Desmond "Desire" Troy does not have a home Playgroup. They cannot interact with Contractors on their Downtimes. They must choose a Playgroup before their fourth Contract.
Desmond "Desire" Troy's Power value does not match their spent Gifts! Power Value: 2 Spent Rewards: 1
A Newbie Contractor played by Author as a Free Agent
He is 34 years old, lives in a house overgrown with vegetation in Globe, Arizona, and often appears as a middle-aged man with tattoos wearing a beanie and a jacket.
His Questionnaire has 5 answers.
3 Alertness
0 Animals
3 Athletics
1 Crafts
1 Culture
1 Drive
0 Firearms
3 Influence
2 Investigation
2 Medicine
0 Melee
1 Occult
0 Performance
0 Science
2 Stealth
1 Survival
1 Technology
1 Thievery
4 Brawl
Circumstances describe your situation.
Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.
Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.
Conditions describe your state of being.
Examples of Conditions include curses, diseases, and impactful personality quirks.
Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.
Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.
Loose Ends will cause problems for you if you don't tie them up.
Examples of Loose Ends include enemies, debts, evidence, and promises.
All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.
You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.
Latest 3 of 5 answers
Desmond Troy's childhood was marked by a constant struggle for validation and recognition. Born into a family where achievement was prized above all else, Desmond found himself overlooked and overshadowed by his siblings who effortlessly excelled in various fields. No matter what he did, he never seemed to measure up to their expectations or the standards set by his parents.
Growing up in the bustling urban environment of a modern city, Desmond often found solace in the stories of powerful figures and leaders who commanded respect and admiration. He became enthralled by tales of conquerors, CEOs, and crime lords who wielded authority with an iron fist. In his young mind, he equated power with worth, and he yearned to possess that strength himself.
As he reached adolescence, Desmond's obsession with power intensified. He became increasingly resentful of those who held sway over him, whether it was his teachers at school or the popular kids who effortlessly commanded attention and respect. Fuelled by a burning desire to prove his own worth, Desmond immersed himself in studies of alchemy and forbidden arts, determined to unlock the secret to ultimate power.
One night, desperate and driven by his obsession, Desmond found himself navigating the seedy underbelly of the city, seeking out whispers and rumors of forbidden knowledge. Through clandestine meetings in dark alleyways and shadowy corners, Desmond made contact with an enigmatic figure who claimed to possess the secrets he sought. Ignoring the warnings and the potential consequences, Desmond embarked on a perilous journey, exchanging favors and resources for the elusive ingredients and arcane knowledge needed to unlock his transformation.
Through these risky dealings and shadowy alliances, Desmond succeeded in his transformation, shedding his former identity to emerge as "Desire", a being driven solely by ambition and desire. Now reborn, he seeks out the most formidable and influential figures he can find, driven by an unrelenting desire to serve a master whose will is absolute. For "Desire," becoming the right hand of an overlord represents the ultimate fulfillment of his childhood dream – a chance to wield power beyond imagination and to finally prove his worth to the world.