Name​ ​-  

The​ ​Chained​ ​One 

Once,​ ​you​ ​lived​ ​in​ ​the​ ​Land​ ​of​ ​the​ ​God-Kings.​ ​No​ ​longer.​ ​By​ ​magic,​ ​luck,​ ​or​ ​something stranger,​ ​you​ ​have​ ​been​ ​evicted​ ​from​ ​the​ ​world,​ ​imprisoned​ ​or​ ​banished.​ ​But​ ​your​ ​power grows...

Look

Chained​ ​One​ ​Moves  ⬤​ ​Walk​

​the​ ​Earth.​ ​Once​ ​per​ ​session,​ ​when​ ​you​ ​physically​ ​appear​ ​in​ ​the​ ​Land​ ​of​ ​the God-Kings,​ ​roll+mystical.​ ​On​ ​a​ ​hit,​ ​you​ ​appear​ ​fear​ ​your​ ​gateway,​ ​gaining​ ​access​ ​to​ ​all moves.​ ​On​ ​a​ ​10+,​ ​you​ ​may​ ​walk​ ​the​ ​earth​ ​for​ ​up​ ​to​ ​an​ ​hour​ ​as​ ​opposed​ ​to​ ​a​ ​minute​ ​or​ ​two. On​ ​a​ ​6-,​ ​the​ ​effort​ ​takes​ ​a​ ​lot​ ​out​ ​of​ ​you:​ ​erase​ ​an​ ​advancement​ ​on​ ​your​ ​return​ ​track.

Fatal​ ​Flaw |​ ​Ambition​ ​__​ ​|​ ​Greed​ ​__​ ​|​ ​Honour​ ​__​ ​|​ ​Isolation​ ​__​ ​|​ ​Kindness​ ​__​ ​|​ ​Pride​ ​__​ ​|​ ​Rage​ ​__​ ​| Revenge​ ​__​ ​|​ ​Sacrifice​ ​__​ ​| harm,​ ​final​ ​fate,​ ​flawed

O​ ​A​ ​Whisper​ ​In​ ​The​ ​Dark.​ ​While​ ​not​ ​in​ ​your​ ​gateway’s​ ​presence,​ ​you​ ​can​ ​manipulate. O​ ​Herald​ ​of​ ​War.​ ​When​ ​you​ ​walk​ ​the​ ​earth,​ ​you​ ​bring​ ​war​ ​with​ ​you.​ ​Choose​ ​a​ ​move​ ​from another​ ​playbook:​ ​while​ ​walking​ ​the​ ​earth,​ ​you​ ​may​ ​use​ ​that​ ​move.

History  aid/interfere,​ ​remember

Stat

Score

O​ ​How​ ​Dare​ ​You​ ​Defy​ ​Me!​ ​When​ ​you​ ​manipulate​ ​a​ ​creature,​ ​gain​ ​+1​ ​severity.

 

O​ ​Lodestone.​ ​When​ ​you​ ​attempt​ ​to​ ​walk​ ​the​ ​earth​ ​using​ ​a​ ​living​ ​conduct,​ ​roll+manipulative if​ ​the​ ​conduct​ ​is​ ​an​ ​NPC,​ ​and​ ​+history​ ​if​ ​the​ ​conduct​ ​is​ ​a​ ​PC.

Brutal 

 

battle,​ ​destroy O​ ​highlight

Calm 

 

risk,​ ​recover O​ ​highlight 

Cunning 

 

observe,​ ​reveal​ ​strategy O​ ​highlight 

Manipulative   

manipulate,​ ​read​ ​a​ ​creature O​ ​highlight 

Mystical 

channel​ ​magic,​ ​unleash O​ ​highlight 

  Tags

-1 

⬜________________ ⬜________________

-2 

⬜________________ ⬜________________

-3    X 

⬜________________ ⬜________________

   

O​ ​Knowledge​ ​Is​ ​Power.​ ​When​ ​you​ ​observe,​ ​roll+manipulative​ ​instead​ ​of​ ​+cunning.

Moves 

Armour ⬜​ ​Light​ ​⬤ ⬜​ ​Heavy​ ​O ⬜​ ​Magical​ ​O

⬜________________

O​ ​Obey.​ ​When​ ​you​ ​defeat​ ​a​ ​creature​ ​that​ ​has​ ​at​ ​least​ ​one​ ​tag​ ​on​ ​it​ ​from​ ​you​ ​manipulating​ ​it, channel​ ​magic,​ ​and​ ​control​ ​their​ ​body.​ ​You​ ​can​ ​spend​ ​your​ ​hold,​ ​1-for-1,​ ​to​ ​make​ ​them​ ​take an​ ​action​ ​you​ ​wish​ ​them​ ​to​ ​take.​ ​Once​ ​your​ ​hold​ ​is​ ​gone,​ ​they​ ​are​ ​free. O​ ​Original​ ​Sin.​ ​Gain​ ​a​ ​flaw. O​ ​Unbound.​ ​Your​ ​presence​ ​is​ ​an​ ​every-ominous​ ​shadow.​ ​While​ ​not​ ​in​ ​your​ ​gateway’s presence,​ ​you​ ​can​ ​observe​,​ ​remember​,​ ​and​ ​read​ ​a​ ​creature.​

Advancement  Experience

O​ ​+1​ ​manipulative​ ​(max​ ​+3) O​ ​+1​ ​mystical​ ​(max​ ​+2) O​ ​a​ ​new​ ​chained​ ​one​ ​move. O​ ​a​ ​new​ ​chained​ ​one​ ​move O​ ​you​ ​can​ ​walk​ ​the​ ​earth​ ​an addition​ ​time​ ​per​ ​session.

 

 

 

O​ ​a​ ​new​ ​gateway. O​ ​an​ ​army​ ​and​ ​leader​. O​ ​a​ ​move​ ​from​ ​another playbook. O​ ​a​ ​move​ ​from​ ​another playbook.

 

Presence​ ​Abilities​ ​and​ ​Moves  

Death​ ​and​ ​Apathy

When​ ​you​ ​get​ ​to​ ​your​ ​X​ ​tag,​ ​make​ ​the​ ​harm​ ​move.​ ​If​ ​you​ ​are​ ​indulging​ ​in​ ​your​ ​fatal​ ​flaw,​ ​instead make​ ​the​ ​fate​ ​move.

O​ ​O​ ​O​ ​O​ ​O

 

After​ ​5​ ​advances

O​ ​+1​ ​to​ ​any​ ​stat​ ​(max​ ​+3) O​ ​retire​ ​your​ ​character. O​ ​change​ ​to​ ​a​ ​new​ ​playbook. O​ ​choose​ ​3​ ​basic​ ​moves​ ​and advance​ ​them. choose​ ​3​ ​basic​ ​moves​ ​and advance​ ​them.

Presence 

You​ ​exist​ ​only​ ​as​ ​a​ ​vague​ ​presence​ ​in​ ​the​ ​world.​ ​You​ ​can​ ​appear,​ ​but​ ​only​ ​for​ ​short​ ​periods of​ ​time.​ ​The​ ​rest​ ​of​ ​the​ ​time,​ ​you​ ​are​ ​chained.​ ​While​ ​chained,​ ​you​ ​have​ ​a​ ​gateway​ ​to​ ​the​ ​rest of​ ​the​ ​world,​ ​around​ ​which​ ​your​ ​shadow​ ​lurks.​ ​Choose​ ​your​ ​gateway: O​ ​a​ ​powerful​ ​artifact. O​ ​a​ ​mortal​ ​being. O​ ​a​ ​place​ ​(country​ ​or​ ​structure). You​ ​can​ ​communicate​ ​with​ ​creatures​ ​near​ ​your​ ​gateway.​ ​In​ ​addition,​ ​you​ ​can​ ​observe, remember​,​ ​manipulate​,​ ​read​ ​a​ ​creature​,​ ​or​​ ​channel​ ​magic​ ​near​ ​your​ ​gateway.​ ​While chained,​ ​you​ ​cannot​ ​battle​,​ ​destroy​,​ ​or​ ​risk​.​ ​You​ ​can​ ​always​ ​use​ ​your​ ​playbook​ ​moves. While​ ​chained,​ ​you​ ​cannot​ ​be​ ​harmed​ ​physically.​ ​Your​ ​gateway​ ​can​ ​be​ ​attacked,​ ​but​ ​they are​ ​very​ ​hard​ ​to​ ​kill,​ ​even​ ​by​ ​the​ ​standards​ ​of​ ​the​ ​ascended. While​ ​walking​ ​the​ ​earth,​ ​you​ ​can​ ​use​ ​all​ ​your​ ​moves.​ ​In​ ​addition,​ ​choose​ ​3​ ​of​ ​the​ ​following: O​ ​while​ ​walking​ ​the​ ​earth,​ ​choose​ ​a​ ​stat:​ ​it​ ​is​ ​+3. O​ ​when​ ​you​ ​walk​ ​the​ ​earth,​ ​the​ ​earth​ ​shakes​ ​and​ ​the​ ​dead​ ​crawl​ ​free​ ​from​ ​their​ ​graves. O​ ​while​ ​walking​ ​the​ ​earth,​ ​you​ ​get​ ​+1​ ​ongoing. O​ ​when​ ​you​ ​walk​ ​the​ ​earth,​ ​the​ ​sky​ ​grows​ ​dark,​ ​and​ ​the​ ​sun​ ​begins​ ​to​ ​go​ ​out. O​ ​while​ ​walking​ ​the​ ​earth,​ ​you​ ​have​ ​heavy​ ​armour. O​ ​when​ ​you​ ​walk​ ​the​ ​earth,​ ​every​ ​creature​ ​of​ ​the​ ​Land​ ​of​ ​the​ ​God-Kings​ ​knows​ ​fear. O​ ​while​ ​walking​ ​the​ ​earth,​ ​you​ ​have​ ​+1severity. O​ ​when​ ​you​ ​walk​ ​the​ ​earth,​ ​the​ ​ancient​ ​gods​ ​stir​ ​in​ ​their​ ​sleep. O​ ​when​ ​you​ ​walk​ ​the​ ​earth,​ ​all​ ​mortals​ ​who​ ​see​ ​you​ ​pledge​ ​allegiance. At​ ​the​ ​beginning​ ​of​ ​a​ ​session,​ ​roll+manipulative.​ ​On​ ​a​ ​10+,​ ​your​ ​plans​ ​are​ ​going​ ​extremely well:​ ​mark​ ​1​ ​box​ ​on​ ​your​ ​return​ ​track.​ ​On​ ​a​ ​7-9,​ ​you​ ​plans​ ​are​ ​going​ ​fine.​ ​mark​ ​1​ ​box,​ ​and ask​ ​the​ ​GM​ ​what​ ​needs​ ​to​ ​be​ ​achieved​ ​before​ ​you​ ​can​ ​roll​ ​this​ ​move​ ​again.​ ​On​ ​a​ ​6-,​ ​your plans​ ​are​ ​not​ ​going​ ​so​ ​well.​ ​Ask​ ​the​ ​GM​ ​what​ ​problems​ ​you​ ​have. Return​ ​Track  ⬜​ ​⬜​ ​⬜​ ​⬜​ ​⬜​ ​→​ ​your​ ​power​ ​grows,​ ​and​ ​you​ ​grow​ ​strong.​ ​+1​ ​any​ ​stat​ ​(max​ ​+2). ⬜​ ​⬜​ ​⬜​ ​⬜​ ​⬜​ ​→​ ​you​ ​are​ ​nearing​ ​your​ ​return,​ ​and​ ​find​ ​it​ ​easier​ ​to​ ​enter​ ​the​ ​mortal​ ​world. You​ ​can​ ​walk​ ​the​ ​earth​ ​an​ ​addition​ ​time​ ​per​ ​session. ⬜​ ​⬜​ ​⬜​ ​⬜​ ​⬜​ ​→​ ​you​ ​begin​ ​to​ ​return​ ​to​ ​your​ ​former​ ​glory.​ ​Gain​ ​a​ ​move​ ​from​ ​any playbook. ⬜​ ​⬜​ ​⬜​ ​⬜​ ​⬜​ ​→​ ​your​ ​return​ ​is​ ​imminent.​ ​The​ ​next​ ​time​ ​you​ ​walk​ ​the​ ​earth,​ ​you​ ​walk​ ​the earth​ ​permanently.​ ​Tell​ ​us​ ​what​ ​happens,​ ​Chained​ ​One.​ ​Your​ ​time​ ​is​ ​now.

Possessions   

 

   

Character​ ​Creation 

To​ ​create​ ​your​ ​Chained​ ​One,​ ​choose​ ​name,​ ​appearance,​ ​stats,​ ​moves,​ ​gear,​ ​fatal​ ​flaw,​ ​and​ ​history.

Name 

Aobus,​ ​Cagyn,​ ​Dhuakku,​ ​Korpay​ ​Miho, Nabohava,​ ​Nocturni,​ ​Nuksek,​ ​Sumet, Yabo,​ ​Zesura The​ ​Chained,​ ​the​ ​Crippled,​ ​the​ ​Exiled, the​ ​Feaster,​ ​the​ ​First,​ ​the​ ​Historian, Judgment,​ ​the​ ​Last​ ​Tyrant,​ ​the Overthrower,​ ​Silencer,​ ​the​ ​Shadow.

Stats 

Choose​ ​one​ ​set: •​ ​Brutal+2​ ​Calm=0​ ​Cunning-1 Manipulative+2​ ​Mystical-1. •​ ​Brutal=0​ ​Calm=0​ ​Cunning+1 Manipulative+2​ ​Mystical+1. •​ ​Brutal-1​ ​Calm+1​ ​Cunning=0 Manipulative+2​ ​Mystical+1. •​ ​Brutal+1​ ​Calm-1​ ​Cunning=0 Manipulative+2​ ​Mystical+2.

Moves  You​ ​start​ ​with​ ​all​ ​basic​ ​moves,​ ​walk​ ​the earth​,​ ​and​ ​1​ ​Chained​ ​One​ ​move​ ​of​ ​your choice.

Possessions  Aside​ ​from​ ​your​ ​gateway,​ ​you​ ​get​ ​a temple​ ​or​ ​other​ ​structure​ ​devoted​ ​to you,​ ​and​ ​a​ ​small​ ​cult​ ​of​ ​devoted servants​ ​awaiting​ ​your​ ​return.​ ​When you​ ​walk​ ​the​ ​earth,​ ​you​ ​get​ ​powerful weapons​ ​and​ ​light​ ​armour.​ ​While chained,​ ​you​ ​get​ ​magical​ ​armour.

Improvement  When​ ​you​ ​roll​ ​your​ ​highlighted​ ​stat, reset​ ​your​ ​history​ ​or​ ​with​ ​someone,​ ​or reset​ ​your​ ​fatal​ ​flaw,​ ​ ​mark​ ​experience. When​ ​you​ ​mark​ ​5​ ​experience,​ ​advance. 

 

Look 

Human,​ ​lovecraftian​ ​monster,​ ​shadowed figure,​ ​threatening​ ​voice,​ ​or​ ​demonic​ ​figure.

Chains 

Extradimensional​ ​cage,​ ​secluded​ ​prison, timeless​ ​void,​ ​indestructible​ ​gemstone,​ ​hell itself,​ ​the​ ​ethereal​ ​plane,​ ​or​ ​the​ ​land​ ​of dreams.

History  Everyone​ ​introduces​ ​their​ ​character’s​ ​name, look,​ ​and​ ​personality.​ ​Take​ ​a​ ​turn. On​ ​your​ ​turn,​ ​ask​ ​the​ ​following: •​ ​Which​ ​of​ ​you​ ​had​ ​a​ ​role​ ​in​ ​my imprisonment? For​ ​that​ ​character,​ ​write​ ​history-1. •​ ​Which​ ​of​ ​you​ ​do​ ​I​ ​think​ ​could​ ​help​ ​with​ ​my release? For​ ​that​ ​character,​ ​write​ ​history+3. For​ ​everyone​ ​else,​ ​write​ ​history+1.​ ​You​ ​don’t have​ ​anything​ ​better​ ​to​ ​do​ ​than​ ​watch,​ ​and you’d​ ​be​ ​amazing​ ​at​ ​the​ ​things​ ​you​ ​can learn....

Fatal​ ​Flaw 

Pick​ ​a​ ​fatal​ ​flaw​ ​from​ ​the​ ​list.​ ​It​ ​starts​ ​at​ ​+1. When​ ​you​ ​reset​ ​your​ ​fatal​ ​flaw,​ ​instead​ ​of gaining​ ​an​ ​experience,​ ​you​ ​may​ ​mark​ ​a​ ​box on​ ​your​ ​return​ ​track. 

Death  You​ ​do​ ​not​ ​die​ ​as​ ​mortal​ ​beings​ ​do.​ ​When you​ ​would​ ​die,​ ​instead​ ​erase​ ​your​ ​entire return​ ​track,​ ​and​ ​lose​ ​your​ ​ability​ ​to​ ​walk​ ​the earth​ ​for​ ​a​ ​time.​ ​If​ ​this​ ​happens​ ​when​ ​you​ ​are permanently​ ​walking​ ​the​ ​earth,​ ​also​ ​become chained​ ​once​ ​more.

Chained One Public.pdf

Page 1 of 2. Name -. Look. Fatal Flaw. | Ambition __ | Greed __ | Honour __ | Isolation __ | Kindness __ | Pride __ | Rage __ |. Revenge __ | Sacrifice __ |. harm, final fate, flawed. History. aid/interfere, remember. Stat Score Moves. Brutal battle, destroy. O highlight. Calm risk, recover. O highlight. Cunning observe, reveal ...

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