The Spooky

*I can do things, things that normal people can’t. But there’s a price—I haven’t paid it in full, yet, but the bill’s gonna come due soon. It’s best I don’t tell you any more. You get too close, you’ll get hurt.*

## Luck Cost

As you mark off Luck boxes, your dark side’s needs will get nastier.

## Moves

The Spooky gets all the basic moves and three Spooky moves.

### Telepathy

You can read people’s thoughts and put words in their mind. This can allow you to *investigate a mystery* or *read a bad situation* without needing to actually talk. You can also *manipulate someone* without speaking. You still roll moves as normal, except people will not expect the weirdness of your mental communication.

### Hex

When you cast a spell (with *use magic*), as well as the normal effects, you may pick from the following:

* The target contracts a disease.
* The target immediately suffers harm (2-harm magic ignore-armor).
* The target breaks something precious or important.

### The Sight

You can see the invisible, especially spirits and magical influences. You may communicate with (maybe even make deals with) the spirits you see, and they give you more opportunities to spot clues when you investigate a mystery.

### 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 and the Keeper holds 3, to be spent one-for-one as penalties to rolls you make.

### Hunches

When something bad is happening (or just about to happen) somewhere that you aren’t, roll +Sharp.

* On a 10+ you knew where you needed to go, just in time to get there.
* On a 7-9, you get there late—in time to intervene, but not prevent it altogether.
* On a miss, you get there just in time to be in trouble yourself.

### Tune In

You can attune your mind to a monster or minion. Roll +Weird.

* On a 10+, hold 3.
* On a 7-9, hold 1.
* On a miss, the monster becomes aware of you.

Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers:

* Where is the creature right now?
* What is it planning to do right now?
* Who is it going to attack next?
* Who does it regard as the biggest threat?
* How can I attract its attention?

### The Big Whammy

You can use your powers to *kick some ass*: roll +Weird instead of +Tough. The attack has 2-harm close obvious ignore-armor. On a miss, you’ll get a magical backlash.

### Jinx

You can encourage coincidences to occur, the way you want. When you jinx a target, roll +Weird.

* On a 10+ hold 2
* On a 7-9 hold 1.
* On a miss, the Keeper holds 2 over you to be used in the same way.

Spend your hold to:

* Interfere with a hunter, giving them -1 forward.
* Help a hunter, giving them +1 forward, by interfering with their enemy.
* Interfere with what a monster, minion, or bystander is trying to do.
* Inflict 1-harm on the target due to an accident.
* The target finds something you left for them.
* The target loses something that you will soon find.