The Fortune Teller

The Fortune Teller
A character in the Rustic Vale campaign.

Nina Sosunov, the Fortune Teller

  • Occupation: Fortune Teller / Quest-Giver
  • Age: 25
  • Hobbies: Hiking, Photography
  • Favorite Foods: Peppermint Tea, Apples
  • Trinket of Choice: Photos
  • Arcs: Knave of Hearts 1, Self-Made 2
  • Current Arc: Self-Made 2+ [Sickly Storyteller]
  • Emotion XP: Facepalm
  • Genre: Gothic [Slice of Life, Shared Action, Shared Reactions, Obsessive Action]
  • Progress
    • Active Arc: Self-Made 2+ [Sickly Storyteller] 6/72xp
    • Quests
      • "The Will of Destiny" - 4/9xp
      • Quest-Giver - 6/21xp
      • The Bread Mage - 1/15xp
      • Unspent XP: 1 xp

Resources

  • Normal Health: 2/2
  • Tough Health: 1/1
  • Divine Health: 2/2
  • Will: 8/8
  • MP: 5/5

Skills

Showmanship 2
Mysterious 2
Photography 2
Wilderness Survival 1
Superior Dreamer 1

Perks

8? out of 8

Connection: Vale’s Shield [2] - Something about her resonates with you.
Connection: The Temple Monk [1] - You like how flustered he gets when you flirt with him
Connection: The Merchant [1]
Bond: Aggressively Mysterious [X]: Equal to your Complex Issue.
Affliction: Quest Giver [1] - Your questly information has a habit of becoming true, even when it is obviously junk.
Skill Perk: Shine [1]. (You always have Shine equal to your Knave of Hearts level.)

Arc Perks
+1 Tool bonus (Knave of Hearts 1): Communion - on Connection skills with those who are roughly part of your Mythos (who get the same bonus to you)
Bond (Self Made 2): We Can Do This [2] - You are good at getting everyone on-task.

Miraculous Abilities: Knave of Hearts [1]

When you were younger, you had a legitimate encounter with the divine. In your dreams, you met Attaris, the Goddess of Time, and you saw a tiny fraction of the infinite possibilities that her life represented. This brush with the forces of Destiny has given you certain gifts:

The Blessing of Divinity

  • 0 MP [Strike 1] - Lay out a fortune for someone to see how they fit into grand clashes of heroes and villains.
    • See who will take up a sword, who will be in need of rescuing, who is a black-hearted fiend and what is a good location for a showdown. You can also see who’s already involved in such narratives, which means that you always, always sniff out the Dark Lord when he’s slumming around town. You haven’t quite figured out why he does that, yet…
    • This power needs to be actively used.
    • Using it makes you even more vague and dreamy than usual, applying an Obstacle 1 to all of your attempts to perceive the mundane world.

Poetic Reality

  • 0 MP - Nudge reality over a few seconds to line up a bit more with how you think it should be.
    • When someone completes a quest, you can level up their weapon! When a monster enters town, you can make them a bit more monstrous! You can make the room go dark and stars spin around you when you make a prediction, or have rolls of thunder follow an ominous pronouncement.
    • All changes are cosmetic; a cool new sword doesn’t cut any better than the old worn one did, for example.
    • They are treated as an Intention 3 magic for the purpose of people trying to undermine or oppose them.

Somebody Else’s Story

  • 1 MP - Put yourself into the viewpoint of the heroes and monsters that surround Vale, when engaged in heroism-related things.
    • Generally, you’ll only see what they’re doing, but if they’re a minor NPC you can narrate what that is.
    • You can only see when people are doing things that are heroism-like; a monster having a nice dinner with a romantic date won’t show up, nor will the Dark Lord when he’s helping put on a parade (unless he’s putting the parade on in order to crash it for Evil Purposes, of course), but an ordinary person being held captive by goblins is totally fair game.
    • You generally use this power to find quests to send Heroes on.

Communion

  • +1 Tool bonus on Connection skills with anyone who is roughly part of your Mythos.
    • They have the same bonus to you

Miraculous Abilities: Self-Made [2]

You may not have handled your newfound divine gifts very well.

Specifically, you ran away from Town, following hunches and feelings, until you came to Vale. Once here, you started looking for other forces of Destiny, and when you couldn’t find any… you started looking harder. You started guessing. You may, on some level, have started making things up.

You are consumed by the grand epics, the stories of heroes and villains, and you slot everything into that worldview. You have probably done more to encourage Heroes and fight Villains than anyone else in town, and it usually starts with a palm reading…

Arc Trait: Sickly

  • As long as you are on Self-Made, you suffer from the Sickly trait.
  • Suffer Trauma and Suffer Corruption are always XP actions for you.
  • When you take them, you automatically gain a point in the Sickness Issue.
    • You thus tend to go through cycles of Sickliness more than most other players.

The Language of Destiny

  • You can communicate with any living creature, as long as communication is theoretically possible.
  • You’re also inherently likeable; it requires an action at Obstacle 2 to decide to become hostile to you.

We Can Do This (Bond 2)

  • You are good at getting everyone on-task.
    • Whether it’s to help organize the Mayor’s picnic or start a quest into the Dark Woods, you have an innate Level 2 Bond which you can apply to all attempts to get people organized. Or you can gain MP or Will when your insistance on turning everything into a huge production causes trouble.

But Thou Must! (Bleak, XP Action)

  • XP Action - Wherever trying to convince someone to do something, you can make it either a practical/sensible course of action for them, or the natural course of action for them.
    • When you start explaining people’s heroic destinies to them, or hand them a critical quest, or try to convince them to get involved in whatever ridiculous plan you’ve put together… they do.
    • They default to doing it as a Level 4 Intention, and must use an opposing Intention to avoid going ahead with your desires.

The Heroes of Rustic Vale

  • You know all of the heroes that hang around town, and have given most of them some degree of training, prophetic statements, or general hints.
  • They all come back when they can’t find golden furs in the woods, or when they’re looking for the locations of ten fairy wings, and you can use that to direct them to your benefit.
  • Generally, your heroes are a diverse bunch of swordsmen, wizards, and sneaky thieves. All are cursed to turn fully or partly into animals sometimes.
  • They tend to have a hero-related skill at 2 - Superior Vitality or Physical Control, or some form of Elemental Magic. Or, when transformed, an appropriate Superior <Animal> skill at 2.
  • When you need them to do a task, they can generally give you 1-2 Edge on hero-related tasks.
  • By themselves, they almost never go past Intention 3, although they are wandering around in the background of your life, killing wolves, collecting treasures, and occasionally dying.

Destiny’s Call:

  • 1/book - Freely summon any Hero (or character that you have a Connection to), allowing them to miraculously show up just as they’re needed.
  • 2 MP - Use this power a second time in a book.
    • When you are in danger, or simply when you need to be somewhere, your heroes tend to appear to defend you. At the end of the scene, they’ll return to wherever they came from.

Augury

  • 1 MP - By consulting your crystal ball, you can choose any of your Heroes or anyone with whom you have a Connection, and find them.
    • Over the course of a few minutes, you’ll get a precise sense of their location, and a vague vision of their current circumstances.
    • Between this and Somebody Else’s Story, you have a staggering ability to keep track of what’s going on in your world.

It Is Your Destiny (XP Action)

  • 2 MP, XP Action - You can declare someone’s destiny, creating a level 5 Intention on their behalf and affecting the world around them.
    • This requires an XP Action on your part, and behaves as an XP action for all purposes.
    • It is up to you whether this Intention is on for as long as this power is sustained, or whether your victim - that is, the person you are helping - is able to control it.

Your Work Here Is Done

  • 1/book - You can send one of your Heroes, or a person to whom you have a Connection, safely away from wherever you are
  • 4 MP - Use this power a second time in a book.
    • Occurs by way of opening mystical pathways that send them to quest locations in nearby Regions.
    • It never lasts forever; after resolving the minor quest you have sent them on, they will always be able to return (this typically requires an XP action, or for NPCs, spending a few chapters working at returning).

We Were Meant To Meet (Ritual)

  • 1/book - While reading someone's fortune, create a Level 2 Connection to this character, identifying their role in destiny.
  • 4 MP - Use this power a second time in a book.
    • This lasts for the remainder of the book.
    • Creating this Connection requires a mystical break from reality, in which your eyes cloud over, the sky goes dark, and you proclaim the importance of the person that you are talking to. You can only use it while reading someone’s fortune in some way, usually with your crystal ball, but a palm reading or tea leaf reading is also appropriate.

The Stars Reveal To Me…

Miscelleny

XP Actions (1/2 Used)

(Chapter 1: Slice of Life, It Is Your Destiny)

  • Genre: Gothic
    • Slice of Life
    • Shared Action
    • Shared Reactions
    • Obsessive Action
  • But Thou Must! (Bleak, Self-Made [2])
  • It Is Your Destiny (2 MP, Self-Made [2])

Issues

  • Mystery [1]
    • There’s some mystery about you, or some mystery that you’ll have to face. What is it?

Intentions

No Intentions

Arcs and Quests

  • Knave of Hearts (1)
  • Self-Made (2)
  • Current Arc: Self-Made 2+ [Sickly Storyteller]
  • Arc XP: 3/
  • Free XP: 1

Basic Quest: "The Will of Destiny" (Black)

4 out of 9 XP
Symbolic

You have a lot invested in people recognizing that you are a fortune teller. As such, you need to point out Destiny’s Workings. And whenever a coincidence happens, you need to explain how it wasn’t a coincidence at all. Once per scene, when a strange coincidence related to heroism or adventures occurs, you can point it out and identify it as the Will of Destiny. When you do, you can gain 1 XP.

Completing this quest earns you a Recharge Token, at which point you may either restart it, or, if you’ve had a new idea, replace it with a new basic quest.

Quest 1: Quest-Giver

6 out of 21 XP
1: Red, Black
2: Purple

The Five Dread Realms are always shifting, always attempting to overwhelm the peace and sanctity of Rustic Vale. Fortunately, you are here! You direct adventurers towards dangerous locations, research terrible monsters, and identify the strange artifacts that they find. This is pretty easy to do, usually, because you spend a lot of your spare time sneaking around the Five Dread Realms dropping treasure chests everywhere, feeding monsters, and identifying actual problems.

It’s not that you’re deliberately messing around. You know that the Dread Realms are getting stronger, and your auguries have indicated that there’s bad stuff on the way. You don’t know exactly when, but a new dungeon is opening, and the Heroes have to be ready for it.

Major Goals:
The HG can award you 3 XP towards this quest when:

  • ☐ You get caught planting a boss battle, complete with treasure chests.
  • ☐ One of the Heroes gets badly hurt, or even killed.
  • ☐ You help a group of adventurers stop a real monster from devastating Rustic Vale.

You can claim each of these triggers once, for a total of 9 XP.

Quest Flavour:
1/chapter, you can earn a bonus XP when you:

  • Convince someone to let you read their fortune.
  • Convince someone to go on a quest.
  • Convince someone to help you fake a quest for training purposes.
  • Have a long conversation with Fortitude Rats.
  • Accidentally break something that seems kind of important.
  • Have a humorous misunderstanding with another PC.

At the end of the quest, you’re going to be that much better at getting people to do things for you; your Shine Perk increases to 2. Then you’re going to move on to Quest 2: The Grand Prophecy.

Side Quest: The Bread Mage

1 out of 15 XP
2: Blue, Green

There’s a newcomer to town - a Baker. Usually, this Baker will be Natalia Federov, a simple immigrant recently arrived from Russia. But it could be almost anyone, really. The important thing is, on her first day here, you did her fortune, and realized that she is one of the strongest potential Heroes you’ve ever seen. Maybe even the Destined Hero you’ve been waiting for! You want to train her, and start her on quests. Except…

She doesn’t want that. She just wants to run the town’s second bakery, and maybe open a tea shop. And the truth is, she’s pretty nice, and maybe the town doesn’t need one more adventurer. You like to spend time with her.

You aren’t sure what to do. Do you stick to your guns, and force her into a life of danger and adventure that she doesn’t want for the good of the town? Or do you let this one go?

Major Goals:
The HG can award you 3 XP towards this quest when:

  • ☐ You spend an afternoon drinking tea with the Baker.
  • ☐ You formally commit to either making the Baker a Hero, or leaving her be.

You can claim each of these triggers once, for a total of 6 XP.

Quest Flavour:
1/chapter, you can earn a bonus XP when you:

  • [CHECK] Try to tempt the Baker with heroic tales.
  • Spend an afternoon behind the counter of the bakery.
  • Send other adventurers on stupidly-hard quests to try and lure the Baker out.
  • Patch up someone who has been hurt.
  • Take a day off from any kind of fortune telling or quest giving.
  • Eat way too much food.

Typically, finishing this quest brings you closer to the Baker, granting you a Level 2 Connection to them, regardless of whether you push them towards baked goods or bloody corpses.

Power Tracker: Chapter One

  • Nothing yet used

Code Block stuff

[b][url=http://chuubo.wikidot.com/rusticvale:the-fortune-teller]Nina Sosunov[/url], the Fortune Teller[/b]
[size=1]Facepalm XP[/size]
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