PLAYBOOK: UNDERTAKER.   Posted by The Guide.Group: 0
The Guide
 GM, 11 posts
Tue 16 Jul 2019
at 19:57
PLAYBOOK: UNDERTAKER

PLAYBOOK: UNDERTAKER

STATS:

Distribute these scores:

+2, +1, +1, 0, -1

TRICK:      (MANIPULATE, TRICK, BRIBE)

BACKBONE:   (SURVIVE or give AID)

SMOOTH:     (INVESTIGATE and ASSESS)

BRAWN:      (ATTACK and SHIELD)

CREEP:      (CONJURE) (Undertaker cannot have less than +1 here)


EMBALM - You may use the injections at your disposal to put your enemy down using +CREEP instead of +BRAWN.

BLACK PINE BOX - Roll +CREEP.
On a 10 you raise up 4 corpses that cause +2 hurt to any enemy they roll successfully against. On a 7-9 you raise up 2 corpses that cause +2 hurt to any enemy they roll successfully against.
On a fail, take -2 forward...

CORPSES
+4 Hurt
ACTION: Corpses can only attack with hands and teeth. They do +2 hurt - hand, messy, loud.

INJECTION: 2 hurt-- hand, messy, quiet, poison
SCALPEL: 2 hurt-- hand, quiet
WATER CANTEEN: holds 3 days' worth of water (9 drinks)
GOLD - 20
GRAVE DIRT X2
ANESTHETIC: use to get +3 to your next BRAWN roll.
TALL TALE X2  ...you've heard of this before... and that knowledge is valuable. (Give this up, and it turns out that The Tall Tale you heard explained this exact situation, scenario, monster, or curse in detail... and gives advice on how to handle it.)


You must take 3 drinks per day in order to survive. You may also trade a drink of water to change a roll to 12 or avoid harm.
Take four or more harm and you’re unstable.

You straddle the divide between the living and dead. If only they knew how you had to break, paralyze, and stitch those lost so that they don’t rise back up and tear it all apart. The dark knowledge you hold, the dark things you’ve done, who will keep you from using them against the living when you are laid in your own black pine box?
You’ve seen what we become once we reach the other side - so you hold tight to what makes you human now. You get all the standard actions, but exactly what do you know, and exactly how does it affect you...?



Choose one of these to start...

ASPECTS
1 WHAT LIES BURIED IN THE MIND
You can read and influence the minds of others, but be careful. What you learn can destroy you both.
You can read or attempt to influence the minds of any living or dead thing you encounter. You must roll +TRICK successfully to do so. If you roll a +10 you can read the mind of your target clearly or control them completely. On a 7-9 you can read their mind clearly, but they resist you and feed you a piece of misinformation or regain partial control over their actions. On a failure, you lose 1 VITALITY.

2 HORRORS BEYOND COMPREHENSION
The things you know would drive a weaker mind mad. Dark spells, dark creatures, the
darkness that will soon finish the job it started all those years ago...
You know something so great and so terrible that it would drive anyone else who heard
it mad. This sort of knowledge can be used freely once per encounter to cause a bonus +2 HARM, or you can burn 1 VITALITY to use it more than once.
Roll +CREEP to attempt to whisper it to an ally (it can only be whispered). On a 10+, the ally can use it one time, as you would. Then they forget it afterward. On a 7-9, the same, but it does each of you 1 Harm. On a miss, they can't use it, and it does you 1 harm and the ally 2 harm.


3 CURSES
The things you’ve buried...and dug back up...have whispered curses upon you, curses
you’ve turned back against them and every other thing that stands in your way - living
or dead.
Once a day when you attempt to CONJURE against an ally or foe, choose one of the
following curses to attach to them. You may use 1 VITALITY in order to attempt and
curse something for a second time.
PLAGUED - the target contracts a plague, causing them +1 HARM every 2 actions.
MADNESS - the target goes mad, and lashes out against whatever is closest to it -
friend or foe.
VOIDED - the target becomes empty inside. It is still alive, but aimless, actionless, and
useless to all - including your party.

4 THE FUTURE
You’ve seen what happens when people try to change the future, but that won’t stop
you from attempting to influence it yourself.
You can effect the outcome of the future in slight but meaningful ways. Roll +CREEP.
On a +10 you can create an accident or interference that will help derail your foe from
its ultimate purpose and incur +2 HARM. On a 7-9 you can influence a small accident
or interference that delays your foe for 2 turns OR causes +1 HARM. On a fail the
guide can choose to create one accident or interference for you at any point in the game.

5 HUMORS
Blood, black bile, yellow bile and phlegm...they’re nothing but puppet strings you can
use to control those around you.
One per fight you may roll a +CREEP to control any living creature like a puppet. On a
+10 you control this creature for the entire encounter, on a 7-9 you control it for 2 turns,
and on a fail the two of you are linked for the encounter- with both of you taking the
damage suffered by the other. On a miss, the Guide determines what happens, but you won't be able to control the creature...

6 HOW IT WILL END
You’ve seen enough endings to know, vaguely, how this will end as well.
At the beginning of every day, you can roll a +CREEP. On a +10 you get a detailed
premonition on what is coming for you, where it will strike in the Casket Land, and how
to defeat it. On a 7-9 you get a vague inkling on what is coming for you and where it
might strike... on a failure you see what’s coming for you...but it sees you too...