The Muse



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The talent producers, The too smooth seducers, The ones who take home Anyone but losers;

''You make everyone look good, Especially yourself. The kingmaker, the shot taker, You invented top shelf.''

Playbook Moves
The Muse receives 3 Playbook Moves.

Blessed
Things just work out for you. There's always a parking spot right out front, a table ready, and your name is definitely on the VIP list. If there's a mortal inconvenience in the narrative, let the Herald know how it works itself out. Any attack that only deals 1 Harm (before armor) misses you every time.

Entourage
You have a group of loyal staff. Describe whether these four or five people are actually your friends, or just employees. They know your industry well and can get a lot done for you.


 * GIFTED: If you have the Celebrity and/or Wealth gifts, this group is a small business of 20-30 people. If you have both it's more like 50.

Fascinate
Roll 2d6 + Awe when making eye contact with a mortal to create a minor hypnotic effect.


 * On a 10+ you can look away and move around. They remain still, watching you. It ends if you break line of sight or anyone touches them.
 * On a 7-9 you must maintain eye contact, but they can't move or look away unless someone touches them.

Influencer
You can roll SWAY SOMEONE when speaking to an audience, even through mass media. This does not work with text or still images though, only video can convey your power.

Protégé
You've taken a mortal under your wing. You help them with their career, and they would do almost anything for you. If they die, move on, or lose faith in you, cross out this move and take an Advancement.

Short Skirt, Long Jacket
Roll 2d6 + Wyrd to blend into nearly any social environment.


 * On a 10+ employees assume you work there, partygoers remember meeting you somewhere. You definitely belong here.
 * On a 7-9 you'll need to pick up some slack. Describe what you do to make it look like you belong here.
 * On a 6- you're dragged into some drama or obligation unless you want to blow your cover.

The "I" in Team
You may roll Awe instead of Tangles when using the PROVIDE AID move. If you do, on a hit they get an additional +1 on top of the PROVIDE AID result.


 * GIFTED: If you have the Aura of Inspiration gift, they gain a Thread on any hit, not just 10+.

Turn it Up
Any party or performance you take part in is cranked up to eleven. Food and drink doesn't run out until the scene ends. If you want to ward the party against violence roll 2d6 + Wyrd. You can only ward a particular party once.


 * On a 10+ no one can commit violence at the party until you leave, or for the duration of the scene.
 * On a 7-9 you can quell an immediate danger or fight, but it won't last.
 * GIFTED: If you have an Epic Instrument gift, you can make an ad-hoc party almost anywhere with just a few people if they're into it.
 * SPINDLE: If you ward a party at The Spindle, treat a 6- like a 7-9, and a 7-9 like a 10+.

Woke Up Like This
Take +1 when you roll to SWAY SOMEONE.


 * GIFTED: If you have the Divine Charm gift, roll with Fate's Favor instead of the +1.