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Messages - Thrythlind

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I've got a hack ready for playtesting focused around stories of characters who get trapped in a video game or video-game like world. I've actually got suggested rules for it for Fate Core and GUMSHOE as well.  I sort of need to know what is needed to put on the packet in terms of copyright information before sending it out.

My plan is to make the playtest available on drivethruRPG as a pay what you want sort of thing.

Currently, the Apocalypse Hack version has modeled sort of off the Spirit of 77 hack...instead of a single playbook, characters take a Persona (background/personality) and an Avatar ("game" character). No identical combinations of Persona and Avatar.

The playtest packet has 7 Personas (Crafter, Elite, Guilder, Native, Newbie, Soloist, Strategist)  and 7 Avatars (Boss-Killer, Controller, Mob-Clearer, Sapper, Summoner, Support, Tank).


Nevermind, found where he said "use your own words and it's free to do."

In any case, leaving this up here for a bit...will post a link to the playtest packet soon


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Monster of the Week / Spooky Hex
« on: November 02, 2014, 02:02:41 AM »
The hex reads that you can apply an extra effect when you cast spells.  Is this extra effect on top of the intention of the spell or is it just other optional effects the spell can perform?


For example, can use magic to cause someone to fly back and apply hex to cause them to break something precious when doing so as an effect on top of being thrown back?

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Monster of the Week / Change Playbook Question
« on: November 02, 2014, 02:00:51 AM »
If a character changes playbooks, does that mean he gets a fresh collection of Improvements that he can check off?

For example, if a Mundane transitions to the Spooky, will he be able to take the "Another Spooky Move" improvements now, even if he took both extra "Mundane" improvements before?

Will they be able to change playbooks a second time?  If they took "A move from another playbook" the maximum twice times and then change playbooks would they be able to take it two more times?

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Monster of the Week / Playbook: The Death-Seer
« on: November 01, 2014, 01:36:14 PM »


This is based on the death-seers from Divine Blood.

"Death is a fact of life, not the end of it."

Look

Man, woman, girl, boy

Red hair, white hair, black hair

white skin, black skin

casual clothes, ceremonial clothes, elegant clothes, gothic clothes, practical clothes

All Death-Seers have red irises and with uses of their power that require effort cause their eyes to flood with blood so that they appear solid red.

***********

Ratings

Charm +1, Cool +0, Sharp +1, Tough +0, Weird +1

Charm +2, Cool +0, Sharp +0, Tough +0, Weird +1

Charm +1, Cool +1, Sharp, +0, Tough -1, Weird +2

Charm +1, Cool +2, Sharp +1, Tough -1, Weird +0

Charm +0, Cool -1, Sharp, +2, Tough +1, Weird +1

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Moves

This one:

*Guiding Light - A gate to the afterlife sits open behind you, its light reveals the touch of death in the world allowing you to see ghosts and recognize undead, other death-seers and immortals on sight. If a ghost can be convinced (or tricked) to pass through the gate, it will leave this world for good (or until it reincarnates as a newborn).

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And two others:

Death's Spring - Between your guiding light and medical training, you can identify potentially terminal conditions and treat them. If a person is in a condition that threatens death, such as if they are unstable, you can roll +Sharp, on a 10+ you can do two of the following, on 7-9 you can do one of the following:

Stabilize a patient

Suppress a terminal disease

Cure a lethal poison

Heal 1-Harm

Remove a killing curse

On a miss, you make the situation worse....perhaps the medical condition worsens or perhaps someone notices your eyes change.

Use of this power causes your eyes to fill with blood as described.

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Tongues of the Dead - You can manipulate any dead spirit and can even cut temporarily cut through the madness of restless spirits usually impossible to reason with.

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Murder Eyes - Some death-seers bend their eyes and knowledge towards violent ends. When targeting a living being you can roll +Weird. On a 10+ you can Hold 2, on a 7-9 you can Hold 1. You can spend a Hold on the following:

Ignore the target's armor when dealing injury for the rest of the scene.

Deal +1 Harm one to the target when dealing injury for the rest of the scene.

Cause a target to become unstable the next time you deal an injury to the target this scene.

After inflicting injury on someone, the crippling injury gives +1 ongoing to other hunters attacking the target the rest of this scene.

Learn a way to kill an immortal target.

On a miss, you over strain yourself and suffer a -1 ongoing for the rest of the scene due to the sensory overload.

You may attempt this once per target per scene.

Use of this move causes your blood to fill with blood as described.

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Light of the Afterlife - Due to the guiding light, you have no need for physical light. Even in total darkness you see as if it is the brightest day.

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Where Death has Touched - You can see the way death has touched the people around you. You can activate this by rolling +Weird. On 10+ you can activate Hold 3, On a 7-9 you can Hold 1. You can spend a Hold as follows:

No Bystanders notice your eyes fill with blood while using the power.

You can tell whether one target has killed and whether it was a murder or death of necessity.

You can tell whether one target has witnessed death and whether the death was peaceful, violent or murderous.

You can tell one target's attitude toward death.

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Drink of my Blood - You can craft a potion of your blood to give another Hunter or Ally the use of one of your moves for one scene. Roll +Weird. On 10+ you grant the use of the move. On a 7-9 you can give a use of the move but at -1, or you can give a move with no penalty but suffer 1-harm that ignores armor yourself. On a miss, something goes horribly wrong.

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Natural Exorcist - When you use magic to seal, exorcise or ward away the dead, you take a +1 forward. You cannot use exorcism to force a ghost to pass on to the afterlife and defeating a ghost causes you to take a -1 ongoing to attempts to manipulate one.

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Purifier - You can use magic to separate the animating spirit of an undead from its body. Mindless undead are destroyed. Sentient undead become ghosts. Such a ghost can try to acquire a new body later if it escapes and it will remember what you did.

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Necromancer - You can briefly give ghosts physical form by either bridging the way for them to animate a corpse or manifesting it in the physical. Roll 10+ You manifest a form for the ghost for one action. Roll 7-9 you manifest the ghost for one action but you either take a -1 forward or suffer 1 harm to maintain it. On a miss, you fail to manifest a form for the ghost....or the ghost somehow no longer needs you to maintain its form and becomes independent...which is rarely a good thing.

****************************

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Death-Seer's Philosophy: (answer the questions)

What is your stance on ghosts? (they should all pass, they're people like any other, only the harmful should be exorcised, etc)

What is your stance on violence? (do no harm, vengeance for the departed, when necessary, etc)

What is your stance on your powers? (a tool, a gift, a curse, etc)

What color is your guiding light? (black, white, yellow, grey, green etc)

****************************

Gear

Normal Weapon: (choose two)

Martial Arts - your unarmed attacks deal 2-harm

Sword - 3-harm hand

Shotgun - 3-harm close loud reload

.38 revolver - 2 harm close reload loud

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(still need history and advances)

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Monster of the Week / Ran a one-shot for Halloween
« on: November 01, 2014, 01:43:11 AM »
My brother and friend decided to pick their playbook by random roll and got a Spooky and a Summoned.

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Jack the Spooky, an unattractively androgynous person with blank eyes and wearing casual clothes.

Charm -1, Cool +1, Sharp +0, Tough -1, Weird +2

Hexes, Jinx, Hunches

Dark Side: Dark Bargain, Soulless, Secrets

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You the Summoned, a demonic girl who looks between 12 and 14 wearing normal clothes who leaves ashen footprints where-ever she walks (regardless of whether she wears shoes or not)

Freakishness, Should I Feel That, Absolute Badass

Gigantic Hellsword, Sledgehammer, Magnum

Apocalypse: Breaking the Seal.

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The monster of the week was based on Urado from Ghost Hunt.  Basically, a rich man trying to defeat an illness by bathing in the blood of the young.  His spirit was contained when his children and grandchildren expanded the estate around the original property and creating a bizarre sort of maze out of the house.  Some renovation was being done by a new family member thinking about moving back in and managed to crack the wall into the original property.  Ghosts of the past victims have been trying to warn townsfolk away, but their warnings have become increasingly dangerous.  The actual minions of the blood bather, Ivo Schwartz, are the ghosts of his two orderlies who have been moving to abduct people in the area around to give their blood to Ivo and empower him.  Eventually he would get strong enough to leave the mansion itself and start preying on people himself.

Since the characters had insight into the supernatural that other characters wouldn't usually have, I made it less investigative and more action oriented.  They tracked down information, got "warned" by the ghosts a couple of times and attacked by the orderlies and Ivo's living followers.  Eventually they went to the estate and pushed in, You got sucked into the actual prison part of the house and ended up in battle with the monster after dissipating its servants temporarily. Jack used magic to trace the way to the crack and blow it open, arriving in time to help You avoid being dragged to the table in the center of the room and drained of her blood....who knows what demon blood would do to this thing.

After a fight in which they discorporated Ivo, Jack's bargain insisted that the Spooky grab some of the blood that Ivo bathed in before burning the table.  It was going to later tell Jack to pour the blood into the well at the center of town, but after they got out of the estate, Jack used magic to burn the blood, noting that the voice had said nothing about not burning the blood after it was out of the house.

The characters each acquired 3 advances in the course of play, Jack took the Sight and Mystic (from Initiate) while You took two Hard Case powers: Aim for the Weak Spot and Finish Him!  You's third advance went to getting +1 Cool while Jack's third advance went toward changing two of his Dark Side tags.  After his betrayal of the dark forces, he no longer has Dark Bargain and Secrets...he has Pain and Hallucinations as the source of his power plagues him for his betrayal.

Each character used two Luck points out of the three I gave them.

Ivo DID almost get You to the table and eventually made her drop her sword.  The sledgehammer eventually finished his Harm capacity after Jack enchanted You to be superhumanly fast (for a +1 effect) for a bit.

Jack used and abused (in a playful way) the Hex power to add extra effects every time he cast a spell.  He especially enjoyed "break something important" which destroyed the estate's security system, the table and the bath-tub full of blood.

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Monster of the Week / Re: Ghost Hunt Crew as a MotW team - Spoilers
« on: October 28, 2014, 04:22:13 AM »
will hold of on Ayako....with Spooky, Initiate and Expert already taken, and Chosen not really fitting her at all, kind of need a new playbook for her.

Probably something like a "shaman" or "priest" type thing.  Or possibly something related to how she's a woman from a rich family with some psychic ability.

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Monster of the Week / Re: Ghost Hunt Crew as a MotW team - Spoilers
« on: October 28, 2014, 04:19:54 AM »
Osamu Yasuhara, the Flake

A young man with cheerful eyes and neat clothing.

Charm +1, Cool +1, Sharp +2, Tough +0, Weird -1 (played with this a bit)

Moves: Often Overlooked, Connect the Dots, See, It All Fits

Advances:

Forbidden Past-time (First appearance) - Advance: +1 Cool, accepts his probably fate with dignity and a smile.

The Bloody Labyrinth - Advance: +1 Charm, bamboozles a poseur with a tale of being over 200 years old.

The Cursed House - Advance: +1 Sharp, gets together lots of research in a very short period of time.

The Forgotten Children - Not sure he's in this story.

End Result

Charm: +2, Cool +2, Sharp +3, Tough +0, Weird -1

Moves: Often Overlooked, Connect the Dots, See, It All Fits

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Monster of the Week / Re: Ghost Hunt Crew as a MotW team - Spoilers
« on: October 28, 2014, 03:57:01 AM »
I know Ayako was next on my list, but trying to figure out a place to put her is nerve racking.  So...


Father John Brown, the Initiate

A man with youthful appearance and a priest's uniform.

Charm +1, Cool +1, Sharp +0, Tough -1, Weird +2 (moved these around a little bit to better reflect the character)

Sect: The Catholic Church: Ancient Lore, Integrated in Society, Tradition Bound, Mystical Oaths

Moves: Good Standing With the Sect, Mystic, Helping Hand, Sacred Oath (Chastity, Poverty)

Advances:

Evil Spirits Everywhere - Advance: Soothe (Divine Playbook) - He's really good at calming people down.

Doll House - Advance: Cast Out Evil (Divine Playbook) - He exorcises a doll that none of the others could deal with.

After School Hexer - Advance: +1 Cool.  He is very calm.

Ghost Story in the Park: Mostly Mai's story.  No Advance

Silent Christmas - Advance: +1 Tough.  Just because he isn't particularly weak and doesn't hesitate to do physical stuff.  His sect requested the job.

Forbidden Past-Time - Advance: +1 Weird. While not as center stage as Monk, he shows himself to be quite competent as an exorcist.

The Bloody Labyrinth - Advance: +1 Charm.  He is very charming.

The Cursed  House - Advance: Manipulate People and Use Magic are Advanced. Again, he's one of the few characters never shown to have a problem with his rituals and he is very good at working with people.

The Forgotten Children - Erase one used Luck Mark from playbook.

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Monster of the Week / Re: Ghost Hunt Crew as a MotW team - Spoilers
« on: October 28, 2014, 01:40:51 AM »
Masako Hara, the Spooky (later Professional)

A slight teenaged girl with a severe expression dressed in traditional kimonos.

Charm +1, Cool +0, Sharp +1, Tough -1, Weird +2

Dark Side: Mood Swings, Hallucinations, Dark Bargain (she sometimes allows ghosts to possess her)

Moves: The Sight, Tune In, Hunches

Advances

Evil Spirits All Around - Advance: Always the Victim (Mundane Playbook) - Seriously, Mai gets attacked more, but Masako gets attacked almost everytime as well.

Doll House - Advance: +1 Cool. Masako can be pretty cool-headed.

After-School Hexer - Advance: Minor Celebrity (Snoop Playbook) - Comes into play when someone recognizes her from TV and sends spirits to attack her.

Ghost Story in the Park - Advance: +1 Weird.  Allows herself to be possessed.

Silent Christmas - Not sure she appears much in this story. No Advance.

Forbidden Past-Time - Advance: Mystic Library.  Never shown, but reasonable that she has one.

The Bloody Labyrinth - Advance: Erases Mood Swings.  After a heart to heart with Mai, this eases off.

The Cursed House - Advance: Changed to Professional.  Her position with the TV Agency hasn't really changed, but Mai has become the Spooky on this storyline, so decided to switch Masako too.  Also note, I thought about starting her off as The Professional since she has only a few very specific powers.

Agency: TV Studio, Well-Financed, Recognized Authority(Celebrity), Dubious Motives, Inter-Departmental Rivalry

Moves: When Dealing With the Agency, Bottle it Up, Unfazeable (Cool +1), Tactical Genius

The Forgotten Children - Advance: Cool +1 just a reminder...she can be quite cold.

End Result:

Charm +1, Cool +3, Sharp +1, Tough -1, Weird +3

Dark Side: Dark Bargain (possession), Pain

Moves: The Sight, Tune In, Hunches, Minor Celebrity, Always the Victim, When Dealing with the Agency, Bottle it Up, Unfazeable, Tactical Genius




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Monster of the Week / Re: Ghost Hunt Crew as a MotW team - Spoilers
« on: October 28, 2014, 01:08:16 AM »
Houshou "Monk" Takigawa, the Snoop (changed initial to this because his being a rock star and minor celebrity shows up once or twice)

A tall man with died blonde hair and an athletic build who wears flashy clothes.

Charm +2, Cool -1, Sharp +0, Tough +1, Weird +1 (messed with this a little)

Moves: Minor Celebrity, I'm a Reporter!(Rock Star!), Relaxed Producer (Freelance Guitarist)

Advances - Really just revealing his actual skills as things move on

Evil Spirits All Around - Advance: +1 Cool.  He's actually pretty cool-headed.

Doll House - Advance: Mystic (Initiate Playbook) - Does his first exorcism in this.

After-School Hexer - Advance: The Mojo Wire (Snoop Playbook) - Actually confirms the haunt from a few fans after a live show at the start of the story line.

Ghost Story in the Park - No Advance, this was mostly Mai.

Silent Christmas - Advance: +1 Weird.  Doesn't do much in this particular storyline, but he's shown some heavy chops by this point.

Forbidden Past-Time - Advance: +1 Sharp.  He has been showing some real intelligence throughout the show.

The Bloody Labyrinth - Advance: +1 Cool.  He keeps his cool very well here.

The Cursed House - Advance: Unfazeable +1 Cool (Professional Playbook). Again, when steps in to lead he shows a lot of being a cool head.

The Forgotten Children - Advance: Use Magic and Protect Someone become Advanced - More due previous storyline than this one.

End Result

Charm +2, Cool +2, Sharp +1, Tough +1, Weird +2

Moves: Minor Celebrity, I'm a Reporter!(Rock Star!), Relaxed Producer (Freelance Musician), Mystic, Unfazeable, The Mojo Wire, Advanced Use Magic, Advanced Protect Someone

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Monster of the Week / Re: Ghost Hunt Crew as a MotW team - Spoilers
« on: October 28, 2014, 12:16:13 AM »
Kazuya Shibuya (Nasu/Oliver Davis) the Expert (with Lin as an ally, I put him back to Expert...though Experts don't get Allies...so...where to put this)

A tall, young man with a cold and vain disposition and simple, dark clothes.

Charm -1, Cool +1, Sharp +2, Tough -1, Weird +1

Moves: Preparedness, Often Right

Haven: The Shibuya Foundation offices.  Lore Library, Mystical Library, Magical Laboratory

Advances - Mai is really the only one who seems to literally advance, well her and maybe Ayako...the others just reveal abilities that had always been there.

Evil Spirits Everywhere - Advance: Apprentice (Initiate Playbook) - Rather a formality, represents Lin, who barely shows up this story arch until late into it.  Lin is more of a Lieutenant or Bodyguard, but oh well.

The Doll House - Advance: Cool +1 - Plays up his cold personality and ability to stay calm here.

After-School Hexer - Advance: It Wasn't As Bad As It Looked (Expert Playbook) - Literally does that this storyarch.

Ghost Story in the Park - This was mostly Mai's show with the spirit.  No Advance.

Silent Christmas - Advance: +1 Sharp - Shows off more of his Holmesian intellect here.

Forbidden Past-Time - Advance: The Man With the Plan (Expert playbook) - Ties into his plan with the onmyouji talismans.

The Bloody Labyrinth - Advance: +1 Weird - Doesn't actually do much with, but this is sort of prepping what's coming up.

The Cursed House - Advance: The Big Whammy (Spooky playbook) - Kills a god with telekinetic power...then passes out.

The Forgotten Children - Advance: Mark Investigate a Mystery and Act Under Pressure as Advanced.

End Result

Charm -1, Cool +2, Sharp +3, Tough -1, Weird +3

Moves: The Man With the Plan, Often Right, Preparedness, It Wasn't As Bad As it Looked, Apprentice, The Big Whammy, Advanced Investigate, Advanced Act Under Pressure

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Monster of the Week / Re: Ghost Hunt Crew as a MotW team - Spoilers
« on: October 27, 2014, 11:48:25 PM »
What the hell...Let's do this


Mai Taniyama, the Mundane (later Spooky)

A short-haired girl with a friendly but determined face dressed in practical but cute clothes.

Charm +2, Cool +1, Sharp +1, Tough -1, Weird +0.

Moves: Always the Victim, The Power of Heart, Trust Me

Story Arch Advances

Evil Spirits All Over - Advance: Premonitions (Spooky playbook) - Starts having her prophetic dreams.

Doll House - Advance: Tune In (Spooky playbook) - Attunes to the mother's ghost and realizes its presence before anyone else.

After School Hexer - Advance: +1 Weird - Tests positive for latent ESP.

Ghost Story in the Park - Advance: +1 Charm - Convinces the spirit to pass on before it becomes an angry ghost.

Silent Christmas - Spends most of the time possessed and unaware of what's happening, absent player.  No advance.

Forbidden Past-time - Advance: What Could Go Wrong (Mundane Playbook) - Charges off to fight the ghosts herself.

The Blood-Stained Labyrinth - Advance: +1 Weird - Displays some definite use magic in the case of her Astral Projection to find Masako.

The Cursed House - Advance: Change to Spooky - By this point she's gone full-blown psychic.

The Dark Side of her power is that she tends to experience the last moments of the spirits she tunes into.  So she's experienced being murdered several times.  So, for her Dark Side tags: Guilt, Pain and Hallucinations (from the ghosts).

For moves she picks up The Big Whammy (she gets told off for using it on a possessed person though), Hunches and The Sight

The Forgotten Children - Advance: Remove one Dark Tag: Guilt - She has to get over some of her own emotions in order to complete the exorcism.  Her first solo exorcism with the rest of the team already drawn into the hallucination.

End result

Charm +3, Cool +1, Sharp +1, Tough -1, Weird +2

Dark Side: Pain, Hallucinations

Moves: Trust Me, Always The Victim, The Power of Heart, Premonitions, Hunches, Tune In, The Big Whammy, The Sight, What Could Go Wrong?

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the nerve core / Re: Any Protocol for doing a Hack?
« on: October 27, 2014, 10:53:37 PM »
sorry to perform a bit of necromancy, but could you set me up a Divine Blood forum...it might take me forever since I have novels and the Fate version to work through, but would like to be able to organize my thinking on the matter and get some focused thoughts on the different aspects of the setting.

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Monster of the Week / Ghost Hunt Crew as a MotW team - Spoilers
« on: October 27, 2014, 10:33:30 PM »
Trying to think how to do the Ghost Hunt anime as a MotW team, there's some issue since several of the characters would pass as different sorts of Initiates.  There's spoilers here obviously.

Looking at the characters in the main group you have:

Mai Taniyama, the primary perspective character who is a high school girl who slowly develops a range of other capabilities including prophetic dreams, astral projection and a sixth sense for who is innocent or guilty.  She also picks up some shinto and buddhist exorcism chants such as the nine-cuts and the mudra of immobility.  But over all, I think she's a Mundane that dipped into other playbooks.  Though looking at the ratings, none especially match her, I'd be tempted to play around with her ratings to make her Charm +2, Cool +1, Sharp +1, Tough -1, Weird +0 to start and advance her Weird twice via Advances.

Kazuya Shibuya (Nasu), the leader of the team, young genius already has a college degree (possibly a doctorate) as a teenager.  He's most known for using raw, cold logic and cunning to get the team through their cases. His possession or lack of actual powers is a minor/major plot point (it's minor to dues ex machina in the anime, major in the books).  Given he brings in the funding of the group and is shown to have a patron, I'd put him at a Professional primarily with his powers as dipping into other playbooks and using magic (especially since using his powers seems to hospitalize him).

Koujo Lin, Nasu's primary assistant and collaborator.  Later proven to be an Onmyouji with a handful of spirits at his beck and call.  Nasu actually goes to Lin to set up actual magical rituals for him, since any time Nasu draws on power it's like turning on a fire hose.  I'd say Lin is an Expert.  He has a bit of bitterness to him due to experiencing loads of racism at the hands of the Japanese (he's Chinese) during his life.

Update: Lin will be done as an ally for Nasu

Houshou Takigawa, usually called Monk, an apostate buddhist monk. He at least claims to be apostate, Nasu suspects he's a bit more than he lets on.  He is a full time rock and roll musician as well and gets called on to remove curses among the music industry fairly often.  While Lin deals with most of the big rituals that Nasu seems to be at the center of, a lot of the onscreen magic is done by Monk and he is supposed to be quite powerful.  I'd probably say he's an Initiate with a sect that isn't all that active anymore.

Next is Masako Hara, a television medium and minor celebrity about Mai's age. She's generally used to track down spirits and give information about them. She doesn't do much in the way of active exorcism and her powers make her sensitive to intense evil auras. She's pretty much a Spooky despite the fact her powers don't really have a specific dark force, they just make her an attractive target.

Next is Ayako Matsuzaki, a self-taught shinto priestess (or taught by the spirit of an old tree).  Throughout much of the series her powers are next to useless since it's revealed that her bigger powers depend on asking for help from the spirits of local trees and most of their stories take place in cities where the spirits of the trees are dead or asleep.  She does have some general purpose charms and spells, but she's not a major hitter and usually ends up as something between team mom and providing support.  She's prone to boasting and being concerned with her appearance as well as getting teased by the other team members for her lack of a successful exorcism til near the end. I'm tempted to call her a Flake but she doesn't fit the piecing it all together thing at all.  If it weren't for Monk, I'd likely make her an Initiate.

Then is John Brown, a supposed 19 year old Catholic exorcist.  He is a priest, but Nasu has doubts that he's actually completed the exorcism program with the Catholic church.  Despite that, he has legitimate power and is next to the Monk in on-screen demonstrations of psychic ability.  If Monk weren't around, I'd call him an Initiate...possibly I could refluff him as a Divine.

There is a late joiner to the party in the form of Osamu Yasuhara who is another high schooler that they pick up in the third-to-last anime story arch and hangs out with them through the last three story archs.  He's a pretty smart guy and hard worker with a rather odd sense of humor, such as when he spontaneously pretends to be over 200 years old and starts talking knowledgably about things that happened way back when in order to confuse and annoy a poseur ghost-hunter in the Bloody Labyrinth story arch. He more or less fits the Flake skill set since he settles in to do heavy research for the team after he joins and proves very adept at it.

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Makes me want to make Priest and/or Shaman playbooks.

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