifting, woman
• strange body
• bizarre eyes
• flashy clothing
• no costume

ABILITIES
You can fly, and you’re pretty tough. Choose any two of the following:
❑ density control
❑ heliokinesis
▣ stunning beauty or pheromones
❑ radical shapeshifting
❑ alien weaponry
▣ telepathy and mind blasts

LABELS
Danger -1
Freak +2
Savior +0
Superior +2
Mundane +0

CONDITIONS
❑ Afraid (-2 to directly engage a threat)
❑ Angry (-2 to comfort or support or pierce the mask)
❑ Guilty (-2 to provoke someone or assess the situation)
❑ Hopeless (-2 to unleash your powers)
❑ Insecure (-2 to defend someone or reject others’ influence)

MOMENT OF TRUTH
You embrace your home and call them for aid. They will answer your call — in force! — arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done...they’d probably like to take you home with them. You did, after all, just prove yourself worthy.

TEAM MOVES
When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it’s meaningful.

When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.

POTENTIAL ❑ ❑ ❑ ❑ ❑

OUTSIDER MOVES
(Choose three)

▣ Belong in two worlds: You have the resources that come with your station. Whenever you contact your people, roll + Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but your people make an uncomfortable demand of you. Spend your hold 1 for 1 to:
- receive a useful piece of alien technology that will allow you to use any ability from another playbook once (choose the ability when you spend the hold)
- consult your people’s knowledge to ask the GM a question about the current situation
- clear a condition through the comfort of contact with your home

❑ Alien tech: When you alter a human device with your alien technology, roll + Freak. On a hit, you create a device that can do something impossible once and then fizzle. When you roll a 10+, choose one:
- it works exceptionally well
- you get an additional use out of it

On a miss, the device works, but it has a completely unintended side effect that the GM will reveal when you use it.

▣ Alien ways: Whenever you openly disregard or undermine an important Earth custom in favor of one of your own people’s customs, shift Superior up and any other Label down.

❑ Kirby-craft: You have a vehicle, something from your home. Detail its look, and choose two strengths and two weaknesses. When you are flying your ship, you can use it to unleash your powers, directly engage a threat, or defend someone using Superior.

Strengths: Fast & maneuverable, chameleon plating, powerful weaponry, regenerating, dimension-shifting, size-shifting, telepathic
Weaknesses: Bizarre fuel source, susceptible to _______, easily detectable, slow and clumsy, unarmed, difficult to repair

▣ The best of them: When you comfort or support someone by telling them how they exemplify the best parts of Earth, roll + Freak instead of + Mundane.

❑ Not so different after all: When you talk about your home, roll + Freak. On a 10+, choose two. On a 7-9, choose one. During the conversation, you:
- confess a flaw of your home; add 1 Team to the pool
- mislead them about your home; take Influence over them
- describe the glories of your home; clear a condition

On a miss, you inadvertently reveal more about yourself than you planned; tell them a secret or vulnerability you haven’t shared with Earthlings before now.

ADVANCEMENT
❑ Take another move from your playbook
❑ Take another move from your playbook
❑ Take a move from another playbook
❑ Someone permanently loses Influence over you; add +1 to a Label
❑ Rearrange your Labels as you choose, and add +1 to a Label
❑ Unlock your Moment of Truth
❑ Choose two new abilities from any playbook as you come into your own
❑ You adopt a human life; take Secret Identity and The Mask from the Janus playbook

When you’ve taken five advances from the top list, you can take advances from the list below.

❑ Unlock your Moment of Truth after you’ve used it once
❑ Change playbooks
❑ Take an adult move
❑ Take an adult move
❑ Lock a Label, and add +1 to a Label of your choice
❑ Retire from the life or become a paragon of the city

BACKSTORY
• Where do you come from?
Another dimension. One not so different from this one in technology, but significantly different in social structure and morals.

• Why did you come to Earth?
Many social groups of my world consider time spent in the realm of Earth to be educational and a required rite of passage.

• Why do you want to stay here (for now at least)?
The moral structures present a unique framework for interaction and Mother says that it's good to experience such frameworks that are different from ours. I wish for Mother to be pleased with me.

• Why do your people want you to come home?
Mother feels that the experience I've had here is sufficient. I disagree.

• Why do you care about the team?
They have offered me a place to belong. While naive, it's pleasing for now.

Once you’ve finished your backstory, introduce your character to the other players, and then determine what happened when your team first came together, the relationships between you and your teammates, and who has Influence over you.

WHEN OUR TEAM FIRST CAME TOGETHER...
We didn’t trust each other at first, but that changed. How? Why?

RELATIONSHIPS
You’ve been learning about Earth by spending time with Archa.
You have a crush on Daphne but you keep it under wraps.

INFLUENCE
Choose your demeanor: haughty or cheerful.
If you’re haughty, you think you’re better than them. Give no one Influence.
If you’re cheerful, you’re thrilled to be here. Give everyone Influence over you.

Daphne: ▣
Zyrian: ❑
Deven: ▣