Rarissisma
Advent v1
Character Info
Class: Brainiac
Level: 8
V1: Need 19 more missions to reach level 9
Completed Missions: 25
Commissary Reward: 8
Personality
Recent Missions
-
Balls and Thrusters
Apr 18, 2026 - pending -
Big Bro & Little Sis Save the Kingdom
Jan 27, 2026 - success -
The Mirrors are Due in TPC
Jan 24, 2026 - success -
false vication
Jan 13, 2026 - success -
Movie Magic
Sep 25, 2025 - success
Stats
Class Abilities
Reveal and activate a complex mechanical contraption that you somehow created and placed in advance.
Essence Cost: Mid
Cooldown: Low-High
Paired Action: Gleefully introduce the contraption, explaining at length how it works; activate it only after you finish doing so.
- The contraption’s capacities and location are both Pitched. Unlike normal, plausibility does NOT determine success— the contraption’s presence can be unlikely past the point of absurdity so long as it can be revealed from a hidden location and it fits your character’s established theming.
≫ Eg. Opening a closet door to reveal a dangerous robot is completely valid, even if there’s no possible way the robot could logically have gotten there beforehand. - The contraption’s theoretical potency scales on the size of the audience you introduce it to; it’s actual effectiveness scales on the length of your Paired Action, as does its Cooldown.
≫ Eg. A giant death laser could be revealed to a crowd of hundreds but not to a few dozen, and, unless monologued about at about for a few minutes, it would be likely to break, misfire, or similar almost immediately.
Order a subordinate to perform a mundane task for you.
Essence Cost: Low
Duration: Low
Cooldown: MidPaired Action: Issue your command in a smug or belittling fashion, reinforcing your position above your target.
- Imposes an Altered State (pg31) of untroubled compliance in the target, making them go along with the command even if normally they’d be opposed to it (or even an outright enemy of the user). The target of this ability is rendered notably less competent and intelligent than normally while this lasts.
≫ Scales in potency on how much lower the target’s status is than the user and on how seemingly inconsequential the order is.
≫ Ends the moment the task is performed or once the Duration elapses if still unaccomplished. - The user may Pitch away in which the target’s tasked action wildly backfires; the target themselves will always emerge completely unscathed from this.
Pitch a physical weakness or character flaw in an enemy.
Essence Cost: Mid
Cooldown: Mid
Paired Action: Announce the weakness and monologue at length upon how you learned of it and how you plan to exploit it.
- The targeted enemy cannot interrupt you during the Paired Action and their attention will be forcibly held. If you are interrupted or their attention is broken before you finish the Paired Action in full, this ability may have a much weaker result or fail outright.
- If the weakness you Pitch would logically apply to other enemies, you may target up to a small group of them with this ability, increasing its Cooldown to High.
Ability Perks
Do the Thing - You too! If a second target is within earshot, they will also follow the command. More than one second target, I choose which one is affected.
Behold! - Pocket sized: Presenting a small invention to a small crowd gives the invention high theoretical potency
Your Only Weakness: Your Secret Strength: Announce a secret strength of an ally and monologue at length upon it, including how I plan to exploit that strength.
(Rest of YOW applies.)
Behold! - Look what I Made: Another player within low range of Rare can activate Rare’s Behold! at high essence coat, using their essence.
That player’s invention on works once.
(Rare’s Behold! then goes on cooldown for the same length as if she had made that same item.)
Do the Thing - Step Right Up! Rare recruits up to three “volunteers” as if part of a circus act and gives them simple but absurd instructions.
Behold! - Pack Up and Go: Rare’s non-pocket-sized inventions all have a button on them that, when pressed, folds the device up into a handheld cube, which also has a button to unpack the device into it’s original form.
Signature Gear
A set of mechanical arms, stronger and much tougher but considerably less dextrous than regular limbs, ending in heavy grabbers. Once per mission, Pitch a tool to replace these grabbers (may swap back at will).
Small crossbow, able to be worn on the wrist; includes a pouch of 10 quarrels. Relatively low power and range but very easy to reload. Invisible (including quarrels) until aimed at a target; regains invisibility after a Mid Cooldown.
Full-body suit of mechanized armor, offering High physical protection. Light weight to the user and boosts their strength, powered by a battery with Mid Duration (ejecting the user when depleted). Has an obvious weak spot that, if struck heavily, will break the suit.
Small implant in a finger that allows the user to interface with objects through prolonged contact, with potency scaling upon more complex targets. Mid max Duration. Especially vast, hostile, or protected objects may eject and/or mentally strain to the user.
Set of 5 single-use rockets, rapidly accelerating to dangerous speeds and flying for a Low duration. Prone to misfiring, altering course, or even exploding, particularly if damaged or handled carelessly.
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.
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.
Branded athletic apparel offering ok environmental protection. Greatly reduces Green & Yellow Stamina Exhaustion (pg23), though Red remains normal. Enhances user’s prestige in the eyes of athletes and sports fans (no matter their sport of choice).
Common Items
Common Item: Projector (low battery, needs to be plugged in for long-term use)
Appearance
Personality Traits: Showoffish, Tactile, Scatterbrained
5'3, chubby. short, blonde, spikey hair, always seem to be moving. Wears a selection of different dresses but always wears her knee-length, multicolored, home-knit duster.
Background
Rare grew up in a tinker town, one famous for its resident's ingenuity. A few weeks ago, after selling particularly unusual device, she was approached by someone in all grey who handed her a business card and a date and time to be there. (Think Jay in the beginning of MIB 1.)
Flavor
Frantic
Level Up — Rarissisma
Current level 8. Promoting to level 9 requires 3 more successful missions (25 / 28). Add them below, 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.
Abilities
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