Do Not Extinguish
Stoken Games · Personnel File Subject 001 · Status: Lit

PIP

Meeple, animate. Flame, cyan. Employment status: was never hired, refuses to leave.

Vitals

Form SG-01
SpeciesMeeple (animate; origin under review, see Lore)
ClassLiving Ember / Chief Morale Officer
HeightThree meeples, stacked (refuses standard calipers)
WeightDeclined to comment
AlignmentChaotic Cozy
FlameCyan, always. Amber is contractually reserved for the analytics department. Pip has read the contract. Pip did not like the contract.
First observedInside a Greenfield box that was supposed to be empty

Measured Attributes

Instrument-verified
Enthusiasm 11/10 Exceeds instrument range. Instrument replaced twice.
Drama 10
Luck 9 Suspiciously high. Dice under separate investigation.
Sneak 4 He is a light source. He does not accept this.
Patience 3
Poker face 1 Eyes brighten when bluffing. Every time. Every time.
Sitting 0 Cannot be done. Extensively tested. See Incident Report 7.

Known Abilities

Observed in play

Victory Blaze

Active

Upon winning anything (a game, an argument, a coin flip he called in the air), the flame doubles in size and confetti appears from no identifiable source. Facilities has stopped asking.

The Waterworks

Ultimate

Triggered by 404 errors, ties, and the phrase "we'll play it next time." Produces glowing tears at a rate the janitorial team describes as "frankly architectural." The puddle is warm. Nobody knows why the puddle is warm.

Card Fan

Active

Conceals his entire body behind a fan of cards, peeking over the top. Devastating psychological effect. Strategic value unclear, as analysis suggests he cannot read the cards.

Dice Toss

Active

Launches a single d6 with flawless form. Announces the result before it lands. The announced result is always seven. It has never been seven. He remains undefeated in his heart.

Ambient Glow

Passive

Cuffs, soles, and flame emit constant cyan light. Board games played near Pip require no lamp. Sleep near Pip is not recommended.

Documented Weaknesses

Handle accordingly
  • Cursed dice. A die showing the wrong number of pips causes visible existential distress. He will not touch it. He will not stop looking at it.
  • Being asked to sit down. See Sitting, above. Chairs are a concept he respects but does not participate in.
  • The color orange. Legal reasons. Do not ask. The paperwork was extensive.
  • Compliments. Flame doubles in size. In enclosed spaces this is a genuine fire-safety concern, and he knows it, and he fishes for them anyway.

Lore

Considered canon, mostly

The factory produced one thousand meeples that day. Nine hundred ninety nine came out matte charcoal. One came out on fire.

Quality control flagged him for disposal. He flagged quality control for a rematch. The details of that game are sealed by arbitration, but the meeple left with the factory, the factory left with a new mascot, and the fire never went out. It has since been established that the flame burns cyan because that is the exact color of the moment a plan comes together, which is the only fuel it runs on.

He has been with Stoken Games ever since, where he supervises playtests, celebrates disproportionately, mourns theatrically, and points at things with enormous conviction. He has never once sat down.

Roll With Pip

Interactive · d6
Pip mid-run, hurling a white six-sided die with a trail of cyan light

He insists you roll it.

Pip is watching. Pip believes in you.