[hider=Cassidy Byrne][color=bc8dbf][u][b]Name[/b][/u][/color] Cassidy Byrne [color=bc8dbf][u][b]Playbook[/b][/u][/color] The Spooky [color=bc8dbf][u][b]Look[/b][/u][/color] Thirty-something woman, a bit on the androgynous side, with pained, deep blue eyes, favoring casual clothes, which provide freedom of movement. [color=bc8dbf][u][b]Ratings[/b][/u][/color] Charm: -1 Cool: +1 Sharp: +0 Tough: +1 Weird: +2 [color=bc8dbf][u][b]Moves[/b][/u][/color] [b]The Sight:[/b] 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 [b]investigate a mystery[/b]. [b]Tune In:[/b] You can [b]attune your mind to a monster or minion.[/b] Roll +Weird. [u]On a 10+[/u], hold 3. [u]On a 7-9[/u], hold 1. [u]On a miss[/u], the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers: [i]• Where is the creature right now? • What is it planning to do right now? • Who is it going to attack next? • Who does it regard as the biggest threat? • How can I attract its attention?[/i] [b]Jinx:[/b] You can encourage coincidences to occur, the way you want. [b]When you jinx a target[/b], roll +Weird. [u]On a 10+[/u] hold 2 and [u]on a 7-9[/u] hold 1. [u]On a miss[/u], the Keeper holds 2 over you to be used in the same way. Spend your hold to: [i]• Interfere with a hunter, giving them -1 forward. • Help a hunter, giving them +1 forward, by interfering with their enemy. • Interfere with what a monster, minion, or bystander is trying to do. • Inflict 1-harm on the target due to an accident. • The target finds something you left for them. • The target loses something that you will soon find.[/i] [color=bc8dbf][u][b]The Dark Side[/b][/u][/color] 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. [i]Pick three tags for your dark side:[/i] • Lust • Addiction • Pain [color=bc8dbf][u][b]Gear[/b][/u][/color] 9mm (2-harm close loud) Big knife (1-harm hand) Leather bracelet with a pewter-looking coin (The Spooky Talisman) [color=bc8dbf][u][b]Introduction[/b][/u][/color] As a young girl Cassidy was a rising star in the world of Judo in her home country - Ireland. Her sights and ambitions firmly set on the Olympic Gold. She had the talent. She trained hard and did what was necessary to achieve her dream. She had the support of her family and friends and her coach and team. Or, so she thought. Tragedy struck on the eve of her Olympic participation. Cassidy tested positive for PEDs. It was a huge scandal. Her parents, ashamed, disowned her. Her team of coaches and trainers condemned her actions and withdrew their support. Her friends abandoned her. No one listened! No one believed her when she defended that she didn't take the drugs. Only, it wasn't drugs. Not really. It wasn't until the freak abilities started manifesting and [i]She[/i] began speaking to her that Cassidy found out what had really happened to her. And then there was [i]the talisman[/i]! That creepy looking pewter coin, strapped to a leather bracelet that her coach, or so Cassidy had assumed at the time, had left for her as a good luck charm gift. She'd put it on. And the next thing she knew she'd woken up and was late to her testing. After everything... After she'd had to leave Ireland in shame, she'd tried taking it off. As it was a reminder of what had happened. But it wouldn't come off! She'd tried almost everything to take it off, but nothing worked. Instead, [i]She[/i] appeared. Loud in her head. Demanding more, always more! After a lot of time and a lot of hardships, Cassidy finally learned what had really happened. Her parents and coach, pinning their hopes for fame and financial security on the young girl, invoked strange powers in order to secure Cassidy's performance. Only, they miscalculated. The drugs that they put into her system were meant for the [i]thing[/i] in the amulet to absorb and transform into sporting prowess. But they got the timing wrong and when Cassidy was tested, the drugs were still in her system. So her parents and her coach did the only thing they could do. Washed their hands of her, condemning her and getting away with ruining her life scot-free. But their due is coming. Just like Cassidy's is. Nothing in this life goes unpunished... or unanswered! [color=bc8dbf][u][b]History[/b][/u][/color] [color=bc8dbf][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 [color=bc8dbf][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=bc8dbf][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=bc8dbf][u][b]Improvements[/b][/u][/color] [] Get +1 Weird, max +3 [] Get +1 Charm, max +2 [] Get +1 Cool, max +2 [] Get +1 Sharp, max +2 [] Take another Spooky move [] Take another Spooky move [] Change some, or all, your dark side tags [] Get a mystical library, like the Expert’s haven option [] Take a move from another playbook [] Take a move from another playbook After you have leveled up [i]five[/i] times, you qualify for advanced improvements in addition to these. [color=bc8dbf][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. [] You discover how to use your powers at a lower price. Delete one dark side tag permanently.[/hider]