List of faults and their associated goals.
Fault
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Goal
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- Acrophobic: You suffer a -1 Penalty while on an airship or at a height near a ledge.
Will: Lose a Turn teetering along or pulling yourself up from a ledge.
Will: Lose Turns for an entire Exchange from a panic attach while at a great height.
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Ground: Own a stable region with no ledges. Focus: Pull yourself up from a ledge.
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- Addicted: You are addicted to an expensive or controlled substance. One of your starting Resources goes towards buying your initial supply.
Will: Lose a Turn taking a dose during an encounter for good measure.
Will: Run out of your supply. Lose 1 Resource procuring more.
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Stimulation: Lose everything. Focus: Use a dose of your addiction when you don't need to.
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- Ailing: You are seriously ill, perhaps even dying. Your Durability drops by one.
"Cough...gurgle...ugh!"
Will: When you take a Strike, take another Strike.
Will: When you would make a Survival check, fail instead.
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Treatment: Find the cure. Focus: Purchase expensive medicine.
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- Ambitious: You want to win at any cost. You may only Distinctions from one category.
"Get out of my way!"
Will: Lose a Turn gloating over a defeated rival.
Will: Lose Reputation from cheating or taking shortcuts to success.
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Glory: Become World Famous for your skill. Focus: Win a competition with stakes.
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- Arrogant: You have an inflated sense of your own superiority. You can't use Will to boost a successful check.
"I'm invincible!"
Will: Take 2 dice from a check before you roll it.
Will: Allow an apparently beaten opponent a free attack against you without penalties.
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Praise: Gain a Legacy. Focus: When an opponent begs for mercy.
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- Bewildered: You suffer a penalty on knowledge checks and know nothing of your own past. Invoked: When you are knocked out, the invoker dictates a new memory connected to the current situation.
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Remember: Become or defeat who you once were. Focus: Meet someone who knew you before.
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- Bitter: You don't disguise your resentment towards others. Take a -2 penalty on all Charm checks.
"Bah, undisciplined youths."
Will: When you gain Interference, blame another character and give them Interference too.
Will: Eliminate a Favor by being rude.
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Gloat: Predict a catastrophe then say "I told you so." Focus: Complain until you drive someone away.
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See: Regain your sight. Focus: 'See' something restricted by taking time and touching it.
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- Claustrophobic You are afraid of enclosed spaces. You suffer a -1 Penalty while inside a space where you can't see the sky.
"The walls...closing in!"
Will: Lose a Turn from a panic attach while inside an enclosed space.
Will: Get stuck in a tight space until someone else can free you.
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Room: Own a wilderness region. Focus: Escape an enclosed space after losing rest.
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- Clumsy You are awkward and accident prone. If you roll a 1 during an Agility test you fall down and gain Interference.
"Whoopsie daisy."
Will: When you gain Interference, drop an item you are holding.
Will: When you drop an Expensive Asset, it breaks.
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Bedlam: Be blamed for a major disaster. Focus: Accidentally reveal yourself or a hidden ally.
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- Compassionate' You have deep empathy for all living beings. Each time you deal damage you take a Strike.
"All life is precious."
Will: Lose a Turn grieving for a fallen friend or foe.
Will: Facilitate the escape of a foe to keep them from harm.
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Life: Find the cure for a deadly disease. Focus: Save an opponent from being killed.
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- Competitive: You need to beat a specific rival. Your rival is built like a character, and if killed you may no longer gain Will from this fault until you find a new, worthy rival.
"I scored twelve!"
Will: Lose a turn gloating to your rival when you are beating them at something.
Will: When you would gain an Asset, your rival beats you to it and gains it instead.
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Victory: Your rival acknowledges your complete victory. Focus: Beat your rival at anything.
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- Conniving: You are untrustworthy. Take a -1 penalty on all Charm checks.
"Trust me."
Will: A foe sees through your lie because you just can't keep the twinkle out of your eye.
Will: Betray someone who trusted you.
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Guile: Make your opponents destroy each other. Focus: Betray someone who trusted you.
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- Corrupted: You suffer a penalty on all strength checks and your impression must contain a physical indication of your corruption. Invoked: When you could betray someone for more power, you do.
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Power: Become a denizen villain. Focus: Perform an infamous act.
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- Cowardly: You are afraid of physical harm. Your Morale drops by -1.
"You go first!"
Will: When you would make a Fear check, fail instead.
Will: When you take a strike, flee from battle (KO).
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Safety: Achieve another goal without ever putting yourself at risk. Focus: Exit a dangerous encounter before it is resolved.
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- Crazed: You may not recover wits, ever. Invoked: When you would lose wits, the referee assumes control of your character for a short time instead.
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Madness: Become Flustered. Focus: When your words or actions deeply disturb a denizen.
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- Cruel You delight in causing pain. You may not have a positive Reputation.
"Not yet, he has to suffer!"
Will: When you would KO a foe, they scream in pain instead.
Will: Take a captive to torture them, and then they escape.
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Dread: Sacrifice someone you care about for an advantage. Focus: Torture a helpless victim into screaming.
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- Curious: You are dangerously inquisitive. Draw one fewer Initiative slot because you don't pay enough attention to danger.
"Hmm, that looks interesting."
Will: Get separated from the group in an ominous location.
Will: Find out what happens when a warning of danger is ignored.
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Knowledge: Discover a secret someone will kill for. Focus: Find a clue.
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- Depressed: You often feel down, and aren't good at hiding it. Your Morale decreases by one.
"Is it really a good morning?"
Will: Turn your failure into a Fumble.
Will: Make a depressing comment causes all allies a Morale strike during a conflict.
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Work: Earn the highest award given by your organization. Focus: Become exhausted from physical exertion.
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- Devoted: You are loyal to your band above all. You take a Morale strike any time a member of your band is KOed.
"This one is for you!"
Will: Spare a band member danger by taking that danger upon yourself.
Will: Lose Reputation from an extreme act done in the name of loyalty.
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Loyalty: Sacrifice yourself for someone close to you. Focus: Prevent someone close to you from being harmed.
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- Displaced: You may not make knowledge checks on anything outside your original home. Invoked: When outside knowledge would let you avoid trouble, you don't.
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Return: Get back to your distant home. Focus: When you get personal news from distant places.
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- Domineering: You need to be the one in charge. You aren't eligible for other's Leadership effects.
"It was not a request."
Will: Block the effects of an ally's Leadership Distinction.
Will: Eliminate an ally who threatens your authority.
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Control: Be the sole leader of a prominent organization. Focus: When your demands are met without resistance.
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- Envious You resent those who may have something better. Your Morale decreases by one.
"It's too good for you!"
Will: When an ally loses an Asset or Relationship rated higher than yours.
Will: When you take an Asset or Relationship an ally lost.
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Popularity: Take someone's tier 3 asset. Focus: When a denizen flatters you.
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- Feral Your Sense score is set to 5 (no points gained or lost). Invoked: When threatened, you fight or flee.
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Instinct: Procreate. Focus: Defend your territory.
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- Exaggerated You may not have two attributes with the same control. Invoked: When you attempt something you don't look like you would be good at, you fumble.
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Image: Gain a Legendary Reputation. Focus: When you gain a style bonus for something linked to your impression.
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- Flamboyant You have an outrageous signature style. If you roll a 1 on a Guile check you fail.
"Black and masks are out of fashion this season."
Will: Use a Turn during an encounter to make a spectacle with no other effect.
Will: Buy an Expensive outfit you don't need.
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Style: Become the pinnacle of fashionability. Focus: Make a clever quip as an opponent is defeated.
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- Forgetful: You lose track of dates and details. Suffer a -2 penalty on lying because you can't keep your story straight.
"Strange, I thought I reloaded after that last battle."
Will: Discover you lost an item once you need it.
Will: Lose a Relationship because you forgot an important appointment.
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Discovery: Discover a lost wonder. Focus: Lose tier 1 equipment during an expedition.
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- Frail You break easily. Your Durability drops by one.
"You broke my nose!"
Will: When you would take a Strike from Damage, take two.
Will: Take a physical Consequence after being KOed.
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Cunning: Cause two major opponents to destroy each other. Focus: Defeat an opponent using only your intelligence.
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- Gallant: You stand up for the weak and innocent. If you allow an innocent to come to harm without trying to help, suffer a Strike that won't recover until you do help a stranger in need.
"Don't worry, I'll save you!"
Will: Refuse a reward for helping someone in need.
Will: Become Injured helping a stranger.
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Good: Stop an evil plot and save hundreds of lives. Focus: Agree to solve an innocent stranger's problem.
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- Gloating You are compelled to talk about how great you are. Any deed you (and your group) perform becomes public knowledge after an advance. You may delay an advance to keep things secret for a time.
"Using armor wouldn't have been fair, so I stripped naked to face the creature bare handed...."
Will: After KOing an opponent, lose a turn boasting about it.
Will: When you do something no one else in the band will attempt.
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Fame: Perform a deed that everyone will remember. Focus: When someone tells you that you are impressive.
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- Greedy: You are obsessed with accumulating material wealth. You may not have relationship as assets.
"She's rich...."
Will: Accept payment to do something the rest of the party refuses to do.
Will: Keep Treasure without sharing with anyone.
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Opulence: Become Filthy Rich . Focus: When you gain treasure.
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- Gregarious: You are loud and outgoing. Allies' Leadership distinctions suffer a -1 penalty around you.
"Everyone can relax, I'm here!"
Will: Draw attention or get recognized when staying quiet would be an advantage.
Will: Lose a relationship by being too friendly...or too friendly with someone else.
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Joy: Talk your way out of severe consequences. Focus: When you abandon an important task to have fun instead.
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- Grim: You are always serious and focused. You may not retort.
"That is not funny."
Will: When taunted, lose a turn or do what the foe is goading you into doing.
Will: When you would gain a relationship asset, you don't.
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Dignity: Gain an Impeccable Reputation. Focus: Remain above other player's childish hi-jinks.
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- Gullible: You are far too trusting. You may not probe lies or disguises.
"If you say so!"
Will: Get betrayed by a stranger you trusted.
Will: Lose Wealth from a bad investment.
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Faith: Perform a miracle. Focus: When trusting a stranger pays off.
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- Gunshy: You suffer a penalty on all armed attacks. Invoked: When you attack with a weapon, you fumble and hit a target chosen by the referee.
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Ingenuity: Win a battle without using any weapons. Focus: Talk someone out of using a weapon.
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- Hallucinating: When someone catches you talking to yourself you gain interference. Invoked: When you anger your hallucination, you may not spend focus until it is appeased.
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Normality: Gain a home, spouse, kids, and a job. Focus: When you someone notices you behaving strangely and you cover it up.
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- Honest: You are a terrible liar. Any attempt to lie automatically draws attention as a falsehood.
"Wait, that's not what happened."
Will: When an ally tells a lie, blurt out the truth.
Will: Lose a Relationship because of the truth.
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Truth: Permanently lose a tier 2 asset due to an inconvenient truth. Focus: Expose anyone's lie publicly.
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- Honorable: You follow an exacting moral code to the letter. You gain no benefits from a surprise attack.
"The code forbids it."
Will: Give up an "unfair" advantage.
Will: Lose a Relationship that conflicts with your duty.
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Honor: Eliminate your other goal when duty requires it. Focus: Give up an unfair advantage.
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- Hunted: You have a nemesis one power level above you dedicated to destroying you. If killed, a nemesis is replaced by two nemeses. Invoked: When you rest. your nemesis arrives in the region.
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Evasion: Leave everything you care about behind. Focus: When you trick your nemesis.
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- Hydrophobic You hate or fear water. Your Swim move is zero.
"I can't swim!"
Will: When someone would rescue you from drowning, pull them down instead.
Will: Lose Turns and drown for an entire Exchange from a panic attach while in water.
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Land: Own a region with no water areas. Focus: Get rescued from drowning.
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- Impulsive You are hot headed and impatient. You gain no benefit from an Aim or extra time.
"I'll improvise!"
Will: When you ask how a game mechanic works, immediately attempt what you asked about.
Will: Begin an encounter before anyone else is ready. Any ally who can't play imitative higher than yours loses their turns.
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Expedience: Pay too high a price to get something now. Focus: When you act first and others follow.
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- Indebted You owe a great deal of money, and due to interest and bad decisions you always seem to owe more. Each Respite you must either pay Profit or be Injured.
"Tell him I've got the money!"
Will: Pay a Profit to your debtor.
Will: Do a major favor for your debtor.
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Atone: Earn a Momentous Favor. Focus: Pay one profit.
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- Intolerant: You fear those who are different. If you cooperate with someone of a different culture take only the lowest roll.
"I will never trust them."
Will: Lose a Relationship from sabotaging someone of a different culture.
Will: When you would gain a benefit from a Distinction owned by someone of a different culture you lose a Turn instead.
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Hate: Get rescued by someone you sabotaged. Focus: Sabotage someone from a different rank or species.
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- Lame: Your run and jump speeds drop by 2. Invoked: When you attempt to hustle, you fumble.
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Adjustment: Gain any tier 3 asset. Focus: When missing your limb is advantageous.
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- Lovelorn: You are a romantic disaster waiting to happen. Any 1 on a test for Romance generates an obstacle.
"That didn't go so well."
Will: When you would upgrade a Romance, it gains an obstacle instead.
Will: Do something stupid to make your partner terminate a Romance with you.
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Lust: Be in control of three romances at once. Focus: When a participant quits a romance with you.
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Adjustment: Gain any tier 3 asset. Focus: When missing your limb is advantageous.
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- Audacious: You are a trouble making maverick. You suffer a Penalty on all social checks against superior ranks in your own faction.
"We'll do this my way!"
Will: Get caught breaking a rule.
Will: Lose a Rank asset from doing things your own way.
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Results: Complete a mission after being ordered to quit. Focus: Break a rule and get away with it.
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- Miserly: You are a spendthrift, and hold on tightly to your currency. On any 1 to purchase an item, you don't purchase the item and won't try again without a Bonus.
"Two would be an extravagance."
Will: When a cheaper option is available, take it.
Will: Lose an Asset rather than pay Upkeep.
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Thrift: Gain a power level without losing a profit. Focus: When you get an expensive service or item without having to pay for it.
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- Modest You are uncomfortable with sexual innuendo or nudity. If your partner rolls any 1 in a Romance check it fails.
"How scandalous!"
Will: Lose a turn fretting over a lost article of clothing.
Will: Lose an Expensive (or more) outfit or Armor because it looks obscene.
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Decorum: Risk your life to enforce propriety. Focus: Attack someone who has behaved inappropriately.
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- Mumbling:You are hard to hear or can't speak well. Courtesy drops from 2 to 1 and may not be increased.
"MmmRrrrGrrmmm!"
Will: When you are ignored or misinterpreted, lose a Turn failing to clarify.
Will: Lose a Relationship due to a misunderstanding.
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Understanding: Gain 5 evolutions in sense skills. Focus: When someone guesses what you mean without your having to tell them.
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- Mysterious You never gain a reaction bonus. Invoked: When you speak of your past, an enemy connected to the event will appear.
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Anonymity: Sacrifice someone to protect your identity. Focus: When someone discovers something about you that causes them to investigate further.
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- Naughty: You are a mischievous trouble maker. If you roll any 1 on a Courtesy check it fails.
"This should be fun."
Will: Lose a Turn screwing around when someone else asks you not to.
Will: Lose a Relationship thanks to an ill-received prank.
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Chaos: Eliminate a leader with the order goal. Focus: Do something that makes one player laugh and another cringe.
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- Nearsighted: You need spectacles to see at a distance. Without them you suffer an extra -2 range penalty on anything done outside your reach.
"My lenses! I can't see without my lenses!"
Will: Your spectacles are knocked off by an attack, and you suffer your vision penalty until you use an action to recover them.
Will: Your spectacles are lost or destroyed. Replacing them is worth an Asset.
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Spectacle: Witness three wonders. Focus: Replace Glasses that have been lost for more than an exchange.
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- Necrophobic If you kill someone, you are out. Invoked: When you encounter a dead body, you fumble a fear check.
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Consecration: Own a region of sacred ground. Focus: Burn or bury a body without touching it.
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- Neutered: You may not start a kiss or romance. Invoked: When you are taunted, all the results switch to wits.
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Rejection: Engineer a tragedy for a romance. Focus: When you reject an invitation to a kiss.
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- Obedient: You do your duty first and foremost. Any Respite always goes to doing your job. Training within your job is still possible.
"Yes, sir!"
Will: A successful attempt to advance outside your career fails instead.
Will: Turn in an ally who disobeyed orders or the rules.
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Order: Catch and punish a wanted personality. Focus: When you stop an easy solution by quoting a rule.
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- Obese: You are carrying too much extra bulk. You always count as Burdened.
"I'm...prosperous."
Will: When you succeed at a Strength test for endurance, become Exhausted anyway.
Will: Your weight breaks something important.
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Food: Own a tier 3 property asset. Focus: When you eat three meals at one sitting.
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- Oblivious: You often lose track of your surroundings. If you roll any 1 when checking to spot something you fail.
"Hey, what's going on?"
Will: Lose your first Turn in an encounter because you weren't paying attention.
Will: Get separated from the group and lost in a dangerous region.
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Fate: Accomplish a goal without knowing about it. Focus: Get lost.
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Wisdom: Be the only one to avoid a danger that you warn the band about. Focus: When someone asks for your advice, and then follows it.
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- Oppressed: You are an unaccepted outsider with limited rights. You may not own Property items.
"You're not welcome here!"
Will: Get denied a Reasonable service.
Will: When an NPC would help or support you, they don't.
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Change: Topple the reigning organization. Focus: When you confront authority and get your way.
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- Paranoid: You are certain they're out to get you. Any 1 on a Courtesy check causes it to fail.
"It's all connected!"
Will: Become Fatigued looking for foes. You can't rest until you find some.
Will: When outside authorities would help, you drive them away.
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Answers: Expose a major organization's conspiracy. Focus: Prove something is not the coincidence it appears.
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- Parching: You may not rest or recover without water. Invoked: If you haven't been submerged in water within a day, you are exhausted and lose 1 hit.
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Water: Own a submerged region. Focus: Submerge yourself after three days of drought.
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- Peaceful You are a pacifist dedicated to non-violence. Any 1 on a Combat check causes it to fail.
"Violence isn't the answer."
Will: When battle erupts, lose a Turn failing to reason with both sides.
Will: When you would kill a foe, get KOed instead.
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Serenity: Get someone to add the Peaceful fault. Focus: Avert or halt a battle.
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- Poor: You are impoverished, and seem to be unable to hold on to your money. Start with only two Inexpensive items.
"Can you spare a coin?"
Will: When you would gain Profit, lose it instead.
Will: Lose or give away a Treasure without getting anything in return.
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Charity: Give treasure or a tier 3 item to others in need. Focus: Give profit or an item to others in need.
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- Primitive You suffer a penalty to operate checks for items. Invoked: When fail an operate check, the item suffers a hits marker.
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Simplicity: Eliminate a dangerous technology. Focus: Do something better without technology.
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- Ravenous: You lose 1 wits each day you don't deal a hit and feed from a living target of your species. Invoked: When you feed from a powerless target, you lose control and deal hits equal to your slam dice.
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Hunger: Kill and consume someone you love. Focus: Kill someone and eat their flesh.
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- Responsible: You are dependable and usually left cleaning up other's messes. Any 1 on a Mischief check causes it to fail.
"I never asked for this."
Will: Suffer the consequences for another band member's transgression.
Will: Miss out on a reward because you stayed back to work.
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Create: Create a legacy asset. Focus: Expand your organization or its offers.
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- Righteous: You do what's right, regardless of what the law says. Any 1 on a Mischief check causes it to fail.
"An eye for an eye."
Will: Escalate a situation where you're morally right but legally wrong.
Will: Lose a Relationship over pursuing justice.
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Justice: Eliminate a corrupt organization. Focus: Avenge someone who was wronged.
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- Roaming: You can't stay in one place very long. You can't advance in the same region twice.
"What's over there?"
Will: Lose a relationship because they won't move.
Will: Move on from a region with more goals after one has been completed.
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Adventure: Find something completely new. Focus: Enter a forbidden location.
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- Sanguine: Instead of removing a bleeding marker, roll an effect die. On a green result remove it, on a red result add another. Invoked: When you suffer a hit, you gain a bleeding marker.
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Sanitation: Find a new cure for a disease. Focus: Rest in a clean, bacteria free environment.
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- Selfless: You put the needs of others above your own. Any Respite always goes to cooperating with others or training.
"For the greater good."
Will: Become Injured helping someone else.
Will: Lose a special benefit that someone else in the band didn't get.
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Hope: Convert an opponent into an ally. Focus: When you suffer hits helping someone else.
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- Sexist: You disrespect those who are different. If you cooperate with someone of a different gender take only the lowest roll.
"You're only good for one thing."
Will: Lose a Relationship from sabotaging someone of a different gender.
Will: When you would gain a benefit from a Distinction owned by someone of a different gender you lose a Turn instead.
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Dominance: Keep control of five kisses in a row. Focus: When someone of a different gender actually needs and asks for your help.
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- Shameless: You are just looking for a good time. Your Reputation is automatically bad.
"I do as I please."
Will: Accept an indecent proposal.
Will: Lose a Relationship for breaking a taboo.
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Passion: Find true love (complete a romance). Focus: Violate a taboo and flaunt it.
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- Shy You are nervous in front of crowds. If you roll any 1 on a social test with an audience, the check fails.
"I can't face all those people!"
Will: When you suffer a Morale strike in front of an audience, Flee.
Will: Lose a Relationship due to inaction or inability to speak candidly.
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Approval: Earn a Momentous Favor. Focus: When you get a compliment from a denizen.
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- Slow You are hesitant and ponderous. If you roll any 1 on an attempt to hustle, the check fails.
"Wait for me!"
Will: When you would have the best reflex, lose your turn.
Will: When you would arrive just in time, arrive just too late instead.
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Patience: Outlive all your enemies. Focus: When someone faster than you suffers a disaster because of their speed.
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- Sober: You suffer a penalty on any contest against appearance. Invoked: When you are exposed to intoxicants, you do the craziest thing the players can think of.
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Diligence: Earn the highest award given by your organization. Focus: Make someone who isn't diligent work overtime with you.
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- Solitary You are a loner. Whenever you cooperate on a check, use the lowest result.
"I go my own way."
Will: Lose a Relationship by purposefully driving the person away.
Will: Get rescued by your band.
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Survival: Let someone die to keep yourself safe. Focus: When someone you mistrusted betrays you.
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- Spoiled: You are accustomed to getting your own way. Your Morale drops by 1.
"But I want it now!"
Will: Lose a turn pouting when someone defies you.
Will: Lose a Relationship for making demands or being insufferable.
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Comfort: Get taken out in a dispute. Focus: When you are given your way just to shut you up.
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- Supernatural: You suffer a hit each round in direct sunlight. Invoked: When someone prays to a holy symbol, you flee.
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Blight: Drive an innocent mad. Focus: Kill a living relative.
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- Superstitious: You have a fearful respect for the supernatural. If you roll any 1 on a fear check you fail.
"We must appease the spirits!"
Will: After a failure, lose 1 Turn appeasing the unseen or performing a luck ritual.
Will: Sacrifice an Expensive asset appeasing the unseen or performing a luck ritual.
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Devotion: Make a pact with a monster beyond your comprehension. Focus: Ritually sacrifice a tier 1 asset.
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- Ugly: You are unpleasant to look at. Romance drops from 2 to 1 and can't be improved.
"What are you looking at?"
Will: Make a Neutral NPC Negative from your appearance.
Will: Lose a Turn when taunted about your appearance.
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Acceptance: A mob of denizens defends you from an accuser. Focus: When you are invited to a kiss.
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- Violent: You are bloodthirsty. Courtesy drops from 2 to 1 and can't be improved.
"I'll kill you for that!"
Will: Start a combat encounter that could have been avoided.
Will: Lose a Relationship due to your violent ways.
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Respect: Become the top combatant known. Focus: When you kill an opponent.
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- Wanted If you are noticed by authorities, they attempt to capture you. Invoked: When authorities are present, they notice you.
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Exoneration: Make someone else pay for the crime you were accused of. Focus: Escape from capture.
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- Wanton: You may not use refuse defenses. Invoked: When you have the opportunity to destroy something you don't own, you do.
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Evil: Kill hundreds of people. Focus: Steal something valuable.
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- Weird: You are strange and make people uncomfortable. Any 1's rolled on a social interaction cause it to fail.
"Fire bad."
Will: Lose a Relationship just because you are so strange.
Will: Make a Neutral NPC Negative from your behavior.
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Acceptance: A mob of denizens defends you from an accuser. Focus: When you are invited to a kiss.
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