Mask

Ripple of Kaldheim's page

19 posts. Alias of John Gs.


Classes/Levels

Outsider | Danger -1, Freak +2, Savior 0, Superior +2, Mundane 0 | XP 0/5 | Influence: At Sorin By: X

About Ripple of Kaldheim

Ripple : but when they say it, the name sounds like a pebble disturbing a calm palm and waves lapping the shore.
look: ambiguous, human body, bizarre eyes, wooden mask, robes

Labels: Danger -1, Freak +2, Savior 0, Superior +2, Mundane 0
Abilities:
You can fly, and you’re pretty tough. Choose any two of the following:
❑ stunning beauty or
pheromones
❑ radical shapeshifting

current conditions:

possible 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)

outsider moves:
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 fire, 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.

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 >>>>❑ >>>>❑ >>>>❑ >>>>❑ >>>>❑
Every time you roll a miss on a move, mark potential.
Advancement
When you fill your potential track, you advance. Choose from the list below.
❑ 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