## Quick ID - **Name:** Joe Football - **Vibe:** King of the Hill / wholesome suburban jock energy; simple, earnest, good-hearted; occasionally terrifying when a “war voice” leaks through. - **Class/Level (current):** PC, **Level 6** Rogue. - **Core Theme:** *Inheritance vs identity* — Joe thinks he’s “just Joe,” but he’s carrying something older and more dangerous. --- ## Baseline Backstory (Player-established) - **Reason for joining AAA:** originally “football only.” He wanted football tryouts; the academy doesn’t have football, only **Mageball** (initially a comedic conflict… but Joe didn’t mind as much as expected). - **Home life:** stable, loving, middle-class suburb. - “Perfectly average in every way imaginable” (played as a joke, but it’s his grounding contrast). - **Parents:** - Dad: **Fork Football** - Mom: **Maum Football** - Family is comically football-obsessed (changed last name to Football as a bit). - **Siblings:** twin younger sisters - **Kevlar** and **Devlin** - **Night before school:** shadowboxing, Madden, dinner. “Yeah.” - **Rumor about Joe:** “killed someone in middle school (friend went missing).” (Unconfirmed; a rumor hook you can cash later.) --- ## The Big Supernatural Hook: “Pappy” ### Core concept - Joe has a **magical action figure of his grandfather** from the war. - Sometimes **Pappy** (grandfather) **speaks through Joe** or “inherits his body.” - When Pappy speaks through him, Joe gets a **nasty cough** afterward (established at the cookout gag). - You and the table later aligned on a key lore twist: - **Joe thinks Pappy’s soul is in the toy** - **But the truth is Pappy is in Joe** (toy is a tuning fork / trigger, not the container). ### What Pappy represents - A Root-imprinted war veteran connected to: - **Korrin** - The **Leyline War / Leyline Crisis** - The **Convergence Engine** - D’Serris / Oversight-era secrecy - Pappy is your best “organic exposition device” for the leyline without it feeling like DM lecture. --- ## Personality / Playstyle Notes - Joe presents as: - earnest, goofy, easy to roleplay with, - often content to support other PCs’ schemes. - Under the hood: - Joe’s player is **stupid smart** and will meta-deduce systems if you leave breadcrumbs (you noted this explicitly). - Joe can flip from “simple jock” to “tactician/engineer” in a heartbeat, especially when danger is clear. --- ## Major Ongoing Hooks ### 1) Pappy / War Flashbacks (Leyline Arc Tie-In) - Joe is the ideal bridge character for introducing: - what the leyline *is*, - what Korrin was, - why D’Serris is obsessed. - Planned/used beats: - “Safety briefing” / leyline fluctuation transports them to a war moment. - Pappy appears in a frozen war snapshot (face-melt / leyline tearing horror). - You’ve written/used the idea that the field has a *heartbeat* rhythm; Joe recognizes it. ### 2) Mageball Identity (Unresolved Personal Arc) - Initial conflict: “no football team.” - In practice: Joe didn’t care much, so the arc needs a better emotional hook. - Potential: Joe becomes a *Mageball cornerstone* (or becomes the face of “traditionalists vs sorcery” tension). - Strong lever: tie Mageball to legacy and identity: - Dad wants “football,” school forces “mageball,” Pappy has “war.” Joe gets squeezed. ### 3) Moral Line / Escalation Capability - Joe has proven he will do extreme things if he believes it’s strategically correct (and if a failed save gives him “this is genius” energy). - This creates a consistent character tension: - he *feels* like a good kid, - but he’s willing to cause catastrophic harm if framed as “protecting friends” or “pre-empting a threat.” --- ## Key Relationships ### Party - **Ben Mulkerberg:** chaotic partnership. Joe backed Ben at The Circle and escalated violently. Joe is now entangled in Ben’s gang conflict. - **Soren:** ally; volatile. Joe can be used as a stabilizer or an enabler depending on mood. ### Family - **Fork & Maum:** anchors of warmth and normalcy. Their presence is your “home scene” palette cleanser. - **Kevlar & Devlin:** comedic beats, but also *stakes* (they’re innocents, a lever for tension later). ### School NPC Orbit - Joe plays well in group RP; he can be used to bounce off: - teachers (especially Defazio-type “radical history” teacher, if you use him), - Estrada (whom the party bullies constantly), - D’Serris (projection/appearance; Joe is the character who “feels” the leyline changes). --- ## Major Events Joe Was Involved In (Chronological, high-signal) ### The Football Cookout Intro (tone establishment) - Scene concept: football family cookout; Dad gives an inspiring football speech. - Punchline: - “Honey, didn’t they switch to mageball?” - Pappy hijacks Joe’s body with a MAGA-ish rant (“sorcerers are ruining this country!”) - Dad: “Pappy, give the boy his body back—he gets a nasty cough!” ### The Circle Explosion (campaign pivot) - Joe went with Ben to The Circle. - Joe spotted danger (Insight success) and chose not to engage directly. - Joe set up a **trap** by the passenger door and a **puddle of oil/accelerant** beneath/near the car. - DM asked intentions; Joe clarified: **“I’m cooking these fuckers out.”** - Joe failed an Int/Wis-style check (rolled a 5) and decided this was “one of the better ideas he’s ever had.” - Joe interpreted Ben’s moment as the signal to ignite → **gas station explosion**: - 1 teen trapped and burned - 2 unrelated adults inside the store killed (“liquified”) - Joe and Ben escaped (given 2 turns to dash 120 ft). - Aftermath: - Pip survives (injured) and retaliates. - Joe becomes a co-owner of the consequences even if no one saw him do it. ### Post-Explosion Direction - Joe is now in the “gang arc” whether he wants it or not. - Joe’s actions set a precedent: if threatened, he may choose extreme solutions. --- ## Items / Props - **Magical Action Figure of Pappy** (critical) - Joe believes it contains Pappy. - DM truth: Pappy is in Joe; toy is a trigger/tuning fork. - **Madden/Shadowboxing** (tone props) - Potential “perimeter trap” competence (Joe has demonstrated tactical prep skill). --- ## DM Levers (what reliably moves Joe) 1) **Protecting friends** (especially when Ben is threatened) 2) **Legacy / masculinity / “what kind of man am I?”** (Dad + Pappy + war) 3) **Clear tactical problems** (Joe shines when there’s a system to solve) 4) **Authority telling him he’s powerless** (he reacts by proving he has agency) 5) **Pappy surfacing** (raises stakes, shifts tone, gives you horror/exposition) --- ## Tone Calibration Notes - Joe is your “normal” lens character — which makes Pappy/war horror hit harder. - Keep Joe’s humor, but let Pappy moments feel *cold* and real. - Joe’s violent escalation (Circle) was fun at the table; the world can react without “punishing the player” by focusing consequences on: - pressure, - paranoia, - moral weight, - and “you can’t put that toothpaste back in the tube.” --- ## Current Status (start-of-next-session snapshot) - Joe is physically at Ben’s house (now a staging ground). - Joe is implicated in the Circle explosion (unknown to authorities, but known to Pip). - Joe still carries the toy (tuning fork) and is increasingly positioned to be the party’s hook into: - the Korrin Crisis history, - D’Serris’ agenda, - and the Coherence/Instrumentality ideology.