So in the last two sessions our Whisper has managed to start, and the complete a clock called “The Spirit Hunts”…

So in the last two sessions our Whisper has managed to start, and the complete a clock called “The Spirit Hunts”…

So in the last two sessions our Whisper has managed to start, and the complete a clock called “The Spirit Hunts” when taking consequences. Basically he used attune very desperately on a night when the ghost field was very active (think a sort of Halloween night type deal).

Anyway, now that six part clock is full- and he knows that a powerful spirit has been hunting him, and now it’s found him. I’m looking for cool ideas to move forward with this. It seems like the spirit could be maybe one of the reconciled and wants the Whisper to make him a hull from a powerful politician… which works because the Whisper got Rituals a couple of games ago, so that could kick off a series of events where he has to learn the ritual, then find the right politician, then catch them, etc. Say the Whisper says no though- any idea what should happen then?

Also, any other cool ideas for what could happen here? Thanks!

4 thoughts on “So in the last two sessions our Whisper has managed to start, and the complete a clock called “The Spirit Hunts”…”

  1. I’d probably have the spirit explode in anger at the impudence of saying no to it. I’d start up clocks of “Dominated” and “Spirit banished” or “Spirit lost” depending on if the player tries to fight or flee. The ensuing battle plays out one of three ways. 1. The spirit ends up dominating the mind of the Whisper (who gets taken out of play, basically death) 2. The Whisper manages to get away, and now has an angry spirit plotting against him. 3. The Whisper banishes the spirit.

    Either way, I’d make it tough, because the Whisper knew he’d done something and had time to prepare. Might be a good time for a flashback to setting up a trap.

  2. Thanks Jacob Kriegisch- that’s an awesome idea. Honestly, I think my PC will probably be all for doing the “lets learn to make a husk” thing, since he’s actually kind of into the idea of becoming a ghost and then a vampire at some point – also the ritual he chose when he chose Rituals changed his beliefs into leaning more torwards demonic ideas, sooo 🙂

    I also think I’ve come up with a kind of cool reason for this – this could be a powerful spirit of the Reconciled who is now seeking to possess a relatively important member of the Church of the Ecstasy of the Flesh – someone who it’s probably pretty hard to just possess without some assistance & special circumstances. A perfect reason to reach out to a talented young Whisper who drew your attention with some of his mischief. It’s even better, because the PC’s have a -2 Relationship with the Church, and it’s probably going to become a -3 after the last score 🙂

    I’m actually thinking of starting another clock – like “The Spirit Grows Impatient” or something like that, and tick it if my player doesn’t use a downtime activity every downtime to work torwards the spirits goals. Any thoughts on that?

  3. I make everything that’s important to me or my players into clocks. Some of them don’t tick down often, but everything is there, so when we start a session, the players can look at all the clocks and say, “You know, if we don’t try to make peace with the Lampblacks soon, it’s only going to get worse” “Yeah, but my sister is about to get kicked out of her home, so we should focus on that first” and so forth to decide on what is currently most urgent.

    So yes, I’d totally make that Spirit Impatient clock and kick it ticking until they do something about it.

  4. Awesome, thanks Jacob Kriegisch- that’s something I’ve actually been missing, more long-term clocks just building up. They’ve pissed off the Red Sashes, and now they’ve thumbed their nose at the Church even though they’re already in hot water with them from the Crew creation. More clocks also gives me more options when they roll poorly and I need a consequence, so this is a great idea.

Comments are closed.