The Changeling/Orphan
I don't know what's happening to me! I'm normal! This isn't supposed to happen to normal people. I just want everything to go back to the way it was before.
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Your character is not human or else comes from a bloodline of special humans. In either case, you were separated from your proper family by circumstances and adopted by a normal family. Now your heritage is now coming out and revealing itself. This usually happens in the late teens, but can hold to the early twenties.
To make your Changeling/Orphan, pick a name. Then follow the instructions below to decide your look, ratings, moves and gear. Finally introduce yourself and pick a history.
Look
Pick one from each line and write under Look
Man, woman, boy, girl.
Odd colorations, alluring voice, frightful aura, strange eyes, wings, or other odd feature
Friendly face, alluring face, laughing face, trustworthy face, average face, serious face, sensual face
Normal clothes, ragged clothes, casual clothes, goth clothes, sporty clothes, work clothes, street clothes, nerdy clothes.
Ratings
Charm +1, Cool -1, Sharp +1, Tough +0, Weird +2
Charm -1, Cool +1, Sharp +0, Tough +1, Weird +2
Charm +1, Cool +0, Sharp -1, Tough +1, Weird +2
Charm +0, Cool +1, Sharp +1, Tough -1, Weird +2
Charm +2, Cool -1, Sharp +0, Tough -1, Weird +2
Moves
Choose 3 Moves
Glamour - You are capable of maintaining an illusion that keeps you looking human to other people. Your true form remains and has whatever unusual features you decided on for looks. When creating the Glamour for a scene, make a +Cool roll. On a 10+, your Glamour is solid and presents a believable human appearance. On a 7-9 some aspect of the Glamour is faulty, perhaps you've over-idealized some aspect of it or maybe a piece of your inhuman nature shines through. In either case, the glamour gives you a reason to be able manipulate others. On a miss, the Glamour fails completely at some point during the scene, probably during the worst possible time.
Know When to Bluff - You pay attention and can tell when someone is freaked out by you, whether that's a monster that knows your heritage better than you or a bystander that just sees something unnatural. Roll +Sharp. On a 10+ you give the impression of being much more dangerous than you are and the target will be cautious in the current encounter. Unless you do something to expose yourself, the impression will remain throughout the entire encounter. On a 7-9 the opponent isn't sure about dealing with you and will hesitate. The bluff will fall apart, but you've bought time for your allies to do something. On a miss the opponent realizes how in over your head you really are.
Nurture over Nature - The way you were raised is clearly dominant over your instincts. If you persist in your goals in the face of your Unknown Heritage you gain a +1 Forward. If you give up, you only suffer a -1 ongoing for that scene or encounter, not the whole session.
Takes One to Know One - When a monster or other supernatural creature is claiming to be misunderstood or otherwise trying to relate to humans, you can tell whether or not they are being honest in the attempt. This doesn't let you see through a monster's self-denial, however. This works on other supernatural hunters as well.
Inhuman Talent - Name a particular theme of magic. When Using Magic, you gain a +1 to rolls if you remain within that theme. Examples: Smoke would give you +1 when using magic to manipulate smoke or using smoke to deliver magic. Cloth would give a +1 when performing magic that uses or enhances cloth somehow.
THEY are my people - Once per session, when you move to protect a normal human from harm, you can act as if you rolled a 10+.
Constant Companion - You have acquired a friend somehow connected to your magical background. This could be a pixie, a magical animal or a goblin. It might also be someone who decided to follow you from your old life. This operates as an ally. You determine the exact nature of the companion, but pick one of the following for the type: subordinate, lieutenant, friend, bodyguard, confidante, or backup.
The Uncorrupted - Your people are a more natural precursor to a particular type of supernatural or even unholy monster. You gain a +1 when you act under pressure to resist that creature's powers. However, if they realize what you are, they may feel determined to corrupt you into becoming what they are.
Unknown Heritage
Your non-human or psychic heritage has some pitfalls that you would be forewarned about if you were raised by your proper family. Choose three tags.
Tags
Dietary Requirement - Your physiology requires something specific in order to remain healthy. Alternately, there are foods which are perfectly fine for other people which you can't eat without being severely ill or at risk of death.
Reputation - Whatever you are, it or they have a reputation that you are expected to live up to. Good reputations can be as problematic as evil reputations in this case.
Pain - You haven't been properly trained in the use of your powers and because of this, you sometimes experience crippling pain.
Emotional Use - Sometimes when your emotions are riding high, your power activates on its own and this rarely a good thing.
Erratic Power - Sometimes your power fizzles when you most need it, sometimes it comes out too powerful.
Strange Thoughts - All teenagers find strange feelings coming over them, but you have emotions truly unusual for most humans.
Madness - Rather than force your body to withstand the rigors of your uncontrolled Power, you tax your mind instead. The fits are passing, so far, but if someone doesn't teach you to properly control yourself then you might find yourself permanently insane.
Sensory Bombardment - You have senses you haven't been trained to deal with, whether physical or mental, and sometimes the clash of information is too much for you to deal with.
Alienation - Your normal family reacted poorly when your supernatural heritage started to develop. Almost no one you knew from the old days will have anything to do with you. If you're a minor, you haven't even been reported as missing. The feeling of abandonment creates a behavior that makes strangers have difficulty trusting you, enhancing your feeling of alienation. You can still have a companion while suffering from feelings of alienation.
Allergy - You have a weakness. Something that would normally be harmless to humans causes you great pain.
Repulsion - Some substance,sound or object repulses you greatly. You can't bare even the slightest smell or sight of it.
Attraction - Some substance, sound or object attracts you greatly. You can barely pull yourself away from it.
Obsession - Whether it's possible or not, you're obsessed with going back to being normal. You have a tendency to look for any possible solution to "fixing" yourself, even things that other people consider to be obvious scams or traps.
The Keeper can use these tags to present obstacles or dangers to your goals. If you push through to try and obtain your goal despite the obstacle, mark an experience. If you abandon your goal in order to avoid the obstacle presented by your heritage, then take a -1 ongoing for the rest of the session due to the loss of confidence and other mental strain.
Gear
You have a few remnants of your old life and a weapon to serve your new one:
Transportation, choose one:
Skateboard
Roller Skates
Bicycle
Pickup
Motorcycle
Van
Fairly new car in decent condition
Classic car in poor condition
Weapon, pick one:
Golf club/baseball bat/cricket bat/hockey stick (2 harm hand innocuous messy)
Useful knife/multi-tool (1 harm hand useful small)
Small handgun (2 harm close loud reload)
Hunting rifle (3 harm far loud reload)
Sledge-hammer/fire axe (3 harm hand messy)
Talisman or Artifact (1-harm magic close ignore armor)
Gear, pick two:
A childhood toy.
A laptop.
A knapsack/backpack/purse
An mp3 player/mobile gaming platform
Photo keepsakes.
A locket/ring/necklace/etc
A favorite piece of clothing.
A journal
Letters or email from home (unlikely if alienated)
Introductions
When you get here, wait for everyone to catch up so you can do your introductions together.
Go around the group. On your turn, introduce your Mundane by name and look, and tell the group what they know about you.
History
Go around the group again, when it's your turn, pick one for each of the other hunters:
They first explained to you that you weren't human. Ask them how they realized and tell them how you reacted.
You suspect that they know more about your heritage than they are telling.
They tried to slay you, but eventually decided you weren't evil. Ask them what convinced them.
You see them as your anchor to humanity. Ask them if they're a stable choice or not.
You are romantically involved with them or one of their close relatives. Decide among the exact nature.
They see you as bait to bring in bigger prey. This may be a facade, ask them what their true feelings are.
They claim you and your kind are part of their destiny. Tell them what your reaction to that is.
They see you as a protege to train for hunting. Ask them how persistent they are in this agenda.
One of you saved the other's life once before. Tell them which of you saved whose life. Ask them what the details were.
Luck: As normal
Harm: As normal
Leveling Up: As normal
Improvements
Get +1 Weird (Max +3)
Get +1 Cool (Max +2)
Get +1 Sharp, (Max +2)
Get +1 Charm, (Max +2)
Take another Changeling/Orphan move
Take another Changeling/Orphan move
Take a move from another playbook
Take a move from another playbook
Meet another lost changeling/orphan of a different sort who becomes an ally.
Mark Use Magic as advanced
Choose one:
A human community (neighborhood or small town) that accepts you for what you are. Come up with the nature of the community with your Keeper. Use the Sect and Agency creation rules as guidelines, but focus on a more normal community.
A supernatural sect connected to your true heritage. Created as per an Initiate's sect.
Advanced Improvements
Get +1 to any rating (Max +3)
Change this hunter to a new type
Make up 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
Erase one Luck mark from your playbook.
Change or remove one Unknown Heritage tag as you've gotten control over that facet of your nature.
Your character "retires" to evil and becomes a Threat. Either she gave in to her heritage, was corrupted by others or else turned evil for what she believes is the greater good, but the end result is that she is a threat.
Unknown Heritage
Notes