[hider=Loch][color=lime][u][b]Name[/b][/u][/color] 'Loch' (legal name: Hailey Daffodil Gardyne) [color=lime][u][b]Playbook[/b][/u][/color] The Flake [color=lime][u][b]Look[/b][/u][/color] Sleepless eyes hidden behind foggy glasses, comfortable unisex clothes, messy hair, chewed up fingernails [color=lime][u][b]Ratings[/b][/u][/color] Charm: +1 Cool: -1 Sharp: +3 Tough: 0 Weird: +1 [color=lime][u][b]Moves[/b][/u][/color] Connect the Dots: At the beginning of each mystery, if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, and on a 7-9 hold 1. Spend your hold during the mystery to ask the Keeper any one of the following questions: • Is this person connected to current events more than they are saying? • When and where will the next critical event occur? • What does the monster want from this person? • Is this connected to previous mysteries we have investigated? • How does this mystery connect to the bigger picture? Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+ you’re regarded as unthreatening and unimportant. On a 7-9, pick one: unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention. Net Friends: You know a lot of people on the Internet. When you contact a net friend to help you with a mystery, roll +Charm. On a 10+, they’re available and helpful—they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they’re prepared to help, but it’s either going to take some time or you’re going to have to do part of it yourself. On a miss, you burn some bridges. [color=lime][u][b]Gear[/b][/u][/color] Normal: Big knife (1-harm hand) Hidden: Throwing knives (1-harm close many), watchman’s flashlight (1-harm hand) [color=lime][u][b]Introduction[/b][/u][/color] Loch is a conspiracy theorist who can frequently be found online under their handle LochMessMonster. They go by they/them pronouns, are somewhere in their late twenties (they refuse to specify), and are from Scotland originally, though again they refuse to specify where. In fact, they give very vague answers when questions directly about their life, if they bother to answer at all, though may volunteer tidbits of inforation randomly in conversation when they're more comfortable with someone. They're not 'rude' so as much as they are aloof, often more focused on what's going on in their own mind rather than people around them... and anyone who's known them for a little will get the feeling there is [i]a lot[/i] going on in their mind. However, if they get them talking about something they're interested in, like a puzzle, a mystery or some piece of media that they are currently obsessed with, you'll find their focus indomitable. In particular, they seem to have a fascination with the paranormal that zigzags between adoration and fear. [color=lime][u][b]History[/b][/u][/color] "They’re somehow tied into it all. You’ve been keeping an eye on them." (Duck-billed O'Malley) "Fellow freaks." (Cassidy Byrne) "The signs all pointed to working together. So you found them and now you work together." (William Aubergine) [color=lime][u][b]Luck[/b][/u][/color] You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If your Luck boxes all get filled, you’ve run out of good luck. Okay [] [] [] [] [] [] [] Doomed (Flake Special: When you spend a Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiracies that aspect is connected to. If that aspect wasn’t part of another conspiracy, it is now.) [color=lime][u][b]Harm[/b][/u][/color] When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay [] [] [] | [] [] [] [] Dying Unstable: [] (Unstable injuries will worsen as time passes) [color=lime][u][b]Leveling Up[/b][/u][/color] Experience: [] [] [] [] [] Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: [color=lime][u][b]Improvements[/b][/u][/color] [] Get +1 Sharp, max +3 [] Get +1 Charm, max +2 [] Get +1 Cool, max +2 [] Get +1 Weird, max +2 [] Take another Flake move [] Take another Flake move [] Get a haven, like the Expert has, with two options [] Gain another option for your haven [] Take a move from another playbook [] Take a move from another playbook After you have leveled up five times, you qualify for advanced improvements. [color=lime][u][b]Advanced Improvements[/b][/u][/color] [] Get +1 to any rating, max +3. [] Change this hunter to a new type. [] Create a second hunter to play as well as this one. [] Mark two of the basic moves as advanced. [] Mark another two of the basic moves as advanced. [] Retire this hunter to safety. [] Get back one used Luck point.[/hider]