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Thrall

Death Payoff

You called a name no one should call, and it answered — now you belong to it.

When you die but call on one of the Things Below by name and beseech them to intercede, they do. Death is averted, but you gain this insert and 1 Mark. The Thing Below that you called upon owns you now. Name your master.

Lose the Instinct from your playbook, and replace it with one of these (your choice): FASCINATION — To explore your powers, your master, your new existence. RESISTANCE — To struggle against your master and cling to your humanity. SHAME — To hide and deny your true nature.

The GM chooses 1 to represent your master's nature and will (Impulse): Stoke conflict, confusion, distrust; Erode hope/faith/honor/self-image; Hide/bury/smother things or ideas; Deprive others of what they need; Inflict harm, cruelly and unnecessarily; Desecrate/mutilate/ruin things of value; Shock/terrify/horrify others.

Moves — You gain all of the following:

FAVOR: Your Favor starts at 0 and can go no higher than 3. When you have 3 Favor and would gain another, reduce your Favor to 0 and choose 1: Ask a question of your master and gain advantage on your next roll to act on the answer; Gain a new Mark of your choice, then ask the GM to choose a Mark that you don't have and cross it off—you can never gain it.

URGES: When the GM compels you to act on your impulse, gain 1 Favor if you act as bidden. If you resist, roll +WIS: on a 10+, your actions are your own; on a 7-9, choose 1: Struggle for control until someone or something snaps you out of it; Start acting as compelled, putting yourself or an ally in a spot before you regain control; Harm yourself (d6 damage, ignores armor) to regain control. On a 6-, you come to your senses later, having done gods-know-what. When you act on your impulse without being compelled to do so, and your actions cause you or your allies trouble, gain 1 Favor.

DARK SUCCOR: When you are dying or killed outright, your master intercedes on your behalf. You will recover, here and now or at a time and place of the GM's choosing. Then, roll +Favor: on a 10+, choose 1; on a 7-9, choose 2; on a 6-, all 3 apply: Gain a new Mark of the GM's choice; Cross off a Mark that you don't have—you can never gain it; Your master gives you a task; until you complete it, your Favor stays at 0. Regardless, reset your Favor to 0.

UNHOLY VESSEL: When you would gain a Mark but there are none left to gain, your humanity is utterly lost. You become a threat in the GM's control. Make a new character.

Marks (GM chooses 1 at start based on master's nature, gain more when a move says so): A FESTERING ROT, RED WRATH, CHILD OF THE DEEPS, SHADOW'S COLD EMBRACE, DEATH MASK, QUICKSILVER DREAMS, RAVENOUS, SPEAK TRUTH WHISPER SECRETS, TORMENT'S BLESSING.