'Leti met Ben at the Mouse Park, back in the day. It was a magical land and they took their kids when they where young, but the kids are gone and Ben is busy with his work. After retiring Leti has been hearing disturbing things about the Mouse park he has chosen to investigate, something has gone wrong The Mouse has been Corrupted. Phlegmatic
Age: midlife
PAL:
Phlegmatic
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.
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:
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. TELL THE TALE AS OLD AS TIME:
When you try to increase Pal with someone by telling a story about how successful you are, which highlights you as the most amazing person in some capacity, roll +sweet. You can do this any number of times up to +3pal, but if it is the same person you must use a different story. • On 7+ you get a +1pal with that person. • On 10+ they also get +1experience if they increase their Pal with you by one as well. • On a 6 or lower the story does not work; they see through you and can take +1experience for taking -1pal with you. USE THIS METAL . . . LOOKING . . . THING :
SAY A WONDERFUL PHRASE (ROLL +SWEET) :
Whenever you say a wonderful phrase to a Mousineer in costume, you'll get an autograph and roll +sweet. On a 10+ hold 2. On a 7-9, hold 1. On 6 or less, gain +1experience but you do not get an autograph. Spend your hold for an effect. • Negate harm (1 hold for -1harm) • Negate shock (1 hold for -1shock) • Add a ward (1 hold for +1ward) • Negate Twinkle (1 hold for -1twinkle) Gear: -- Work boots (worn, +1stout no higher than 3) -- Worker’s jumpsuit (worn, +1armor) -- Spouse Benjamin will come to Mouse Park within an hour if called and will follow along with you. +1sweet bonus when they are with you. -- Mouse Park branded clothing Lanyard filled with trade-able pins (worn) -- Backpack -- Smartphone (valuable) |