Gentlemen's Guild of Amateur Criminologists
Amarinthia Louise Masterson - Medium at Large
Let me part the veils of the infinite.
The Spirits have a message from the REALMS BEYOND !
I have a bad feeling about this.
You have angered the Spirits, beware their WRATH !
I have a message from your Father/ Sister/ Uncle/ Dead Cat ..
I sense the presence of an unbeliever.
- Superb * Mysteries
- Great * Empathy * Rapport
- Good * Alertness * Art * Contacting
- Fair * Resolve * Resources * Stealth
- Average * Academics * Endurance * Intimidation * Science
- Fortuneteller [Mysteries]
The character is unusually adept at predicting the shape of
future events. With this stunt, he may make two predictions
per session, instead of the usual one.
- Psychic [Mysteries]
You are open to the strange and paranormal – though
sometimes that means letting in the Unpleasant Things from
the Darkness and other such nuisances.
Normally, a character may be called upon by the GM to
roll Mysteries as a kind of paranormal Alertness skill, to pick
up on the surface strangeness in a place. With this stunt,
you may deliberately use your Mysteries skill to gain some
mystic or terrible insight into the occult “climate” of an area,
as if it were Investigation – using a similar time-frame and
gaining a similar level of (paranormal) detail.
This also means that you may use Mysteries instead of
Alertness when surprised, if the origin of the surprise is in
some way supernatural, and can even use Mysteries as your
initiative skill when locked in a conflict with otherworldly
Used with this stunt, Mysteries can give you access to information
that would normally be impossible to get – though
the GM is under no obligation to give you that information
in any clear fashion. Muddled riddles and vague intimations
are the mode of the day.
There is an additional catch: Using this ability may open
you up to an unpleasant psychic attack by the presence or
residue of Unnatural Creatures that have touched the area
but at least you’ve learned something.
- Voices from Beyond [Mysteries]
Given time to prepare and perform the ritual, the character
may perform a real, functioning seance to try to call
out to spirits dead or never living. A Mysteries roll must be
made against a difficulty set by the GM, in order to cause a
particular spirit to manifest.
Summoned spirits are not under any sort of compulsion
to be cooperative, and may have their own agendas, but once
summoned, they may speak through the character with others
in attendance. At the GM’s option, especially if the summoner
gains spin on her Mysteries roll, the spirit may even
Should the spirit be malicious in any fashion, or wish to
escape the summons, the character may use Mysteries or Resolve
as his skill of choice when struggling with the spirit.
- Words on the Wind [Mysteries]
There are patterns to things that are not always obvious,
even to the wise.
This character looks in the right places, and hears the
right things. Once per session, when he is not otherwise
occupied, he may request an omen from the GM, and roll
Mysteries against a target of Mediocre. The GM will use the
results to guide her decision about how obscure the information
gained is. It may be as arcane as a snippet of a riddle, or
as mundane as news that a strange shipment is coming into
the docks at midnight.
- The Artist’s Eye [Art]
The artist is always examining the world for the creative
hand at work. Even in endeavors which have nothing to do
with art, he can recognize the elements of personality – the
“signature”, if you will – of those at work.
While this does not reveal identity, it does allow the artist
to determine common traits, themes, and behaviors with
ease. Whenever making a determination as to the source of
something (its “author”, after a fashion), characters with this
stunt may use their Art instead of the usual skill that would
be rolled. If the character has encountered several products
of the same person, he may see past those things to the person
– thus confirming a common source.
Furthermore, the character’s keen eye enables him to connect
the metaphor of the artist – his work – with the artist
himself. When encountering a work of art in any form, the
character may roll Art to gain insight into the artist behind
the work, as if he were using the Empathy skill on the actual
artist (resisted by the usual skills). This stunt may only be
used once per piece of art.
Taken as a whole, this stunt allows the artist to make assessment
efforts against his target in absentia.