About Captain Rose
Charm -1 (Manipulate Someone...or really not)
Current Luck Spent: 0
Current Armour: +2 [Flak Vest, Battlefield Awareness]
On a miss, you screwed up: you might be suspended or under investigation, or just in the doghouse. You certainly aren’t going to get any help until you sort it all out.
*Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp
*Battlefield Awareness: You always know what’s happening around you, and what to watch out for. Take +1 armour (max 2-armour) on top of whatever you get from your gear
*Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.
*Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+ you get them out clean.
Look: Woman, Determined Face, Perfect Suit
Military or ex-military, people assume by her attitude but aren't entirely sure. Which nation she is/was military or not of, also something people debate. When Captain's not around, of course. She wouldn't be having with such deplorable and annoying behaviour as idle gossip.
Captain is very loyal to her higher-ups. After years of training teams under her command, Captain has an attitude that everyone - other than her higher-ups - are subordinates. She is very big on reminding and keeping others to the rules and objectives. Ruthlessly so. If the rules say the punishment is death, she'll argue for death without any wavers in whatever is left in her heart no matter the circumstances. Captain holds others and herself to a very high appearing standard though how much she keeps the rules herself is her little secret.
Severe, cold and analytical, but gets the job done is how most who work alongside her would describe the Captain. There are a few stories floating around of shocking displays of humanity, but most don't believe them. She is full of far more surprises than most give her credit, but keeping others on edge of how far she will go to fulfil her job is a carefully kept image the Captain keeps.
She wears meticulous formalwear and her favourite weapon has a gilded rose engraved on it.
Monster of the Week Cheat Sheet:
On a 10+ you do what you set out to.
Help Out When you help another hunter with a move they are making, roll +Cool.
Investigate A Mystery: When you investigate a mystery, roll +Sharp.
On a 10+ hold 2, and on a 7-9 hold 1.
It's important that your attempts to investigate (and the results you get from them) are plausible and consistent with what's happening.
Kick Some Ass This is used when you are fighting something that's fighting you back.
If you roll a 10+, choose one extra effect:
Manipulate Someone: Once you have given the target a reason, tell them what you want them to do and roll +Charm.
For a normal person:
For another hunter:
Protect Someone: When you prevent harm to another character, roll +Tough.
If you got a 10+ choose an extra:
On a miss, then you end up making things worse.
Read A Bad Situation: When you look around and read a bad situation, roll +Sharp.
If you act on the answers, you get +1 ongoing while the information is relevant.
One hold can be spent to ask the Keeper one of the following questions:
If you get a 10+, the magic works without issues: choose your effect.
By default the magic has one of the effects listed below, lasts for around thirty minutes, and does not expose you to danger, unwanted attention, or side-effects.
If you want to do magic that goes beyond these effects, it counts as big magic. Big magic uses different rules, described below.
The Keeper picks some of these:
Level Up Options under consideration:
Get +1 Cool, max +3
Get +1 Charm, max +2
Get +1 Tough, max +2
Add a new resource tag for your Agency
Take a move from another playbook:
Flake - Suspicious Mind: If someone lies to you, you know
Flake - Net Friends: You know a lot of people on the Internet. When you contact a net friend to help you with
Get command of an Agency team of monster hunters