Tuesday, October 11, 2022

Slytherin: Clan Moody

 Moody

"constant vigilance"

expect the unexpected!

Sigil: the eye and claw, green and gold on red

Skills: Curses (expert) | Potions (advanced) | Transfiguration (basic) | Stealth (basic)

The Moodies have long studied the arts of the Enemy in order to better combat them. They have a reputation for hardness, even cruelty, but it is universally acknowledged that their courage and conviction is second to none. The family is small, grim, and strict, with few dependents, but their dim halls are full of the honors and battle-trophies won by generations of Moodies.


Inspired ActionConstant Vigilance!

The fools thought to take you unawares, but you were expecting them! If you would be ambushed or surprised, you can spend Inspiration: you aren’t surprised. Instead, you surprise your would-be ambushers.


FlawConstant… Vigilance…

A lifetime of studying forbidden books and hunting the adherents of Dark cults takes a toll on one’s nerves. You take a tonic to stave off the worst effects, but the craving for a dose often strikes at inconvenient times. When you spend your action taking a drink in a stressful or dangerous situation, gain Inspiration.


Starting Equipment –pick two–

  1. Sneakoscope – warns you of any stealthy activity in your vicinity by flashing, spinning, and whistling loudly.
  2. Curse box – test Luck to trap a curse inside. Test Luck again to release it safely. 
  3. Expansible trunk –  holds up to 12 inventory. Takes a round of searching to find anything stored inside (Bulky).
  4. Vial of polyjuice potion – just missing the final ingredient
  5. Portable cauldron and common potion ingredients (ud6)
  6. Cloak with bedazzlement charm – grants +3 to Stealth. Whenever you use it, roll 1d6. On a roll of 1 the spell wears off a little: reduce the bonus to Stealth by 1.

Names

  1. Balthasar

  2. Gideon

  3. Proctor

  4. Agatha

  5. Hecatie

  6. Megaera


Design Notes: the grim detective/Warhammer witch-hunter is a popular character type, probably because it can be cool, villainous, or funny in any combination. This implementation lets you shout various gotchas, which is always fun, and the hip flask is a nod to both the impostor Moody and various alcoholic Noir detectives. I did think about including Moody's eye in the equipment section but in a dungeon exploration game it trivializes too many challlenges.

Names: witch and witch-hunter themed.

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