AndrewNotes/Avalon/11_Players/Joe Football.md
2026-02-01 14:38:35 -08:00

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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 hes “just Joe,” but hes carrying something older and more dangerous.

Baseline Backstory (Player-established)

  • Reason for joining AAA: originally “football only.” He wanted football tryouts; the academy doesnt have football, only Mageball (initially a comedic conflict… but Joe didnt mind as much as expected).
  • Home life: stable, loving, middle-class suburb.
    • “Perfectly average in every way imaginable” (played as a joke, but its 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 Pappys 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
    • DSerris / 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:
    • Joes 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 DSerris 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).
  • Youve 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 didnt 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 its 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 hes 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 Bens 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 (theyre 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),
    • DSerris (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, didnt they switch to mageball?”
    • Pappy hijacks Joes 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: “Im cooking these fuckers out.”
  • Joe failed an Int/Wis-style check (rolled a 5) and decided this was “one of the better ideas hes ever had.”
  • Joe interpreted Bens 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.
  • Joes 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 theres a system to solve)
  4. Authority telling him hes 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 Joes humor, but let Pappy moments feel cold and real.
  • Joes 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 cant put that toothpaste back in the tube.”

Current Status (start-of-next-session snapshot)

  • Joe is physically at Bens 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 partys hook into:
    • the Korrin Crisis history,
    • DSerris agenda,
    • and the Coherence/Instrumentality ideology.