The Fallen Star

Jasper Irinka

  • Occupation: Student / Ghost / Psychopomp / Goddess
  • Hobbies: YouTube Videos, Singing, Exploring Catacombs
  • Favorite Foods: taiyaki, offrendas

Playbook

Skills

Courtly Manners 3
Ghost Magic 2
Singing 1
Riding 1
Lore 1

Connection: The Ghost World 3

Perks

+1 Divine Health Level
Bond: Dead. 2

Quests and XP

Emotion XP: Awwwwww XP

Basic Quest: Chill of Fear
You are a spooooooky ghost. Once per 15 minutes, you can say, emote, or get someone else to point at you and say, "oooOOOOOoooooOOOOOoo", or something like that to gain 1xp.

Mystic Quest 1: Changes

  • Major Goals
    • you have a traumatic transformation or dissociation scene in play, where your reality gets weird because your true nature is changing or revealing itself.
    • you see a confusing vision, nightmare, or premonition of your or someone else’s death.
    • you meet and get the chance to help a mysterious child find their way.
  • Quest Flavor
    • wrestling with/expressing nameless feelings of loss that make you act unnaturally
    • trying and failing to burn things, to light them on fire
    • getting confused about who and where you are
    • listening to stories about things that were lost when Jade Irinka died
    • talking with somebody about your destiny/nature and what it means
    • talking with somebody about why there’s such a thing as death
    • dealing with acne, braces, your period, ear infections, or other annoyingly intrusive elements of physicality.

Shepherd Quest Miracle: Eye for an Eye
You found something hidden away deep in the Ghost World. A white gem, perfectly round and opaque, with a black reflective circle on one end. You can tell there's something special about, some magic within it, and you're going to figure out what. Once per 15 minutes, you can you can say something like "I think there's a secret within it" to gain 1xp.

Powers

Of A Certain Place

You were the Sun's daughter. You lived in the sky, in a Kingdom in the Clouds, and everything was good. And then a man in black rode up on a horse and shot your mother with his black arrows. You tried to save her, tried to jump in front of her, but all that accomplished was getting yourself knocked out the sky with a gaping hole in your chest.

You fell down… down… down….

You live in the Ghost World now, an indistinct kingdom of shadows and memories. The warm, happy light of you has gone cold and weird. You still illumine the darkness, but not like your mother did. If only you could find her down here, she would know what to do.

Your Un-Element is witchfire, the eerie cyan light of ghosts and spirits and spectral things.

A Choice of Anchors
As a spirit, you have a natural inclination for making connections to things of the real world. People full of light and life and warmth and experience glow like beacons to you, and you can claim them as your tethers to the living world. Once per book for 0MP, you can claim someone as one of your Anchors, planting a tiny flicker of witchlight in their spirit. Any subsequent bindings cost 4MP.

Anchors:

  • Hugh Rosewood, the Ogre Faculty Member

Possession
Once you've Anchored someone, it is only natural for you to use them as a channel to enter the world. You're a ghost, it's pretty much the main thing you're known for! You can spend 1MP to completely control one your Anchors, taking their body as your own. You can choose to communicate with their minds, in which case you can do things like rummage through their memories or use their knowledge of Skills, but open yourself up to being bothered or distracted by their mind; alternately, you can simply suppress their consciousness and use their body unimpeded. You use your own Skills to pilot your Anchor, though you might gain Edge from their Physical Superior Skills.

If you or your anchor earn an XP point while you are possessing them, you must spent 1MP to maintain the effect.

Demesne [Skill]
You have a deep bond with the Ghost World, represented by a Connection Skill. You can use your connection to the Ghost World as a normal connection skill and also us it to:

  • manipulate the timing of events in the Ghost World;
  • manipulate the weather in the Ghost World
  • know things about the Ghost World;
  • choose plausible truths about the Ghost World

Spirit Lantern
When you Anchor someone, you place a tiny mote of witchlight in their spirit. If they allow it, you can stoke that witchlight, flaring it up into some unique superpower, a ghostly ability that ties your Anchor to the Ghost World while, also, reflecting something intrinsic about them. It also costs 4MP to activate that power subsequently, to draw it out and bring it into the world.

If, when you use this power, your Anchor is not willing or in full cooperation, in addition the MP expenditure, this power uses one of your XP actions for the week.

Primordial

In this world, there are angels the sky and angels of the sun and angels of hope. And those are pretty cool angels! They sing hosannahs and grow tons of extra arms and wings and eat evildoers and that's all super awesome.

But there are other angels, too; angels of night and angels of darkness and angels of death. They are colder than their kin and sharper. Their songs leave behind a chill and their transformations can be creepy and strange and it's hard to say that those they eat always deserved it…

Your mother was an angel.

Down here, you can be one too.

Your Principle is Memory, the combined stories and tales that make a person who they are. If you had to put it into a complete actionable thought, you'd say that your Principle is "Your memories define you". You manifest this principle through the Element of Reflections, in a way, you yourself are a reflection… of a Child of the Sun who should-have-been.

Unnatural Action
You are a reflection and so mirrors and reflections near you seem to almost become extensions of your mood. When you're feeling happy or optimistic, they seem to reflect back images that show the best side of people, like the mirrors in a high-end department store. When you're feeling low or lacking in self-worth, they tend to show back the least flattering angles — like every mirror in my house. If you're out-of-sorts, intoxicated, or just sort of mentally scrambled, things might get a bit weird, shifting colors, twisting images, just reflective havoc nearby.

At first, this is limited to pretty basic mirror manipulations, things that can probably be written off as tricks of the light or flaws in the glass. With practice, though, you can probably stretch this… making reflections move or change without reference to the person looking in the mirror, even writing words or creating images or scenes whole cloth — though that would not be easy and would probably take a lot of work to get right.

Scry
You can look into a reflection and see anything being reflected in any other mirror in the Region. It takes some time, shifting from reflection-to-reflection to find a specific thing, especially depending on how small or well-hidden what you're looking for is. It doesn't cost any MP to Scry in this way, but speeding up the process might cost 1-to-4 MP, if the HG thinks it's dramatically appropriate.

Digest [Imperial Miracle]
You are an Angel, and you can eat anything. You don't necessarily have the tools to hold or chew or swallow anything, but once you've solved those logistical nightmares, there's nothing that you can't digest.

Bindings [Imperial Miracle]
You are fascinated by memory. Rather than a record of everything that has come before, memory is a constantly updated story that a person tells themselves about the world and their place in it. When you spend some time in conversation with someone, talking about their memories and what they mean to them, you can reach into their memories and bind them to one of your health levels. Usually, this involves drawing some half-real item — a memory of dance class might produce a tutu, a memory of friendship a cherished half-pendant — though other, weirder effects can also be created. The exact mechanical effect of binding a memory depends on the health level you bind it to.

If you want to skip all the "talking" nonsense and just reach in and grab the memory of a sword you spotted, you can spend 4MP and just do that, too.

Shared Witness [Imperial Miracle]
When the people whose memories you are bound to want you to know something, you can know it. Usually, this takes the form of a vague feeling, but sometimes especially strong emotions will prompt full-on visions, with the target showing up in the reflection on a hard wood floor or the shine on your spoon. For 1MP, you can spend several minutes concentrating and tap into this same connection, sussing out where they are roughly and exactly how lost in remembrance they currently are. It's not super useful to know when someone is dwelling on the past, but it is something you can know. If you don't want to spend all that time, spend 4MP and just know it.

Further, you can learn how to make someone remember through this power. This power costs 4MP after the first time you use it.

A Distant Mood [Imperial Miracle]
So, sometimes people forget things… sometimes they forget who they are: literally and figuratively. You can help the people you know with that. When someone who's memories you have bound needs help, you can help them. If they need to remember things literally, you can do that, some reflection near them will show them a vision of the what they're trying to remember… or even suddenly snap them out of their amnesia in a dramatic falling down the rabbit-hole, life-flashing-before-their-eyes montage, if the memory loss is more total than that. If what they really need is more metaphorical help, remembering who they are in their heart and not what they've become out of necessity or convenience or sheer laziness, then this manifests as a level 2 Bond Self-Reflection Reminds You Who Are.

This power will cost you nothing the first time you do it in a week, 2MP if you want to do it again within a few minutes or hours, and 1MP beyond that.

But that's not all you can do. Once per book for free or for 4MP after that, you can charge up this ability with wishing power to make one of the following wishes:

  • I wish that what you see in the mirror makes you confident, self-assured, and ready to be your best
  • I wish that your reflection would give you good advice on how to solve your current problem
  • I wish that you could learn the truth in this mirror

Evocative Transformation / Transform and Devour
Sometimes, if you need it, you have the power to do something really dramatic. When Memory wavers, when the world is being rewritten, or vast swathes of history are lost to forgetfulness, you can stand against it.

Once per book for free and for 4MP thereafter, you can call upon your nature to become something powerful to fight the loss of Memory and Forgetfulness. You do not simply remind or destroy forgetfulness, you become something which can defeat whatever power it is that is bringing the state of being forgetful into existence. If it's an evil wizard casting a memory erasing spell, this is easy — you turn into a wizard-fighting magic-breaker. If it's something like the ravages of time, you might become a time travelling physician in a mailbox. If it's something more subtle, like pain or fear… well, it'll probably something that helps someone deal with their fears or their pains, something that lets them deal with the memories they are suppressing.

This is a super weird power, I'm not sure if you know what it really means to do it.

Current Status

  • Health Levels
    • 2/2 Normal
    • 1/1 Tough
    • 3/3 Divine
  • Resources
    • 8/8 Will
    • 4/5 MP
  • Issues
  • Progress
    • Active Arc: Primordial 0/72xp
    • Quests
      • Chill of Fear - 1/9xp
      • Changes - 0/21xp
      • Eye for an Eye - 0/9xp
    • Unspent XP: 1xp

Art

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[URL=http://chuubo.wikidot.com/dnd-the-fallen-star]Jasper Irinka[/URL], [B]the Fallen Star[/B]
[SIZE=1]Awww XP[/SIZE]
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