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Building Your Agent's Arc

Drain

For me? You shouldn't have.

Thirst that never quenches. Kind words that leave you empty. Interest. Drain Anomalies feed on desire, decay, and gradual loss.

Like the scorpion on the frog, these Anomalies take because it’s how they live. It’s what they do. Drains thrive wherever expectation negotiates with reality: when money leaps from wallets, loyalty dwindles to disgust, or an audience cackles at pain, a Drain is there to collect their share.

Drain-bonded Agents are adept at lifting team morale and filling in wherever they’re needed, so long as they have someone to model their work after.

Keep in mind that their powers can be hard to resist. Should you find yourself becoming less energetic or interesting while your Drain teammate receives escalating acclaim in your field, thank them for putting your skills to good use!

Would You Like Some More?

To you, desire is a bucket. Poke a hole in it by saying “Would you like some more?” and roll Empathy.

On a success, the person you are speaking to becomes very interested in more of the last thing they enjoyed (attention, affection, ice cream, rest, etc.) as identified by you and the player of the character. This does not create an addiction or a compulsion, but makes that thing, if it’s available, into leverage or distraction far beyond its worth.

For each additional 3, you may spread their desire to one other nearby target to similar effect.

On a failure, the target develops a loathing for the last thing they enjoyed. Your suggestion of more is insulting to them, and even thinking about that thing is revolting to them from now on.

Borrow

You may choose a feature of a mundane target and take it for yourself. Their face, their voice, their love, their fingerprints—now you have it, and they do not. Roll Duplicity.

On a success, this effect last for up to one hour

For each additional 3, choose one:
The target keeps a flawed version of what’s borrowed.
The effect lasts an additional hour.
You may share what’s borrowed with one other target.

On a failure, the target loses what you’ve taken permanently, and no one gets it. They remember what they have lost.

Universal Recipient

When you receive Harm or are hurt in any way, you may roll Persistence.

On a success, elect a nearby living person or Anomaly other than what hurt you. They are hurt instead, and you are unhurt.

For each additional 3, you may choose an additional target who receives that same hurt.

On a failure, your pain cycles back on itself, and you are dealt that hurt triply. If there would be Harm remaining after your death, it finds additional nearby targets until it is all dealt.