Fell, they/she, English, currently obsessed with DnD and other ttrpgs. I do art sometimes. I GM the Epyllion campaign Beyond Moonlight's Reach and the Daggerheart campaign The Witherwild on this very site.
<Snipped quote> Working together may be best, but it also be funny if William had no idea about that. So you just showed and was like 'less go'
Honestly... I can kind of imagine Loch doing that. They did all this research on William, probably finding out about his past and was like "He's perfect". And then just started showing up around him.
@Redking0380 Little bit stuck on which of Loch's history hooks could apply to William, but I've narrowed it down to these three: • Members of the same support group. • The signs all pointed to working together. So you found them and now you work together. • You know each other through cryptozoology and conspiracy theory websites. Which do you think would fit best?
Moves 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.
Gear Normal: Big knife (1-harm hand) Hidden: Throwing knives (1-harm close many), watchman’s flashlight (1-harm hand)
Introduction 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 a lot 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.
History "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)
"You know each other through cryptozoology and conspiracy theory websites." (Silvio Florentino)
Luck 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.)
Harm 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)
Leveling Up 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:
Improvements [] 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.
Advanced Improvements [] 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.
The betrayal hit her hard and no one believed her. So she was left to fend for herself. She would definitely root for the underdogs and target bullies and anyone and everyone that would take advantage of their position of power. Be it political, financial, familial. I imagine she would be quite brutal with her punishments. She would probably demand it of Cassidy too. For her own selfish reasons.
Hmmm... maybe a police officer that was, at one point, giving the crew grief?
Cassidy's from Ireland, not Northern Ireland. So not really from the UK. The Irish have their pride after all
That said, there's a history on The Spooky playbook I believe can work for what you are suggesting. Especially the last bit about Loch being a bit terrified of Cassidy
"They saw you use your powers for selfish or vindictive reasons. Ask them who the victim was, and then tell them what you did."
Dang. xP Still, they have enough common ground for Loch to feel some connection with her.
But oooh... that's interesting. Erm... I guess the first thing I want to ask is what kind of people would Cassidy be likely to target with her powers?
@ihinka There is literally a piece of history on the Flake's sheet called "Fellow freak." That's probably very accurate to how Loch would feel about Cassidy. They probably feel a certain amount of kinship with her (both from the UK, both have not great relationships with their family - though Loch's is more self-imposed), and Cassidy's feeling of betrayal towards her family and coach probably would resonate with Loch. Loch's lack of trust in people has been not great for forming lasting friendships.
That being said, if they are aware of Cassidy's powers, they're also probably more than a little terrified of her.
@ihinka No one else has pointed this out yet, so I have something to note:
You seemed to have used Loch's CS as a base, because the improvements and advanced improvements your character has on their sheet are identical to their's. Each of the playbooks actually has their own unique set of improvements and advanced improvements.
For the Spooky, these are the ones listed: [] 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
And these are the advanced improvements for the Spooky: [] 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. [] Get back one used Luck point.
"Rudrick and Shieldwing are close, but they're not here yet... Which is kinda weird. I mean, they left before us, we stopped for a bit when Tamba joined up, and Rudrick can literally fly. So they should be here already. But somehow we beat them here, and we didn't even bump into them on the way. Funny, right...?"
Skobeloff: That's weird, I wonder why they're behind us since they left first. I wonder what the GM could be planning? Me, the GM: ... I forgor.
Fell, they/she, English, currently obsessed with DnD and other ttrpgs. I do [url=https://www.deviantart.com/fellsnfairfolk]art[/url] sometimes. I GM the Epyllion campaign [url=https://www.roleplayerguild.com/topics/188627-epyllion-beyond-moonlights-reach/ic]Beyond Moonlight's Reach[/url] and the Daggerheart campaign [url=https://www.roleplayerguild.com/topics/195470-daggerheart-the-witherwild/ic]The Witherwild[/url] on this very site.
<div style="white-space:pre-wrap;">Fell, they/she, English, currently obsessed with DnD and other ttrpgs. I do <a target="_blank" rel="nofollow noopener" href="https://www.deviantart.com/fellsnfairfolk">art</a> sometimes. I GM the Epyllion campaign <a href="https://www.roleplayerguild.com/topics/188627-epyllion-beyond-moonlights-reach/ic">Beyond Moonlight's Reach</a> and the Daggerheart campaign <a href="https://www.roleplayerguild.com/topics/195470-daggerheart-the-witherwild/ic">The Witherwild</a> on this very site.</div>