PLAYBOOK: HERO.   Posted by The GM.Group: 0
The GM
 GM, 2 posts
Sun 9 Aug 2020
at 02:17
PLAYBOOK: HERO
You are a fated hero seeking your destiny that you might do deeds great and awe-inspiring, to die bathed in glory...


You will do the following things:

--Pursue with vigor the Will of the Names of the World, from a simple cooking fire to the Great Queen and her twelve greatest hero-warriors.

--Describe with all the senses the world and the things in it: the expression on a face, the sweet herbs of honey wine; the touch of rain on desert-chapped lips, the sound of a ktesh-skinned viol singing to the wind that gives heart to your bright-eyed sea vessel.

--When you encounter a new people, describe their ways as you experience them.

--Describe the trophies of legend both known and untold that your opponents bear.


But right now, answer these questions:

1: How are you called?

Draw from the Well of Names (see below) until you have find found your true name.



But give this name only when treating in good faith with another. If another knows your true name, you must deal with them in good faith when so called.

2: So now, draw from the well of names also for the false name which you tell your companions.

But beware of using that name for too long! It may take root, and if you answer to it for too long to those who believe it true, you will be bound as if it were your true name.


Below, is The Well of Names. Draw herefrom until you find that which you seek.

a du il lu ne ti
ad e ir lug nu tu
ak en ka lum pa u
al fa kal ma ra uk
ar gal kin mard ri un
as gil ku mat rim ya
ash gish kur mni ru yog
bar gu la mu sar za
bi gue lab mum sha zi
bur hf lil na shu zu
dim hu lim nam siz zug



3: Hero, what Great Name grants you your destiny?

You, who strive to die well, who are fast of foot or strong of limb; friends with death until it betrays you; feared by the wise, and challenged by only the mighty or the foolish,

Draw from the Well of Names until you have found that which you seek, and then describe who or what that Great Name represents.



4: Describe your frame, your face, your attire and jewels.

5: You possess a Trophy. Describe it.

The shell of the Great Tortoise of Gho, borne as a shield. A sword of bronze, forged by the volcano, Unak. The sandals of Zhafaya, the East Wind. What magnificent trophy, invoking awe and desire in those whose eyes fall thereupon, have you already won?

Is the trophy: Old? Generous? Mighty? Known to All?

Heed this warning:

Namedealers usurp the power of the names of the world. You might persuade one to use their stolen power in pursuit of your glory or reveal to you the Will of the Names of the
World, but their tongues often spin lies and false promises. Be sure of their loyalty.


6: Describe your expressions (what's a thing or two you often say?), and your actions (what's a thing or two you often do?).


You have three stats: BODY, MIND, and WORDS.

BODY: all things purely physical.
MIND: insight, logic, noticing things, realizing things.
WORDS: persuasion, communication

HEROES have +1 in Body. Then they either have 0 in Mind and -1 in Words, or vice-versa.

(7: Which will you be? Okay at Thinking but weaker at Speaking? Or vice-versa?)



HEROES:
--Once a day (resets each dawn), each TROPHY you have can be used to give you +1 on a roll.
--Also, once a day, a significant FOLLOWER you have can be used to give you +2 on a roll.

There is no limit on how many Trophies nor Followers you can have.

But Trophies may be stolen, and Followers can be stolen or killed, so you must protect them... or lose them...





When you face a trial at the behest of a Great Name, they may grant you great abilities of speed, of agility, of endurance or leadership worthy of a tale told to the grandchildren of those who witness it.



When you roll to resolve a conflict with another as powerful as yourself (or more):

--on a result of 6 or lower: do as your opponent demands, or they may harm you at their whim! If iron here met bronze in battle, it has bitten deep, destroying the bronze.

--On a 7 to 9: pick one consequence of the action you have taken. Your opponent may choose to defy any consequences (see below) you have left unchosen.

--On a 10 to 12: you have succeeded well! Choose two consequences (see below) of the action. Your opponent may choose to defy any consequences you have left unchosen.

--On a 13 or better:
----Choose three consequences (see below). (If a Hero, you will perform a great feat worthy of legend!)



HERO CONSEQUENCES:

--Coerce

They agree to do what you demand, or you may harm them.
You are not harmed in the exchange.
No other is harmed.

--Lead
Those who follow you remain unharmed.
You are neither harmed nor shamed.
Your followers adore you. You may take a free +1 to save for a future roll.
You achieve that which you promised.

--Test Yourself
You are witnessed! You may take a free +1 to save for a future roll, and take followers from among the witnesses!
You succeed in this trial!
You cause no harm to others.
You are neither harmed nor shamed.

--Attempt to Gain a New Follower
You are neither harmed nor shamed.
None are possessed by jealousy over the attention you give this potential Follower.
You exchange a vow of friendship with this new potential follower, and you gain them as a Follower.



When you roll a result of 6 or lower, you get one Experience Point (xp).

When you have 10 of these, you may raise one of your stats one point.




When a Hero possesses more than three Trophies, or more than five Followers, a Great Name may become jealous! It may make a demand that the hero must follow in order to prove their submission to the Great Name!

If the Hero refuses that demand, the Great Name may harm or shame them at their will, and/or send the Hero's enemies against them.



When You are Harmed or Shamed: describe the result: a long or deep cut or scar, a ruined possession, shame at your failure to save the life of a friend.

They who have you at their mercy may opt to take something else from you, rather than harm your body or name-- a possession, the credit for something great that you did, your confidence in your abilities or your judgment or your creed.

When you have two terrible wounds (presuming the first one has not been healed), you will die.




A hero finds glory in their own death, overcoming the Great Names that have made demands of them since before their fated birth.

Departing for the Waters of the Underworld:
When you depart for the Waters of the Underworld, Hero, roll...

--on a result of 6 or lower: Pick one consequences from the list below.

--On a 7 to 9: pick two consequences from the list below.

--On a 10 to 12: you have succeeded well! Choose three consequences from the list below.

--On a 13 or better:
----Choose four consequences from the list below.

Those who witnessed you remember you.
Those who remember you speak of you with admiration.
Those who remember you speak of you with fear.
Those who admire you raise their children in your image.
Those who hear your name uttered in fear know of your bravery.
Those who raise their children in your image preserve you in eidolon.
You may return from the Waters of the Underworld as a Great Name to speak with those raised on the tales of your bravery, and those who present themselves to your eidolon to guide them against the Great Names who tormented you in life.

This message was last edited by the GM at 02:26, Tue 11 Aug.