The Emperor, the Archon, his Magistrianoí and their Lover

TUTORIALS

A BEAT is a coherent "chunk" of emotion - which can be stored in a human soul and spent to perform magic and complete actions. The six "basic" emotions are ANGER/FEAR, JOY/SORROW, CURIOSITY/BOREDOM. Each skill is linked to one emotion and two secondary emotions. For example, Melee uses Anger as a primary emotion, but can also use Joy and Curiosity to a lesser effect.

Whenever Nike feels something, they can take up to 2 Beats or transform up to 2 beats. Transforming across the axis of internal/external emotions causes the beats to DOUBLE. For example, if Nike is afraid (2 fear beats), but then decides to face their fear with a burst of righteous anger, those 2 fear beats can be DOUBLED to make 4 Rage Beats.

When taking actions, you expend beats to get bonus successes (which are added to your dice rolls and your skill bonuses to get your total result.) When casting spells, you expend beats - the more beats, the more powerful the spell.

When taking an action, Nike will roll their Will (starts at 2, gets higher as they gain in experience.) Each Will is a six sided die, with each side reflecting a different emotion. After the dice are rolled, you add in "results" equal to your skills. Finally, you expend any beats you want. For example, Nike has 1 in Melee and they try to stab a bad guy. They would roll 2d6 and get, say, 2 and 4: Fear and Joy. Then their Melee skill would add in a Rage result. But if they had 2 rage beats hanging around, they could expend those to make it 1 Fear, 1 Joy and 3 Rage. You HAVE TO USE the HIGHEST result! Fortunately, Rage is the main skill for Melee, so that'd be 3 successes, which can be spent to hit and do damage.

When 3+ beats are spent at one time, they become a Shard of the dominant emotion (E.G, the most common type.) So, if you spent 5 beats (3 anger, 2 joy), then you would gain 1 Anger Beat.

Shards are persistent chunks of emotion that can only be shed through downtime. This removal requires indulging in an activity that is at least vaguely counter to the shard's dominant emotion. Reading a comedy to wean off anger shards. Read a tragic romance to burn off a joy shard. Get your hands dirty working on a craft project to burn off restless curiosity. However you do it, it costs 1 Thaler (1 gold coin) per Shard removed. This price can be waved by instead doing something YOUNG AND STUPID. For example, why read a romantic novel when you can seduce the wife of the mayor? Removing a shard grants 1 XP!

Shards function similarly to complications - however, unlike complications, they count as actual beats, not skills. This means that shards make it easier to get more shards. Having 1 shard means you only need to spend TWO beats at once to get a second shard.

Shards are useful - as they can be used for magic, unlike Consequences. but they are also...dangerous. If you acquire 10 shards of a single emotion, you become a GAUNT and are no longer able to feel ANY EMOTION SAVE THAT OF YOUR SHARD. Gaunts are prized by the unscrupulous and the power hungry for their magical strength, but feared for their monomaniac personalities and their lack of control.

TUTORIAL: An enemy has five important stats. Danger (Usage), Defense, Armor and Flourishes. Danger is their hit points and how dangerous they are. The usage (indicated in parenthesis) indicates how much danger they can spend to take actions. So, in this case, Bear can spend 1 Danger on a single target per turn! Defense is how many successes you need to roll to hit them. Armor is how many successes you need to cause 1 damage.

So, if Nike got 4 successes, they would spend 3 to hit, then the last could be spent to do 1 damage (which would be doubled by their longsword to 2), reducing Bear to 4 Danger. If an enemy hits 0 danger, they can be "taken out" as a free action. What being taken out MEANS depends on the Escalation. There are four levels of combat: Social, Chase/Physical, Non-Lethal and Lethal combat. We're currently at Non-Lethal, so taking him out would KO him or force him to surrender!

Enemies (or Nike!) can escalate at any time, to entirely refresh their health AND gain the initiative (this is a sneaky way to get two actions in a row), but the downsides are that...well, the consequences for failing have just gotten dramatically worse.

Finally, there are Flourishes. Flourishes are special moves that NPCs get to reflect their training, skills, spellcasting abilities and magical powers. Since you've never fought Bear, you don't know what his flourishes are.

Now, for actions, you choose a Skill, then roll it, then expend those Successes on any of four actions (and yes, you can combine these actions, in any order you want, so long as it makes sense using the skill in question.) Those actions are Manipulate the Environment, Attack, Hew and Harry. Manipulating the Environment is a catchall for moving, throwing over tables, kicking braziers at people. Attacking is just as it says, attacking. Hewing reduces the enemy's armor by 1 per success to a minimum of 1 until they expend Danger to repair it. Harrying is the same, but with Defense! There is one restriction in skill use: Hewing and Harrying CANNOT USE COMBAT SKILLS unless you have a weapon that specifically allows for it!

TUTORIAL: When casting a spell, you spend beats on several "categories." The only Category that requires a beat is "Duration" - all others have an effect even with 0 Beats, to allow for simple, easily cast spells. Those Categories are...

DURATION: How Long a spell lasts. A single beat may last for a moment. Eleven lasts for eternity.
RANGE: The range of the spell. No beats means the spell must be touched to an object. Eleven beats reaches around the world.
TARGET: The number of living targets or the weight of unlivng substance effected. No beats will handle one pound or one person. Eleven can create tons, or effect thousands.
AREA: The general area effected. No beats means there is no area of effect. Eleven will cover several square miles.
SPEED: The speed of anything moved. For no beats, no speed can be imparted. For eleven, the spell will impart enough speed to fly across whole continents in hours.
HEALTH: The amount of raw Damage is caused. This is a direct 1 to 1 relationship - 1 beat causes 1 damage.
DICE: The amount of dice added by or subtracted the spell, if the spell is a buff or debuff. At zero beats, this is zero dice. The scaling is relatively slow and caps at +/- 6 dice at eleven beats.
TAGS: This amount of beats indicates the number of positive or negative tags applied to or removed from weapons.

There are four kinds of Implement: Writing, Instruments, Singing and Dancing. Each adds their level to two different categories.

WRITING: Each level of writing adds +1 beat to Duration and Tags.
INSTRUMENTS: Each level of instrument adds +1 to Range and Health.
SINGING: Each level of singing adds +1 to Target and Area
DANCE: Each level of dance adds +1 to Speed and Dice

To put this all together as an example. Say Nike has 1 Level of Writing and 4 anger beats. They quickly scribble some furious exhortation on their trusty flintlock pistol and spend the 4 anger beats - 2 on Duration, 2 on Tags. This is bumped to 3 on duration, 3 on tags, creating a spell that lasts for 1 minute, has a range of touch, targets one one pound object (the pistol), imparts no bonus dice, causes no damage, and has no speed. But it DOES remove 2 tags, which Nike use to remove his flintlock's tags of Loading [2]. Now, he does not need to reload the pistol. It has become a glowing, bright red, modern Colt 1911. For the next few minutes at least.

THE TABLE O' MAGIC!


NIKE'S CHARACTER SHEET




NIKE'S EMOTIONAL STATE
ANIMA: Dim
BEATS: 1 Sorrow
CONSEQUENCES: None | Sleepy... (1 Boredom) | None | None
SHARDS:
XP: 3
 
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CHAPTER TWO: TO SAIL THE SEA OF SPIRITS (1.1)
Xeno watches you as you look at the heavy scaled armor normally worn by a cataphract.

He chuckles. "I doubt it."

You grin at him, then snatch up one of the frielander style longswords that Erika taught you how to use. Every bit of this sword can be a weapon - the pommel for striking, the blade, the point. It may not be the best in all situations, but it can be used in every situation. You pick a baldric to hang a scabbard from, sheath it, then set it aside to dress in a cloth gambeson - preferring mobility to sturdiness. Not that a gambeson is fragile. People are always shocked at how tough cloth can be, when properly layered, doubly so when enhanced with magic.

Xeno drops from the ceiling and lands upon his four clawed hands, his tail lashing. He prowls towards you, and speaks. "Good luck, Victory. I've been deployed to Frieland. You're going to need it."

You grin at him - shifting subtly to be more fully on the feminine end of the spectrum. Your eyes sparkle. "They're the ones who are going to need the luck, Xeno."

The Nightmare Cataphract laughs - a hissing, chittering sound - then sweeps you into his hug, careful to not slice you.

***
The nearest town to father's manor - the proper town, that is, not the small village that is technically his land (he is a Dux, the highest noble rank granted to Archons by the Senate) - is a bright, white washed place that clusters up to the gentle beaches that run up to the Sea of Spirits. The ocean is wine dark and beautiful and seems to stretch on forever. You see that there are several large fishing boats out and bobbing at the sea, and a massive warship has docked. The Galenzanti navy once ruled the seas - but now they have ceded their absolute supremacy to ships put out by Avalon. The attempt by your people to match the massed broadsides favored by the Avalonians is still somewhat awkward looking compared to the history books you'd read of the fast, sleek ramming ships of the past centuries.

Still, the glittering steel kannon make you feel a swell of patriotic pride as you ride your horse into town, accompanied by a stablehand who volunteered to come with - simply to bring the horse back to the manor once you are done. He waves you a goodbye and you wave after as he and the horses ride off. You're alone. Actually, really alone - in a bustling town that somehow manages to feel ten times larger than Dragonspire did. But that's because Dragonspire is all enclosed sections connected by thin doors. It doesn't sprawl like this place does.

You feel light on your feet - happy and excited all at once - and take some time just watching people. Fishermen, working with the fish that they pulled from the sea. A brewery with its barrels out and a woman chanting over them to affix the magic. A tavern, where rough types and sailors are clustered around, drinking, talking, playing cards. You see fae servants, following after their masters, their control collars glittering faintly in the sunlight. You see Galenzanti sailors swaggering through town as if they own the place.

But at last, you come to the docks and begin to check the boats out. Several of them are heading for Frieland - but most of them are bound for their capital, Beliz. Well. "Capital." It was where their so called Emperor was crowned, after he or she had been elected to the position by a squabbling mass of Electors. The whole system seemed like madness to you - anyone could be an Elector in Frieland, there wasn't even the requirement of service or nobility that the Galenzanti senate used. Your thoughts are scattered, though, by coming to a pier whose sign announces that the ship is heading for Prater. You grin, nod, and then step onto the gangplank.

"Hello?" you call out. There are a few crew on the ship, mostly working on lashing down cargo, and one of them glances over. He walks over and your grin grows a bit more playful - he's handsome. Tall, strapping, green. The Via Lux had touched many worlds, and the term 'human' had spread itself fairly broadly to denote anyone who wasn't a fae, even if their great great great grandparents had come from a distant world conquered by the Galen. "I'm here to book passage to Prater?"

"And who are you?" the green skinned man asks.

WILL YOU

[] Fake Name and profession (write in)
[] "Nike, a magistrinoi. Just delivering the mail." (This fellow speaks with a Galenzanti accent - besides, you actually are just delivering mail.)
 
All right! That's gonna need a Presence check!

Someone, roll 2d6 (for Nike's will.) As a reminder, you're going to be getting a free Joy result from your skill.

Oh, also, since Nike has a joy beat floating around, they can spend it to get +1 Joy result on the roll, if you roll badly.
 
All right! That's gonna need a Presence check!

Someone, roll 2d6 (for Nike's will.) As a reminder, you're going to be getting a free Joy result from your skill.

Oh, also, since Nike has a joy beat floating around, they can spend it to get +1 Joy result on the roll, if you roll badly.
gosh no whats to do it yeah?

Well, somebody has to.
ThatGazzer threw 2 6-faced dice. Reason: Lying Is Our Job! Total: 7
4 4 3 3
 
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All right! That's a Joy and Curiosity (you can count from Sorrow and go clockwise to find the order of them.) Throw in your 1 joy result from your skill, and you get 2 joy! They're both the linked emotion to the skill, so that's 2 successes!

(If you note, Presence has (R/S) next to it. That's short for Rage and Sorrow, meaning those would be PARTIAL successes - they get the job done, but not as well and with unwanted side effects.)

Still, 2 successes is more than enough!
 
CHAPTER TWO: TO SAIL THE SEA OF SPIRITS (1.2)
You grin at the green skinned man. "Finn Steros, Author of Guidebooks to The Wonders Of The World!" you say, expansively. "It's a book project I've been working on for my whole life - starting with Dragonspire, of course. But I need to hit the Joylands, maybe Avalon next. Definitely want to see the first Spire, and round it off with the Sun King's palace? Maybe see if the Atollmen really do come from a city beneath the waves." You stroke your chin, trying to look thoughtful.

The green skin man laughed. "Well, I'm Viator," he says. "I'm one of the older hands on this ship - the captain should be back soon, but I know his prices. It's a sub-strata - that's a silver grochen if you're Frielander - for a berth. The berth's a hammock in the hold, along with the rest of us." His eyes flick to your sword. "You know how to use that?"

You grin. "No, I just wear it to look sexy." Your hand pats the hilt that juts above your shoulder. "Does it work?"

Viator's eyes flicker and his grin is playful. "Well..."

"Viator!" A cheerful, bostrious voice draws your eyes. A tall, blustery, broad shouldered fellow comes swaggering aboard. He has a broad brimmed hat, a massive russet red beard, and skin like burnished copper. He is dressed in a white tunic and short cropped white leggings, with well worn sandals that he kicks off the instant he is aboard, allowing his toughened feet to slap against the deck. "Excellent news - we'll have the bales of fae picked cotten- who is this?" He looks at you.

"This is Finn," Viator says, cheerfully. "Says he's an author."

"They, actually," you say, shrugging.

"They're an author," Viator says, nodding, then shoots you an apologetic look. "Sorry."

"I mean, I am carrying a big pahllic symbol," you say, flashing a wink at him.

"Well, if you're willing to pay," the captain says. "Oh! Where are my manners. Captain Arthur Bryant Cornwallis Fyord the Third." He sweeps off his cap, then stands. "Now, Viator has told you everything, I'm sure - though, did he cover what to happen if we run into any trouble?"

"He was mostly checking out my sword," you say.

"Viator! No hitting on guests-"

"I never said I didn't like it," you murmur.

"-but if we're attacked, you can pitch in - but if you're no good in a fight, stay back. And for the Lady's sake, if they're not fighting to kill, don't escalate things," Captain Fyrod says, shaking his head. "Pirates can pay ransom as good as noblemen. Sometimes better." He nods. "Do you understand."

"Yup," you say, grinning. "So, uh, Viator, do you...want to show me my berth?"

"Of course, Finn," he says, mirroring your grin right back.

"Viator..." Captain Fyord rumbles.

Viator coughs. "And then I will, of course, return to my work." He says, which provokes a snort from his captain.

***
Your berth is small and slightly squalid - and you don't even care as you look out at the dwindling coast as the sails bell outwards and the ship - which you've learned is named the Amiah, a ludicrously popular term across the entire Spire fearing world, no matter which Apex you followed - takes to the sea. Porpoises follow along with your hull - springing up and chortling in their alien tongue. The clouds are light and puffy in the sky and the crew sings work songs as the air hums with a pale white light as they channel their focused attentiveness - their boredom, honestly - into making the work go by faster and easier.

The coast never quite leaves your line of sight, and Captain Fyord steps over to stand beside you, nodding as he puffs on his pipe.

"You know, I've never read your book," he says, cheerfully.

"Huh?" you look at him. "You...it...hasn't...been written yet."

"I've read a lot of books that haven't been written yet!" Captain Fyord says, cheerfully.

"That's a neat trick," you say, leaning against the railing, watching him intently - almost certain that he's pulling your leg.

"Ah, you've never met an Avalonian before!" he says, scoffing.

You blink. "You're from Avalon?"

"The name should have given it away," he says, puffing on his pipe. The sea breeze whisks it away and the smell tingles on your nostrils. You almost sneeze as he continues. "Which is part of why I did want to warn you...the Joylands may not be the best place to visit this decade..." He frowns, slightly.

You bite your lip. "So, it's really true? Avalonians can see the future?"

"Oh, no, no, no. We don't see the future. We..." He pauses. "When the Lady of our fair island brings up the mists and whisks us away, she plants us somewhere else. Not just in the land, but somewhere else in history. Sometimes before, sometimes after." He shrugs, slightly. "I just praise her that she chose to slap us into the middle of the Sea of Spirits this time and not up north near Patrias." He shudders dramatically. "My father and my grandfather lived through that time - it was awful. War every other day with the damn Patrians and not a single day of sunny weather and not a good grape vine crop the whole time." He shakes his head. "Here, now, here, we have proper weather. And friendly neighbors."

"I'm shocked the Antiapex is happy having a fae ruled land in the middle of the Sea," you say.

"Well." He puffs on his pipe. "The Lady doesn't precisely rule us, no."

You smirk. More accurately, the Antiapex didn't see the Avalonians - so prone to vanishing at the most unexpected time - to be an actual threat. "Still, you haven't read my book? You may need to check next time you visit home."

"Or, aye, you never finished it," he says, his voice ominous and dark.

You gulp.

"HAH!" Fyord slaps your back. "Don't worry - half of what we Avalonians know is wrong anyway."

You nod. "Do you know how the war goes?"

"Oh, terribly," he says, his voice soft. "By the time it's done, according to the books I've read, one man, woman and child out of three in Frieland is dead of plague, shot or spellwork."

You frown, then look out at the coast again. Your brow furrows.

"...is that a boat?"

"Yes, it seems to be," Fyord says, cupping his hand over his forehead to shade it - not that he needs it much. The sun is beginning to dip towards the horizon, turning the sea to red fire. You narrow your eyes. The boat coming at you is rowed - you count at least twelve oars. It's clearly made of light wood, and it's fast. The hull actually crackles with red and purple light - the fear and anger of the rowers pushing it to move faster and faster as it cuts through the water.

"Pirates?" you ask.

"Quite likely," Fyord mutters. "Damn it all - to arms!"

WILL YOU...

[] Stand near the railing, eager to do battle?
[] Slip back - let the crew handle this

(AN: Don't forget to include any emotional beats you want Nike to take - or to transform!)
 
So what kind of effects can we do with the beats we have, as a for-instance?
 
So, I've added up the magic chart to the stickied post!

You have to spend 1 beat on Duration (as 0 duration = no magic, while 1 beat = Instant effect.) And if you use writing (by writing something down on a paper, or onto an object), you get +1 Duration and +1 Tags for free.

Now, the actual effects depends entirely on your imagination! All you have to do is think of a metaphor about the emotion in question, then turn it into a literal reality.

Like, a super basic example is that anger makes you feel hot, so you can use anger to fire a fireball at someone! Then you buy up the effects.

The main emotion in a spell is what determines its character. So, if a spell is 2 rage beats and 1 joy beat, it's mostly anger, so you can get angry effects!
 
You'd need more joy, but you can take 2 more (excitement at battle!), then spend 1 on area and 1 on dice to give everyone in a 5 yard radius +1 dice from your joyful spell! (This is, of course, assuming you wrote the spell down on something.)

That'd also apply to you, which would be quite nice in the coming battle!
 
Hmm...well we can't exactly transform joy to sorrow or curiosity to boredom right now...

Attacking the pirate ship from a distance would take a lot of range beats...And doing anything to our ship to make it faster would take a lot of mass beats...

Throwing fireballs or lightning around on our wooden ship is probably a bad idea...

You know, the QM's suggested buffing spell is better than any idea I'm coming up with.
[X] Stand near the railing, eager to do battle
[X] 1 Joy
[X] 1 Rage

One more Joy should be enough for us to cast that spell (spending 2 joy and 1 curiosity), and Rage is good for melee.
 
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[X] Slip back - let the crew handle this
[X] Get out a writing implement and start recording
[X] Curiosity
[X] Fear

I think a little fear is appropriate for a battle. And playing the author writing everything down as the watch battle amuses me.
 
[X] Slip back - let the crew handle this
[X] Get out a writing implement and start recording
[X] Curiosity
[X] Fear
 
[X] Slip back - let the crew handle this
[X] Get out a writing implement and start recording
[X] Curiosity
[X] Fear
 
[X] Stand near the railing, eager to do battle
[X] 1 Joy
[X] 1 Rage

I like the idea of boosting the crew a bit.
 
CHAPTER TWO: TO SAIL THE SEA OF SPIRITS (1.3)
You gulp - feeling a curious mixture of excitement and fear buzzing inside of you. Excitement, though, won out: A pale orange glow flared out of your body, blanketing the deck. It's not the only subtle hint of excitement - red and purple both flicker along the skins of the other sailors as they ready their weapons. You step back to stand near the captain, who nods to you.

"I do hate it when a passenger gets their throat slit - or knocked over their heads. Or-"

A whistling sound came from over the edge of the deck. Grappling hooks landed and with a springing leap, pirates were over the edge. They were mostly Galenzanti peasantry from their looks - but you did catch a few who had blood from the fae or far worlds mixed with more common Galenzanti stock. Their blades flashed and clattered as they pressed against the crew. You hadn't expected the battle to move so quickly - but within a few moments, several of the crew were pressed backwards and shoved aside by a quarter of pirates, flanking around their leader.

He was a bear of a man - quite literally, ursine furred and clawed, holding an immense metal shod wooden club in his hands. He stands upon the deck, which rolls gently beneath you. "You'll fetch a good price on the Golden Coast..." he says, nodding to you.

You draw your sword with a quick jerk, grinning at him as you do so.

NIKE FACES OFF AGAINST THEIR FIRST FOE!

[] Attempt to get him off balance with some creative footwork (Harry+Attack using Athletics)
[] Try to end him rightly (Pure attack using Longsword)
[] Write In

ENEMY STATS

Captain Bear
Danger: 6 (1/single) | Defense: 3: Armor: 1
Escalations: Y/Y/Y/Y​
Flourishes​
????​
TUTORIAL: An enemy has five important stats. Danger (Usage), Defense, Armor and Flourishes. Danger is their hit points and how dangerous they are. The usage (indicated in parenthesis) indicates how much danger they can spend to take actions. So, in this case, Bear can spend 1 Danger on a single target per turn! Defense is how many successes you need to roll to hit them. Armor is how many successes you need to cause 1 damage.

So, if Nike got 4 successes, they would spend 3 to hit, then the last could be spent to do 1 damage (which would be doubled by their longsword to 2), reducing Bear to 4 Danger. If an enemy hits 0 danger, they can be "taken out" as a free action. What being taken out MEANS depends on the Escalation. There are four levels of combat: Social, Chase/Physical, Non-Lethal and Lethal combat. We're currently at Non-Lethal, so taking him out would KO him or force him to surrender!

Enemies (or Nike!) can escalate at any time, to entirely refresh their health AND gain the initiative (this is a sneaky way to get two actions in a row), but the downsides are that...well, the consequences for failing have just gotten dramatically worse.

Finally, there are Flourishes. Flourishes are special moves that NPCs get to reflect their training, skills, spellcasting abilities and magical powers. Since you've never fought Bear, you don't know what his flourishes are.

Now, for actions, you choose a Skill, then roll it, then expend those Successes on any of four actions (and yes, you can combine these actions, in any order you want, so long as it makes sense using the skill in question.) Those actions are Manipulate the Environment, Attack, Hew and Harry. Manipulating the Environment is a catchall for moving, throwing over tables, kicking braziers at people. Attacking is just as it says, attacking. Hewing reduces the enemy's armor by 1 per success to a minimum of 1 until they expend Danger to repair it. Harrying is the same, but with Defense! There is one restriction in skill use: Hewing and Harrying CANNOT USE COMBAT SKILLS unless you have a weapon that specifically allows for it!
 
Our Bodyshift, how limited can the effects be? Can Nike for example get taller or shorter? Being able to change our reach in a sudden moment would be cool
 
Fuck Nike really is the perfect spy eh?

Long as they cover the fringe they can be anyone in a crowd
 
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