Ganyavesha

Ziss "White Fox" Flores's page

282 posts. Alias of Sir Longears.


Race

Potential:✴️✴️✴️▶️▶️ | Conditions: none

Gender

Nomad | Danger -1 | Freak +2 | Savior -1 | Superior +3 | Mundane +2 |

Age

16

Alignment

✴️▶️

About Ziss "White Fox" Flores

Description and Background:
PLAYBOOK: The Nomad

HERO NAME/REAL NAME: White Fox/Ziss Flores (the 'Z' reads as S)

LOOK: woman, Middle Eastern, tiny, pear shaped body, short brown hair, violet eyes, traveling clothing, trekking boots; her hero outfit consists of form fitting bodysuit, heavy boots, a large jacket, her energy gloves, her eponymous white kitsune mask, and her sick overboard on her back

ABILITIES:
>>Worldwalker: Ziss has the amazing ability of jumping from world to world, allowing her to visit strange and exotic places like no one. When she concentrates on specific places on the world while possessing something from another world, Ziss can then potentially transport herself instantly to another world. Roll + Freak. On a hit, Ziss safely transports herself and a single creature of her size or less into another world. On a 10+, she can name the particulars of where she’ve traveled. On a 7-9, she can name the place to which you’ve traveled; the GM will tell you the rest. On a miss, Ziss transports herself to a place she did not intend to.
>>Helix Gloves: These fingerless sturdy red gloves have a helix turbine on the back of their hands capable of absorbing the nearby energy, to them be released through the palm. The more energy absorbed, the stronger the release, being even possible for both hands to be combined in a single burst of devastating power.
>>Graviboard: This light blue hoverboard has a strange anti-gravitational function that allows anyone piloting it to hover on top of any surface, be it a wall, ceiling, or even water! Its anti-gravitational power is so amazing that with care, it is even possible for the pilot to even "fall" up, towards the sky!

BACKSTORY:
>>Who took you from the Earth when you were younger? Ziss's mother, Jhira, when she was 5. As it happens, Jhira, while being 'human', she wasn't from Earth, and she also had the ability to jump words. Her father, Esdras, is a scientist from earth who was trying to create a machine capable of transporting people across the worlds and his work created an inconsistency that attracted and accidentally trapped Jhira on Earth. However, as soon as Esdras was able to free Jhira from the trapping effect, she fled with Ziss, as her wanderlust was bigger than her love for Esdras. Sadly, Ziss lost Jhira in an accident four years later, having to live by herself ever since.
>>What farscapes did you explore? Ziss has visited five strange worlds so far: Askara, her mother's desert home planet where everyone lived in oasis; Dasko, a dark and hostile world that forced people to live in huge caves underground illuminated by glowing crystals; Morath, a rocky world full of huge canyons and lush forests nestled on their bottoms; Razzara, a cold world that inexplicably had a very Japanese culture, even speaking the same language and using the same kanjis. How?; and finally Tharis, a gaseous world with flying cities.
>>Who was your favorite traveling companion? Jyx, her pet nexys. A nexys is a curious creature from the world of Morath that resembles a house cat with the plates of a pangolin on their backs and a fluffy belly, having the ability to curl into a rocky ball.
>>What brought you back to stay (for now)? Ziss is looking for her father. She apparently vanished in his lad. Was he kidnapped? Was he able to finish his work and went looking for Ziss and Jhira? Has he made a mistake and was sucked through a wild portal?
>>Why do you care about the team? .

MOVES:
>>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
>>Out of This World: When you plug into the cosmic aether and tune out of this world, roll + Freak. On a hit, you come to a new, interesting insight about your current problems and situation; the GM will tell you what. On a 10+, you can also shift your own Labels according to match your new understanding. On a miss, you realize something dangerous or terrible; the GM will tell you what, and shift your Labels accordingly.
>>Sharpened Eyes: When you assess the situation, you may always ask one of the following questions, even on a miss:
- What’s my best way out/way in/way past?
- What here would be handy to grab?
- Who here is susceptible to my words?
>>The Littlest Space Bandit: When you directly engage a threat that underestimates you, roll + Superior instead of + Danger.

TEAM MOVES: When you share a triumphant celebration with someone, ask them what they admire about you. The GM will shift one of your Labels up and one down based on what they say.
When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential.

PUTTING DOWN ROOTS You’re here, but not, and it shows. Over time, you may be able to commit to this place, and find out why it is that some people choose to invest in others. ❑
Adults do not have Influence over you by default. No one does. You can only give out a total of 6 Influence. During play, you can only give out Influence by revealing a vulnerability or weakness to someone. You can still give out Influence through the end of session move. You cannot give Influence to somebody who already has Influence over you.
Others cannot take Influence over you; if they would, instead they can mark potential or inflict a condition on you, their choice. You reject Influence at -2 by default, instead of +0. When someone takes advantage of their Influence over you, they can choose two options from the list. At the end of every session, you can take back 1 Influence from someone of your choice.
If you have given out 0-Influence, you cannot comfort or support anyone. If you would trigger that move, instead mark a condition as you say exactly the wrong thing. If you have given out 0-Influence and someone tries to comfort or support you, you cannot open up to them.
You gain benefits based on how much Influence you have given out. These benefits stack.
✔ 1-2 Influence: When you defend someone who has Influence over you, you can ignore the Insecure condition. When you directly engage someone who has Influence over you, you can ignore the Afraid condition.
✔ 3 Influence: When you take a powerful blow from someone with Influence over you, take -2 to the roll.
✔ 4 Influence: When you pierce the mask of someone who has Influence over you, you can always ask them one question, even on a miss.
❑ 5 Influence: When you spend a Team to help someone who has Influence over you, it gives them +2.
❑ 6 Influence: When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.

INFLUENCE:
Received from: Crimson Tide, Darling Derby, Nicole (NPC)
Given to (4/6): Armorer (NPC), Crimson Tide, Dervish (NPC), Nicole (NPC)

YOU HAVE ONLY WHAT YOU CAN CARRY!:
Clothes:
Form-fitting bodysuit: Black, white, and orange, with scale patterns in some places, covers the whole body and has thermal protection against extreme-cold. (acquired in Razzara)
Heavy Boots: Military style sci-fi looking boots. Reinforced and antislip, but no other special features. (accquired in Razzara)
Kimono-Jacket: Common Japanese-style kimono, only more sturdy than usual and with a hood. Has drawings of creatures that resemble a mixture of a mighty stag and a turtle.

Toys:
Alien Disco: Floating strobe light disco globe that records only music, even if people are talking while the music is playing. Has thousands of tunes stored inside it, even if all are alien for now. It is a pain to find a single exact music, but curiously the random function always comes up with an appropriate tune for the moment.
Crystal Necklace: This consists simply of a crystal stored inside slotted cylinders that one rotated reveal the blue shinning crystal inside. The glowing is natural to the crystal and it was extracted from the caves of Dasko. Produces unfocused light as a normal light bulb.
Eternal Ice Cube: Perfect metallic one inch sided cube with blue veins. Produces as much cold as three regular ice cubes, but never melts.
Gas Filter Mask: Small device that covers the mouth and nose, made of a redish metal. Capable to filtering toxic gases, specially useful on the world of Tharis if one wants to leave the safety of the flying cities.
Pearl Amulet: Magical amulet that protects the user (and their equipment) from drowning, water damage, and other perils of the deep, like crushing pressure and cold. It was gifted by the Sea King himself!
Sea Lion Voice Emulator: Taken from the 'terrible' Pinniped Piper, this device allows for the control of sea lions.
Zock Paste: Kept inside a metal case, this paste works as some sort of super glue. Zock is a fruit native to the world of Morah.

Focuses for World-Jump
Askara: Small vial of yellow and blue sand
Tharis: Reddish coin with a bird in one side and a man with an antler on the other
Dasko: A gnarled white root, hard as stone
Morah: A perfectly round wood ball with intricate paintings
Razzara: A jade figurine of a horned lion
Earth: A "golden gate bridge" (your equivalent) shaped bottle opener

Visited Worlds:
Askara: Desert world and homeworld of her mother. Inhabited by humans, even with a couple different features (like bluish hair, purple/pink eyes, shorter in height, no body hair). Homes are made of stones and people live in oasis, like each oasis works as some sort of independent city. Ziss has visited 2-3 cities tops, but lived there from 5 to 8.

Tharis: Flying cities in a sky of orange clouds. Each city is huge and independent, with wards begin terrible when they happen. Ziss only lived in a single city from 8 to 9, when she lost her mother. Tharis is very technological and sees a lot of interplanetary travel, where aliens are common. The natives are called Muh, and resemble red-skinned elves in appearance. Ziss would return to Tharis later, and this is where she got her graviboard.

Dasko: A world ravaged by the Elder things and their Elder gods. The few survivors live in huge caves illuminated by glowing crystals. This was the first world Ziss traveled on her own and was forced to live there for about 3 years before she could flee to another world. This caused her to be very afraid of the creatures of the mythos. Dasko's natives are called Esmars. They resemble dwarves, being 5' at most, with no hair and large beards (even woman). Ziss shaved her head and covered her face all the time she lived there and she is not eager to return.

Morah: A savage and primitive world full of huge canyons and lush forests on their bottom. The main species (Nenes) are human-like in appearance, but are 1 feet tall at the most. When Ziss traveled there, she was seen as some sort of goddess and she helped a tribe of them with building better fortifications (to protect them from eagle-like predatory birds) and also teaching more technological things. They still believe she is a goddess, even after she left. Morah as huge deposits of precious stones. Ziss lived ther for a whole year.

Razzara: Extremely cold word colonized by Japanese (how and why the Japanese on Earth do not know about it it up to you!). Very industrial, since a lot of gas is needed for heating. Cities grow into the underground rather than up. Ziss lived there for 3 years and most of her costumes were influenced by them. Ziss got her gloves here (she actually stole from some bad people, it was a prototype).

Potential:

Advancements:
Take a move from another playbook: Belong in two worlds (outsider)
Take another move from your playbook: Out of this world
Rearrange your Labels as you choose, and add +1 to a Label
Rearrange your Labels as you choose, and add +1 to a Label