Amanda Sumner

The Mystic

The Waldorf to Steele's Statler. Chain-smoking, day-drinking, and moody as all hell, she's a fortune-telling conwoman who's willing to read your future in her crystal ball. Or tarot cards, or star charts, or palms, or... (Hey, woman's gotta eat somehow!) If you know her well enough, though, she might be inclined to let you in on some of her trade secrets — which she's adamant are all just smoke and mirrors.

Amanda believes in magic. She just doesn't believe that she's magic. Unfortunately, no matter how much she protests, her esoteric mumbo jumbo is usually true, and the side effects annoy the shit out of her.

Maybe that means she was never a grifter after all...?

When she isn't practicing her not-so-hokey magic, she's usually dyeing her hair some brand new neon color, watching campy horror flicks, or doing god-knows-what while locked away in her bedroom. She's not exactly the biggest people person.

Oh, yeah, and she keeps a pet crow. His name is Poe, and he likes coming along on trips. It's possible that he has some kind of bird-powered magic-future-vision, like a badass witch's familiar, but more realistically he's just a menace to the rest of the party. (She taught him to steal cigarettes, for God's sake!) And she's perfectly fine with that, actually.



Amanda's Playbook

Charm

-1

Cool

+2

Sharp

0

Tough

-1

Weird

+2

Special Moves:

  • Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you, which may be either accurate, obfuscated, or completely false, and the Keeper holds 3.

  • I've Got a Bad Feeling About This: When something bad is happening (or just about to happen) to another party member somewhere that you aren’t, roll +Sharp. On a 10+ you know where you need to go, just in time to get there. On a 7-9, you get there late — in time to intervene, but not to prevent it altogether. On a miss, you get there just in time to be in trouble yourself.

  • Under Pressure: When intervening to protect another party member, you can use your powers to Kick Some Ass: roll +Weird instead of +Tough. The attack does 2 harm (close, obvious, ignore armor). On a miss, you’ll either end up taking the damage yourself, or doing that damage to another party member.
  • Weapons:

    9mm (2 harm, close, loud); Knife (1 harm, hand)

    Quid Pro Quo:

    Your powers come at a cost. If relevant, the Keeper may ask you to suffer a consequence in order to utilize your abilities. The Keeper may select from the following list of consequences:

    You engage in risky behaviors, self-harm, or self-sacrifice.

    You experience wild mood swings, act out against the rest of the party, or refuse to participate in party activities.

    You experience worsening chronic pain or injury. (This does not cause you to take an actual point of harm; the only toll it takes is mental. You may mitigate this factor to some extent by choosing to use a mobility aid.)

    If you do whatever is asked, mark experience. If you don’t want to take the penalty, then your powers are unavailable until the end of the mystery (or until you cave).

    About

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