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05:14, 17th May 2024 (GMT+0)

Wander.

Posted by The GMFor group 0
The GM
GM, 78 posts
Mon 15 Nov 2021
at 17:34
  • msg #1

Wander

Animal

Robot

Mummy


Get A Token Whenever You (your PC, that is):
ѷ Inconveniences yourself to help someone else.
ѷ Gives away something you hold dear, or share a secret you didn't want to share.
ѷ Takes a moment to bask in the grandeur of the world, and describe it
ѷ Takes a moment to marvel at something none of you has ever seen before, and ask the other players to describe it
Ѻ Listens attentively to a story.
Ѻ Tells someone a story (not as in "telling a lie," but actually telling a story).
▸ Finds something that makes you feel at home.
--Earns the friendship and/or respect of an NPC who's not sure about you at first.
--Speaks to a character whose player hasn't posted for the last 4 in-game posts.
--Do what someone wants you to do even if you're skeptical that it'll work out
--Fail a roll with a 6 or lower
--Promise an NPC sincerely that you'll do your very best to do something they want done


Spend A Token In Order To:
ѷ Keep someone safe from the difficulties of the world (without you having to roll dice)
ѷ Ask the person in front of you about something they're keeping secret-- they have to answer truthfully (without you having to roll dice).
Ѻ Ask a storyteller what important detail was hidden in their tale that they now have to reveal (without you having to roll dice)
Ѻ Solve part of a problem (without you having to roll dice)
--Do something that impresses everyone present (without you having to roll dice)
--Succeed in doing something that would normally use your weakest stat (without you having to roll dice)


Liminal Road




Peddler: The Peddler transports supplies and wares from place to place, ensuring that as many as possible have access to everything they need to survive.

Pilgrim: In search of a faraway place, the Pilgrim is carried by their desire to reach a home that might not even exist.

Ragamuffin. The Ragamuffin is a little rascal of a kid who just wants to cause mischief and have fun.

Choose 2 you value being and 2 that feel exhausting to be.
Ѻ Alert
Ѻ Reflective
Ѻ Patient
Ѻ Friendly
Ѻ Expressive
Ѻ Organized
Ѻ Gentle
Ѻ Charming
Ѻ Forgiving
Ѻ Protective
Ѻ Troubled
Ѻ Hopeful
Ѻ Understanding
Ѻ Shrewd
Ѻ Spooky
Ѻ Comforting
--Passionate
▸ Curious
▸ Self-Sacrificing
--Haunted
--Strange

Choose 2 you are and 2 you wish you were better at being.
Ѻ Upbeat
Ѻ Honest
Ѻ Hopeful
Ѻ Generous
Ѻ Frantic
Ѻ Focused
Ѻ Charismatic
Ѻ Handsome
Ѻ Beautiful
Ѻ Watchful
Ѻ Extroverted
Ѻ Thief
Ѻ Hero
--Fascinating


Choose 2 you are and 2 you try not to be.
Ѻ Pragmatic
Ѻ Pessimistic
Ѻ Sharp
Ѻ Explosive
Ѻ Tired
Ѻ Careless
Ѻ Jumpy
Ѻ Damaged
Ѻ Quiet
Ѻ Friendly
Ѻ Smart
Ѻ Scared
Ѻ Wounded (emotionally)
Ѻ Distracted
▸ Stubborn
▸ Intimidating
--Boastful
--Lonely

Choose 2 you try to be and 2 you know you can’t be.
Ѻ Endlessly Patient
Ѻ Talkative
Ѻ Here For Everyone
Ѻ Always Positive
Ѻ Everywhere At Once
Ѻ A Good Judge Of Character
Ѻ Calm
Ѻ Trusting
Ѻ Curious
Ѻ Proper
Ѻ Studious
Ѻ Cheerful
Ѻ Blunt
Ѻ Strong
Ѻ Beautiful
Ѻ Patient
Ѻ Wise
Ѻ Healthy
Ѻ Brave
Ѻ Tough
Ѻ Reliable
Ѻ Focused
Ѻ Loud
Ѻ Exhausted
Ѻ Brilliant
Ѻ Charming
Ѻ Daring
Ѻ Tricky
Ѻ Important
Ѻ Sensitive
▸ Stable


Choose 2 you are and 2 you’re worried you’re actually not.
Ѻ Lovable
Ѻ Funny
Ѻ Brave
Ѻ Popular
Ѻ Useful
Ѻ Talented
Ѻ Deep
Ѻ Level-Headed
Ѻ Hopeful
Ѻ Organized
Ѻ Openhearted
Ѻ Laid-Back
Ѻ Cheery
Ѻ Pretty
Ѻ Kind
--A wonderful storyteller
--Merciful


Choose 2 life lessons you’ve been taught and 2 you have rejected:
Ѻ You can’t stop the world from hurting you.
Ѻ Kindness is stronger than anything else.
Ѻ It’s better to give a gift than to receive it.
Ѻ Authority figures cannot be trusted.
Ѻ Even this will end.
Ѻ There is a spark of good in everyone.
Ѻ Never trust anyone with power or wealth.
Ѻ It's my responsibility to always protect people and things weaker than myself.
--Everyone has a price.



Choose 3-4 to describe your look.
Ѻ Wooden Sandals
Ѻ Flowing Dress
Ѻ Patchwork Overalls
Ѻ Sunset-Shade Robe
Ѻ Loose-Fitting Pants
Ѻ Grass-Stained Pants
Ѻ Patchwork Work Pants
Ѻ Suspenders
Ѻ A Shirt That’s Been Mended Too Many Times
Ѻ Sundress That Whooshes When You Spin
Ѻ Reliable Wooden Staff
Ѻ Wide-Brimmed Hat That Covers Your Eyes
Ѻ Comfortable Hat
Ѻ Warm And Comfortable Gloves
Ѻ Pirate Clothes!
Ѻ One piece of armor like a knight would wear! (helm, metal breastplate, 2 metal boots, 1 metal gauntlet, 2 greaves (on legs), 2 metal bracers (on arms))
Ѻ Flamboyant Hat
Ѻ Flower Behind Your Ear
Ѻ Muted Earth Tones
▸ Mismatched Clothes
▸ Bright Colors
▸ Faded Leather
Ѻ Pots & Pans
Ѻ Pencil Tucked Behind An Ear
Ѻ A Cluttered Canvas Bag
Ѻ Baggy Pants With Many Pockets
Ѻ Thick Muddy Boots
Ѻ Hiking Boots
Ѻ Fishing Kit
Ѻ Light Wooden Shield
Ѻ Practical Plaid Skirt
Ѻ Fashionable Cap
Ѻ Knit Cap
Ѻ Stylish And Wide-Brimmed Hat
Ѻ Fingerless Gloves
Ѻ A Bracelet Of Beads
Ѻ Black Cloak
Ѻ Awkwardly-Sized Maroon Cloak
Ѻ Gray Hooded Cloak
Ѻ Flowing Cape
Ѻ Woolen Cloak
Ѻ Mottled Bark-Colored Cloak
Ѻ Cloak Full Of Pockets
Ѻ Sturdy Walking Stick
Ѻ Straw Hat
Ѻ Gnarled and Sturdy Blackthorn Staff
Ѻ Pokin’ Stick
Ѻ Stompin’ Boots
Ѻ Practical Walking Boots
Ѻ Steel-Toed Boots
Ѻ Patchwork Jacket
Ѻ Stylized Mask
Ѻ Carefully-Carved Wooden Mask
Ѻ Plain Wooden Mask
Ѻ A Protective Mask
▸ An Ornate Mask





Choose 1 you carry with you openly and 1 you carry with you secretly:
Ѻ A large notebook and set of charcoals for drawing pictures, but you don't remember drawing any of the pictures that are already in there.
Ѻ A key that can free something from a prison... but you've forgotten what.
Ѻ A sealed box you’ve sworn never to open... but you've forgotten why.
Ѻ A locket with a painting of someone in it, but you've forgotten who.
Ѻ A magnifying glass someone gave you, but you've forgotten who.
Ѻ A recurring daydream about The crunch of leaves beneath your feet, a fading light you must chase.
Ѻ A recurring daydream about Ancient trees that sing to themselves quietly as the last sunset begins.
Ѻ Ѻ A recurring daydream about A temple, cracked by time, disjointed, flickering, calling you home.
Ѻ Ѻ A recurring daydream about A broken song that hangs in the air, it must never be sung again, but the temptation
pulls at your heart and makes wild promises.
Ѻ A recurring daydream about A loving spirit with the brightest scales and darkest eyes, waiting for you under the waves.
Ѻ A recurring daydream about The last of the dragons, suspended in time, who tells you stories.
Ѻ A recurring daydream about The other you who does not know of you, and can never know of you.




Ѻ a land of great bounty, where the trees offer endless fruit, fish leap from the
rivers, and no one ever has to work
Ѻ You seek where the voices of the countless small and forgotten spirits are loudest and clearest. It is a hallow or a graveyard.
Ѻ You seek the furnace or a workshop where nothing can compare to the objects made there.
Ѻ You seek a place that scrapes against the very sky itself, and from up there you can see more than anywhere else in the world. It is a mountain or a tower.
Ѻ You seek the home of the heart of the world itself. It is a cave or a wilderness.
Ѻ You seek a place older than anywhere else in the world, that carries secrets from an
ancient time. It is an island or a ruin.



Tower
A tower is a place that reaches so high up to the sky that it feels like it scrapes against the clouds.

In this place you can:
Ѭ Describe something very small and far away.
Ѭ Spread concern around structural stability.
Ѭ Gain 1 new memory.

Choose 2 aesthetic elements.
Ѻ Narrow Entrance
Ѻ Winding Staircase All The Way To The Top
Ѻ Shining Light Warning Of Danger
Ѻ Roosting Bats In The Rafters
Ѻ Not Enough Space For All The Clutter
Ѻ A ‡Grieving Soul Responsible For Keeping Everything In Working Order
Ѻ Something Else Of Your Own Invention

One legend you've heard about this place involves:
Ѻ The Observatory Of The Lightning Dancers
Ѻ The First Of The Bat-Towers
Ѻ The Ghost That Walks The Stairs
Ѻ Something Else Of Your Own Invention




Glen
A glen is a place overflowing with creatures, alive with movement and presence.
This place can always:
Ѭ Describe a world teeming with life.
Ѭ Show a conflict between wild creatures.
Ѭ Introduce a new creature.
Give someone a token if they engage with it as an equal.

Choose 2 aesthetic elements.
Ѻ Chittering Mantises
Ѻ Cautious Mice
Ѻ Massive Deer
Ѻ Watchful Fireflies
Ѻ Soaring Dragonflies
Ѻ A •Feral And Remarkable Creature That No One Has Seen For Hundreds Of Years
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place:
Ѻ The Meadow Of The Lightning Dancers
Ѻ The Last Of The Star-Butterflies
Ѻ The Day The Woods Walked
Ѻ Something Else Of Your Own Invention





Empty Metropolis
A metropolis is a place where a lot of people live and where many communities sit
side-by-side.
This place can always:
Ѭ Tell someone they’re lost, and give them a token.

Choose 2 aesthetic elements.
Ѻ Tall Ramshackle Apartments
Ѻ Curving Arches
Ѻ Cobblestone Streets
Ѻ Tattered Laundry Still Hanging From Windows
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Truce Of The Three Spirits
Ѻ The Night-Thing Of Vermillion Street
Ѻ The Things In The Sewer
Ѻ Something Else Of Your Own Invention



Cave
A cave is a place fundamentally connected to the core of the earth, its wisdom, and its
tenebrous secrets.
This place can always:
Ѭ Describe the beauty of the deepest shadows of the world.
Ѭ Swallow something into the dark.
Ѭ Ask: “Will you wander ever deeper?” Give them a token if they say yes.

Choose 2 aesthetic elements.
Ѻ Darkness Deeper Than You Expected
Ѻ A Bridge From This World To The Next
Ѻ Petroglyphs
Ѻ Countless Fungi
Ѻ The Voice Of Faraway Winds
Ѻ A ‡Cautious Hermit
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Tapping On The Walls
Ѻ The Ancient Art And The Stories It Tells
Ѻ The Sleeping Spirit At The Bottom Of The World
Ѻ Something Else Of Your Own Invention





Graveyard
A graveyard is a place of death, where the lost are buried.
This place can always:
Ѭ Describe the weight of the past.
Ѭ Show someone disrespecting the history of this place.
Ѭ Ask: “Will you tell us a story no one else could tell?” Give them a token if they do.

Choose 2 aesthetic elements.
Ѻ Scattered Cairns
Ѻ Melted Candles
Ѻ Gravestones
Ѻ Mysterious Lights
Ѻ Deep And Profound Silence
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Candlelit Council And Their Warning
Ѻ The Day The Dead Danced
Ѻ The Mist Mummy And Her Glowing Eyes
Ѻ Something Else Of Your Own Invention




Mirror
A mirror is a place that reflects you back onto yourself.
This place can always:
Ѭ Describe what looks back.
Ѭ Reflect back something someone didn’t want to see.
Ѭ Ask: “What is it about your reflection that unnerves you?” and give them a token.

Choose 2 aesthetic elements.
Ѻ Glassy Water
Ѻ Salt Flats
Ѻ Perfect Calmness
Ѻ Scratches In The Reflection
Ѻ The Sensation Of An Unfinished World
Ѻ Your Doppelganger
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The March Of The Countless Footsteps
Ѻ The Ghost Whose Name Cannot Be Spoken
Ѻ The Thing That Escaped From The Other Side
Ѻ Something Else Of Your Own Invention




Moor
A moor is a quiet place, where sharp winds whistle through a stretched-out landscape.
This place can always:
Ѭ Describe what makes someone feel lonely.
Ѭ Hint at something eerie.
Ѭ Ask: “What weighs on your mind?” Give them a token if they give a satisfying answer.

Choose 2 aesthetic elements.
Ѻ Distant Caws
Ѻ Patches Of Wetland
Ѻ A Thin Mist
Ѻ Gnarled Trees
Ѻ A Shiver Down Your Back
Ѻ A ‡Nervous Teen Sneaking Away For Their Love
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Robot Dog And What It Chased Here
Ѻ The Mummy And The Thief
Ѻ The Lost Army Of The Silver Queen
Ѻ Something Else Of Your Own Invention




Desert
A desert is an empty place, without any of what you want or need.
This place can always:
Ѭ Describe the emptiness of the world.
Ѭ Show someone lost and wandering.
Ѭ Tell someone the path will be longer and more treacherous than they thought, and give them a token.

Choose 2 aesthetic elements.
Ѻ Sand That Goes On Forever
Ѻ Floating Pillars Of Stone
Ѻ A Bitter Chill
Ѻ The Harsh Sun
Ѻ The Horizon Line
Ѻ A ‡Starving Pilgrim With Murky Intentions
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Ghost-Storm And The Lost Caravan
Ѻ The What The Prophet Heard In The Wind
Ѻ The Impossible Rain
Ѻ Something Else Of Your Own Invention


Labyrinth
A labyrinth is a tangled maze used to trick, imprison, and confuse.
This place can always:
Ѭ Describe the vast sprawl of the maze.
Ѭ Disorient and confuse those attempting to travel.
Ѭ Give someone two options, neither of which is correct, and give them a token.

Choose 2 aesthetic elements.
Ѻ Stone Walls
Ѻ Tangled Paths
Ѻ Unexpected Hazards
Ѻ Chalk-Marked Directions
Ѻ A ‡Lost Innocent At The Heart Of It All
Ѻ A ‡Heroic Guide Who Might Not Be Helpful
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Robot's Wings
Ѻ The Paths That Grow Of Their Own Accord
Ѻ The Ninety-Nine Wailing Minnows
Ѻ Something Else Of Your Own Invention



Mountain
A mountain is a place where the earth meets the sky.
This place can always:
Ѭ Describe what can be seen from way up here.
Ѭ Show someone pushed to desperate extremes.

Choose 2 aesthetic elements.
Ѻ Sharp Cliffs
Ѻ A Treacherous Path
Ѻ A Lonely Flower
Ѻ A Sign Someone Was Here Once
Ѻ An Even Higher Summit
Ѻ A ‡Cautious Creature Hiding Just Out Of Sight
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Elk King Feasting Beneath The Hills
Ѻ The Wind Spirit And The Secret He Taught
Ѻ What The Giants Fought
Ѻ Something Else Of Your Own Invention




Ruin
A ruin is a once-gleaming place that has fallen into disrepair and collapse.
This place can always:
Ѭ Describe what used to be here before.
Ѭ Show consequences for the actions of the past.
Ѭ Ask: “Do you know what once mattered here?” Give them a token if they don’t.

Choose 2 aesthetic elements.
Ѻ Crumbling Pillars
Ѻ Fragments Of Pottery And Bone
Ѻ Abandoned Blades
Ѻ Monuments To Arrogance
Ѻ The Foundations Of Something Massive
Ѻ The Last ‡Grieving Survivor Of An Ancient Time
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Frost Estate Of The Empress of Snow
Ѻ The Crypt Of The Dragons
Ѻ The Ancient Home Of The Spirit of Stone
Ѻ Something Else Of Your Own Invention




Battlefield
A battlefield is a devastated place, haunted by the memory of violence and tragedy.
This place can always:
Ѭ Describe the barrows, bodies, and broken blades that past battles
left behind.
Ѭ Show the toll that violence takes long after the war is done.


Choose 2 aesthetic elements.
Ѻ Bones Scattered Amidst The Dirt
Ѻ Tattered Old Banners
Ѻ • Mighty Walls, Once Breached And Now Crumbling
Ѻ A Lonely Breeze
Ѻ Fragile Blades Of Young Grass Amidst The Wreckage
Ѻ A Passionate Gravedigger, Wearied By The Enormity Of Their Task.
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Rebellion’s First Real Battle, And Its Cost
Ѻ How The Last Great Empress Waged War Against The Lightning Dancers
Ѻ The Lie That Was Told To Justify The War
Ѻ Something Else Of Your Own Invention




Library
A library is a place where everyone can learn and share more about the truths of their
world, both inspiring and sorrowful, instructive and curious.
This place can always:
Ѭ Describe the atmosphere of knowledge and quiet contemplation.
Ѭ Show someone searching for something they do not know.
Ѭ Offer to help someone find or learn something. Give them a token if they accept, whether you know where the thing is or not.

Choose 2 aesthetic elements.
Ѻ Large, Dusty Tomes
Ѻ Piles Of Scrolls
Ѻ That Lovely Old-Book Smell
Ѻ A Strange Feeling Of Forbidden Knowledge
Ѻ A Studious Yet Mildly Upsetting Group Of People
Ѻ A Small Order Of Strange, Dutiful Librarians
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Book Of Lost Songs
Ѻ The Tiger’s Last Secret
Ѻ The Poetry Explosion
Ѻ The Most Well-Hidden Word In The World
Ѻ Something Else Of Your Own Invention





Mine
A mine is a shaft deep into the earth, digging up all manner of things.
This place can always:
Ѭ Describe the dark and musty air.
Ѭ Show things long hidden under
the surface.
Ѭ Ask someone: “Do you want to go deeper?” Give them a token if they descend into the earth.

Choose 2 aesthetic elements.
Ѻ Wooden Support Beams
Ѻ A Creaking Lift
Ѻ Mineral Deposits
Ѻ The Hot Breath Of Heavy Labor
Ѻ Soft Lantern Light
Ѻ A Resolute Foreman
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Old Spirit Which Slumbers In The Dark
Ѻ How The Child Lost His Way
Ѻ The Bag That Stored Sunlight
Ѻ Something Else Of Your Own Invention



Mist
A mist is a quiet, close place that conceals itself and those that travel through it.
This place can always:
Ѭ Describe the damp and grey.
Ѭ Part to reveal something chilling.
Ѭ Hide something important from someone, and give them a token.

Choose 2 aesthetic elements.
Ѻ A Warm, Directionless Twilight
Ѻ Cold Walls Pressing In
Ѻ An ‡ Empty Sky
Ѻ Beams Of Cutting Light
Ѻ Swirling Shapes, Like Other Travelers
Ѻ The Sensation Of Being Stalked
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Envious Mole And The Treasure-lights
Ѻ The Ancient Cairn At The Heart Of The Mist
Ѻ The Lost Travellers’ Hidden Festival
Ѻ Something Else Of Your Own Invention



Pier
Past where the land ends but not all the way out to sea, it’s an idle place
between places where folks meet to talk, fish, or just watch the waves.

This place can always:
Ѭ Ask someone what they find soothing about this place, and give them a token.
Ѭ Describe a small handful of people with lines in the water and chatter on their tongues.
Ѭ Squander time that may better be spent elsewhere.

Choose 2 aesthetic elements.
Ѻ Circling Dragonflies
Ѻ Rattling Boards And A Gentle Sway Beneath Your Feet
Ѻ A Chilly Breeze And A Hot Sun
Ѻ Stinky Fish
Ѻ Someone You Know You’ve Seen Before, But Whose Name You’ve Forgotten
Ѻ An Ancient Heron, hurling shells Into The Water
Ѻ Something Else Of Your Own Invention

Choose 1 folklore about this place.
Ѻ The Ancient Spirit Who Lives In The Depths
Ѻ The Seal Who Waits For His “Brother” Every Week
Ѻ A Mysterious Stranger Who Caught The Record Fish Last Year
Ѻ Something Else Of Your Invention
This message was last edited by the GM at 22:24, Tue 16 Nov 2021.
The GM
GM, 79 posts
Tue 16 Nov 2021
at 15:47
  • msg #2

Wander


You are an animal. Well, an anthropomorphic animal, standing somewhere between four and four-and-a-half feet tall. You can also turn into an actual animal, though. When you do, your clothing and gear disappears, and reappears when you change back. There is no way to explain this, except magic I guess?

You also seem to be... a kid. Like, your voice sounds like that of a kid. It's the same for your companions. You just don't exactly seem to be an adult yet.



You are a robot. Or something. You are very much the rounded-corners type of robot, not the "boxes-and-rectangles-stacked-together" type of robot.

You stand somewhere between four and four-and-a-half feet tall (like your companions). When you speak, your voice sounds like a kid's voice (as is true of all your companions).

There is no way to open your plastic-or-metal-or-both exterior, but if it was ever cracked a little, pick what people might see inside:
--wires and circuits
--just a glow like energy
--nothing, just hollow
--It would be too hard to tell because black oil would start seeping out

You don't need to breathe, and you don't feel anything but the biggest extremes of burning hot or freezing cold. You can feel pain, though, if something dangerous was able to damage or crush you.

You don't need to eat, but you can, although you have very little appetite. Yummy things do taste yummy to you, though.

You don't need to sleep, either, although you can if you try.

You can wear clothes if you want, or not.



You are a mummy. Or something. You have a head, two arms, and two legs, all wrapped in bandages (that started out as white, although they're now somewhere between off-white and light brown).

You stand somewhere between four and four-and-a-half feet tall (like your companions). When you speak, your voice sounds like a kid's voice (as is true of all your companions).

The idea of removing your bandages is very upsetting to you-- it'd be like removing your skin! If it ever starts to happen, it's very alarming to you, and feels, physically, very wrong.

But if your bandages ever did slip just a little, just for a second or two, pick what people might see inside:
--very dried-out skin
--Just bone, like you're just a skeleton under there
--just a glow like energy
--nothing, just hollow or like you're invisible under there
--It would be too hard to tell because scarab beetles would start crawling out

You have a mouth... What do people see when you open it?
--A normal mouth with teeth and a tongue (and very dried-out lips?)
--Just teeth and bones, like you're just a skeleton under there
--just a dim glow like energy
--Nothing, like you're hollow or like you're invisible in there

You have eyes... What do people see, where your eyes are?
--Nothing, I seem to be able to see just fine even with my eyes bandaged, just like I can hear just fine with my ears covered. Why, is that weird?
--just little glowing pinpoints like energy
--nothing, just hollow or like you're invisible under there

You don't need to breathe, but you prefer to. It feels good.

You don't ever feel hot, but you can feel cold if it's very cold.

You can wear clothes if you want (you'll probably want to, if it's cold out).

You can feel pain, though, if something dangerous was able to damage or crush you.

You don't need to eat, but you prefer to, although you have a small appetite. Yummy things do taste yummy to you, though.
The GM
GM, 80 posts
Tue 16 Nov 2021
at 22:45
  • msg #3

Wander


Starting


ANIMAL
MUMMY
ROBOT

--spirit of cobwebs. They are quiet and/or •invisible. ANIMAL
Give you the power to: suddenly have some cobwebs drift into someone's face

--spirit of blowing kisses. They are caring and/or •glamorous. ANIMAL
Give you the power to: You can tell someone to look at you. If they want to look away, they’re going to need to successfully make a roll (or, if a PC, spend a token).


--spirit of empty stomachs. They are ‡lost and/or ‡starving.   MUMMY
Give you the power to: You're good at finding things. Take a +1 on all rolls involving finding anything. Take +2 if what you're looking for is edible.

--spirit of desert shadows. They are pensive and/or •invisible.  MUMMY
Give you the power to: Tap on someone’s shoulder from a distance (as long as you can see them)

--spirit of tapping noises in mines. They are wise and/or •miraculous.   ROBOT
Give you the power to: Offer to grant someone’s wish, in a way that won’t work out how they want. If they want to reject your offer, they’re going to need to make a successful roll (or, if they're a PC, spend a token).


--spirit of chalk  They are sturdy and/or •venerable.   ROBOT
Give you the power to: If you choose to use this power, then roll Insightful, or perhaps, if dealing with an NPC, roll Charming. If your result is 11 or higher, you will find, or be shown, something that hasn't been seen for a very long time.

--spirit of blue candles  They are passionate and/or •luminescent.  MUMMY
Give you the power to: Shed light on the shadows of the world, whether literally or figuratively.


--spirit of a mossy boulder. They are resolute and/or •mighty.   ROBOT
Give you the power to: When you try to refuse to yield under pressure, add +2 to your roll.

--A spirit of clouds that look like things, imaginative and/or •oracular.   ROBOT
Give you the power to: Make a vague and unclear reference to something that hasn’t happened yet.

--spirit of tarnish     ROBOT
Give you the power to: remind someone of a sad memory.

--Spirit of baby babble      ROBOT
Give you the power to: Communicate with something that can’t normally talk.

--Spirit of growing anxiety     MUMMY
Give you the power to: always know what direction the closest source of potential help might be.

--spirit of looming over things   MUMMY
Give you the power to: Anchor something in the ground. If someone wants to move it even the slightest bit, they’re going to need to make a successful roll (or, if a PC, spend a token).


--spirit of a very old oak tree   ANIMAL
Give you the power to: Support something or someone in danger of collapse, at least temporarily...


--spirit of suddenly finding exactly what you were looking for    ANIMAL
Give you the power to: whenever you charge headfirst into trouble (or potential trouble), take an extra +1 on your roll.


--A spirit of saplings   ANIMAL
Give you the power to: when you ask the world around you for guidance, add an extra +1 to your roll. You can also help someone else ask the world around you for guidance, and they will get +1 to the roll.


--spirit of incense that makes you sleepy   MUMMY
Give you the power to: give another PC advice. If they follow it, they can have +1 on their roll when they attempt to follow it.


--spirit of the smell of orchids    ANIMAL
Give you the power to: once per in-game thread, you can tell another PC: "You should be ______," and fill in the blank with a describing word (such as polite). Whenever they act in that way, they take +1 on their next roll. Whenever they act the opposite of that way, they take -1 on their next roll.


Advanced




--Spirit of tiny melodies. They are dramatic and/or •glamorous.
Give you the power to: Distract someone with a talented display (without a roll)

--spirit of dust bunnies They are quiet and/or •invisible.
Give you the power to: Move right past people who should’ve spotted you (without a roll)

--spirit of a cool breeze on a warm sunny day. They are watchful and/or •oracular.
Give you the power to: Guard the exits. Pick any number of entrances/exits from a nearby area... You'll know if anyone comes or goes in or out of them, even if they're so sneaky you wouldn't otherwise notice. If you want to, you can make it hard for them to come or go, so that they'll have to make a successful roll (or spend a token, if a PC) to do so.

--spirit of tangled yarn. They are cheerful and/or •witchy.
Give you the power to: When you mix assorted components to create something new, add an extra +2 to your roll.



--spirit of a child’s first snow. They are chill and/or •intertwined.


--spirit of a single sunbeam. They are confident and/or •luminescent.
Give you the power to: Ask-- verbally or non-verbally: “What is true about you that you keep from everyone?” If the person or thing you ask this of wants to withhold an answer from you, they or it will need to make a successful roll (or, if a PC, spend a token).



--A nameless, ancient spirit of seeking refuge, who is •feral and/or ‡hurt.
Give you the power to: Show all your teeth and bite. If someone doesn’t want to get bit, they’re going to need to make a successful roll.



--spirit of libraries in the middle of the night
Give you the power to: Reference a text no one else here has read. Maybe even you haven't read it-- it just comes to you. You can do this all you want... but once per in-game thread, you may do it, and choose to add +2 to your Insightful roll.



--Spirit of the spring sunrise
Give you the power to: make someone really fascinated by an inanimate object that you give them.




--Spirit of the morning dew

--spirit of the sound of metal on metal
This message was last edited by the GM at 02:51, Thu 18 Nov 2021.
The GM
GM, 81 posts
Tue 16 Nov 2021
at 23:57
  • msg #4

Wander

Your stats are:

--Agile:
--Insightful:
--Charming:
--Confident:

Mark one as +1, one as -1, and the other two are 0.

Agile animals get +1 in Agile for free, but must put a -1 on an extra thing.

Robots get 4 HP, everyone else gets 3
This message was last edited by the GM at 02:59, Wed 17 Nov 2021.
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