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Foley Silver-Tongue

Key Character Milestones

  • Cruises the In-Between upon the retrofitted oil tanker "The Void"
  • Joined by Timothy the Mirror Mage
  • Records copies of songs by plugging into a Plane's Word Tree Roots
 

 

Story & song

COMMUNE
  1 AP
You use the language of outland folks, gaining the trust of a nearby commoner. You must invent a local saying to exchange with the NPC; it can be something like "It's raining cats and dogs" or "Don't judge a book by its cover." Explain what it means at the table.

Then, if you ask any of these questions, the NPC will answer to the best of their ability.
  • Is anyone causing trouble?
  • Where can I find the leader?
  • What are folks talking about lately?

  •  
    FOLK SONG
      2 AP
    You sing a song that kindles strong feelings in NPCs nearby. (The song has no effect on hostile creatures.)

    Read or sing the chorus of a song at the table and describe your performance. You may write your own or use one from another songwriter. Choose a mood to set for your audience:
    Bright: Hearts swell with friendly enthusiasm, sparking joyful conversations.
    Somber: The audience falls silent and begins a sorrowful reflection on their suffering.
    Proud: Zealous feelings are ignited, making the crowd noisy and excitable.
     
    SPEAK MYTH
      3 AP
    You appeal to a local myth to gain the favor of a commoner. You create the myth using four parts: an obligation, a lesson, a subject, and a story.

    Obligation Decide how the myth affects your target.
    Choose one:
  • They offer you and your allies food, shelter, and secrecy in their home.
  • They offer you the best reasonable trade on an item they are selling.
  • They go on a small mission, like fetching an item or delivering a message.
  • They admit to a recent wrongdoing.
  • They forgive you for a transgression.
  • They spread a rumor you create.
  • An obligation of your choice, as long as it does not harm them.

  • Lesson: Using the obligation, say what the lesson of the myth is, like "Give refuge to strangers" or "Always be a fair dealer."
    Subject: Name a central person or event.
    Story: Describe a dramatic situation the person or event is famous for. Perhaps they were a missionary who fed the hungry or it was a great flood that killed many.

    Share the myth with your friends at the table. You may reuse a myth you have created without describing it in full.
     
     

    Pathfinder

    READ THE WIND
      0 AP
    You concentrate on the language of wind, sensing weather patterns in your region of the world. You are able to glimpse a weather forecast for the next few days in your region of the world.

    2 AP
    If you spend 2 AP on this ability, you may choose the weather that you foresee in your region over the next few days, as long as it is seasonally appropriate. You might choose light rain, a thunderstorm, fog, a heat wave, or any other weather pattern, except for natural disasters like tornadoes or hurricanes.
     
    NAVIGATE
      0 AP
    You feel the land in your bones. You cannot get lost in wilderness unless magic is inhibiting you.

    1 AP
    You navigate your party to one of the following areas when traveling in wilderness
    Oasis: You find a reprieve that has a small amount of nourishment.
    Shelter: You find a natural cave that offers shelter from harsh weather.
    Ruins: You find minor ruins, like an abandoned keep or a withered statue.
    Nest: You find the home of an animal or group of animals, like an otter's den.
     
    DELVE
      2 AP
    You make a sound that travels throughout an underground structure, like a natural cave system or dungeon. (You can clap, make an animal noise, or anything else that might echo.) You sense the general layout of the next three areas connected to yours, plus the layout of any passageways between these areas. The Guide will draw you a rudimentary map, noting any major features, like columns, bridges, or crevasses.
     
    SPEAK WITH TREES (WORD TREES!!)
      You touch a tree trunk, connecting yourself to the trees of a contiguous forest.

    2 AP
    Seek: You ask the tree to search the forest. For example, you may ask to locate a specific creature, an object laying somewhere, or a location, like a cave or building. The tree will commune with its friends and then tell you where it is, how to get there, and how long it will take.

    2 AP
    Warn: You ask the tree to watch over the party. Until you leave the forest, trees will begin to sway and rustle if you approach a trap or a dangerous creature. The rustling increases as you draw nearer to danger.
     
     

    Charisma

    Cosmopolitan
      0 AP
    You are an expert in the study of cosmopolitan cultures, particularly in cities and nations. If you are falsely presenting as a citizen or official of a city or nation and your authenticity is challenged, you may use a local mannerism to fool common people.

    You must come up with the mannerism and describe it to the table. It can be a gesture, like a special handshake, a common saying, or some other idiosyncrasy from the people you are pretending to belong to.
     
    Silver Tongue
      1 AP
    If you are caught doing something prohibited or mischevious, you can use clever thinking to evade suspicion.

    You must appeal to something that your adversaries find agreeable. The Guide will choose one of these as the right answer, and secretly write it down:
    Orders: Someone with authority commanded you to do it.
    Ignorance: You didn't know better. It was a genuine mixup!
    Graft: You offer something of value from your inventory to make this go away.

    You must guess the right approach, and describe how you make the appeal.

    1 AP
    For 1 AP, the Guide eliminates one of the incorrect choices.

    After you give your story, the Guide will reveal the choice they wrote. If you guess correctly, your adversaries will leave you alone.
     
    Don't You Know Who I Am?
      1 AP
    You impress common folk and minions by pretending to be someone notable.

    You initiate the ruse by giving a special wink to a party member. Then, each of your nearby party members must proclaim an incredible fact that creates your identity. For example, a party member might begin by calling attention to you as a fabled writer, a storied warrior, or a sports hero. The other members of the party should build on this fake identity until everyone has contributed. Each claim should be more fantastical than the previous one.

    When everyone is finished, you draw a captive audience of nearby creatures who crowd around you.
     
     

    Stenography

    Dossier
    Item
    A magic book that copies things. You can make a Dossier of any size — from a pocket-sized folio to a coffee table book.

    0 AP
    You can use the book to copy any kind of writing or drawing that is pressed against its pages. For instance, if you press a handwritten letter against one of the Dossier’s pages, a legible but imperfect copy will appear inside.
     
    Mimic
      Item
    A magical pen that guides your hand to copy any writer's personal style. On the end opposite the pen tip is a magical stamp that can create forgeries of official seals. By bringing the Mimic within reach of a handwritten document, it automatically learns how to reproduce the document's handwriting styles, signatures, and seals.

    2 AP
    You use Mimic to create a single document forged in any style the pen has previously learned, including the reproduction of any official stamps or seals.
     
    Listener
      Item
    A small magic gem that can be activated to record sounds nearby for up to 1 hour. If you have the Cloner (p. 78), you can insert the Listener into a socket on the amulet. When they are paired, you can have the Listener record sounds that the Cloner intercepts. The device can record up to 1 hour of sound, and you can squeeze it softly to have it audibly play back the sound. Using the device to record makes it completely forget the previous recording.

    1 AP
    You activate the Listener. It records anything it hears, paying particular attention to spoken words.
     
    Crypto
      Item
    Crypto is a ring of opaque glass that glows when brought near glyphs, like writing on a piece of paper or stone etchings.

    3 AP
    You activate Crypto to translate languages or decode secret messages. The ring reads any object you bring within reach. A translation of the source material emerges, scrolling around the band as you read it. When it is finished translating something, the ring deactivates.
     
     

    LEGENDARY

    WILD CELEBRITY
      LEGENDARY
    Your presence is now respected by wild creatures everywhere. Wild animals, except bosses, will no longer attack you unless you harm them. (Trained animals and pets can still be commanded to harm you.) You may now use the Speak With Animal (p. 55) and Speak with Trees (p. 53) abilities for no AP cost if you have already learned them.

    Your Animal Partner ability (p. 55) now recruits a more powerful animal. Your partner has 10 HP, can hit for 2 HP, and attack twice per turn. If you have an existing animal partner, it is upgraded to these stats.

    6 AP
    You send a call while in wilderness to recruit a small army of animals. They stay with you for the next day. You can choose any combination of wild animals as long as they are native to the area. You may command them, and they all act together during your turn. The group is treated like a single creature with 20 hit points, and they collectively hit for 6 HP, distributed among up to 6 targets.
     
    Children

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