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Contacts / Kolfina
Kolfina
Cost: 5 points; Each point is payable in ¥3000 or 1 Karma per point. Purchase RulesA Twist of FateFor each time your character has burned edge to use “Not Dead Yet”reduce this contacts cost by 1. List the times/events where you had to burn said edge. If you have already purchased this contact, whenever you burn edge after acquiring the contact you may increase her Loyalty by 1. DescriptionDark hair (dyed), glowing green eyes (contacts), expensive clothes (stolen) and flashy jewelry (fake), this Elf is a study of contrasts. Every ounce of will is poured into looking the part, and she definitely comes across as a dusky-skinned, dark-haired Romani from the Old Country, here to tell your fortune if you cross her palm with silver (credsticks). She’s dressed in what looks to be stereotypical Gypsy fortune-teller garb, though under the skirts and flowing silks is likely a kevlar lining. The crystal on the end of her walking stick looks multifaceted in order to cut a grabby mark while looking flashy at the same time.
Special RulesTrainerSkills
Positive Qualities
Negative Qualities
Martial Arts
Fragrance in the AirKolfina’s parlor always has a deep aroma of incense. Laced with this essence is deepweed.
Glimpse into the Crystal BallVisiting Kolfina allows you to glimpse your future.
Describe what you glimpsed in the crystal ball that how it went wrong. Be descriptive; this is the chance for some rp to shine through. Cut the DeckIn order to properly do a reading for people it must be done in person. Along with anyone you are to be working with. While Kolfina may not know who all you are working with, the cards do. Gm’s are to take this into account when making any predictions. Only people who actually visited my benefit from crystal ball bonus dice. Including teamwork and leadership tests. Look to the CardsTeams that are stymied with decisions often turn to the mystic arts for ideas. One of the oldest of these methods is the tarot card deck. When seeking guidance in how to proceed with a plan the team can come to Kolfina for guidance.
GMs are to pick cards below which best “fit” the plan of action the team has put forth so far. Remember that prophecy is a dangerous thing and its own mystery. GMs should take a few moments to really think about their response. GMs are to choose a modified “cross” pattern. Roll a loyalty test Major Arcana of the cards are as follows: Death
This is the card of the end-game if the team is committing to a decision. Choose this card if their plan will lead to the job being completed based on the plan they have. If it’s going to hurt, draw it straight, if their plan is gold, do it reversed. Devil
This is the card for the mark you want to talk to or retrieve to speed the run along. Emperor (The Ruler)
This is the card of Johnsons and executives. If their plan is going to cross someone, Emperor reversed will work. If they aren’t sure they finished the job, pull it to tell them to head back to the damn J and get paid. Tower
This one shows up often. Draw it with Death if their plan is really fragging stupid. Or, draw it alone. If they’re stuck in paralysis, Tower reversed is perfect. Fool
A professional should never see this card. I expect it often. If their plan is stupid but not catastrophically so, think about this one. If they don’t even come up with a plan and expect Kolfina to do it for them, this is the card to draw. Sun
Draw this one for pros to see if the job’s going to work. Moon
This card is one of those to draw when there’s still a lot of legwork they need to do. Star (Hope)
Ask a question and receive this card, and you will know whether that decision on your mind is good or terrible. If one of the team had a great idea or a terrible one, mention that person and draw this card. Hanged Man (Sacrifice)
The card for plans that will get someone killed. High Priestess (Intuition and Mystery)
A ‘get off your ass and act’ card if there ever was one, High Priestess says in no uncertain terms they’re paralyzed by overplanning. Hermit (Solitude)
You want to get someone away from the derpitry? Give someone that card. The World (The Card of Absolution)
The ultimate bad feels card, great on runs where they don’t want to do the thing because it’s morally wrong. |