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Wonderland - Jags

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Effect: You appear grotesquely thin and stretched. You are<br />

probably six feet tall or taller (treat as Ugly). Your waist may<br />

become no bigger than a man’s wrist while your ribs seem ready<br />

to explode through your flesh. Your eyes and cheeks are sunken<br />

and when you turn sideways? You vanish. Thinners can slip<br />

between or under doors (anywhere you can get a sheet of paper<br />

the size of a human). In combat they can twist-dodge which<br />

gives them a 14- Dodge for 5 REA or 12- for 3 REA that does<br />

apply fully against ranged attacks.<br />

They have –3 STR for purposes of Grappling though.<br />

Trails Cost [Varies]<br />

Trait: You’re an attention hog or drama queen. Also possible:<br />

you want to be known and acknowledged or remembered.<br />

Effect: You leave some sort of “trail” wherever you go. All of<br />

these give one +2 Damage Points.<br />

Type Cost Notes<br />

Tagger 1 Where you are and what you touch<br />

(inanimate) is marked with graffiti-<br />

style tags or paints. These paints<br />

may be semi-permanent (although<br />

that takes concentration) but usually<br />

fade in a few minutes or hours. If you<br />

stand still, the markings will expand in<br />

a radius around you at a rate of 1 yard<br />

per 5 minutes up to WIL yard radius.<br />

Slime -4 You feel you are noticeably dirty in<br />

some way or unclean (not necessarily<br />

hygienic—could be a feeling of having<br />

been violated or ruined). You leave<br />

a gross trail of slime (even through<br />

clothes to some extent).<br />

Light Trails 2 You leave vague, pleasant-looking<br />

light trails in your wake. lluminates<br />

out to about 4 yards.<br />

Foot prints 1 You leave footprints behind you.<br />

Transparent Vision Cost 8<br />

Trait: The character tends to “intellectualize things” rather than<br />

going with instinct or emotional reaction.<br />

Effect: You project visible rays from your eyes that make things<br />

transparent where the beams fall. It’s like X-Ray Vision except<br />

everyone can see through. It’ll only go WIL inches through a<br />

surface and you can calibrate it so that it’ll limit its penetration<br />

(i.e. you can make someone’s clothes seem to disappear or just<br />

their outer layer).<br />

Trunk Cost 4<br />

Trait: Tendency to distrust people or be guarded. You’ve been<br />

betrayed or hurt in relationships before.<br />

Effect: The character’s nose is a short “trunk” like an elephant’s<br />

(but it may only be about a foot long). It gives +4 to any smell<br />

Perception rolls but it can sniff out a few other things as well:<br />

Danger can be smelled within WIL yards (or really bad danger<br />

can be smelled a long way off). This is merely the aspect of<br />

being “Dangerous” (guns have that smell, so does explosives<br />

or poisons and monsters). The GM determines in what capacity<br />

the object must be considered dangerous (i.e. a trap would smell<br />

dangerous, a toothpick, even though you could choke on it,<br />

doesn’t).<br />

Lies smell. Like rotten eggs. For a lie to smell it must be a pretty<br />

big lie—not simply an equivocation or a “white lie” (unless<br />

the person’s reaction to whatever they’re being polite about is<br />

really strong). Deception may or may not smell. A Con-Man<br />

would have a disquieting scent but if he doesn’t actually tell<br />

you lies (many con-games involve the target making their own<br />

conclusions the scent won’t be strong). Lies may be at –1 or<br />

–6 or more to be smelled (and knowledgeable targets may get<br />

WIL rolls, Actor rolls, Con Artist rolls, and other rolls to further<br />

obfuscate their lying).<br />

Umber Horns Cost 6<br />

Trait: You are investigative in nature or personality. You<br />

might just be nosy—but often this applies to those who have<br />

“professional” attitude towards wanting to know.<br />

Effect: You have horns that appear to be made of shadow. They<br />

are solid but shift and change in description according to mood<br />

and the character’s state of mind (the smallest they can get is two<br />

short “devil horns.” The largest would be elk or moose-sized<br />

horns.<br />

They act as antennae, questing and inspecting things. They have<br />

a 14- chance to detect a lie (roll against the liar’s appropriate<br />

skill or RES or WIL, modify as appropriate for the subtlety<br />

of the lie and the sincerity with which it is stated). When they<br />

detect one, they’ll point at the liar! On a roll of a 17+ they may<br />

point at the wrong person (and the GM may rule they sometimes<br />

malfunction, anyway).<br />

They also examine things: they have a Perception roll of 14- and<br />

may point at things they think are clues or at people they think<br />

should be questioned more deeply.<br />

Damage<br />

VS S MS M MB B<br />

1 IMP 4 IMP 10 IMP 12 IMP 14 IMP 20 IMP<br />

199<br />

Deeper Mysteries - Twists

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