[color=bc8dbf][h1][center]Cassidy[/center][/h1][/color] [center][hider=Visual reference, but with blue eyes] [img]https://i.pinimg.com/1200x/5d/67/f3/5d67f30c534f6f35eda69cfad1191180.jpg[/img] [/hider][/center] [b][color=bc8dbf]"Could be The Shee, could be somethin' else entirely! There are more things in Heaven and Earth... an' all that. All I know fer sure is that, Toby, da lad who sent me 'ere 'ad some aura 'bout 'im. It felt like somethin' that would be 'fraid o'cold iron! So I came adequately prepared."[/color][/b] Cassidy glanced at Loch, who looked to be a bit green around the gills. She tended to have that effect around the conspiracy theorist. But this time she probably wasn't the only source of Loch's discomfort. [b][color=bc8dbf]"Well, anyway... I told ye why I'm 'ere. So... turnabout's fair play...?"[/color][/b] Cassidy peered questioningly at the animatronic and Loch, just as O'Malley was announcing the arrival of another... someone. [i]How did it go... Two's company. Three's a crowd. And four's a party.[/i] [b][color=bc8dbf]"Now it's truly a party."[/color][/b] Cassidy voiced her thoughts, turning fully to the newcomer. Bracing herself to attack, should this new someone be hostile. [hr] [hider=OOC]In Cassidy's affected state she will unconsciously use the alternative weird basic move Sensitive... aaaaaand we have our first [url=https://www.roleplayerguild.com/rolls/29816]Miss[/url], folks :rollin This miss from the previous post stands :sun [hider=Cassidy's Moves] [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 investigate a mystery. [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] [/hider] [hider=Ratings] Charm: -1 Cool: +1 Sharp: +0 Tough: +1 Weird: +2 [/hider] [hider=Gear] 9mm Pistol/[url=https://upload.wikimedia.org/wikipedia/commons/6/6c/Walther_P99_9x19mm.png]Walther P99[/url] (2-harm close loud) Big knife/[url=https://www.thekhukurihouse.com/public/images/upload/product/budhune-kukri.jpg]Kukri[/url] (1-harm hand) Leather bracelet with a pewter-looking coin (The Spooky Talisman) [/hider] [hider=Luck] [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 [/hider] [hider=Harm] [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) [/hider] [hider=XP] [color=bc8dbf][u][b]Leveling Up[/b][/u][/color] Experience: [+] [ ] [ ] [ ] [ ][/hider][/hider]