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 Characterbook - Agent

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Join date : 10/02/2011

PisanieTemat: Characterbook - Agent   Pon Lut 14, 2011 5:12 pm

Cool +2, Mystic +1, 6 points to spend on other stats (they start at -2)

You get this one:
Moonlighting: you get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll+cool. On a 10+, you get profit from all the gigs you chose. On a 7–9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all around. The gigs you aren’t working give you neither profit nor catastrophe.
Whenever you get a new gig, you also get +1 juggling.

Choose one paying gig:
• Serving the Horizon – 1 quintessence / gone out of favour
• Pandering to the Umbrood – 1 quintessence / outwitted
• Brokering with the Supernatural – 1 quintessence / cheated
• Dealing with the Devil – 1 quintessence / gone under suspicion

Choose two resource gigs:
• Trading in All Things Mystickal – a mystickal item / robbed
• Keeping an Eye on the Streets – dirty truth / urban legends
• Feasting with the Rich and Powerful – surprising ally / strings of falsehoods
• Researching Mystickal Occurences – some delicate blueprints / red herring
• Brokering with the Supernatural – helpful clue / intentional misdirection
• Spying the Enemy – horrible secret / grave danger
• Attending the Umbral Court – an intrigue unveiled / entangled
• Chilling Out in the Web – a conspiracy! / burnout
• Keeping Up with the Horizon – some useful bits of info / worthless drivel

Choose one:
Assassinate: when you go aggro while your enemy is unaware of your presence or otherwise unable to respond, roll +cool instead of +hard and deal +1 harm.

Reputation: when you meet someone important (your call), roll +cool. On a hit, they’ve heard of you, and you say what they’ve heard; the MC will have them respond accordingly. On a 10+, you take +1 forward for dealing with them as well. On a miss, they’ve heard of you, but the MC will decide what they’ve heard.

Bonefeel: at the beginning of the session, roll +cool. On a 10+, hold 1+1. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already be there, with the proper tools and knowledge, with or without any clear explanation why. If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.

Safety first: whenever you want to cover yourself up, or run from an unsatisfied business partner, roll +cool instead of +mystic for going magick.

On your turn, choose 1 or both:
• One of them once faced down dedicated violence to get you out of a fix. Tell that player Hx+2.
• One of them once let you down in a pinch and left you holding the bill. Tell that player Hx-1.
Tell everyone else Hx+1.
On the others’ turns:
• Whatever number everyone tells you, give it +1 and write it next to their character’s name. You depend upon clear relationships.

• a new Agent move.
• a new Agent move.
• a new move from another character playbook.
• +1 hard (max 2)
• +1 hot (max 2)
• +1 sharp (max 2)
• +1 cool (max 3)
• a new resource gig and/or change your paying gig.
• a new resource gig and/or change your paying gig.
• a new sphere of magick
• a new sphere of magick
• +1 mystic
• +1 to any stat other than mystic (max +3)
• a supernatural Consor
• change your character to a new type
• retire your character to safety
• expand four basic moves
• expand four basic moves
• a capstone ability for one of your spheres
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