Caffeinated alien Absurd Encounters: Personas

Personas

A character's Persona describes their innate nature, and grants them:

Choose one Persona from below, describe any Ability details, and pick one starting Skill.

The Artist

Attributes: +1 Focus, -1 Reason.

Ability: Artwork

You have a natural ability to describe reality as you experience it, using some form of art: whether in visual mediums, music or soundscapes, or performative. It comes naturally enough that the results often surprise you, hinting at deeper realities of the Other. Describe the type of art that you are known for. Gain the following Move.

Create Art

When you spend time creating a work of art, describe the piece (the subject, its aesthetics and style, etc.) and roll +Focus.

On a 10+, you craft an excellent piece with a deeper meaning beyond you. Choose two benefits.
On a 7–9, the piece stands out in an odd way. Choose a benefit.

On a 6-, the piece is deeply unsettling, even haunting. Suffer a Slight mental condition.

The Boss

Attributes: +1 Presence, -1 Focus.

Ability: Minions

You command a group of Minions, willing to do your biddings and dirty work. Describe your leading position over this group, their general makeup, and the type of jobs you typically ask of them. Broadly, describe what makes them follow you and respond so readily to your direction. Gain the following Move.

Direct

When you order Minions of yours to perform an action, choose a task below and roll +Presence.

On a 10+, they succeed and your involvement remains unknown.
On a 7–9, they succeed, but the outcome is not what you expected.
On a 6-, they run into trouble and fail.

The Doppelgänger

Attributes: +1 Grit, -1 Focus.

Ability: Shape

You are no one and anyone: you have no physical body to call your own, but must instead always take the Form of another person. For all intents and purposes, you are indistinguishable from the original—at least in physical resemblance. Describe your initial Form and how you know the person. Gain the following Move.

Shapeshift

When you spend time changing your Shape to someone you have two of the following requirements for, describe your transformative actions and roll +Grit.

On a 10+, you change your Shape to perfectly match your target, becoming physically indistinguishable.
On a 7–9, choose a flaw from the transformation:

On a 6-, you are unable to shift from your current form.

The Dreamer

Attributes: +1 Weird, -1 Grit.

Ability: Dreamscape

You have always experienced incredibly intense dreams: frequently lucid, often disturbing, and never without purpose. Through your experiences, you have acquired a deep mental model of your personalized Dreamscape. Describe your shaped Dreamscape, with three aspects (entities, objects, etc.) within. Gain the following Move.

Lucid Dream

When you spend time during Night or Late Night to enter your Dreamscape, choose a task and roll +Weird.

On a 10+, you succeed at your task, awakening refreshed.
On a 7–9, you succeed, but suffer a Minor mental Condition.

The Eccentric

Attributes: +1 Weird, -1 Presence.

Ability: Idol

You have a close, otherworldly bond with an otherwise inanimate object. You receive information from it, somehow—whether it be as emotions, sensations, voices in your head, etc. It is seemingly never lost or destroyed. Describe this Idol, its history, and your relationship with it. Gain the following Move.

Consult Idol

When you spend time communing with your Idol for a specific question that you have no other way of knowing, roll +Weird.

On a 10+, the Idol gives a clear answer.
On a 7–9, the Idol gives a vague answer.

The Enigma

Attributes: +1 Focus, -1 Presence.

Ability: Stability

You have strange powers infused into your very being that enhance your physical and mental abilities. These powers manifest as a tertiary mental state called Stability: either Stable, Neutral, or Unstable. Generally these affect your mood, reactions, and social behavior. Gain the following Move.

Meditate

When you center yourself and spend time concentrating, roll +Focus.

On a 10+, choose your Stability.
On a 7–9, flip a coin; heads you're Stable, tails you're Unstable.

The Fatale

Attributes: +1 Presence, -1 Reason.

Ability: Promises

You're naturally socially gifted, and through your exploits have learned to bend people to your will, whatever that happens to be. You can make a Promise to someone in exchange for their full effort in accomplishing a task, with seemingly supernatural assurance. Gain the following Move.

Make a Promise

When you ask someone for a favor of any nature and are willing to make them a Promise, roll +Presence.

On a 10+, they agree, and you make a Promise for something relatively quick and/or simple.
On a 7–9, they only agree when you make a Promise with some constraint:

On a 6-, they'll agree with a demanded constraint.

The Innocent

Attributes: +1 Presence, -1 Weird.

Ability: Purity

You embody a reliable, grounded view of the mundane nature of reality, acting as an anchor for others, and are capable of identifying and resisting the Other, if necessary. This is measured as your Purity: rated Low, Medium, or High. Gain the following Move.

Morning Light

Once a day upon waking, roll +Presence.

On a 10+, choose two effects.
On a 7–9, choose one effect.

The Investigator

Attributes: +1 Reason, -1 Grit.

Ability: Hunch

You have innate insight into tying together and uncovering truths, exemplified by your tendency to follow a Hunch. Using your intuition, this allows you to pinpoint Clues and stay aware of how details are linked. Gain the following Move.

Follow Hunch

When you anticipate a Clue tied to a subject (person, place, or thing), name them and roll +Reason.

On a 10+, a Clue is guaranteed. Describe it and gain Advantage with actions involving the subject.
On a 7–9, a Clue is likely, but it's not strong enough to double down on.

The Seer

Attributes: +1 Focus, -1 Reason.

Ability: Ritual

You have long witnessed visions and received messages from the Other, eventually being taught or developing a Ritual that allows you to strengthen this sight into the ambient fabric of reality. This can be through dreams, visions, hidden messages, etc. Describe your ritual practice and what's involved. Gain the following Move.

Perform Ritual

When you spend time to perform your Ritual, choose a task and roll +Focus.

On a 10+, the ritual succeeds without issue.
On a 7-0, the ritual is successful, but comes with unintended consequences.
On a 6-, the ritual is disrupted by some external force.

The Troublemaker

Attributes: +1 Grit, -1 Focus.

Ability: Chaos

You have a knack for funneling your own energy into useful outbursts, described as Chaos: rated Low, Medium, or High. You gain and spend Chaos through various methods. Generally you behave more erratically with higher Chaos. Gain the following Move.

Make Trouble

When you intentionally stir things up in one of the following ways, give specifics and roll +Grit.

On a 10+, increase Chaos and describe the aftermath.
On a 7–9, increase Chaos, but the situation doesn't go as planned.
On a 6-, your interjection goes wrong, and the tables are turned on you.

The Wanderer

Attributes: +1 Reason, -1 Presence.

Ability: Rift

You have become intimately aware of an inescapable pattern, a delicate math that permeates physical locations, and are capable of linking two places together using a Rift. You and aware allies can use these to traverse spaces at will. Initially, you are able to maintain a single Rift for a day. Gain the following Move.

Open Rift

When you stand at a location and concentrate fully on another locale that you've been to, describe the entry and destination points, and roll +Reason.

On a 10+, a Rift appears precisely where you conceived it.
On a 7–9, a Rift appears, but choose a consequence:

On a 6-, your concentration is broken; you suffer a consequence.