Yana Vasilli

The Promised

Arc: Prophet 3, Magical Hero 0
Current Arc: Magical Hero
Emotion XP: Flat “What”

Playbook

Skills

  • Traditional Ways 2 - You know the ways of the Vasili
  • Calm and Focused 2 - You don’t distract easily.
  • Superior Affinity for Sunlight 2 - You are not of the celestial people, but you are tied to them.
  • Spirit of Romance 1 - You do have a soft spot for romantic things.
  • Archery 1 - You have learned some traditional archery.
  • Losing Things 0 - How would that even be productive?

Perks

  • Bond: Promised to the Sun (2)
    Your bond is mystical and destined. It helps you understand, find, and help the Sun-to-Be, but also makes it hard to step out of that role.
  • Affliction: “I am always awake for the sunrise” (3)
    Your ties to the Sun allow you to rise from any slumber to witness the dawn of a new day. This Affliction is tied to your Prophet rating.
  • Connection: The Sun-To-Be (2)
    You are literally promised to them.

Resources

MP: 5/5,
Will: 8/8,
Health: 2 Normal, 1 Tough, 2 Divine
Wounds:
Basic Quest XP:
Side Quest XP:
Main Quest XP:

Quests and XP

Basic Quest: The Will of Destiny
You know that Destiny is everywhere. Everything happens for a reason, even if that reason is not obvious at first, and you are contemptuous of people who think otherwise. Once per scene, you can patiently or condescendingly explain to someone how a series of random events is definitely the will of Destiny and why, and you may claim 1 XP towards this quest. When this quest is completed, you gain a Recharge Token.

Side Quest: Rivals Abound
There are too many suitors! Just so, so many suitors. You have some pretty strong opinions about this, and your opinion is that this is garbage. But you can’t just dismiss them out of hand. You need to know what you’re up against. You need to know what you’re dealing with. You need to figure these people out.

Even if you get turned down before this quest ends, you can keep doing it! You’re going to be pretty invested in the Sun’s final choice long past the point where you know that choice won’t be you. More invested, possibly.

Major XP Triggers:

  • When you complete one of the following triggers, you may claim 5 XP:
  • You really get to know a still-active Suitor over the course of a chapter.
  • Three chapters pass without you learning much of importance.

You may claim each of these triggers more than once, up to a total of three claims, for a total of 15 XP.

Quest Flavour:

Once per chapter, you may claim 1 XP towards this quest when one of the following occurs:

  • You break up a fight between two Suitors.
  • You prevent a minor NPC from becoming a new suitor.
  • You sabotage a romantic activity the Sun-to-Be is taking part in.
  • You spend time studiously researching somebody.
  • Someone tries to kill you.

When you finish this quest, you’ll have a much better idea of who you’re up against, and how they work. You gain the Connection: “The Sun’s Suitors (2)”. This Connection will automatically become “Connection: The Sun’s Consort” when a final choice is made.

Arc Quest 1: The Glorious Solar Idiot
You are promised to the Sun. You know exactly what that means. It means that the two of you will be together forever, romantically joined, two halves of the same soul. Which is why it’s just such a shame that the current Sun is a goddamned asshole and you kind of hate him.

No, seriously, he is just the worst.

But he can’t really be, right? This is your destiny. You are meant to be together. Obviously, the problem is just that you don’t understand his problems. You need to learn what he loves, and learn to love that thing too. You need to become his true romantic life partner. This will work. This will definitely work.

Major XP Triggers:

When you complete one of the following triggers, you may claim 5 XP:

  • The Sun-to-Be formally rejects you as a Suitor.
  • You get in a real, knock-down fight with another Suitor.
  • You have a breakdown because you’ve been trying to like something that the Sun-to-Be likes and it just isn’t working.

You may claim each of these triggers once, for a total of 15 XP.

Quest Flavour:

Once per chapter, you may claim 1 XP towards this quest when one of the following occurs:

  • You pretend to know about something the Sun-to-Be likes.
  • You try to lecture the Sun-to-Be about his duties.
  • You search for the Sun-to-Be, but he’s avoiding you.
  • You get in an argument with someone about whether the Sun-to-Be is your soulmate.
  • You freeze up in total indecision for several seconds.

Finishing this quest puts you in an awkward position: you’ve been turned down by the Sun, but you still feel connected to them. What could it mean? This actually boosts your Promised to the Sun Bond, increasing it to (3).

Powers

Prophet

All of your powers are rooted in your manifestation of Destiny - it is your core Principle, around which all else rotates. Your primary enemy is Freedom, for both your Prophet and Magical Hero powers; the power of your Prophet can also stand against Chaos and Sorrow. As long as you are a Magical Hero, you are Immortal, and can recover from any injury simply by turning aside and declaring that destiny will heal you.

Divine Guidance
No more than once per chapter, you can listen to the subtle voice of Destiny, and take action to bring fated things to pass. This allows the HG to let you know what Destiny intends for a situation, or nudges you towards a Destiny-advancing quest trigger on someone’s Storyline quest.

By spending 2 MP, you can instead apply Destiny to an Intention of your choice. This dramatically empowers it - if it was lower than Intention 4, it upgrades to Intention 4, and receives a +3 Tool bonus towards the service of a Destined future. It shatters the first Bleak or Enemy miracle you face, and shatters itself alongside the second, with +3 Edge. Shattered miracles backlash upon their enactors. Finally, you may declare that the Intention was always intended to lock into the nature of Destiny and a foregone conclusion.

If you sustain this power for a full chapter, or at least through two XP Actions, you can declare that it is building towards a historical moment of masterful drama - an all-out dramatic confrontation that will be spoken of for generations to come!

You may use this power freely up to twice per book. Using it a third or future time costs 1 MP.

It Will Be As It Will
When you are facing an immediate problem, you can consider, say some variant of “Destiny will not let me fail here…” and cast your life into Destiny’s hands. You and the HG and the other players can suggest ways in which the problem could be solved by a confluence of destined events, and that’s basically what will happen. Usually, this will generally just involve a few odd but mythically resonant coincidences.

You can instead try to direct this force, which is more narrow but easier to do! As long as Destiny could make something more likely, you can make a thing about eight times more likely to happen, or a power about twice as strong. By spending 2 MP, you can boost this - make an event about 33,000 times more likely, or a power ten times as strong! This also makes an attached Intention miraculously perfect - if you say that three people turn out to be triplets separated at birth, that’s pretty dramatic!

You can even spend 4 MP to just manifest an avatar or object imbued with Destiny, or remove a thing that is empowered by your Enemies. This takes a couple of minutes in which coincidences and portents mount up around you.

You may ask Destiny to solve a problem for you no more than twice per book, but you can make things more likely or powerful up to twice a chapter! Doing this more than twice per chapter costs 1 MP.

I Go Where I Am Meant To
You’re not that great an archer, and you don’t usually lose your stuff. But when Destiny demands it, you do as you are instructed. This power enhances your “Archery” and “Losing Things” Skills. When you activate it, your Intention with whichever Skill you’re using rises to a base of 4, and ignores 1-2 obstacle points for wind conditions, bad lighting, or the fact that losing things is rarely productive. Your skill also becomes a Level 1 Superior Skill, letting you do some mildly superhuman coincidental stuff (having the right thing to lose, say). You just hit the right spot or drop something that will be found in a critical moment.

When you’re in a Destined moment - portents are coming true around you, or you’re in an oracle’s tent - this power automatically upgrades to provide a Level 2 Superior Skill. If you can manage to find a Destiny-themed artifact or spirit, that could also apply. If you manage to get yourself into a complicated Destiny-based ritual or holiday - a major oracle or a festival of the future - you upgrade all the way to a Level 3 Superior Skill.

By spending 2 MP, you can make this feat flawless, automatically defeating any mundane opposition. This also upgrades it to a Major miracle.

You may perform an inspired feat up to twice per scene; a third feat costs 1 MP, and performing as many as you want costs 2 MP. You can’t perform inspired feats in places that are entirely without drama, such as a really well-oiled bureaucracy or alone in a placid lake.

The Personal Orrery and the Priestess’s Headband
Your mother passed her two great gifts to you, and you use them proudly. Your Priestess’s headband is fairly portable, and you wear it whenever you are in the role of a Priestess of the Sun, allowing your person to act as a source of Destiny (as per the Level 2 inspired feat, above.), and providing you with Cool 1 while you act in the service of Destiny. You also own a Personal Orrery, which is technically portable but honestly it’s the size of a chair and weighs about forty pounds so that’s a bit of a wobble. Anyway, you can use the Orrery to chart out a plan, and your next Inspired feat will count as a level 3 Superior Skill.

The Will Of Fate
Imperial
Over time, you can weigh down any scene with the power of destiny, causing events to unroll in predictable and causative fashion. If things are already kind of ritual and destined, they become totally so over the course of a few minutes. If events are chaotic and weird, this actually takes a few hours. Usually, you do this by making pronouncements and predictions, informing people of what is to come.

Spending 4 MP at once lets you make things as dramatic as you like, and can even (at your discretion) fill one of your Perk slots with the Perk, “It’s like a home to me”, granting you access to a Garden in which Fate reigns, applying a Level 1 Obstacle and Auctoritas to the miracles of your Enemies. This generally remains accessible to you for the rest of the current story.

Listen To The Will Of The Cosmos
Special, Chthonic
When people have problems, you are always happy to explain why they should follow portents and signs and not try to step outside the lines Fate has drawn. Once per session, when you listen to an NPC’s concerns about their life, and you haven’t gained an Issue this session, you may take either a Foreshadowing or Sympathetic Action and offer them advice! You can choose whether the advice that you give helps them to find their fate, or become at peace with a fate that they know, or both. Either way, you gain a point of Mystery.

Note that your advice is always useful to the person you’re talking to… as long as they follow it. This is a Chthonic truth! You may use this power on a PC, but in that case you offer them a chance to take a Shock action, instead of you taking an action, and offer them a point of Calling instead of giving yourself Mystery.
The Power of Destiny (Chthonic): You are at your best when things are going as planned. Once per session, when events unfurl as Destiny told you they would, you may recover 2 MP, up to a maximum MP rating of 6 (your max +1, in case that changes.)

You Can’t Cheat Fate
Imperial
Sometimes, people think that they’re better than Destiny. That they can chart their own life. That they can hide in a house on Horizon instead of becoming the Sun, Raven. These people are wrong.

When someone takes an action that betrays Destiny and acts against their prophecized fate, you can point out the ways in which they action was the wrong choice, and spend 2 MP. They have until the beginning of the next story to repent and try to undo the harm that they’ve caused. If they do not, a curse will fall upon them that will cause the things they seek to avoid to fall upon them in the worst ways. This curse will last for two full stories, with the full power of a wish.

You may use “You Can’t Cheat Fate” on someone you have already cursed; this makes it so that they only have 0-2 chapters to resolve the situation, or everything will go wrong pretty quick! Also, you can only ever have one “You Can’t Cheat Fate” active at a time; if you activate a new one, the previous one will fade away.

Chosen One

Wild Magic
You may use your Superior Affinity for Sunlight to invoke minor sunlight-related powers freely. This creates Level 1 Intentions, so it’s not a big deal, but they ignore Obstacles and don’t cost any Will, so that’s nice. You can do really almost any sunlight-themed thing. Doing this more than once every few minutes costs you 1 MP per use.

The Enemies of Fate
By studying the workings of Destiny, you can see those who fight against its loving grasp. Once per book, you may perform rituals of fortune-telling and learn about an antagonist’s plans, actions, or secrets. You can target anyone that is a personal antagonist, or anyone infected by Freedom.

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