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RPG Laboratory

Lord Bird

THE SACRED DRUNKARD, LORD BIRD (Totzlicuhtli)

POOLS

VIGOR: 4
INSTINCT: 4
REASON: 3

* * *

Key of the Coward
Lord Bird avoids combat like the plague. Gain 1 XP every time he avoids a potentially dangerous situation. Gain 3 XP every time he stops a combat using other means besides violence. Buyoff: Leap into combat with no hesitation.

Key of the Foolhardy Hero
Lord Bird lives for excitement. As a plaything of fortune, he goes around swimming in sacred pools, fighting corrupt police chiefs, defending impoverished farmers from bandits, and getting duped by court intrigues... simply for the hell of it. Gain 1 XP when he agrees to go on a quest (or side-quest, or some other risky venture). Gain 3 XP from any scene wherein the pursuit of this quest causes stress for him. Buyoff: Reject the opportunity to go on yet another hare-brained mission.

Key of the Mission
Lord Bird has sworn to slay the enemies of Mayahuel - Five Flowers, Patecatl, and Lord Wind. Gain 1 XP every time he takes action to complete this mission (2 XP if this action is successful.) Gain 5 XP every time one of these three is slain. Buyoff: Abandon this mission.

* * *

Secret of Specialty (Spirit-Bond: Getting to the rabbit's party)
You always have a bonus die when your character attempts to use his Spirit-Bond ability to reach the rabbit's party.

Secret of Contacts
Lord Bird knows all sorts of people in all sorts of places. You can use this Secret for your character to automatically have a past relationship with any GM character in the adventure. You may describe the relationship in a short phrase, such as "old enemy," "wartime buddy," "ex-lover," but the GM gets to decide the history and current disposition of the relationship. Cost: 3 points from a pool determined by the GM. Vigor would fit for a wartime buddy, Instinct for an ex-lover, and Reason for a former colleague in your character's field of study.

* * *

ABILITIES

MASTER: Spirit-bond (Instinct)*
ADEPT: Sense Danger (Instinct), Savoir-Faire (Instinct), Scrounging (Instinct)
COMPETENT: Warrior (Vigor), Scrapping (Vigor), Pray (Vigor)**, Orate (Reason), Poetry (Instinct), Theft (Instinct), Deceit (Reason), Sway (Instinct), Etiquette (Reason), Freeload (Instinct)***

UNSKILLED: Athletics (Vigor), Aim (Vigor), Music (Instinct), First Aid (Reason)

* This ability allows the user to travel in and navigate the Spirit World. A successful roll is necessary to enter the Spirit World. With another successful roll, one can navigate anywhere in the Flowery Dream, or anywhere in the Spirit World one has already been. A third successful roll is necessary to travel to any time besides the present.

** Pray is used for meditation, blessing actions, and performing religious rituals. It involves the character's belief that she is connected to something better than her.

*** Freeload is used to get free meals and shelter. Your character can't really get wealthy using Freeload, but you can manage to survive even if broke, which isn't bad.

A FEW WORDS ABOUT...

Quiahuitl, the ixiptla of Mayahuel, Lady Rain: She's Mayahuel in the flesh - and some nice flesh it is, too!

Tetzotzomoc, the jaguar knight, Shattered Stone: Why so gloomy, jaguar knight? Cat got your tongue?

Acamapichtli, the eagle knight Reed Fist: "Reed Fist" indeed. He's no eagle knight.

Petlpantzin, the Tarascan general, Lord Mountain Flag: Tarascans! They make the best liquor.

Quecholli, the priest of the Flayed One, Precious Feather: That man knows his way around a blade, and he is a fanatic. To be avoided.

Totzlicuhtli, the sacred drunkard, Lord Bird: You! A drunk old man who seems to have gathered a reputation as something of a mysterious agent of the Gods around himself. This is, of course, absolute rubbish, but it gets you many free drinks.

Azcalcocoza, the forsaken daughter of Lady Rain, Necklace of Ants: A good girl with a soft heart.

Mayahuel, Goddess of alcohol and protector of wombs: Ah, your patron! She has been so good to you, it is time to pay her back.

Macuilxochitl, Five Flowers, gambler and chief of the Gods of excess: A particular friend and enemy in equal measure. Sad that he has to die.

Patecatl, God of healing and fertility, father of the Hundred Rabbits: Again, you love the Hundred Rabbits - such parties! But the mission is sacrosanct, and he must die.

Ehecatl, God of wind and movement, Lord Wind: You're practically as old as Ehecatl, so he should pose no challenge to your screaming knight companions.