Ancient Solar Dragon

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Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


Full Name

Henry James, Jr.

Classes/Levels

Brave+1 | Stout+0 | Sweet+3 | Wicked-1 | Wise+0| Harm: 0 | Shock: 0 | XP: 2 | Twinkle: 0

About Henry James, Jr.

Brave +1
Stout +0
Sweet +3
Wicked -1
Wise +0

Mouse Tag: Mysterious

Personality: Sanguine

Work History: Service Industry
--Gear: Smartphone, Impeccable Hair, Some bucks

Park: Mousineer-ENTERTAINMENT
--Mouse park costume, access to floats, tablet with access to database and PA system

Pal: +3 Helen (best friend at work)

---------------Special Moves--------------
WELCOME TO YOUR FAMILY (STAT SWAP)
Since everyone is your friend, you can choose to use +sweet on every move that uses +pal.

MAKE SURE IT’LL ALL TURN OUT RIGHT IN THE END (+SWEET/+PAL)
When you use your people skills to help someone recover from shock, roll +sweet for NPCs or +pal for PCs.
• On 7+ your words soften the experience and the NPC or PC loses -1shock from your words.
• On a 10+ the NPC will become endeared to you and help with your next move within reason, and a you get +1pal with a PC.
• On a 6 or less, you cause more problems and the person sustains an additional shock, and a PC can accept +1shock for+1experience.

FIND BEAUTY FROM WITHIN (ROLL +SWEET)
When you want to engineer a miracle using whimsy, art, or some sort of theatrics or attraction that can be used once like wish upon a star, but without accumulating Twinkle, roll +sweet.
• On a 10+ you’re able to create a miracle as intended right away, and may negate harm or shock, or reroll a die.
• On a 7-9 you’re able to create a miracle as intended, and may negate harm or shock, or reroll a die, but an unintended consequence also occurs that causes a new problem, delay, or too much attention.
• On a 6 or less you fail to create the miracle and you gain +1twinkle for disrupting the Great Mouse.

---------------------------------------------------------------

• Age: midlife
• Life-stage: single
• Environment: urban
• Gender: male
• Ethnicity: Black or African American
• Income: middle scale
• Family Mix: large family
• Style: casual
• Size: M

Basic Moves:

BE BOLD AND DARING (ROLL +BRAVE)
When you face danger with unblinking courage and push forward against the odds, roll +brave; get away, finish something before someone catches you, jump between cars on a moving roller coaster, swim through a vat of snakes, sneak up behind someone, or smash a large spider.

When you need to do something while the stakes are high, roll +brave.
• On a 10+ you keep calm and do what you need to do.
• On 7-9 your courage falters, so while you manage to do what you need to do, something else goes wrong.
• On a 6 or less, prepare for the worst.

HELP A FRIEND GET UNSTUCK/STICK IT TO A FRIEND (ROLL +PAL)
When you want to help a player character who is in trouble or you want to make things difficult on a player character that is succeeding, roll the Pal stat you have with that character.
• On a 10+ they take +2 (get a friend unstuck) or -2 (stick it to a friend) to their roll (or to the roll that just prompted this move).
• On a 7-9, they take +1 (get a friend unstuck) or -1 (stick it to a friend) to their roll (or to the roll that just prompted this move).
• On a 6 or less you make a mess of things.

FIND SOMETHING THERE THAT WASN'T THERE BEFORE (ROLL +WISE)
When you want to search to find something you didn’t see before, roll +wise. On a 10+ hold 2, and on a 7-9 hold 1. 1 hold can be spent to ask the Narrator one of the following questions.
• What happened here?
• What here is useful?
• How much time has passed?
• Which enemy is the biggest threat?
• Is there something secret or hidden about this?
• What or who should I be on the lookout for?
If you act on the answers, you take +1ongoing as you act using the relevant information. On 6 or less, the Narrator gives you a choice between a missed opportunity, a horrible distraction or delay, or a difficult obstacle.

BREAK SOME FEMURS (ROLL +WICKED)
When you want to physically attack someone, roll +wicked.
• On a 7+, you inflict harm according to the rating of your weapon (or if not applicable, the established dangers in the game), and your enemy inflicts their attack’s harm rating on you.
• On a 10+ choose an extra effect:
• You gain the advantage: take +1forward, or give +1forward to another player character.
• You inflict terrible harm (+1harm).
• You suffer less harm (-1harm).
• You physically force them where you want them.
• You impress, dismay, or frighten them and they get +1shock.
• On a 6 the Narrator will determine if you will suffer terrible harm (+1harm), suffer shock (+1shock), or suffer a terrible setback (-2forward).

DIG A LITTLE DEEPER (ROLL +WISE/+PAL)
When you want to pick up on someone’s “tell” to see if they are lying, bluffing, hiding something, really a demon mouse in disguise, is a faerie posing as a person, a four-year-old who is hiding cotton candy he stole, or any person you want to read further and check out.

When you ask something and closely observe responding behavior, roll +wise for an NPC, or +pal for a player character.
• On a 10+, hold 2. On a 7-9, hold 1. When you are talking or engaging with the person, spend your hold to ask the Narrator or the Player questions, 1 for 1.
• Are you telling the truth?
• What are you really feeling?
• What do you intend to do?
• What do you wish I’d do?
• What do you not want me to know?
• How could I get you to _______?
• On 6 or less prepare for a terrible reaction, and if missed against a player, he or she gets +1experience for not answering.

CHARM A HEART INTO DECIDING (ROLL +SWEET/+PAL)
When you want to charm, persuade, manipulate, or seduce someone, tell him or her what you want to do and then roll +sweet with NPCs or roll +pal with player characters.
• On a 10+, an NPC will comply if you promise them to do something they want, a PC gets +1experience and +1pal with you if he or she complies.
• On a 7-9, an NPC will do it but only if you do something they want for them right then and there to show that you mean it; a PC will get +1pal with you if they do what you asked.
• On 6 or less, an NPC is offended or enraged at your audacity and will react accordingly; a PC gets +1experience if they decide not to do what you ask.

BARE YOUR TEETH AND AMBITIONS (ROLL +WICKED/+PAL)
When you want to influence someone through intimidation, tell them how you present yourself and then roll +wicked. Roll +pal when moving against another player character.
• On a 7+ an NPC will do what you want, within reason and a PC must be bold and daring or suffer -1forward on the next move
involving you if he or she refuses
• On a 10+ choose an extra effect:
• You make the character ridiculously frightened (+1shock)
• You stun the character with your threat (-1forward for a PC, or a hesitation from the NPC)
• You make an NPC hide or run away, or you gain +1 experience if a PC agrees to do what was wanted
• On a 6 or less you fail to intimidate the NPC, and for a PC you can choose to take +1experience and suffer a -1pal with the PC, and they can do the same.

GO THE DISTANCE (ROLL +STOUT)
When you want to accomplish a physical feat or an act of strength or endurance, roll +stout.
• On 10+ succeed in the physical feat and take no harm yourself.
• On 7-9 you succeed in the physical feat, but must choose one of the following:
• You take +1harm
• If someone is near you, he or she takes +1harm
• You avoid harm but stumble, taking -2forward
• On 6 or less, prepare for the worst.

WISH UPON A STAR (ADD 1 TWINKLE)
When you make a wish in Mouse Park to better your situation, you may choose to negate all harm, negate all shock, or reroll a die roll you just made. Every time you do this you earn +1twinkle—a debt to the powers of Mouse Park. When you get to 3 twinkles, you’ve exhausted the park’s generosity and a horrible doom befalls you causing either +1trauma or +1injury. Once you’ve suffered the trauma or injury, your debt is paid and all twinkles are then erased.