The Gossip
Description
Your thing: trendy fashion, tech, other people's relationships, or some other gossipy topic
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Your Weapon: hidden knives, a concealable crossbow, or an elegant revolver
Stats
At character creation, choose one spread:
| Charm | Cool | Brains | Brawn | |
| The Vizier | -1 | +1 | +2 | 0 |
| The Manipulator | +2 | +1 | 0 | -1 |
Moves
Start with Secretmonger and Glean Secrets, and choose one more:
Secretmonger
You have a stash of other people's secrets. For each secret, keep track of who it's about and whether you've shared with anyone.
Whenever you learn a secret about something or someone, gain a string on them. When someone willingly tells you an important secret about themselves, they mark experience.
People other than you get +1 forward when acting on a secret you shared with them.
Glean Secrets
When you lock eyes with someone in the inner world and gaze into their soul, roll +Cool. Oh a hit, ask their player (or the GM if it's an NPC) any one question. They must answer truthfully.
On a 7-9, choose 1:
- The target learns a secret that you're keeping but never shared. It doesn't have to be about you. They still benefit from your Secretmonger move from this secret.
- You're hyper-focused on your target, and someone else takes advantage of it.
Cat got your tongue
When you command someone not to speak of something, roll +Cool.
- In the inner world, they are physically incapable of mentioning of the topic.
- In the outer world, the first time each scene that they speak of the topic, they mark a condition.
On a 7-9, this lasts until the end of the episode. On a 10+, it lasts until you say otherwise. Either way, the target can spend 1 string on you to end this effect immediately.
This move covers speech, writing, playing charades, and other meta-linguistic loopholes.
I've Heard of You!
Word of mouth can travel a long way before reaching your ears. When you enter a new settlement or meet a new faction, say who told you a story about it.
Write a secret about the faction or settlement, or about someone who belongs to them.
Monster Hunter
People aren't the only thing whispered about under cover of darkness.
When you first encounter a monstrous or supernatural enemy, roll +Cool. On a hit, you've heard a secret about the creature, and the GM will tell you about its strengths and/or weaknesses. You can hold and spend strings on it even if it doesn't know your language.
On a 10+, you can ask the GM a follow-up question as with search your memory.
Exploit Secrets
Whenever you Pull Strings to boost your own attack, you inflict one additional harm - even on a miss.
Social Circle: ???
You are the Queen Bee's right hand, their eyes and ears, the guardian of the keys to their vault of secrets. Your social circle always includes a Queen Bee, whether they're a player character or an NPC. The rest of your friends are the other popular kids. Archetypes can include: rich kid, hot jock, cheerleader, teen influencer, and dumbass but hot.
The Queen Bee always has a string over you. If they don't have a string on you at the start of an episode, they gain a string on you. Whenever you tell someone a secret about the Queen Bee, or share something the Queen Bee explicitly told you not to share, gain a string on the Queen Bee.
Once per episode, when you remind someone of a secret you hold over them but haven't shared, gain a string over them.
Recovery
Decompression - Gaggle gossip. You can decompress through exchanging mundane gossip with your pals, going on a casual outing, or judging people's looks in a public space with a friend.
Lash Out - Watch the world burn. Everyone thinks they're so clever, with their little lies and little secrets. But no more.
Clear all your conditions, and choose a secret about another player character that you haven't shared with anyone. Everyone at school knows it now. Lose all your strings on them.
The person the secret was about chooses one:
- Mark a condition and gain experience
- Reveal a secret about another character, and lose a string on them
Continue recursively until someone marks a condition.
Advancement
Whenever you get to 5 experience, clear your experience and choose one. When you mark your 2nd and 4th advancements, increase one stat by +1.
- ???
- Take another ??? move
- Take another ??? move
- Take a move from any playbook
- Take a move from any playbook