Wonderland - Jags
Wonderland - Jags
Wonderland - Jags
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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