Zaine Aridula
Character Info
Class: Oddball
Level: 3
Owner: Kadrien
Need 7 more completed missions to reach level 4 (0 recorded).
Completed Missions: 4
Commissary Reward: 3
Perks earned: 2
Perks spent: 0
Perks remaining: 2
Personality
Recent Missions
No missions yet. Add one below or from the Missions page.
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
Baseline Might
Lift your own bodyweight.
+ Resilience
Pop a dislocated shoulder back in without flinching.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
++ Sensory
Smell poison in a drink.
Baseline Reflex
Climb a rope.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
Class Abilities
Suggest a ridiculously simple solution to a problem to have that solution suddenly work.
Essence Cost: Mid-High
Cooldown: Mid
Paired Action: State your solution, then either try it yourself or prompt someone else to do so.
- Cost scales with the implausibility of the solution actually working (without the user bringing it up). May fail outright if the problem is too complex/vast or if no one actually tries the proposed solution.
- If any character—besides user or someone they prompt—tries the solution, it is highly liable to backfire on them.
- Any other player whose character is in earshot of the user may, with your permission, activate this Ability THEMSELVES, with their solution coming from your character’s mouth. This uses THEIR character’s Essence but puts Captain Obvious on its normal Cooldown.
- Essence Cost
- Mid–High
- Cooldown
- Mid
Paired Action: Propose the solution aloud, then either try it yourself or prompt someone else to do so.
-
Cost scales with the implausibility of the solution actually working (without the user bringing it up).
- This Ability will fail outright if the problem is too complex or if the proposed solution isn’t actually tried.
- If a being attempts the proposed solution unprompted, you may Pitch how their attempt goes wrong.
- Any other player whose character is within earshot may, with your permission, activate this Ability themselves (spending their Essence), with their solution coming from your character’s mouth.
Enter a heady ramble fueled by imagination and memories, culminating in you snapping back to reality with a powerful Insight into a problem you are currently facing.
Essence Cost: Mid-High
Max Duration Mid
Cooldown: Mid-High
Paired Action: Portray a Turning Point (pg27) showing your character lapsing into excitable nonsense, babbling about memories, intrusive thoughts, or similar that their present situation reminds them of.
- Rambling counts as an Altered State (pg31); user’s train of thought MUST follow some sort of internal logic, even if not one grounded in reality.
≫ Unlike most Altered States, user chooses when to end this Ability. Insight power, Cost, and Cooldown all increases the longer it is maintained for. - While rambling, your Conduit and fellow players may make Luck Pitches on your character’s behalf, more powerful than what your own Luck Stat could normally provide and further empowered if they thematically tie in with the current contents of your ramble.
- Significantly jarring or startling the user may cause Head in the Clouds to end (though still granting an Insight).
- Essence Cost
- Mid
- Max Duration
- Low–Mid
- Cooldown
- Mid–High
Paired Action: Portray a Turning Point of lapsing into excited nonsense, babbling about memories, far-fetched theories, intrusive thoughts, or similar as an Altered State.
-
Boosts the user’s Happenstance Low–Mid, scaling on how committedly you portray the Paired Action and Altered State.
- Your fellow players and Conduit may make Happenstance Pitches on your behalf while this Ability lasts, treated as separate from your own Happenstance Pitching for Limiter purposes.
-
If the user is significantly startled or interrupted, this Ability will end prematurely.
- Answer Impact and Cooldown scale on how long the ramble lasted.
- If interrupted before a Low Duration passes, the user receives no answer but Cooldown is reduced to Low.
Interrupt a conversation with a completely unrelated topic, distracting the speakers and briefly causing them to forget what they were originally talking about.
Essence Cost: Low
Duration: Low
Cooldown: Low
Paired Action: Interject a wildly off-topic statement into a conversation.
- Non Sequitur is much more effective if your interruption’s topic actually captures the attention and interest of your targets; may fail outright if ignorable.
- This Ability will ALSO affect its user, completely distracting them and causing them to forget what they were doing while it lasts.
- Essence Cost
- Low
- Duration
- Low
- Cooldown
- Low
Paired Action: Interject a wildly off-topic statement into a conversation.
- Impact scales Low–Mid on how effectively the user interrupts the conversation.
- The user is also affected by this Ability.
Signature Gear
Set of 3 slips of paper, embellished with nonsensical “credentials”. Expend one while doing something wildly eccentric (but clearly not malicious) to strongly compel onlookers to not interfere or even judge you for it for a Mid Duration.
- Quantity
- 3x
- Display a coupon while doing something wildly eccentric (but clearly not malicious) to expend it, strongly compelling onlookers to not interfere or question that behavior for a Mid Duration.
Sock puppet, particularly susceptible to its owner’s Luck Pitches. User’s voice may emit from it at will with a shifted pitch and timbre. Once per mission, Mr. Sock may speak with its own voice and sapience (narrated by source player).
- The owner’s voice may emit from this puppet’s mouth at will with a shifted pitch and timbre.
- Happenstance Pitches directly involving this puppet have Mid Boosted Impact.
-
While the source character is not paying attention to it, this puppet becomes animate, speaking with its own voice and human intelligence, controlled primarily by the player.
- Allies will instinctively understand that the puppet is a different person in this state.
- May not speak to the source character, and becomes inanimate again as soon as they notice.
Set of 5 small tokens scattered around the current mission’s setting and found via Luck Pitches (much more easily by the owner). Finding one grants a relevant Insight about the mission’s plot. Collecting them grants increasing mental protection to the owner.
- Quantity
- 3x
-
Not brought onto the mission normally, instead scattered across the locale and found via Happenstance Pitches, with success scaling on the creativity of the proposed discovery location.
- Whenever the owner is reunited with a marble, they receive a mission-relevant Insight of Low–High Impact, scaling on how many marbles they have already found.
- You may Pitch your character accidentally losing all three found marbles, rescattering them as above, to restore a full Essence Threshold but forget all Insights gleaned from them.
Goofy, handmade head covering. If the user believes that something unexpected or innocuous is harmful and goes out of their way to tell others about it, this hat will provide powerful protection from that specific thing. Allies they convince receive lesser protection.
- Provides a Mid Ward against enemy mental effects.
-
Deliver an impassioned rant decrying something seemingly innocuous (rye bread, neon lights, the local mailman) as harmful to gain a High Ward against it (Mid Cooldown).
- Any other being who is convinced of its harmfulness also gains a Low Ward against it.
Appearance
Zaine is 5’8” tall with thinning grey hair. Late 50’s.
Background
Zaine was used by the government to learn about the effects of LSD and other drugs, for potential uses for soldiers.
Flavor
Weirdness Coupons: Used Strips of Acid with intelligible scribbles.
Level Up — Zaine Aridula
Current level 3. Promoting to level 4 requires 7 more completed missions (0 / 7 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.