Showing posts with label background. Show all posts
Showing posts with label background. Show all posts

Background: Kinidymos

Kinidymos, Hunter of the Undivided 


When the inner becomes outer, and the upper becomes lower, when the male and female form the single-backed child who's eyes are replete with eyes and who's image is in place of an image, then you will enter the kingdom. These sidereal psychopomps will lead all matter to the monad and terminal oneness, it is the duty of the kinidymos to ensure this never happens.


Possessions
Dyadic compass
Disunional sword
One weapon of Choice
Lead manacles


Skills 
3 Disunial Sword Fighting
2 Weapon Skill of choice
2 Sneak
2 Second Sight
1 Swim OR Climb OR Disguise
1 Tracking






Item: Dyadic Compass
To the uninitiated this is just a broken compass in a small box, but to the kinidymos and those familiar with their ways it is a precision tool. Test your Second Sight while focusing on the needle to have it direct you towards a point of magical conflux within 6 miles. If multiple points exist it will point the the strongest, which will usually be the kinidymos' quarry.


Item: Disunional Sword *#
The sinister and iconic tool of the hunters of the holy hermaphrodites, made of the basest metal to ensure their separation and descent. The lead blade is as long as a typical longsword's, but its girth and long handle make it look stubby. On a Fumble the weapon is bent out of shape and counts as a mace until repaired. 

  1. 2
  2. 4
  3. 4
  4. 6
  5. 8
  6. 18
  7. 24






Background: Proxy Child

Proxy Child

One day you woke up in the arms of a giant, singed and lolling in its arms. You thought of how nice it would be to stretch your legs, and it put you down. You had trouble walking and felt that maybe this was a hasty decision, it put you on its shoulders. And so on and so on until this point in this place. You are still learning and still making mistakes, but your companion is always there for you, to pick you up again.

Possessions

  • A compression suit



  • A pouch containing interesting things you’ve found since you woke up, most notably a:


(d6)

  1. stuffed animal, though it’s unclear what that animal is
  2. rubber ball that unerringly returns to the hand that throws it
  3. collection of small bones strung together to make a functional puppet. The strings are long enough to stretch to the floor from the shoulders of your Proxy
  4. small furry mammal which refuses to do as you say no matter how hard you think
  5. rusty pistolet with no energy, useful for pretending to shoot the wild animals your Proxy often defends you against
  6. crown you made from a bit of the scrap you woke up surrounded by. It has markings on it that you can’t read.


  • A 7ft tall companion who is moved by your will alone:

Ceramic Proxy
Surgical white (or vividly coloured) plates form the skin of this bipedal behemoth, sliding over each other with the gentle sound of bare feet on sand. Someone made it with an eye to detail, every inch of it is an aesthetic treat. Always has 3 armour

Or an

Organic Proxy
To a casual observer it could be mistaken for a particularly large person, with a barrel chest, cabled arms and a square head. But once they spot those dull eyes it’s clear this is just a puppet. They are capable of speech, though only at your command.

Or a

Mechanical Proxy
An unsubtle conglomeration of articulated metal, its every movement grinds and twangs. This is a functional machine, made without the arrogance of a hominid form. It might be stooped and chicken-like, or a great wheel of arms and legs. Its form is up to you. Always counts as being armed with a weapon of your choice and has 3 skill in its use.



Skills

Proxy
5 Strength
2 Climb
2 Run
2 Heal
2 Swim

Child
2 Second Sight
1 Spell - Random (Table 5)
1 Spell - Random (Table 5)

Special
The Child starts with 2 Skill and 8 Stamina and counts as an oversized item for inventory purposes when carried (they are rather small and feeble). The Proxy is rolled as you would a normal character. They both share a common Luck pool.
The Child may use their own Advanced Skills for any action the Proxy takes, including magic in which case they may also use its Stamina to cast it.
The Proxy ceases to function if it loses all Stamina, is out of sight of the child for more than an hour, or is encased in lead or silver.
The Proxy heals naturally like any other character, regardless of its construction. It can also be Healed (or repaired).
If the Child dies the Proxy ceases to function. If the proxy dies the child is very sad and lonely.



I'm working on Troika! the only way I can. Come watch if you want 


Background: Good Dog

You’re not a magic dog, you’re not a talking dog, but you are a good dog.

Possessions
A neckerchief OR a collar and half a leash OR your favourite ball

Skills
3 Awareness
3 Dig
2 Run
2 Track
2 Sneak
2 Swim
1 Sleight of Hand
1 Tunnel Fighting
1 Bite Fighting


Special
Decide if you are, in addition to being a good dog, a big dog or a small dog. Big dogs get +1 Bite Fighting and +1 Dig, small dogs get +1 Tunnel Fighting and +1 Awareness.

May only carry half the normal number of items. Has all predictable dog related limitations, like not being able to wield a sword. May however cast magic is you find someone that can teach dogs to do it. Good luck with that.




Playing a totally mundane dog in Troika! would be very appropriate. Not everyone has to be a show stealing attention hog, some of us just want to be loved and rescue people from wells. They're emotive creatures as demonstrated by the players usage of body language while playing them:

I growl in a way that says "there's a goblin hiding in that tree drawing pictures of us while we eat"

or

I stare at them in the manner of someone who wants to buy that magic necklace and get it fitted to dog sizes. Use the money in my satchel.

The Good Dog has more baked in potential than all your lamassus or floating-head-conglomerates combined. You have to work to make those as fun.

Background: Sweaty Grump-Lord

Sweaty Grump-Lord
The Incisive Fraternity of Dissertators, as they prefer to be known, is a loose joining of great minds and taste-makers. They have no central hub, rather they write to each other to discuss the people and cultures they meet on the road to better determine their worth and, if necessary, seek advice on how best to instruct the misguided plebs on their shortcomings. Their very frequent and reasonable discussions often leave them in a state of agitation, or with cause to flee, thus explaining part of their denigrating sobriquet.

Possessions
Courier gremlin
Writing material
Walking stick (as club)
Waistcoat

Skills
1 Spell - Befuddle
1 Unarmed
1 Sneak
1 Stick Fighting
1 Etiquette
1 Locks
1 History
1 Religion
1 Architecture
1 Healing
1 Tracking
1 Locks
1 Alchemy

Special
The Grump-Lords possess a special breed of logic unique to their order. They are immune to being swayed by coercion, word play, seduction, or any other form of verbal or written communication, magic or mundane. However this cuts both ways, when the Grump-Lord attempts to convince another of doing something, no matter how reasonable, they must roll 2d6. On a double 6 they have infuriated them to the point of violence.

They may write to another grump-lord by giving the letter to their courier gremlin. They have a broad but shallow base of knowledge, but in 2d6 days one or more of them will have returned an answer with a 1 in 6 chance of being useful. Gremlin couriers work no matter where you are in space or time.

Mortal enemies of the Sublime Society of Beefsteaks.