Difference between revisions of "Simos"

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(Created page with "Back to AfterRagnarok. =Miekke= ===Look=== File:Defiance 1.jpg ''androgyne, luxe wear, striking face, laughing eyes, expressive hands, toned body'' In public, Miekke...")
 
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Back to [[AfterRagnarok]].
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Back to [https://wiki.rpg.net/index.php/All_Will_Fade All Will Fade]
=Miekke=
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=Simos=
 
===Look===
 
===Look===
[[File:Defiance 1.jpg]]
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a light-skinned man, - ''from the Empire of Roads, far in the West''<br>
 
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massive of body, - ''a giant among giants''<br>
''androgyne, luxe wear, striking face, laughing eyes, expressive hands, toned body''
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with commanding eyes - ''the eyes of a man who claimed leadership''<br>
 
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in a strong face, - ''the face of a laborer turned soldier''<br>
In public, Miekke wears a long, gorgeous white fur coat with the hood pulled up tight around their head, an ornate sword strapped to their back. <br>
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wearing distinctive clothing - ''accoutred in the war-harness of his people, with concessions to local custom''<br>
On stage, they sport a slight top and shorts that show off smooth, moon-white skin interlaced with intricate gold-ink tattoos that climb up the back of their bald skull.<br>
 
  
 
===Stats===
 
===Stats===
Cool-1 Hard-0 Hot+2 Sharp+2 Weird-1
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Cool +1 - ''I've survived a hundred battles''<br>
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Hard +2 - ''The crushing squeeze of the angry bear''<br>
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Hot +1 - ''A strategist more cunning than I look''<br>
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Sharp +1 - ''I am surrounded by wolves''<br>
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Weird -2 - ''My soul is my own''<br>
  
 
====Experience====
 
====Experience====
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====Harm====
 
====Harm====
Harm: 1 taken (Urdakott's pistol)
 
  
1 d-harm (from Blizzard)
 
  
 
===Gear===
 
===Gear===
Armor: none
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Armor: 3
 
 
Gear:
 
*ornate sword (3-harm hand valuable)
 
*oddments worth 2-barter
 
*fashion suitable to my look
 
  
Luxe gear:
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*dagger (2-harm)
*long gorgeous coat (worn valuable)
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*sword (3-harm)
*spectacular tattoos (implanted) - ''ink made from gold, in fantastical patterns''
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*war harness, helmet, boots (2 armor)
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*war shield (+1armor, off hand)
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*draped coverings for the sun
  
 
====Barter====
 
====Barter====
Barter: 2-barter
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Keep to give away: 3
  
 
====Gigs====
 
====Gigs====
If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
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When you give gifts, these might be worth 1 keep:
*Perform for a public audience.
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*a month’s hospitality, including a place to live and meals in common with others
*Perform for a private audience.
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*a night in high luxury and company
*Appear at the side of a wealthy NPC.
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*a bodyguard’s protection
*Others, as you negotiate them.
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*a servant’s service
 +
*a weapon or other equipment
 +
*a half-hour’s worth of your undivided attention, in private audience
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*rich or beautiful clothing
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*or, of course, the requisite coins.
  
 
===Moves===
 
===Moves===
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<hr>
 
<hr>
'''Hypnotic'''<br>
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'''Leadership'''<br>
when you have time and solitude with someone, they become fixated upon you. Roll+hot. <br>
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When you have to order your war-band to advance, regroup, hold position, hold discipline, or put their damned backs into it, roll+hard.<br>
On a 10+, hold 3. On a 7–9, hold 2. They can spend your hold, 1 for 1, by:
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On a hit, they do it. On a 10+, they snap to: take +1forward. On a miss, they do it, but you’ll hear about it from them later.
*Giving you something you want.
 
*Acting as your eyes and ears.
 
*Fighting to protect you.
 
*Doing something you tell them to.
 
For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1:
 
*They distract themselves with the thought of you. They’re acting under fire.
 
*They inspire themselves with the thought of you. They take +1 right now.
 
On a miss, they hold 2 over you, on the exact same terms.
 
  
 
<hr>
 
<hr>
'''An arresting skinner'''<br>
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'''Wealth'''<br>
When you remove a piece of clothing, your own or someone else’s, no one who can see you can do anything but watch. You command their absolute attention. If you choose, you can exempt individual people, by name.
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When your stronghold is secure and your rule unchallenged, at the beginning of the session, roll+hard. <br>
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On a 10+, you have plenty at hand and available for the needs of the session. <br>
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On a 7-9, you have plenty, but choose 1 want. <br>
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On a miss, or if your stronghold is compromised or your rule contested, your hold is in want. <br>
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 +
The precise values of your plenty and want depend upon the details of your stronghold.
  
 
<hr>
 
<hr>
'''Healing touch''' (Angel playbook)<br>
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'''Strongholder Special'''<br>
When you put your hands skin-to-skin on a wounded person and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re also opening your brain, so roll that move next. On a miss: first, you don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic maelstrom, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made that move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC.
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If you and another character have sex, you can give the other character gifts worth 1 keep, at no cost to you.
  
<hr>
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===Stronghold & War-band===
'''Skinner Special'''<br>
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*plenty: 4
If you and another character have sex, choose one:  
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*wants: hunger, strangers, idleness, reprisals, disease, savagery
*You take +1 forward and so do they.
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*war-band: 20 warriors, 8 war-camels, 3 harm, 2 armor, drilled against archers
*You take +1 forward; they take -1.
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*They must give you a gift worth at least 1-barter.
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*families: 50–75 souls, who survive by farming and hunting - goatherding, dates, lemons, almonds, and some olives (plenty: 1 keep, want: hunger)
*You can hypnotize them as though you’d rolled a 10+, even if you haven’t chosen to get the move.
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*protections: simple ditches, fences, and low fieldstone walls (walls: 2x)
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*war-band: around 20 warriors, with an armory of mixed and makeshift weapons and simple armor (2 harm, 1 armor, choose 1 drill)
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*stables: camels for 8 warriors, plus pack animals (fast=0, strong+2, hungry=0, size 5, stubborn)
  
===Hx Q&As===
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*My stronghold defends a busy market crossroad (plenty: +1 keep, want: strangers) - the Source draws many to it
*''Which one of you is my friend?'' Ylva is.
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*My subjects include skilled tradespeople (plenty: +1 keep, want: idleness) - where else would they congregate in these ravaged lands?
*''Which one of you is my lover?'' Skuld is very much like a cat that shows up now and then like nothing happened; show up, be really passionate for a little while and then go off on some new gig or something before returning a week or more later with a gift. Loyal if really needed but very rarely overtly romantic.
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*My subjects are uncivilized and rude in their habits (want: disease) - they are refugees, and stability has been long in coming
*''Which one of you is in love with me?'' Dragi, but I don't acknowledge it.
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*My war-band engages in lucrative raiding (plenty: +1 keep, want: reprisals) - I must keep them appeased
*''Which one of you hurt me in a way I won't forget?'' Loki kicked me off a snowmobile at some point, out somewhere where my survival wasn't assured, abandoned to the elements.
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*My war-band’s armory is well-stocked and maintained (+1 harm, +1 armor) - the Empire supplied us well
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*My war-band is a pack of bloody hyenas (want: savagery) - they do not yet see the value of settling, of calling one place home
  
 
==Notes==
 
==Notes==
===Character Questions===
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===Goals===
*'''What's your art?'''
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*assure my subjects that they shall prosper under me
**''Miekke is a hope-spinner. Through snakelike dance, sworddance, and sword-swallowing, Miekke's gold-imprinted moon-white skin impresses on their audience that the otherworldly is among us, and one's deepest longings can find expression. That theme is carried over into the post-performance sessions they offer to those most in need of private counseling.*''
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*build infrastructure to raise the standard of living
*'''Do you perform at Sjöfn's place? If not, where?'''
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*prepare by building my library of maps and histories
**''To Ylva's undying frustration, yes.''
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*protect the Source from harm
*'''What's Zeds to you? Friend? Lover? Family? Something stranger?'''
 
**''Zeds is a simple man, who never really expected to have anything of value to call his own. Content to build up something belonging to another. Until he saw Miekke. There's an all-consuming fire in his chest that tells him they are his jewel. His moon. They belong to him. They won't acknowledge it, though. For that, he's going to feed on Miekke's flesh. Miekke can see it in his eyes.''
 

Revision as of 15:49, 23 October 2018

Back to All Will Fade

Simos

Look

a light-skinned man, - from the Empire of Roads, far in the West
massive of body, - a giant among giants
with commanding eyes - the eyes of a man who claimed leadership
in a strong face, - the face of a laborer turned soldier
wearing distinctive clothing - accoutred in the war-harness of his people, with concessions to local custom

Stats

Cool +1 - I've survived a hundred battles
Hard +2 - The crushing squeeze of the angry bear
Hot +1 - A strategist more cunning than I look
Sharp +1 - I am surrounded by wolves
Weird -2 - My soul is my own

Experience

XP: x o o o o

Harm

Gear

Armor: 3

  • dagger (2-harm)
  • sword (3-harm)
  • war harness, helmet, boots (2 armor)
  • war shield (+1armor, off hand)
  • draped coverings for the sun

Barter

Keep to give away: 3

Gigs

When you give gifts, these might be worth 1 keep:

  • a month’s hospitality, including a place to live and meals in common with others
  • a night in high luxury and company
  • a bodyguard’s protection
  • a servant’s service
  • a weapon or other equipment
  • a half-hour’s worth of your undivided attention, in private audience
  • rich or beautiful clothing
  • or, of course, the requisite coins.

Moves


Artful & gracious
when you perform your chosen art - any act of expression or culture - or when you put its product before an audience, roll+hot.
On a 10+, spend 3. On a 7-9, spend 1. Spend 1 to name an NPC member of your audience and choose one:

  • This person must meet me.
  • This person must have my services.
  • This person loves me.
  • This person must give me a gift.
  • This person admires my patron.

On a miss, you gain no benefit, but suffer no harm or lost opportunity. You simply perform very well.


Leadership
When you have to order your war-band to advance, regroup, hold position, hold discipline, or put their damned backs into it, roll+hard.
On a hit, they do it. On a 10+, they snap to: take +1forward. On a miss, they do it, but you’ll hear about it from them later.


Wealth
When your stronghold is secure and your rule unchallenged, at the beginning of the session, roll+hard.
On a 10+, you have plenty at hand and available for the needs of the session.
On a 7-9, you have plenty, but choose 1 want.
On a miss, or if your stronghold is compromised or your rule contested, your hold is in want.

The precise values of your plenty and want depend upon the details of your stronghold.


Strongholder Special
If you and another character have sex, you can give the other character gifts worth 1 keep, at no cost to you.

Stronghold & War-band

  • plenty: 4
  • wants: hunger, strangers, idleness, reprisals, disease, savagery
  • war-band: 20 warriors, 8 war-camels, 3 harm, 2 armor, drilled against archers
  • families: 50–75 souls, who survive by farming and hunting - goatherding, dates, lemons, almonds, and some olives (plenty: 1 keep, want: hunger)
  • protections: simple ditches, fences, and low fieldstone walls (walls: 2x)
  • war-band: around 20 warriors, with an armory of mixed and makeshift weapons and simple armor (2 harm, 1 armor, choose 1 drill)
  • stables: camels for 8 warriors, plus pack animals (fast=0, strong+2, hungry=0, size 5, stubborn)
  • My stronghold defends a busy market crossroad (plenty: +1 keep, want: strangers) - the Source draws many to it
  • My subjects include skilled tradespeople (plenty: +1 keep, want: idleness) - where else would they congregate in these ravaged lands?
  • My subjects are uncivilized and rude in their habits (want: disease) - they are refugees, and stability has been long in coming
  • My war-band engages in lucrative raiding (plenty: +1 keep, want: reprisals) - I must keep them appeased
  • My war-band’s armory is well-stocked and maintained (+1 harm, +1 armor) - the Empire supplied us well
  • My war-band is a pack of bloody hyenas (want: savagery) - they do not yet see the value of settling, of calling one place home

Notes

Goals

  • assure my subjects that they shall prosper under me
  • build infrastructure to raise the standard of living
  • prepare by building my library of maps and histories
  • protect the Source from harm