A character in the Road's End Monster of the Week campaign.
Rose Calderson, the Spooky
Rose doesn't know much about her dad. Mom doesn't talk about him, and if something reminds her of him she either starts drinking or stares out into the woods. Their affair, whatever it was like, didn't last long - but her broken heart doesn't look like it's ever going to heal. Wherever dad is now, his legacy is still there in Rose's blood and she can feel it burning in her. She's always known where things were about to go wrong, just in time to be there. That emphatically did not helped her stay out of trouble as a kid. Nor did the ability to see what others can't. Then there was the time she got bullied at school and the bully caught fire - the burning in her blood isn't entirely metaphorical, it turns out. Worst of all, though, has been the constant feeling in the back of her head, the urging to be like her dad. Sometimes she thinks it's him, whispering something to her in the dark - other times, she figures it's just his legacy to her.
Either way, she hopes she meets him some time. She bought the shotgun specially.
She works some shifts at Castel's Corner, and it turns out she kind of likes the mechanics part of it. It's something that makes sense, something grounded, and maybe something that involves touching a whole lot of iron - all things alien to her heritage. And if it gets her in on hunting down some dangerous fae, that's all to the good as far as she's concerned.
Woman, Shadowed Eyes, Casual Clothes.
- Charm: +1
- Cool: 0
- Sharp: +1
- Tough: -1
- Weird: +2
- Poor Impulse Control
- The Big Whammy: You can use your powers to kick some ass: roll +Weird instead of +Tough. The attack has 2-harm close obvious ignore-armour. On a miss, you’ll get a magical backlash.
- The Sight: You can see the invisible, especially spirits and magical inﬂuences. You may communicate with (maybe even make deals with) the spirits you see, and they give you more opportunities to spot clues when you investigate a mystery.
- Hunches: When something bad is happening (or just about to happen) somewhere that you aren’t, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there late—in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.
- Shotgun (3-harm close messy)
- Big knife (1-harm hand)
- Eddie Castel is my boss and I guess my mentor.
- Bayley Williamson seems to know what she's doing - hopefully she can help me learn what I'm doing, too.
- I'm not sure I trust Joseph Wyndham-Castel, he's too much what I'm afraid of becoming.
- I showed up just in time to see Ashley "Ash" Rosewood cut down a monster with her sword, and now I'm pretty intimidated by her.