Thursday 29 June 2017

Example; Paragon

PARAGON

CRANE'S POEM; You are on a quest to overthrow a mighty monster...
* Can call SEVER with Relic once per Event.
If someone is unconscious, through 1 minute roleplay, you may execute them.
* You gain 1 Hit.

RELIC; An Axe. KLUNK to DESTROY once per Event.
All Relics are over 36".

HAMMER OF PIGEONS; Can call SEVER with Relic once per Event.
If someone is unconscious, through 1 minute roleplay, you may execute them.

EMPOWER THE RELIC
* Paragons can use Memories to gain more uses of SEVER!, STUN!, REND! or DESTROY!
* Paragons can use Memories to heal themselves, cleansing anything malignant and gaining extra Hits.
* Paragons use Hopes to permanently improve their Relic's damage capabilities.
* Embracing Personal Hope creates a unique empowered link between Paragon and Relic, revealing the truth and embracing destiny, resulting in devastating heroic powers.
REALMS;
ARENA - BERZERK RAGE
Once per Event, 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.

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.

SHELTER - TEND WITH MERCY
With 5 Minutes appropriate roleplay, you may heal someone other than yourself back to full hits.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent.

SHELTER - MARKET AWARENESS
All from Shelter gain 5 Scrap.

CRANE'S POEM QUEST
<Enemy Monster> lives in <Realm>. They are protected by <?>. You will need to <?> to get to them / get their attention.
* MEMORY; Located on Arena
* MEMORY; You will need to win a duel without ever losing armour or a hit.
* MEMORY; You will need to win a duel without ever landing a blow.

ITEMS
Heavy Armour

IN CONCLUSION;
2 Hit, 2 Armour
1 RESIST p Event
2 SEVER p Event
RELIC weapon
1 Key
5 Scrap

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