Sunday 2 July 2017

Example; Skin

SKIN

THE EGO - You are the King of Beasts. Choose an animal that matches your Pelt & Character. In Jaunts & DT, those animals respect and follow you, unquestionably.
* You can call FEAR once per Event. Roleplay your bubbling emotions and then scream FEAR! You must  point at an immediate target if it is unclear. They must cower compliantly or run away, and can't approach you for 10 minutes.

BLOOD OF THE PREDATOR; Wolf Fang Necklace
* Your Pelt is a large piece of clothing, or armour, or fetish (headdress, necklace) with a predatory animal theme.
* By ritually offering another's blood to your Pelt (at least 1 Hit's worth) you may ritually Bond to your Pelt. If you do, you gain the abilities below;
~ With 30 seconds roleplay of "sealing away" your Pelt, you may become Unbonded. It returns to normal.
~ You want to inspect items by sniffing them
~ You become territorial and very loyal to one ally of your choice
~ You gain 1 Natural Armour. It still counts as Armour for using KLUNKS, but counts as Hits for Healing.
~ You can call SEVER with a weapon once per Event. You can only use this while you have Natural Armour.
If someone is unconscious, through 1 minute roleplay, you may execute them.
~ Wearing the Pelt, when you are reduced to 0 Hits, you may roar with rage for five seconds. If you do, regain all hits and recover any calls of SEVER & RESIST. Until you are reduced to 0 Hits again, you are incandescent with rage; you will attack anyone in your way indiscriminately. When you are again educed to zero Hits, you lose all unused SEVER & RESIST calls, and you become automatically Unbonded from your Pelt.

REALMS;
FOUNTAINHEAD - HEDONIST'S STAMINA
You gain an additional Hit.

ARENA - GLADIATOR'S IRE
You can call SEVER with a weapon once per Event. You can only use this while you have Natural Armour.
If someone is unconscious, through 1 minute roleplay, you may execute them.

FORGETTING - FIGHT THE DARKNESS
Can call RESIST! to FEAR! once per Event.
If someone uses TERROR! you may choose to roleplay FEAR, steadily back away, or stand on the spot fighting the urge to run for 10 Seconds.

GOALS
* MEMORY; Located on The Forgetting.
* MEMORY; The Wolves must have a leader somewhere. Defeat them and Take their place.
* MEMORY; Choose an ally. Until the Shard closes, Ensure they are never hurt.

ITEMS;
Knife
Armour

IN CONCLUSION;
2 Hit, 1 Armour, ~1 Natural Armour
1 SEVER p Event
~1 SEVER p Event
1 FEAR p Event
1 RESIST p Event
Knife
1 Key

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