Charm | Cool | Sharp | Tough | Weird |
+1 | +2 | +1 | +1 | -1 |
Manipulate SomeoneOnce you have given them a reason, tell them what you want them to do and roll +Charm. For a normal person: • On a 10+, then they’ll do it for the reason you gave them. If you asked too much, they’ll tell you the minimum it would take for them to do it (or if there’s no way they’d do it). • On a 7-9, they’ll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they’ll tell you what, if anything, it would take for them to do it. For another hunter: • On a 10+, if they do what you ask they mark experience and get +1 forward. • On a 7-9, they mark experience if they do what you ask. • On a miss, it’s up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated. |
Act Under Pressure |
Investigate a Mystery Read a Bad Situation |
Kick Some Ass Protect Someone |
Destiny's PlaythingAt the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9 you get a vague hint about it. On a miss, something bad is going to happen to you. |