[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]"Dial down yer optimistic settings, O'Malley! If we were sent 'ere, it wasn' for socializin'!"[/color][/b] Cassidy grunted as she cautiously followed the animatronic, weary of the newcomer as well. She didn't like unknowns and she didn't know this person or how he would act or react. But Toby was depending on her and she would not let the lad down a second time! [b][color=bc8dbf]"I don't know why yer 'ere, mister, but know I won't let ya get in da way of what I need doin'..."[/color][/b] Cassidy addressed the older man, without even looking at him. No, she was amped and anxious. All her normal senses, and her somewhat unnormal ones, were screaming to high heaven this place was... wrong! But there was nothing in sight. Gripping the pistol Cassidy cast her gaze about, looking for anything dangerous they might have missed. Some trap. A cleverly set ambush. A supernatural lure... Something overlooked. Or made to look benign when it was anything but. Over the years, in [i]Her[/i] constant company, Cassidy had learned to trust all her senses and sensations. She'd developed what LEOs might call sixth sense, but was in fact a conglomeration of experience and knowledge that allowed you to process pertinent information on an almost subconscious level. And so, just like cops, Cassidy had come to trust her gut in a lot of high-octane situations. Now wasn't much different. As she followed behind O'Malley, trying to stay between Loch and any possible oncoming danger, Cassidy allowed her senses to expand and engulf as much of the scenery as possible and feed her real-life data she hoped her brain would interpret and warn her about just in the nick of time. [hr] [hider=OOC]Time for a new roll :rolling Phew, success with a [url=https://www.roleplayerguild.com/rolls/29890]9[/url] :sun Hopefully this gives us a general direction in which to move forward. [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]