More rules questions

I have a soft spot for whispers (I’d play one if I got in a game) but like summoning a ghost to be akin to messing with something wild and inherently defiant of submission with consequence. I think every compel should start risky even desperate in some cases.

Whispers rock and being able to control electricity, see things like echoes in time, whisper into the abyss and see what whispers back makes them (in my head) very diverse characters. The XP triggers drive play but they can also do studying arcane things or face a demon head on with their demonbane charm (the only person to have one) and maybe live! Hehe

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