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Noises in the Old Theatre
by Phillip Wessels
When you drown in the fizzy, twisting currents of the mirrorwater, you feel yourself dissolve into its effervescence.
You see your allies move on. Are they grieving? You see your possessions redistributed. How do people make them their own? You see a doom come to fruition. How does hope die?
You awaken feeling the sand of the shore and the harsh bite of the wind on your wet, naked body. You feel completely revitalized--energized, even. It occurs to you that it has only been a moment, and what you saw was but a strange dream. The first person you encounter will advise you of subtle changes in your appearance (things luminescent, metallic and/or pristine).
You may take this move immediately upon waking; also gain 2 Constitution.
When you take harm that splits you open, roll+Con. On a hit, your wound doesn’t bleed; instead, it explodes with a blinding splash of liquid light. If this startles someone, take +1 forward to hack and slash towards them. The wound glitters and it is apparent to any that you are unnatural. On a 7-9, choose one: you repulse others with your eeriness, the curious objectify you, or you gain the full attention of a threat.
If you took the above move, the following moves count as class moves for you, which you may take when you level up:
When you put yourself into a liquid, it flashes with light. The light dims down to a soft glow; the liquid is cleared of any attributes except color and flavor, and is now slightly flizzy. If it is consumed by anyone else it grants them 3 hit points and +1 forward; if they do not have more within a day, they go into withdrawal and gain -1 ongoing for a day.
When you smack into a hard surface, roll+Con. On a hit, you splash out of another surface any distance away. On a 7-9, choose one: you don’t bring any belongings with you, you attract the attention of a threat, or you need a moment to ground yourself (-1 forward if you don’t). On a 12+, you may create a temporary portal that anyone can use.
When you are in contact with metal it rings slightly, has a more glittery appearance, and is found to glow if in the darkest dark. When this metal clashes with metal, roll+Con. On a hit, the air ripples and a spray of white sparks explode from the contact. The sparks ignite pure white flames. If someone is completely consumed by the flames, they are found nearby having drowned to death. On a 10+, the other metal explodes away. On a 7-9, choose one: the metal phases through and out of your touch, the ripple stuns you and you need a moment to ground yourself (-1 forward if you don’t), or the flames endanger an ally.
When you have a moment of physical intimacy with someone, roll+Con. On a hit, ask a question about them as if you had succeeded in discerning realities. On a 10+, hold 3. On a 7-9, hold 1. You may spend your hold one-for-one at any time on the following options: they feel the urge to do what they think you want; they are distracted and take -1 forward; or they feel energized and take +1 forward. There is a physical tell of your influence; describe what it is.