CitrineTheCat

City Watch: The Spooky

Aug 29th, 2019
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  1. [color=white][collapse=The Spooky][hr][hr][color=white][big][b]Name:[/b] _____ [b]LVL:[/b] 1[/big]
  2. [color=white][sub][i]"I can do things, things that normal people can’t.
  3. But there’s a price—I haven’t paid it in full, yet,
  4. but the bill’s gonna come due soon. It’s best I don’t
  5. tell you any more. You get too close, you’ll get hurt."[/i][/sub][/color]
  6.  
  7. [big][b]Harm:[/b] [color=red]♥ ♥ ♥ ♥ ♥ ♥ ♥[/color][/big]
  8. [big][b]Luck:[/b] [color=cyan]◎ ◎ ◎ ◎ ◎ ◎ ◎[/color][/big]
  9. [big][b]EXP:[/b] [color=blue]◎ ◎ ◎ ◎ ◎ ◎ ◎[/color][/big]
  10. [big][b]Cash:[/b] [color=green]◉ ◉ ◉ ◉ ◎ ◎ ◎[/color][/big]
  11. [b]Tough:[/b] _ [b]Sharp:[/b] _ [b]Charm:[/b] _
  12. [b]Weird:[/b] _ [b]Cool:[/b] _[/color][hr][hr]
  13.  
  14. [hr][hr]
  15. [color=white][big][b]Chosen Moves[/b][/big][/color][hr]
  16. [color=white]◎ [b]Move #1[/b]
  17. [i][sub]Replace this move with one from the list below. The [b]Spooky[/b] starts with 3.[/sub][/i][/color]
  18.  
  19. [color=white]◎ [b]Move #2[/b]
  20. [i][sub]Replace this move with one from the list below. The [b]Spooky[/b] starts with 3.[/sub][/i][/color]
  21.  
  22. [color=white]◎ [b]Move #3[/b]
  23. [i][sub]Replace this move with one from the list below. The [b]Spooky[/b] starts with 3.[/sub][/i][/color]
  24.  
  25. [hr][collapse=◉ The Dark Side][hr][hr][color=gray][b][big][i]The Dark Side[/i][/big][/b]
  26. Your powers have an unsavory source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious. Something like that. Whatever it is, it's unsettling.
  27.  
  28. Pick three tags for your dark side:
  29. ( ) Violence
  30. ( ) Depression
  31. ( ) Secrets
  32. ( ) Lust
  33. ( ) Dark bargain
  34. ( ) Guilt
  35. ( ) Soulless
  36. ( ) Addiction
  37. ( ) Mood swings
  38. ( ) Rage
  39. ( ) Self-destruction
  40. ( ) Poor impulse control
  41. ( ) Greed for power
  42. ( ) Hallucinations
  43. ( ) Pain
  44. ( ) Paranoia
  45.  
  46. The Keeper can ask you to do nasty things (in accordance with the tags), when your powers need you to. If you do whatever is asked, mark experience. If you don't do it, then your powers are unavailable until the end of the mystery (or you cave and do it anyway). As you mark off Luck boxes, these requests will get bigger and nastier.[/color]
  47. [hr][hr][/collapse][collapse=◉ Available Moves][hr][hr][color=white]◉ [b]Telepathy[/b]
  48. [i][sub]You can read people’s thoughts and put words in their mind. This can allow you to investigate a mystery or read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You still roll moves as normal, except people will not expect the weirdness of your mental communication.[/sub][/i][/color]
  49. [color=white] ◉ [b]Hex[/b]
  50. [i][sub]When you cast a spell (with use magic), as well as the normal effects, you may pick from the following:
  51. • The target contracts a disease.
  52. • The target immediately suffers harm (2-harm magic ignore-armour).
  53. • The target breaks something precious or important.[/sub][/i][/color]
  54. [color=white]◉ [b]The Sight[/b]
  55. [i][sub]You can see the invisible, especially spirits and magical influences. You may communicate with (maybe even make deals with) the spirits you see, and they give you more opportunities to spot clues when you investigate a mystery.[/sub][/i][/color]
  56. [color=white]◉ [b]Premonitions[/b]
  57. [i][sub]At the start of each mystery, roll+Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9+ you get clouded images of something bad that is yet to happen: mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent one-for-one as penalties to rolls you make.[/sub][/i][/color]
  58. [color=white]◉ [b]Hunches[/b]
  59. [i][sub]When something bad is happening (or just about to happen) somewhere that you aren’t, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there late—in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.[/sub][/i][/color]
  60. [color=white]◉ [b]Tune In[/b]
  61. [i][sub]You can attune your mind to a monster or minion. Roll +Weird. On a 10+, hold 3. On a 7-9, hold 1. On a miss, the monster becomes aware of
  62. you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers:
  63. • Where is the creature right now?
  64. • What is it planning to do right now?
  65. • Who is it going to attack next?
  66. • Who does it regard as the biggest threat?
  67. • How can I attract its attention?[/sub][/i][/color]
  68. [color=white]◉ [b]The Big Whammy[/b]
  69. [i][sub]You can use your powers to kick some ass: roll +Weird instead of +Tough. The attack has 2-harm close obvious ignore-armour. On a miss, you’ll get a magical backlash.[/sub][/i][/color]
  70. [color=white]◉ [b]Jinx[/b]
  71. [i][sub]You can encourage coincidences to occur, the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to:
  72. • Interfere with a hunter, giving them -1 forward.
  73. • Help a hunter, giving them +1 forward, by interfering with their enemy.
  74. • Interfere with what a monster, minion, or bystander is trying to do.
  75. • Inflict 1-harm on the target due to an accident.
  76. • The target finds something you left for them.
  77. • The target loses something that you will soon find.[/sub][/i][/color]
  78. [color=white]◉ [b]Nobody's Puppet[/b]
  79. [i][sub]You discover how to use your powers at a lower price. Remove one dark side tag permanently.[/sub][/i][/color]
  80. [color=white]◉ [b]Join the Dark Side[/b]
  81. [i][sub]If someone falls to 0 Harm in front of you, you may make a deal with the other side to keep them alive. The target will heal for 5 HP and become stabilized. However, they now have a dark side tag, and this move cannot be used for them again.[/sub][/i][/color]
  82. [color=white]◉ [b]Telekinesis[/b]
  83. [i][sub]When you fling something with your mind, roll +Weird:
  84. • On a 10 or more, you move it. Choose two options and mark 1-harm.
  85. • On a 7-9, you move it but it hurts. Choose one option and mark 2-harm.
  86. • On a miss, something goes horribly wrong.
  87. By default you can move something smaller than a person. You don’t have much control, and you can’t move it strongly enough to hurt anything.
  88. Telekinesis options (anything not picked is not true):
  89. • Something is held fast.
  90. • Something is hurt (2-harm smash).
  91. • Something catches fire.
  92. • You can fling something bigger than a person.
  93. • You keep it basically under your control.
  94. • You suffer 1 less harm.[/sub][/i][/color]
  95. [color=white]◉ [b]Sensitive[/b]
  96. [i][sub]When you open up your brain to the psychic environment, roll +Weird:
  97. • On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important.
  98. • On a 7-9, you gain a hazy impression about something important.
  99. • On a miss, your brain makes contact with something dangerous.[/sub][/i][/color]
  100. [color=white]◉ [b]Past Lives[/b]
  101. [i][sub]When you channel your previous incarnations to discover something, pose your question and roll +Weird:
  102. • On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below.
  103. • On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below.
  104. • On a miss, a past life takes over for a while.
  105. [b]Past Lives questions:[/b]
  106. • What did a past life discover about ___________?
  107. • How did a past life deal with __________?
  108. • What important hidden secret can a past life show me the way to?
  109. • What did a past life learn too late to help them?
  110. • What does a past life advise me to do now?[/sub][/i][/color]
  111. [color=white]◉ [b]Skilled[/b]
  112. [i][sub]Increase a stat by one, to a max of +3.[/sub][/i][/color]
  113. [color=white]◉ [b]Talented[/b]
  114. [i][sub]Increase another stat by one, to a max of +3.[/sub][/i][/color]
  115. [color=white]◉ [b]Masterful[/b]
  116. [i][sub]Increase another stat by one, to a max of +3.[/sub][/i][/color]
  117. [color=white]◉ [b]Multifaceted[/b]
  118. [i][sub]Take a move from another class.[/sub][/i][/color]
  119. [color=white]◉ [b]Jack of All Trades[/b]
  120. [i][sub]Take a move from another class.[/sub][/i][/color]
  121. [color=white]◉ [b]Haunted House[/b]
  122. [i][sub]You have a Haven like the Expert with one improvement.[/sub][/i][/color]
  123. [color=white]◉ [b]Home Improvement[/b]
  124. [i][sub]Take another improvement for your Haven.[/sub][/i][/color]
  125. [color=white]◉ [b]Under Renovation[/b]
  126. [i][sub]Take another improvement for your Haven.[/sub][/i][/color][hr][hr][/collapse][collapse=◉ Inventory][hr][hr]
  127. [big][b]Inventory (0/10)[/b][/big][hr]
  128.  
  129. [hr][hr][/collapse][collapse=◉ Storage][hr][hr]
  130. [big][b]Storage (0/10)[/b][/big][hr]
  131.  
  132. [hr][hr][/collapse][hr][hr][/collapse][/color]
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