Spinner

FIRST-TIER SPINNER

First-tier spinners have the following abilities:
Quickminded: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 1.
Practiced With Light and Medium Weapons: You can use light and medium weapons without penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step.
Manipulator: You are trained in deceiving, persuading, or intimidating (choose one).
Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.

Special Twist: Choose four of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise.

Aggression (2 Intellect points): Your words twist the mind of a character within short range who is able to understand you, unlocking her more primitive instincts. As a result, she gains an asset on her Might-based attack rolls for one minute. Action to initiate.
Fast Talk (1 Intellect point): When speaking with an intelligent creature who can understand you and isn’t hostile, you convince that creature to take one reasonable action on the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.
Interaction Skills: You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidating. You can select this ability multiple times. Each time you select it, you must choose two di erent skills. Enabler.
Sleight of Hand (1 Speed point): You can perform small but seemingly impossible tricks. For example, you can make a small object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone believe that he has something in his possession that he does not have (or vice versa). You can switch similar objects right in front of someone’s eyes. Action.
Spin Encouragement (1 Intellect point): While you maintain this twist through ongoing inspiring oration, your allies within short range modify the difficulty of one of the following task types (your choice) by one step to their benefit: defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action.
Spin Identity (2+ Intellect points): You convince all intelligent creatures who can see, hear, and understand you that you are someone or something other than who
you actually are. You don’t impersonate a specific individual known to the victim. Instead, you convince the victim that you are someone they do not know belonging to a certain category of people. “We’re from the government.” “I’m just a simple farmer from the next town over.” “Your commander sent me.” A disguise isn’t necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. Action.
Terrifying Presence (2+ Intellect points):You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but speak (you can’t even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. Instead of applying E ort to decrease the di culty of the roll, you can apply E ort to increase the maximum level of the target. Thus, to
terrorize a level 5 target (two levels above the normal limit), you must apply two levels of E ort. Action.
Understanding (2 Intellect points): You observe or study a creature or object. Then, the next time you interact with that creature or object, the difficulty of the related task is reduced by one step. Action.

SECOND-TIER SPINNER

Second-tier spinners have the following abilities:

Choose two of the following twists (or twists from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier twists with a different twist from the same lower tier.

Babel: After hearing a language spoken for
a few minutes, you can speak it and make yourself understood. If you continue to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
Efficiency (2 Intellect points): You can make a weak rope last longer, coax more speed from a motorcycle, improve the clarity of a camera, jury-rig a light to be brighter, speed up an Internet connection, and so on. You increase an object’s level by 2 for one minute, or treat the object as an asset that reduces an associated task’s difficulty by two steps for one minute (your choice). Action to initiate.
Escape (2 Speed points): You slip your restraints, squeeze through the bars, break the grip of a creature holding you, pull free from sucking quicksand, or otherwise get loose from that which is holding you in place. Action.
Hand to Eye (2 Speed points): This twist provides an asset to any tasks involving manual dexterity, such as pickpocketing, lockpicking, games involving agility, and so on. Each use lasts up to a minute; multiple uses replace the previous use. Action to initiate.
Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage. Action.
Spin Ideal (3 Intellect points): After interacting with another creature who can hear and understand you for at least one minute, you can use a twist to attempt to temporarily impart an ideal to the target that you can’t otherwise convince it of. An ideal is different than a specific suggestion or command; an ideal is an overarching value such as, “all life is sacred,” “my political party is the best,” “children should be seen, not heard,” and so on. An ideal influences a creature’s behavior but doesn’t control it.
The imparted ideal lasts for as long as befits the situation, but usually at least a few hours. The implanted ideal is jeopardized if someone friendly to the creature spends a minute or more bringing the target back to its senses. Action.
Unexpected Betrayal: Within a round or two of successfully using Enthrall, Fast Talk, or a similar ability on a target within short range, the difficulty of the First attack you make on that target is decreased by two steps. Once you use Unexpected Betrayal on a target, the di culty of using your abilities or attempting simple persuasion on that target is permanently increased by two steps. Enabler.

THIRD-TIER SPINNER

Third-tier spinners have the following abilities:

Choose two of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise. In addition, you can replace one of your lower-tier twists with a different ability from a lower tier

Blend In (4 Intellect points): When you Blend In, creatures still see you, but they attach no importance to your presence for about a minute. While blending in, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position—attacking, performing a twist, moving a large object,and so on. If this occurs, you can regain the remaining period of effect by taking an action to focus on seeming innocuous and as if you belong. Action to initiate or reinitiate.
Grand Deception (3 Intellect points): You convince an intelligent creature that can understand you and isn’t hostile of something that is wildly and obviously untrue. Action.
Oratory (4 Intellect points): When speaking with a group of intelligent creatures that
can understand you and aren’t hostile, you convince them to take one reasonable action on the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.
Reading (4 Intellect points): You can read the body language of a creature within short range, even if the subject doesn’t want you to. You must be able to see the target. Once you have established contact, you can read the target’s thoughts for up to one minute.
If you or the target moves out of range, the connection is broken. Action to initiate.
Spray (2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as the automatic pistol), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Action.
Telling (2 Intellect points): This twist provides an asset to any tasks attempting to deceive, persuade, or intimidate. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate.

FOURTH-TIER SPINNER

Fourth-tier spinners have the following abilities:

Choose two of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise. In addition, you can replace one of your lower-tier twists with a different ability from a lower tier

Anticipate Attack (4 Intellect points): You can sense when and how creatures attacking you will make their attacks. The difficulty of Speed defense rolls are reduced by one step for one minute. Action.
Confounding Banter (4 Intellect points): You spew a stream of nonsense to distract a foe within immediate range. On a successful Intellect roll, the di culty of your defense roll against the creature’s next attack before the end of the next round is reduced by one step. Action.
Feint (2 Speed points): If you spend one action creating a misdirection or diversion, in the next round you can take advantage of your opponent’s lowered defenses. Make
a melee attack roll against that opponent. The difficulty of the roll is decreased by one step. If your attack is successful, it inflicts 4 additional points of damage. Action.
Heightened Skills: You are trained in two tasks of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you instead become specialized in that task. You can’t choose a task you’re already specialized in.
Quick Wits: When performing a task that would normally require spending points from your Intellect Pool, you can spend points from your Speed Pool instead. Enabler.
Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area, but each requires its own roll. Action.
Suggestion (4 Intellect points): You suggest an action to another creature within immediate range. If the action doesn’t seem completely at odds with the creature’s nature, the creature follows your suggestion. The creature must be a level 2 or lower. The effect of your suggestion lasts for up to a minute. Instead of applying a level of Effort to decrease the difficulty, you can apply it to increase the maximum level of the target you can affect by 1. When you use this twist, you immediately learn the creature’s level (if you didn’t already know it). If its level is higher than 2, you can immediately apply levels of Effort to increase the maximum level allowed (up to that creature’s level). When the effects of the twist end, the creature remembers following the suggestion, but believes that it chose to do so willingly. Action to initiate.

FIFTH-TIER SPINNER

Fifth-tier spinners have the following abilities:

Choose two of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise. In addition, you can replace one of your lower-tier twists with a different ability from a lower tier
Arc Spray (3 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as the automatic pistol), you can fire your weapon at up to three targets (all next to one another) as a single action. Make a separate attack roll against each target. The difficulty of each attack is increased by one step. Action.
Experienced With Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2. Enabler.
Flee (6 Intellect points): All non-allies within short distance who can hear your dreadful, intimidating words ee from you at top speed for one minute.
Skill With Attacks: Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. Enabler.
Stimulate (6 Intellect points): Your words encourage a target you touch who can understand you. The di culty of the next action it takes is decreased by three steps. Action.

SIXTH-TIER SPINNER

Sixth-tier spinners have the following abilities:
Choose two of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise. In addition, you can replace one of your lower-tier twists with a different ability from a lower tier

Battle Management (4 Intellect points): As long as you spend your action each round giving orders or advice, the difficulty of attack and defense actions by your allies within short range is decreased by one step. Action.
Inspiring Success (6 Intellect points): When you succeed on a roll to perform
a task related to the stat that you choose upon selecting this ability, and you applied at least one level of E ort, you may choose another character within short range.
That PC has an asset on the next task she attempts using that stat on her next turn. Enabler.
Skill With Attacks: Choose one type of attack, even one in which you are already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. If
you’re already trained in that type of attack, you become specialized in that type of attack. Enabler.
True Senses: You can see in complete darkness up to 50 feet (15 m) as if it
were dim light. You recognize holograms, disguises, optical illusions, sound mimicry, and other such tricks (for all senses) for what they are. Enabler.
Word of Command (6 Intellect points + level 6 cypher): You utter a word so powerful that to fully empower it, you sacrifice a level 6 or higher cypher in your possession. You issue your Word of Command to one creature within long range that you can see. It does not have to hear you to be affected. Targets native to Earth are affected if you succeed on an Intellect attack to persuade. Targets native to a recursion or the Strange (including planetovores) are automatically affected. Affected targets must obey the command for several hours before they’re free to act as they wish. Targets that are attacked while under the effect of your command can defend themselves. Typical commands include “Retreat,” “Calm,” “Come,” and “Stay.” The GM decides how the target acts once a command is given. Action.

Return to Character Creation

Spinner

The Darkstalker Files shadowphox shadowphox