Spektor March 14 °•⌂→φ←ζ Aηηika, †hΣ HΣx ζ→φ←⌂•° Conditions: Persuaded Chaperone (+1 forward to protect Sophie & David) Stats: Charm +2, Cool +0, Sharp +0, Tough -1, Weird +2 Harm: ●●●/●○○○ Unstable: ● Luck: ●○○○○○○ Exp: ●●●○○ Temptation: Power Moves & Gear Bad Luck CharmWhenever you use magic and miss, the backlash never affects you directly if there’s someone else around to hit. It’ll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy. Cast the Bones Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you seek guidance by divination, roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. On a miss, you get some information, but it’s not what you want to hear. Spend those holds to ask any question from the investigate a mystery move, or one of the following questions: • What can I gain from this person/place/thing/creature? • Who has touched this person/place/thing/creature before me? The Keeper will answer truthfully, with either a direct answer or how to find out more. Sympathetic TokenAs long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you try to use magic against them and miss, the token is lost, destroyed, or loses its power. Force of WillWhen you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1-harm as the strain of dismissing magic unravels you. Rotes: Leeching Enchantment(Must be cast at night. Requires the burning of pressed flowers.) This ability works similar to the Use Magic ability: Enchant a Weapon, but with extra bonuses. On a 10+ Enchant a weapon. It gets +1 harm and +magic and + Vampiric (1 healing for each time it deals damage). On a 7-9 The effect is weakened. Choose two of the three tags. On a miss The weapon turns on you as you attempt to enchant it. Take 1 harm ignore armour. Apply no Effects. Gear: Athame(2-harm hand magic silver) Staff(1-harm hand balanced large) Annika releases her healing spell on Hal just as he is able to put himself out. As the energy is expelled from her body, with the fire still raging around her, Annika sways on her feet and just barely catches herself from falling into an enflamed pew. “I…can try and call to the rain and…” She sways again nearly passes out, but adrenaline is a powerful chemical and she is able to maintain consciousness. Good thing, that. One might say that a burning building is just about the worst place one could faint. She sluggishly attempts to cast another spell without finishing her original sentence, muttering something about rumbling thunder and crackling lightning, but it doesn’t take. Whatever forces she is calling on either cannot hear her, or choose not to answer. “I-…I can’t.” She finally exclaims, rubbing her eyes like a tired child. When she blinks away the blurred vision, she sees that her allies have already taken charge of the situation and have thoroughly defeated both the monster and the ensuing fire. “Oh.” They are lead outside by the fire brigade and Annika lets out a hacking cough and peers towards the horizon, shielding her eyes from the rising sun’s light. Out of habit she fishes into her pocket and grabs the crushed pack of cigarettes, but another coughing fit makes her rethink the action and she tucks the pack back into her singed pants. She feels shaky and weak, like she hadn’t eaten in a day or two. But she guesses that’s what it feels like when you start to overexert yourself as a…witch? She supposes that’s what she is. With blurring vision, she looks to everyone else in their group. All accounted for; all alive. “Well, we did it. I think there might have been some…exposure; a lot of people saw some f*cked up shit. How are you holding up, mates? Ekram, Hal? You two saw the worst of it.” She leans to the side and spits out a glob of soot-stained mucus and immediately scowls at the sight of it before looking away towards the rising sun. “I have a feeling I will be missing class today.” OoC N/A
Spektor March 14 °•⌂→φ←ζ Aηηika, †hΣ HΣx ζ→φ←⌂•° Conditions: Persuaded Chaperone (+1 forward to protect Sophie & David) Stats: Charm +2, Cool +0, Sharp +0, Tough -1, Weird +2 Harm: ●●●/●○○○ Unstable: ● Luck: ●○○○○○○ Exp: ●●●○○ Temptation: Power Moves & Gear Bad Luck CharmWhenever you use magic and miss, the backlash never affects you directly if there’s someone else around to hit. It’ll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy. Cast the Bones Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you seek guidance by divination, roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. On a miss, you get some information, but it’s not what you want to hear. Spend those holds to ask any question from the investigate a mystery move, or one of the following questions: • What can I gain from this person/place/thing/creature? • Who has touched this person/place/thing/creature before me? The Keeper will answer truthfully, with either a direct answer or how to find out more. Sympathetic TokenAs long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you try to use magic against them and miss, the token is lost, destroyed, or loses its power. Force of WillWhen you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1-harm as the strain of dismissing magic unravels you. Rotes: Leeching Enchantment(Must be cast at night. Requires the burning of pressed flowers.) This ability works similar to the Use Magic ability: Enchant a Weapon, but with extra bonuses. On a 10+ Enchant a weapon. It gets +1 harm and +magic and + Vampiric (1 healing for each time it deals damage). On a 7-9 The effect is weakened. Choose two of the three tags. On a miss The weapon turns on you as you attempt to enchant it. Take 1 harm ignore armour. Apply no Effects. Gear: Athame(2-harm hand magic silver) Staff(1-harm hand balanced large) OoC WIP
Spektor March 14 °•⌂→φ←ζ Aηηika, †hΣ HΣx ζ→φ←⌂•° Conditions: Persuaded Chaperone (+1 forward to protect Sophie & David) Stats: Charm +2, Cool +0, Sharp +0, Tough -1, Weird +2 Harm: ●●●/●○○○ Unstable: ● Luck: ●○○○○○○ Exp: ●●●○○ Temptation: Power Moves & Gear Bad Luck CharmWhenever you use magic and miss, the backlash never affects you directly if there’s someone else around to hit. It’ll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy. Cast the Bones Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you seek guidance by divination, roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. On a miss, you get some information, but it’s not what you want to hear. Spend those holds to ask any question from the investigate a mystery move, or one of the following questions: • What can I gain from this person/place/thing/creature? • Who has touched this person/place/thing/creature before me? The Keeper will answer truthfully, with either a direct answer or how to find out more. Sympathetic TokenAs long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you try to use magic against them and miss, the token is lost, destroyed, or loses its power. Force of WillWhen you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1-harm as the strain of dismissing magic unravels you. Rotes: Leeching Enchantment(Must be cast at night. Requires the burning of pressed flowers.) This ability works similar to the Use Magic ability: Enchant a Weapon, but with extra bonuses. On a 10+ Enchant a weapon. It gets +1 harm and +magic and + Vampiric (1 healing for each time it deals damage). On a 7-9 The effect is weakened. Choose two of the three tags. On a miss The weapon turns on you as you attempt to enchant it. Take 1 harm ignore armour. Apply no Effects. Gear: Athame(2-harm hand magic silver) Staff(1-harm hand balanced large) OoC Apparently I need to spec into heals! Casting healing magic on whoever looks the worst off. I will take the 1-harm as my glitch, making me unstable.