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Mediums

"Oh, you misheard. I'm a paranormal INSTIGATOR. I'm here to cause hauntings."

Health

+1 to Mental Health

-

-1 to Physical Health

Shifts

Where there are ghosts, there are always those who can sense them, see them, or even talk to and for them. Mediums are often the middle-men for the living and the dead, allowing some to speak to their loved ones on the other side, or even helping those who have passed find peace. Unfortunately, where there are mediums, there are those who view them as possessed, strange, or discomforting in the things they know and the way they interact with their word. Mediums often live on the outskirts of society with other outcasts and forgotten, where they can both exist in peace and do the most good for those often impacted by death the most often.

Moves

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Ghost Squad

Innate

You’re in-tune with supernatural beings that were once human or at least once alive and no longer are. See the sub-race for how this manifests.

Ghost Mind

Earned

You’re always aware of supernatural entities in your

presence. Take +1 Fox when you gather info about the supernatural.

It's in the cards

Earned

Your abilities make it easier to both entertain and distract using old tricks.  Take +1 to Fawn if you're using tarot cards or other classic medium tricks as a distraction or manipulation tactic.

 

Mind reader

Earned

You can read people’s minds, adding a +1 to Fawn rolls when using this to manipulate someone into giving you information.

Gut Feeling

Earned

Sometimes you just need to go with that feeling that’s rarely lead you wring. When a character in your party is away from you and is about to face imminent danger, you know it. Roll Fox to get a message to them, giving them +1 to their next Fight, Flight or Freeze roll.

Pick Your vARIANT

Courtesy of a bunch of gremlins. 

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